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LIGHTNINGLORD2'S PROFILE

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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Dealing with death as a plot point?

I want to turn a dinosaur into an avocado if you make this happen.

Is Kaizo the new trendy word these days?

"Kaizo" literally means "modified", as it appeared on the first game on it's kind. The game was a Super Mario World ROM hack, showing in a video titled (translated) "making my friend play my Super Mario World hack" (or so), which is where "Kaizo Mario" came from (or Asshole Mario, as it has been dubbed).

Next to it, there's also a Pokémon Blue Kaizo and an Emerald one.

The Ultimate Legend of Zelda Thread.

I want to think that you gain these Triforce pieces because of your abilities and not vice versa. At least for some abilities like Ganondorf's dark magic and Zelda's visions.

The bigger idiocy was that the whole takeover of Ganondorf can only happen if someone's stupid enough to pull out the Master Sword. One of the timeline splits even follows the plot where Link doesn't follow Zelda's advice and Ganondorf never gets to conquer Hyrule.

Puzzle thread

I say it's a U.

Any character's death = game over

In a Fire Emblem approach, I feel this is poorly done - it basically makes any tactic beyond overlevelling a power unit and/or extreme turtling much less viable (no deep strikes, no baiting etc.).

What I think would work is an approach as in D&D - there, your characters who reach 0 HP don't die immediately - they'll fall unconcious and constantly lose HP until stabilized. If they go to -10 (3.5) or half their max HP as negative (4), they die for real. This would give you some time to finish the battle fast or help the hurt character, but having too little durability means your character will still die immediately.

This system is more forgiving in Final Fantasy Tactics - downed characters can be raised for three turns before they die for real (due to how the turns work, none of your character may get an opportunity to do so). They can't be whacked to make them die faster, making the system rather forgiving in this regard.

Lastly, a few RPGs such as Monster Girl Quest use this system because your party is just one character.

The Ultimate Legend of Zelda Thread.

The scene after getting the Goron Opal is way better than that.

The Ultimate Legend of Zelda Thread.

author=arcan
author=LockeZ
Majora's Mask has the worst budget. All that reused shit from Ocarina of Time is just pathetic.

Wind Waker has the worst exploration. I mean, that's obvious. Fuck the ocean. Never playing that game again. The sailing is so bad. It makes the game completely unplayable.

Twilight Princess has the best everything in every category.
This whole post is wack. Imo twilight didn't even feel like a Zelda game. All I could think of was that everything felt Final Fantasy-ish :(


Didn't TP have those segments where you were trapped in an area and had to collect a bunch of shiny things to move on?

Dealing with Poison

author=Zachary_Braun
It might also be interesting to have a boss succeptible to poison only, where that 10% damage-per-round then translates into "survive 10 rounds of boss attacks with no way of counterattacking."


It's not a good idea to make a boss only beatable with a skill that's been useless up to this point - not to mention how dull it is to just sit around and wait for the boss to die by itself.

of games, representation, and women's cheekbones

>clicks on thread about a character redesign
>enters discussion about capitalism

Games you hate or dislike?

I realize I sound like I don't like most RPGs - there is a few I love such as Tactics Ogre: The Knight of Lodis, Fire Emblem: The Sacred Stones or Epic Battle Fantasy 4. However, I keep finding/remembering games in that genre that disappoint/-ed me - today, I'll talk about Sonny 2.

The game plays much like the first part, in that you click a target and then choose what action to take. Basically, the correct action each time is for your assist to do the healing and for yourself to use whatever deals the most damage. The kicker here is that there's an entire skill branch full of totally useless skills - they become relevant once in each bonus boss fight, where they're the only way to win. This is probably the worst way you can possibly implement those skills, however, the game was at least polite enough to let you respec to get them.