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What gameplay does Accuracy and Evasion provide?

author=Liberty
Another example is a skill that does secondary damage - say a fire skill that can burn the enemy. Allow for accuracy to determine whether the status effect is applied or not gives a bit of a bonus to an attack that hits all the time.

I like this idea.

That said, I swear to God, you had better not make your only healing skill based on accuracy. That shit should hit 100% every time or God help you

I could not agree with this more. I played a game recently where not only could healing spells miss, but your accuracy degraded as you leveled. Meaning you either needed to grind for +Hit gear or your healer - the life blood of the party, as non-healer based health restoration was risky or hard to come by - would be worthless.

You would get worse at using your skills as you leveled, which is the worst possible way to handle accuracy in any game I have seen. If it were a case of enemy evasion improving based on their tier, it wouldn't be quite so bad. But if you leveled up in a dungeon, you'd have a harder time hitting the exact same enemies you were just fighting.

Suffice to say that I stopped playing that game. On top of healing missing, the resurrection penalties were massive. It would take several dungeon runs to pay off the debt incurred.

Game Accessibility

These things are helpful to a great many people, including everyone who plays with sound muted or even just has a noisy house.

How I hate sound based puzzles. Anything from 'examining that object moved something, but there wasn't a notification beyond a noise' to 'the door to the rest of the plot is locked and the only way to open it is by inputting a series of sounds in the right order.'

I can only imagine how much worse those games would be if I were deaf.

I won't bite, unless you're chicken.

author=Gourd_Clae
You wouldn't bite a gourd, would you~?

That depends on whether it's part of a pie.

author=seiromem
Makerscore is your worth as a human being.

What about my worth as a cybernetic overlord?

author=Kylaila
Friendly people are always welcome!

Well, it was nice meeting you. I guess I better leave. I kid, of course. I aim to be friendly. Or at least helpful.

[Poll] Accounting For Taste

author=Max McGee
At least what feels like 50% of those who have played the game. If ten people play a demo and three people don't like the music, I may not do anything. If five or six people don't, then I will step back and think things over a little.
FWIW, this is about where I'm at too right now. Although a lot less than that will get me to CONSIDER changing it.

Seems logical. For me, personally, it would depend largely on their arguments.

"I don't like thing." will be ignored, no matter how many people say it. After all, if they can't explain what the problem is, I can't be expected to know how to fix it, right?

"I don't like it, and here's why..." will be considered, even if I decide not to change anything. It's too loud/quiet relative to the rest of the game's sounds, the high pitch gives me a headache, it's boring because it takes too long to build up, et cetera. These give meaningful direction, so I'll take them into account.

I hate when a music track is significantly louder than the rest of the game's music. I have sensitive vision and hearing, so even keeping my volume set at 6% can be loud at times. The music suddenly BLARING is high on my list of reasons to drop a game, at least when the music is supposed to be a big part of the experience.

Ludonarrative Dissonance In Simulationist Logic 01: Teleporting Items In RPGs

It really doesn't bother me, since I see it as a gameplay convention rather than considering the 'in universe' reasoning. For example, if a player stocks up on healing items for a group, only to suddenly find that they're controlling another group. Or they buy equipment upgrades for their entire party. The player is going to be annoyed at the wasted effort, right? At least temporarily.

author=Zephyr
The Golden Sun-series handles this problem quite well with each character in your party having it's own respective inventory. It also pushes you to priorities items in your inventory, cause it's limited.

Individual inventories is probably the best logical solution, though it has its own pitfalls. Imagine your designated item monkey leaving the party and taking all those items with them. If it's temporary, you get the items back, sure, but if the character doesn't show up again until the items are outdated?

author=Zephyr
The issue of prioritizing your items also rises as you obtain more key-items(like Psynergy-skill trinkets). You're bound to have all slots filled out sooner or later unless you sell your old crap.

And that's another potential problem. The player has to dedicate inventory space to equipment and healing items, so every key item will take away a valuable slot, depriving the player of a resource simply for advancing the plot. (I'd recommend that plot important items don't take up inventory space, personally.)

On another note, if verisimilitude is a major concern, there's the "An herb takes up the same space as a suit of armor" aspect. Or a single gem taking up the same space as a pile of gold. (Curse you, Diablo.)

In summary: I don't think there's a perfect way of handling inventories. It's probably best to just use the method that fits the game.

I won't bite, unless you're chicken.

I'm Kiana, a hobbyist with wide interests and meager talent. I try to make up for it with enthusiasm and, when that fails, sheer stubborn-mindedness.

The title is my lame attempt at an ice breaker. Also a reference to one of my favorite foods, but now I'm explaining the joke.

My start as a hobby game maker was... I honestly can't remember. Back in highschool, so at least a decade ago. I found a few 2k, 2k3 and XP games in my early days on the internet. Eventually, I scraped some cash together and bought RMXP and got to work, though it never quite 'clicked' with me.

I still vaguely remember the first game I tried putting together, despite how awful my memory can be at time. A young mage, setting out on an adventure to learn every spell in the world. There were pirates and a plot that was both anemic and rushed. That's as far as I got. A computer crash brought the project to a merciful end.

Relatively recently, I picked up VX Ace off of Humble Bundle, like a lot of people probably do. While anything to do with scripting still makes my eyes cross, the engine felt easier to work with than RMXP. Though that's probably because I'm not an excitable kid anymore.

So I've been playing around with it for a few months now, familiarizing myself with the new functions. I've also been reading through others' scripts as a way to learn a bit. To my own surprise, I've found myself writing my own small scripts. Roughly 80 lines worth now, which is 80 more than I ever expected I'd be able to write. Nothing more complex than some window adjustments, though.

As for joining rmn, I've been lurking for about a month or so now, checking out games and browsing the forum. The general atmosphere seemed friendly and helpful, so I thought I'd give myself a kick in the rear and join already.

With the long winded introduction out of the way: Greetings. I hope I don't make a colossal ass out of myself.

Final Fantasy Legend VX Ace

I'm quite interested in this project, since I always loved the game as a kid.

If you hug the edge of Shield Castle, outside, you can circle around and enter the Escape Room. May want to fix that. A door that can only be unlocked from inside, at least.

Also, I keep running into a crash. When I exit the menu right after saving, sometimes the game will crash if I hit Shift right after. It doesn't seem to occur if I wait a couple seconds before moving. It happened once in Base Town and twice on the world map.

There's definitely some balance issues that could use addressing, but it's too be expected with the project so early in development. MP maximums and costs could use some serious overhauls. Espers are speedy and pack a LOT of magic, and I had the good fortune of one of mine learning P-Blast. He always acts first in battle and despite only being 5 MP, he hits for 110~ damage per target on a trio of zombies.

Earning the 500 G for my first HP200 was a pain, but it doubled my female human's HP. Quite a nice surprise. The 300 G I dropped on a couple of strength ups weren't quite such a pleasant surprise, as she's up to 19 STR, but the male esper has 18 for free.

And of course monsters start out terrible. This is no surprise, since they started poorly on the Gameboy, too. I like the dynamic of them starting off really weak, but paying off in the long run when they got their awesome forms.

The lack of descriptions on a lot of items and skills can get a little problematic, but again, it's understandable due to how young the game is. I also noticed that Stench is referred to as Electro when you cast it.

Uh... Sorry if this post is huge. I can be a little verbose.

But anyway, I'm looking forward to more.