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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Elements and Final Bosses

FF6 had an ability called Debilitator that made an enemy weak to a random element. Such a skill seems like it could work very well with this problem, if you consider it a real problem. But really, I don't.

As you said, if the final boss is weak against one element, then anyone who can't use that element becomes much less useful. So, the obvious answer is to make all your really hard bosses be element-neutral. If you have a black mage type character whose main advantage is access to many elements, you just need to give that character another skill that is primarily useful for boss fights. A buff spell is the obvious choice. In my game I gave the black mage a buff that grants MP Regen.

The exception is if your main character is unremovable from the party, and uses an element that no one else does. In this case you can make anything in the game, including the final boss, be weak or strong against this element with no problem.

How long have you been working on your game?

Vindication, the finished game that I just posted, I spent about two years working on back in 2001-2004. Then I lost about four months of that work due to hard drive failure, and quit working on it. In May of 2009 I picked it back up again, redid most of what I'd lost, added quite a bit more, redid a lot of the writing to not sound like a high school kid had written it, and I finished it in November. So probably about two and a half years total of actual work.

I don't understand people who put so much effort into making a game and then don't put in the relatively small amount of extra time to make it long enough to enjoy. I see games with very complicated, well thought out game systems and unique concepts, with a pitiful length like five hours, and I just sigh. My game probably takes about twenty or twenty-five hours for most players. It's comparable in length to FF6's world of balance.

Vindication

I know the battles are quite hard compared to most commercial RPGs. But most commercial RPGs are very, very easy. Take Chrono Trigger, for instance. It is hard for me to imagine anyone dying in that game, except to one or two bosses, unless they literally had no idea how to play an RPG at all. If a game has no challenge, it is not much of a game. I strove to make a game where the battles could actually kill people - a novel idea in a day and age when most RPGs seem to think that the only think you should need to beat a game is time, not skill or thought.

That said, it's not really *that* hard, especially on normal mode where you can always get more items if you run out. And there's little or no "grinding" required on either difficulty. You may even find it helpful to run from battles sometimes.

Vindication

Please send me a private message or an email if you find any bugs, no matter how minor. I would like to fix them before more people download it. And if you have a suggestion for what kind of screenshots to submit to give people a better impression of the game, please let me know.