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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Deterministic Combat Systems

It's something I've seen very little of, although it's a very interesting approach to game design: All actions and results (or most of them) being completely independent from chance. While the main argument for luck-based design is tension and the ability to make risk/reward scenarios, determinism is favorable by making it clear what mistakes you made and strategize more accurately.

There's a few random mechanics that are generally used in RPGs, though I can't understand why it has to be done like this:

-Default 95% hit rate (why need the miss?)
-20% damage variance (doesn't bother me, but I don't see any need for it)
-Critical hits (They could be reworked to always come in certain conditions)

Lastly, I want to point out hidden information to be different from chance - having some randomness in enemy behavior forces the player to stay alert and not solve the encounter and Multiplayer benefits from players hiding their options from one another.

General Final Fantasy Topic

With the remakes, remasters and whatnot on the way, people began talking more about Final Fantasy. Occasionally, the topic trails off into different FFs and people's preferences, so I'm making this topic here so people can freely discuss any Final Fantasy game, spinoff and possibly other FF-related media.

9/10, but still terrible? About game-killing features

So you got a game - a lot of things you saw made you interested, when you actually play, you can mostly even agree on the game's strong points - but, at one point (early or late), you encounter something that is so bad that you now hate the entire game, even if all the other features are good. Any experiences you had like this?

I can cite an example myself:

The World Ends With You

What I like about it

It was a very unique setting to start an rpg with, it has an interesting (though not that amazing) plot and some very cool mechanics for item drops.

What ruined it for me

The controls. Though I managed to find games that are even worse, I just couldn't play a game like that. It was really awkward to handle moving and attacking (I generally slide the stylus for tap controls for precision), they even added rythmic button presses to that! I turned the game away forever after that happened.

Amount of Magic in Fantasy

Copypasting a post from a different topic:

author=me
What I'm looking for is settings like Dawn of Magic, where spellcasting and the like is not something only like 0.01% of the people do and the few participants are neckbeards, complete monsters or both (save for the girl in your party who does the healing). This review says it best (I'll do a translation below):

author=gamestar.de
Duell im Morgengrauen. Auf der einen Seite: Ein strahlender Krieger in glänzender Rüstung mit mächtigem Breitschwert. Auf der anderen: Ein Erzmagier, ausgestattet mit dem Wissen der Jahrhunderte und der Macht, Erdbeben, Untoten-Armeen und Unwetter zu beschwören. Und jetzt wetten wir: Wer wird gewinnen? Der Krieger? Unsinn! Bevor der sich rühren kann, hat ihm der Magier die Rüstung weggerostet, zwei Dutzend Untote auf den Hals gehetzt und ihn mit ein paar Blitzschlägen geröstet. Als Finale lässt er ihn in einer Felsspalte verschwinden.

So, Ende des Duells. Gedauert hat es keine Minute. Klarer Fall: Im echten Leben wäre ein Magier jedem stumpf dreinhauenden Tölpel von Kämpfer haushoch überlegen. Nur in Rollenspielen nicht. Die wollen uns weißmachen, dass ein Blitz tatsächlich weniger Schaden anrichtet als ein Hieb mit einer Holzkeule. Alle Magiefans, die sich ob dieser ungerechten Darstellungen schon immer geärgert haben, dürften auf ein Action-Rollenspiel wie Dawn of Magic schon lange gewartet haben.


A duel at dawn. On the one side, A dashing warrior in shining armor with a powerful broadsword. On the other, an archmage, equipped with the knowledge of centuries and the power to summon earthquakes, undead armies and thunderstorms. Now we bet: Who would win? The warrior? Nonsense! Before he can even move, the wizard rusted his armor away, sent two dozen undead at him and roasted him with lightning. At the end, he makes him disappear in a chasm.

So, end of duel. It didn't even take a minute. Clearly, in real life, a mage would be vastly superior to any dumb brute of a fighter. Just not in RPGs. They want us to believe that a lightning bolt does less damage than a whack with a wooden club. All magic fans that ever cringed at these unfair portrayals should have been waiting for an action RPG like Dawn of Magic.

Why aren't there more games like this


Topic can be used to discuss the benefits of greater/lesser use of magic in fantasy (or comparable non-realistic things) and how it changes the world.

[RMVX ACE] Mapless/Maplite game flow

It's immensely frustrating for me to do any maps as it's hard to gather resources I need (artstyles, copyright, pricing...) and the default RTP is immensely limited unless I do a gritty setting where things are broken and such. Does anyone have an idea for scripts/designs where I can keep the mapping to a bare minimum (no town, indoor, dungeon, etc. maps) so I can focus on the writing and scripting?

[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.

Need scripts for some attacks

1. Rollout
From: Pokemon Gold/Silver
Explanation: When used, this skill will be forced to be used the next 4 actions, doubling in base power after each use. Will end (and reset power) when the fifth attack is made or the skill fails to do damage.
2. Spell Card System
From: Touhou
Explanation: Once the health has gone to zero, the boss will gain a new health amount (usually higher than before), this being shown as a spell. This spell makes him enter a new pattern of using one or two (maybe more) attacks inside. Not losing a single life (and not using bombs in the original game) yields bonus score.
3. Fallen Angel
From: Final Fantasy VI
Explanation: Health goes down to 1, MP goes to zero.
4. Button Locking Arrow
From: Super Mario RPG
Explanation: There are three symbols in front of the boss, representing attacking, skills and items. Occasionally, the boss will shoot on one of them, making you locking the action, while unlocking the other two.
5. Supernova
From: Final Fantasy VII
Explanation: Dealing a specific percentage of the remaining health as damage.
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