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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Xenomic Streams!

Ending the stream just before the final boss isn't okay! Screw your family, screw your obligations, screw your biological needs like food and sleep, beat that game!

What Defines Grinding

I would define grinding as any kind of repetition of tasks you've already completed, regardless of whether or not you go out of your way to do them instead of "progressing." If the game makes you fight the same battle six times before you can continue, that's grinding. If you get the same random battle multiple times, and you don't run away after the first time, that's grinding. You already did it, so doing it again is grinding, regardless of whether the reward is progress toward the next level up, progress toward the next dungeon, or both.

In some games, even fights that are technically against completely different enemies can feel like grinding, because they play out so similarly. It can be the same battle without actually being the same battle, if that makes any sense.

In other games, you might fight the same group of enemies ten times and have wildly different fights each time, due to randomness and complexity, which can lead to it never feeling like grinding. Even though it's the same battle, it's not the same battle. Get it?

I don't dislike grinding if the combat is fun, and the progress is fast and visible. I will sit there and play Chocobo Hot & Cold for five solid hours even though every thirty-second-long game is almost exactly the same as every other game. The slight amount of randomness and the periodic major reward in the form of a chocograph makes it stay fun for a long time.

Tidus.png

Well, the black mages and shy guys could be anyone under those hats and masks.

Splitting items into stacks?

You say "so you don't have to carry around items/equipment you don't need" but how in the world is having instant access to all your items from anywhere a burden? That's something you "get to" do, not something you "have to" do.

The Last King of Hyrule

Well, the idea was that you would only have a second or two to see the real version of each room, and then you'd have to remember it. What you're suggesting would have completely changed the type of challenge, turning it into a platforming race instead of a test of your perception and memory. I don't think there's anything wrong with a platforming race, but it's not what we wanted to make the final dungeon of this Zelda game into. Maybe you think we leaned too hard into the Zelda aspect in what, in your opinion should have been more of a Mario game?

I'll also point out that you took longer in the desert, water, and sky palaces than you did in Ganon's Tower. It was a medium-length dungeon. It probably just felt like a million years because you were so frustrated.

The Last King of Hyrule

You really didn't like the invisible walls in the final dungeon, for some reason, and I don't really know why. I think figuring out where they are is a clever obstacle, since all of them are telegraphed one way or another, and also you can see them all if you're fast enough after hitting the shiekah stone. And generally I think searching for hidden stuff is fun as long as you know it's all condensed into one stage, and not spread out over the game like in Ocarina of Time.

I think most of your other criticisms were good but I don't really know what you have against invisible platforms that are both obvious and also temporarily-visible for the first few seconds. Well, I mean, I kind of do. But man that was like 20 minutes of nonstop salt about them, rofl.

Splitting items into stacks?

If you don't have any reason to put some items in one place and some items in another place, then you don't need to be able to split a stack of items. Seems straightforward.

Only having one possible place where items can be would be a very obvious example of a case where there'd be no reason for the player to put them in different places. Having two places, an inventory and a stash, only matters if there's some meaningful difference between the two, like... losing your inventory but not your stash when you die, I guess? I assume that's what you're using the stash for if it's not shared. If you do that then, uh, you do need to give the player the option to only take some of their healing potions with them, I guess, so they don't lose them all if they die. You don't really need to be able to split crafting items if all of your crafting happens in town five feet away from the stash box...

I feel like you can figure out on your own whether or not you have added a reason for the player to want to put their stuff in two different places. I don't think that's something you can do on accident without realizing it. Just make sure the player can sell part of a stack of items

Splitting items into stacks?

...why are you considering a feature that you can't think of a use for

What are you thinking about? (game development edition)

Well, for ailments, halving an enemy's effectiveness at something is a nice round number. Although I'm talking here about "reducing an enemy's effectiveness," this applies to both ailments that reduce enemy offense and buffs that increase your own defense. Blind and Protect both very commonly reduce the damage you take by half, because that makes them really easy for players to wrap their heads around. Players don't want to have to solve complex math problems to figure out whether a buff is worth using.

3 rounds is exactly the duration that those status effects need to last in order to be worth casting. If it only lasts 2 rounds, then you are just sacrificing one of your turns to remove half of two of the enemy's turns; that's an even trade and is almost never worth doing, especially if the enemy's actions are unpredictable.

Same deal for increasing your own effectiveness at something by half. It's a nice round number, and you get the same math. Doubling your own effectiveness at something is an even rounder number, of course, though in a lot of games it's too big of a buff. Buffs that double your offensive power can sometimes only last one or two rounds.

You can make these effects last longer than three rounds, of course, and lots of games do. But if you want the player to use status effects tactically instead of willy-nilly, then you often want to make them as short as possible.