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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Secret of Manarama

I need to praise this game for the sole reason that it contains the Elemelons.

[RMVX ACE] State Stacking

Effects like this: (Level = # of turns remaining)

Regen - Recovers 2% Max HP restored/Level.
Blind - -5% HIT/Level.
Vigor - +5% ATK/Level.
Curse - +3% resistance to state buffs and -3% resistance to non-curse ailments/Level.

50% Blind rate would make a 4 turn Blind Skill last 2 turns. Having a rate of 150% makes it lasts 6 turns instead. The chance to be afflicted is the same, though.

[RMVX ACE] State Stacking

I know there's a script that lets me set more dynamically how long states last and how they behave to me trying to stack it.

There's two different scripts I want to use with these mechanics:

1. Make State Resistance affect how long these states last rather than how likely it is that they work.

2. Let those states have effects that get stronger based on how many turns they remain.

Little efforts in your RPG go a long way... right?

I haven't played the game myself, but many players state that part of the charm of Earthbound series is adding all those little things that are minor but immersive - from Paula not having full PP when joining due to using a Psi Technique in a cutscene up to
The Bicycle producing a unique sound for driving through puddles, which is only doable after beating the game.

[Poll] needs a 'lil feedback

I voted for Project Azoth because I fear that ONO will simply throw gratitious jokes about Clichés that don't exist at every corner.

Also hoping that skill use in Azoth won't be too cumbersome.

Stronger Version of Skills; is it necessary?

You could also add stronger skills with different traits that make them more situational/risky, as the following example in Pokémon:

Thunderbolt
Type: Electric
15 PP
90 Base Power
100% Accuracy
10% chance to paralyse the target.

vs

Thunder
Type: Electric
10 PP
110 Base Power
70% Accuracy
30% chance to paralyse the target. Hits targets using Fly, Bounce or Sky Drop. Never misses in rain. 50% accuracy in the sun.

An example where the stronger skill is not desirable for consistent damage, but in the right situations (it's raining or the foe is flying), Thunder is more useful than Thunderbolt.

Penalties for leveling up

To bring the discussion back on topic, I'd like to mention one thing where I think level scaling is appropriate: An optional bonus battle area like the Battle Frontier in Pokémon. It keeps the same level of challenge no matter when you attempt it. As it is completely optional, it won't get in the way of the player making progress when leveling up and being able to take on foes more easily.

Penalties for leveling up

In order to contribute to the topic, I never actually understood why it's so bad to not scale the levels of open-world rpgs - you have areas that are more dangerous than others, a good selection of like-leveled areas at any given time and you can choose to tackle an over/underleveled area whenever you feel like it. It's simpler, more immersive and more dynamic in difficulty than level scaling all over the place.

Recolouring. Discuss.

It works better in 3D games where using a different texture (or even different model) and possibly voice set can make the same enemy look vastly different next encounter. An interesting twist is in the Adventure Quest game - the dragons, for instance, are just palette swaps at first glance, but there are subtle differences from the norm (e.g. the Wind Dragon has feathered wings and the Earth dragon doesn't have any).

On the practise of recoloring, it helps to get some diversity for limited sprites.

Encounters Mechanics

An interesting encounter mechanic I've seen is in Tactics Ogre: The Knight of Lodis - on any map, if you want to grind, there's the "Training" option - but instead of battling random foes, you split your troop in two sides and have them battle. Yes, they won't die from it and yes, you do get exp for that. An interesting side note is that if you level up very much from this, you get the "Bogus Hero" award, that prevents you from getting critical hits.