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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Single Character RPGs: How Can They Work?

This type of game can work if you put in enough effort in designing and planning it out. And finish it, of course.

Why DQIX is more progressive than you

If one is unsure about how multi-turn bosses/touch encounter/level scaling/etc. work for you, or if you can handle them, you might try to use them in side-projects to see if you can use them properly.

A minor question: Will the bosses in DQIX always make their actions in a row or can a player act between the two actions of the boss?

Why DQIX is more progressive than you

For the multi-turn bosses, it is not generally a bad/good idea - it depends on how that is implemented. Other ways to make boss fights more interesting is well thought-out patterns, Skills that do more than one thing, Boss minions, making the boss gain more turns by a very high speed stat and possibly many more.

Elemental Weaknesses (and battles that make you think)

Damn double posts...

Elemental Weaknesses (and battles that make you think)

I left it to spellcasters because the physical attackers never get a chance to use element attacks outside of special equipment.

I think that there are a lot of ways to make the element system interesting, and there should be some kind of other mechanic besides damage multiplier.

RPGMAKER IS DEAD

He's a person who prefers things getting done by execution rather than strategy. Sure, it is easy to maneuver through RPG Menus, but the skill in it comes from choosing the right option at the right time. But if you prefer action-heavy games, go for it, they're also potentially great (I think any kind of genre or input can be done very good or terrible)

Cooldowns

Cooldowns can extend even as far as that they take entire turns from you - for instance, the Eater of Days in Magic: the Gathering forces you to skip your next two turns when you play him - which is balanced out by him being a very powerful creature.

Elemental Weaknesses (and battles that make you think)

As I said, Elemental Weakness doesn't have to have the same multiplier at all times - in Pokemon, for instance, Rhyperior takes x1,5 Damage from Fighting and Parasect takes x8 from Fire. Also, not all damage-dealing spellcasters must have access to all elements in the game.

Why DQIX is more progressive than you

I usually pick over-the-top examples to explain such things to make the point more clear. Most bosses won't go that far (but some do), but it's the basic idea. Another idea is bosses with a speed stat so high that they'll (almost) always go first - what I'm trying to say is that there are more ways than one to make a boss interesting. The touch encounters in DQIX are fine when they're not blocking - I'm saying the concept isn't generally superior to random encounters (the 11th Floor in Etrian Odyssey would be the best example how it's the most frustrating - they still move while you battle, and they can join the battle - meaning that there's an infinite stream of boss-like enemies until you lose).

I like the concept of limited level-scaling, but I dislike the downward scaling somewhat - it defeats my intent to stay at a low level (I try to beat bosses if I encounter them on a low level, and nine times out of ten, I succeed).

Why DQIX is more progressive than you

I disagree that touch encounters are better than random encounters, because these "avoidable" encounters will block my way, therefore forcing me to fight them, completely defeating their propose. Best done are random encountes in Etrian Odyssey - there's a fixed, definite amount of steps you can make until you get to an encounter. Also, I think multi-turn bosses are overrated - Sure, one-action bosses seem easy, so you can easily action spam them to - wait, did he just use a hit-all instant kill spell? I thought it would be cake.