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LightningLord2
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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.
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[RMVX ACE] Character Stats
I didn't use the autogenerated curves for my test game as they didn't allow me to start with low numbers - what I did was making a formula to calculate the stats, which was a simple stat=base+level*n, where base and n were arbitrary numbers corresponding to how strong the particular character is in her respective stat. I also gave them skills that take advantage of their best stats (not by simply calculating from their best stat - my tanky character could use a cover skill and my speedy one carries most of the support). An exponential, quadratic, logarithmic or hyperbolic curve is also an option.
As for enemies, I usually give them enough HP to last about 5-6 hits from a character with average attack, or 10-12 if it's a particularly tough one. Obviously, make them go down faster if targeted by elemental weakness. You should also group enemies with varied stats together, which can make an encounter really exciting even if they all just have 1-2 skills along with their basic attack. When you have access to DoTs, instakills, stat buffs/debuffs and so on, you can down them quite a bit faster.
As for enemies, I usually give them enough HP to last about 5-6 hits from a character with average attack, or 10-12 if it's a particularly tough one. Obviously, make them go down faster if targeted by elemental weakness. You should also group enemies with varied stats together, which can make an encounter really exciting even if they all just have 1-2 skills along with their basic attack. When you have access to DoTs, instakills, stat buffs/debuffs and so on, you can down them quite a bit faster.
The Impossible Games Thread
"This is the impossible mode, guys. Impossible doesn't mean very difficult. Very difficult is winning the Nobel Prize, impossible is eating the sun." -Lou Reed, when playing Penn&Teller's Smoke and Mirrors on impossible mode after zapping the duo with eyebeams
The Impossible Games Thread
RMN games you have beaten
[RM2K3] Enemies: Discussion and possible fixings.
Small suggestion: Make some random variants of the maids (probably with differently colored accessories and slightly different hairstyles) that have one/two of the elemental attacks, resist the element(s) they use and carry a spell that inflicts an ailment related to the element(s).
Also, it's not unusual for them to have magic. They're fairies.
Also, it's not unusual for them to have magic. They're fairies.
Guild of Five Magics
Grinding in RPGs
I made the observation that, in most games, a forced grind is a result of shallow gameplay rather than poor progression. In games with a good amount of depth, you can use a simple (or sometimes very convoluted) strategy to bypass the high stats of a boss most of the time.
how do you make a traditional rpg
I want to point out that, more often than not, forced grind gates aren't a sign of a bad enemy progression as much as that of a shallow game. The numbers are mostly insufficient because you cannot tackle the boss with a different approach.
how do you make a traditional rpg
author=BowelMovement
I don't.
Don't make games if you don't wanna make em, mang.
I think what Craze wants to do is explore different game design approaches as a learning experience.
how do you make a traditional rpg
Incentives for low level are sometimes featured (partially) in Final Fantasy - the first game does it with the class change, which gives better stat growths to reward low levelling up to this point. The sixth did it with Espers, which improve your level up stat gains if you equip them (obviously, there's better Espers later in the game). FF8 (and many open world games) do this by scaling enemies with your base stats, which force you to find other ways to get stronger (which, unfortunately, trivializes the game).
You can soften level grinding while still making it relevant by making the main benefit of leveling be something other than raw stats (usually, new skills).
Another cool thing is having multiple side areas whose spoils are biased towards certain classes/playstyles/etc. - for instance, a gem cavern that contains crystals for solid mage weapons and accessories, but has nothing of value for a fighter (other than vendor trash). This makes players only go for certain areas throughout the game, making each party build go for different locations.
You can soften level grinding while still making it relevant by making the main benefit of leveling be something other than raw stats (usually, new skills).
Another cool thing is having multiple side areas whose spoils are biased towards certain classes/playstyles/etc. - for instance, a gem cavern that contains crystals for solid mage weapons and accessories, but has nothing of value for a fighter (other than vendor trash). This makes players only go for certain areas throughout the game, making each party build go for different locations.













