LOCKEZ'S PROFILE

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.

If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
Born Under the Rain
Why does the jackal run from the rain?

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Why can't I just poison him a little bit!?

Giving bosses the ability to cast Esuna is a nice excuse to make them vulnerable to statuses. It still doesn't solve the problem of, say, paralyze or sleep, though. You pretty much have to make the boss be at least heavily resistant to that kind of thing, if not immune.

To say nothing of instant death spells. If you think that statuses should be usable in every battle, what do you think about instant death spells? What about fire spells, should those be usable in every battle?

Really, there's no good reason for every skill to be equally useful in every battle. We have elements for a reason. The player is given a variety of abilities. Making enemies have different vulnerabilities gives the player reasons to use different strategies in different battles. If the player can do the same thing in every battle, the game quickly gets old. It is useful to lock players out of certain things to add challenge. Though this can certainly go too far and make battles be ultra-boring if you lock them out of too much.

The Dreaded P Word

If you have ever used any graphics from a commercial game, you are not allowed to be upset about people taking things you made.

If you have ever used any music or sound effects from a commercial game, you are not allowed to be upset about people taking things you made.

If you have ever made a fan game, you are not allowed to be upset about people taking things you made.

If you never paid for RPG Maker and are using it, you are not allowed to be upset about people taking things you made.

If you pirate or emulate games, you are not allowed to be upset about people taking things you made.

If you play RPG Maker games that satisfy any of the above conditions, then it is the same as you pirating the commercial games that they are plagiarizing, and so you are not allowed to be upset about people taking things you made.

In fact, all of the above are infinitely more serious than another RPG Maker designer taking your custom work. Because in the above examples, money is involved. You are depriving the commercial game developer of money that they would be getting otherwise. Whereas in the private indie case, neither of you is making any money off of the intellectual property, so the only harm is to your reputation and your pride.

Game Pet Peeves

I think such a choice still feels like it's what you're supposed to do.

When you get an option at the beginning of the game regarding your difficulty level, they're clearly both different options for gameplay. But when the game gives you the Ultima spell, you're... supposed to use it. The game is not telling you that you have a new difficulty option, it's just making you more powerful. That is how it feels. It feels like not using it would make any perceived difficulty be my own stupid fault, instead of the game actually providing difficulty.

Oddly, I think that if you simply add an achievement for not using the overpowered ability, then I would consider it to be a real challenge that's being provided by the game, instead of me just being stupid on purpose to give myself a challenge. Hmm.

Game Pet Peeves

post=141881
So is selecting "Easy" at the start of the game. Not everyone will do this, given the chance, will they?


Uh. Hmm.

There's a meaningful difference, to me. But I'm not sure I can describe what it is. Choosing a difficulty mode before the game starts feels more like a different game than just an option in the game, for one thing. And it feels like something that the designer expects you to do, a challenge that they put in. Whereas just... not spending your gold or something feels like an artificial challenge created by the player. The game is not challenging you, you're simply challenging yourself. That's somehow very different, at least to me. I can't pinpoint the exact place where one starts and the other stops without more thought, though.

Vindication

Game updated! Some changes were made to early parts of the game to make it less tedious, including a slightly scarcer encounter rate, and a shop inside the first dungeon if you're not playing on hard mode.

Also, the font patch has been added to the main installer - it should no longer be necessary to download, but I'm leaving it up in case anyone has problems.

Game Pet Peeves

Yes, that's... basically the definition of lowering the difficulty of the game.

Game Pet Peeves

post=140911
Sure, but when I was referring to difficulty, I was meaning how difficult it is for the average player to progress through a vanilla game, without finding the game breaking Blue Magic or advanced strategies. Hell, almost every game I know of has an eclectic way of vaporizing the difficulty, so I don't consider that when thinking of how challenging a game is.


If a game has an eclectic way of vaporizing the difficulty, then that is how easy it is. Playing it suboptimally and saying it's hard should not count. If you want to consider it in any way hard, you have to be playing optimally and have it still be hard.

The fact that you're good at RPGs doesn't make the game's easiness less authentic. It makes the game easy to people who are good at RPGs. Which is really the same thing as being easy in general, since RPGs are dreadfully simple to be good at.

On the other hand, if a game is easy to people who are bad at it, then it doesn't even qualify as a game. To be a game, the player has to be able to win or lose. If you pretty much can't lose, it's pretty much not a game.

On-topic: games which have eclectic ways of vaporizing the difficulty are one of my pet peeves. Though, I realize that getting rid of all such ways requires an amount of testing that RPG Maker games cannot afford to undertake.

Vindication

She got better. ^_^

It's okay, not everyone can appreciate brilliance.

Why can't I just poison him a little bit!?

The thing about status effects is that a lot of them are inherently "instant win". If you paralyze an enemy, it can no longer do anything at all. If you make it do half damage, or take double damage, you can easily overpower it. If you poison it, you win 10 rounds later even if you do nothing but heal and defend for the rest of the battle. Minor debuffs to enemy stats do not give you an "instant win" mechanic, and therefore should be no problem to use against bosses - they are therefore outside the scope of this debate.

This is fine in a normal battle. When you're fighting 2-6 enemies of similar power, and you can win the battle in only a few rounds, then a 50% chance to hit with one of these effects for a 4 round duration is fair. Anything weaker would be quite useless, in fact.

In a boss battle, with one strong enemy that takes 10+ rounds to kill, that same chance becomes ridiculously overpowered. If you can get the status off, then the entire challenge of the boss disappears. Alternately, if the boss is still difficult after using the status, then it's probably impossible to beat without the status. A 50% chance to stun the boss for four rounds? Man, okay, I'll just have two of my party members cast that status. It'll almost certainly hit. Then the boss can't do anything the whole fight! Woo!

To compensate, there are a few things you can do:

1) Make statuses have much lower hit rates, or much lower durations. However, this makes them become useless against anything except bosses.
2) Make statuses have much lower hit rates or durations, but only against bosses. Essentially, your bosses will resist status effects, similar to the way monsters resist elements. This lowers the chance of easymode-vaporizing the boss, but still lets it happen rarely. So someone who is lucky (or who reloads the game until they get lucky) can get around having to use the proper tactics or being the proper level for your bosses, and thus avoid having to deal with the challenges you intended for them to face.
3) Make statuses not work at all against bosses. This makes statuses rather more boring, especially if your normal enemies aren't difficult enough to merit using statuses on.
4) Make statuses work, but give bosses ways to continue being a challenge even through them. For instance, a boss could be able to be put to sleep, but if you do so then allies will appear to aid it. This is rather hard to do well, and can often feel like a cheap gimmick to the player.

As you can see, none of these options are perfect - they all have significant problems, which is why there isn't any one option that games have all decided to use.

Overworld Mini Map troubles.

Here's how I do the minimap in my game:



This is an invisible event in the top left corner of the map.

You can see that I take the player's tile coordinates, multiply them by 2/5, and then add 3, to get the cursor's pixel coordinates. The 2/5 is because my minimap starts as a 1 pixel to 1 tile image of the world map, and then is scaled down to 40% size. The +3 is because I moved the minimap 3 pixels away from the corner of the screen - it just looked better that way.

In your case, you need to multiply the hero's x-coordinate by 64/100 and the hero's y-coordinate by 48/100, instead of multiplying them both by 2/5 like I did. And then add the margin, if you plan to have a small margin like I did. If you failed pre-algebra then this might be a bit difficult, but hopefully you can handle it.