NEVERSILENT'S PROFILE
- Silence is silver, speaking is golden -
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
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Loyal Master of the Wind fan!

Mia & Amalie will save us all!
Obey the Tezkhra!
Damsels of the world, join the Mayhem!
Proud member of the Flowey Fan Club.
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
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Loyal Master of the Wind fan!


Mia & Amalie will save us all!
Obey the Tezkhra!

Damsels of the world, join the Mayhem!

Proud member of the Flowey Fan Club.
The Book of True Will
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
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Monster encounters that make sense.
author=Treason89
This lead me to other question about making more sense in encounters. Why are enemy encounters fixed to game pace. I've never seen weaker enemies after the start point, or strong enemies roaming early. It may not defeat the realism as you may find, for example, find 1 or 2 strong enemy among 30 weak enemies (think abour Africa, lions and zebras). Strong enemies could even be a auto-pace factor for the player to say "come back later" without using a stubborn NPC or a flat weak bush.
While I do think this is something that would be worth trying in a game (especially one that goes for an extremely realistic approach, which I think would be a cool experiment), for most RPG's this would simply go too far. I actually have to side with RyaReisender here and say that in many cases, having a realistic enemy strenght curve would make a game close to unplayable. I'm sure there are possible scenarios and interesting game concepts where things like this can work, but in classical RPG's, some sense of (safe) progression is simply needed. An approach like this would most likely run the risk of destroying the gameplay. (At least, that's what I suspect.)
What are you thinking about right now?
I'm not even sure it's actually spam. It looks more like a case of extreme accidental penta-posting...
Today begins the World Cup, and also it's my birthday!
FOUR STARS...for what ??
Cashmere, I think amerk (and I) didn't actually ask for the removal of review scores. Quite the opposite, I actually agree with your points. I think review scores are a great quality indicator if used well. We only discussed the option of removing the average score that is shown on the gamepage or in the list of games. That way, if a game sounds interesting to someone, they can still simply go to its review section and see what scores the individual reviews have given it, there just wouldn't be an avarage score displayed any more, and thus, less room for premature bias.
Les Visiteurs Dans L'Espace
This concept sounds absurd in the best sense of the word. Subscribe mode activated.
Good luck with this project, Yellow Magic!
Good luck with this project, Yellow Magic!
FOUR STARS...for what ??
Am I truly the only one here who actually likes RMN's review system? Maybe it's not perfect, and obviously there have been occasions where it had nasty side-effects, but it's a lot less prone to manipulation and watering down of quality standards than "public consencus".
As was said before, writing reviews is no Herculean task, but it requires at least some effort and sound argumentation, instead of just mindlessly clicking a button. If you feel a game is worth to be recommended or criticised, you can be expected to actually put some thought into it. This also tends to prevent crazy hypes or abuse, since trolls or extreme fanboys are more likely to just downvote everything they lay their eyes upon (except for the one game they adore) than bring up the effort to write hundreds of reviews.
And as a matter of fact, I usually do care enough to write reviews even if I didn't particularly enjoy a game but still feel like the community should be informed about ist existence - and given the amount of critical reviews on the site, I doubt I'm the only one. Also, I usually tend to take those reviews with a grain of salt that were written by someone whose only submission is that one review. And the amount of reviews for a game as well as the discussions on a gamepage or review's comment section can also influence how people percieve a game. We have many ways of informing ourselves.
Maybe it's just me, but I find that practically every alternative that has been suggested so far actually sounds like a step backwards, away from ensuring a reliable rating system. (Although I do commend the idea of providing a sort-of template for a review's content's minimum requirements.)
Edit:
I admit that does sound like a possible solution. The average score of a game would then be an invisible value, only used to determine Makerscore rewards for the developers.
As was said before, writing reviews is no Herculean task, but it requires at least some effort and sound argumentation, instead of just mindlessly clicking a button. If you feel a game is worth to be recommended or criticised, you can be expected to actually put some thought into it. This also tends to prevent crazy hypes or abuse, since trolls or extreme fanboys are more likely to just downvote everything they lay their eyes upon (except for the one game they adore) than bring up the effort to write hundreds of reviews.
And as a matter of fact, I usually do care enough to write reviews even if I didn't particularly enjoy a game but still feel like the community should be informed about ist existence - and given the amount of critical reviews on the site, I doubt I'm the only one. Also, I usually tend to take those reviews with a grain of salt that were written by someone whose only submission is that one review. And the amount of reviews for a game as well as the discussions on a gamepage or review's comment section can also influence how people percieve a game. We have many ways of informing ourselves.
Maybe it's just me, but I find that practically every alternative that has been suggested so far actually sounds like a step backwards, away from ensuring a reliable rating system. (Although I do commend the idea of providing a sort-of template for a review's content's minimum requirements.)
Edit:
author=amerk
Personally, I wouldn't mind seeing the total score removed completely. People can still include them in their reviews, but there'd be no total average score. That way, people would then do what the review intended - for them to go and read the review rather than form an uneducated opinion by simply looking at the score.
I admit that does sound like a possible solution. The average score of a game would then be an invisible value, only used to determine Makerscore rewards for the developers.
Looking for some short, easy games to play(Please read intro post.)
I also recommend In Search of Immortality.
Have fun playing games!
Have fun playing games!
The Mess-up A Wish Foundation
Granted, it's a very emotional ceremony with lots of crying, attended by many grieving people, and you are right there in the middle of it.
Because it's a double funeral.
I wish for the power to always win any argument.
Because it's a double funeral.
I wish for the power to always win any argument.
Monster encounters that make sense.
That's a valid point, but I don't think what you describe is what most of us would be going for, and it's not an unsolvable problem, either. A cave full of the same slime enemies would indeed be boring for obvious reasons. But nothing stops the developer from creating multiple types of slimes with different abilities, just like a troop of human enemies can consist of swordsmen, archers, mages etc.
I agree that making realistic battles doesn't have to be your first priority when designing a game, but paying some extra attention to things like this can make a big difference for how the player percieves your game's world.
I agree that making realistic battles doesn't have to be your first priority when designing a game, but paying some extra attention to things like this can make a big difference for how the player percieves your game's world.














