LIGHTNINGLORD2'S PROFILE
LightningLord2
230
The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.
Search
Filter
Final Boss Move that Negates all Buffs and Positive Status - Fair or not?
Games you hate or dislike?
author=Liberty
You do realise there's single player modes in most fighting games, right? Combos are ~fun~.
Only for the user, not the one they're used on - they're fine and a valid skill test for single player action games, but an extended series of actions that allows no counterplay has no place in a competetive game.
What are you thinking about right now?
MV is OUT!
I preordered the game already, can somebody tell me what the bonus tilesets include? The release screenshot only shows a forest temple and an ice dungeon theme for dungeons. There's supposedly two more dungeon tilesets and a few for town stuff I don't care as much about.
Predicting those other two dungeon styles to be lava/fire and machine themed, respectively.
Predicting those other two dungeon styles to be lava/fire and machine themed, respectively.
Spirit Blade
author=Lv27MarkerManauthor=LightningLord2You make a good point. And a lot of ailments do prevent the enemies from moving, but ailments pretty much belong to 1 character, have to be inflicted 1 at a time (The only way to inflict ailments on multiple enemies can't be spammed in each battle), and the enemies that can be effected usually come in groups. So out of a group of 6-4 you can prevent 1 from attacking completely, that or the enemy is so threatening ailments are the way to go.
If you're going to make status effects always work, avoid making any that prevent the target from acting, as they'll always be broken or useless with no middle ground.
Still, I've also been wanting to make a highly deterministic system for an RPG. Gonna look into at which places it's good to randomize a bit.
If I am to stunlock only one enemy, it'll probably the big guy known as the boss.
Also, only one character can inflict ailments?
[General Design] What is the worst implemented/thought out system you've encountered?
author=LockeZ
Oblivion's level scaling might be the worst level scaling system I've seen, but it's not the worst gameplay feature I've seen. It's not even the worst gameplay feature in Oblivion.
Hence I brought up that the levelling itself is completely retarded. There's also:
-Stat caps that will easily negate any meaning of you picking a race
-HP and MP stats scale in a way that leveling Vitality/Intelligence later gimps you
-Sigil stones letting you put a shitty enchantment on a weapon/armor, letting you sell it for an exorbitant amount of money
-Various strange behaviors by the AI
-Vulnerable to Magic stacking with itself
-Having just one positive trait in a potion makes you unable to create a poison
-lol chameleon
MV is OUT!
From what I've seen, MV is already amazing - there's some cool new stuff for eventing, the database got some much needed improvement, battle screens look better (I like the animated damage numbers) and you have an amazing looking character generator. And that's not even counting the plugins...
Games you hate or dislike?
You can also cut down the number of available moves and still have a deep game - for instance, I feel there's nothing gained from having combos in a fighting game. It looks pretty cool for someone who does one, but the other player is effectively removed from playing until the comboing one finishes/messes up. It also greatly increases the difficulty of learning inputs.
Also, nobody is excited about fighting game pros because they can press qcf+p correct every time, it's because of their ability to read their opponent, the game state and making precise decisions.
Also, nobody is excited about fighting game pros because they can press qcf+p correct every time, it's because of their ability to read their opponent, the game state and making precise decisions.
MV is OUT!
Boss Fight Dev
Toxic is dealt with in Pokémon by switching out so that the damage resets to normal, should there be no way of healing the condition in general. I think the best idea to translate this strategy is by making an attack that gets bonus damage the more often a specific party member is targeted, meaning that the player has to shift aggro to reset the damage to the default level. The Firelord's Incinerate in Warcraft 3 works like this (it also came with an explosion if the target dies from the attack).
If you want to make tanking interesting, you should create situations where you want someone other than the actor with the most HP to take the hit.
If you want to make tanking interesting, you should create situations where you want someone other than the actor with the most HP to take the hit.













