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[Poll] Status effect against bosses
Actually I believe there's another simpler solution. The key is in the the restorative items like an ether. I always thought they recover too much MP in one go in most games anyway.
Just say, ethers come in large quantities but each replenishes a lot less MP. Stun skills will be useful in normal encounters because it is easy to replenish the lost MP after the battle. You can use several on the map consecutively.
In battles such bosses however, there will be a turn factor involved. So you must use a whole turn to use only one ether and they won't be as practical during combat. When you are low on MP however and must resort to those items, you will be in trouble.
In that way, skills such as stun can be useful in both boss and normal encounters... I think. I'm still open to queries if you got it.
Just say, ethers come in large quantities but each replenishes a lot less MP. Stun skills will be useful in normal encounters because it is easy to replenish the lost MP after the battle. You can use several on the map consecutively.
In battles such bosses however, there will be a turn factor involved. So you must use a whole turn to use only one ether and they won't be as practical during combat. When you are low on MP however and must resort to those items, you will be in trouble.
In that way, skills such as stun can be useful in both boss and normal encounters... I think. I'm still open to queries if you got it.
[Poll] Status effect against bosses
Stun is fundamentally a one turn sleep though(minus the damage waking up thing) and if sleep can be balanced, I don't see how stun can't. The way to discourage players from spamming a certain skill is to limit the resources that allows them to. Ideally, players should be allowed to stun lock a boss for about 8 turns before they realized they exhausted themselves useless and face the consequence.
[Poll] Status effect against bosses
Thanks I'll look it up. So it damages by a percentage of the spirit stat or something? I know there was a section on VX script where you can change the kind of damage poison does. I thought of replacing the percentage of health damage with a percentage of the spirit stat of the last caster. But then there are other issues like what if more than one combatant on the field is poisoned at a time. I'm not sure how the script fixes that problem, but I hope it does. Thanks anyways.
[Poll] Status effect against bosses
Thanks for the input. I also agree that instant death spells just don't work in RPGs. The closest thing I would have to it would be timed countdown death and that's only for the enemy for now, unless I can find a way to balance it better(which I doubt).
Anyway, since the subject of sleep is brought up. I'm not too sure it would really need to be nerfed for bosses. I can understand how some people would reason that it can be a game breaker though. There's the strategy of healing and buffing up while the boss is dozing off. But with the proper balancing, that can also be a problem for the player, needing to sacrifice a whole heap of MP and I think the player can be allowed that strategy at desperate times. Also, stay tuned, more relevance on the topic later.
I also remember the fact that some games allow an enemy to be asleep and poisoned at the same time continuously. If that's the case, sleep will be a game breaker. Since you only need to poison + sleep a boss and watch as their health gets eaten away. But I don't think that would make much sense anyway. Whatever biological hazard the magical poison inflicts, it's only logical that if it continually hurts someone, chances are it should be quite difficult to sleep under it.
That's just a hypothesis, but it's easy to use that logic to make it the kind of poison that prevents sleep. In a game, I'd also like to inform players early on that sleep can be broken by damage. That should be enough hint to know the mechanics of the ability before they go off to experiment it.
It's also quite an interesting way to add more variety of strategies in a battle. Since the boss can't be both poisoned and asleep for a significant time. The player must decide if it's a good idea to poison the boss early on. Because if they do so, it wouldn't allow the "spam heal and buffing up while the boss is dozing off" strategy. Unless of course they cure the boss, using yet, more turns and resources. Thus, there can be different playing styles for the player.
Any other issues with sleep being game breaker against bosses. Feel free to discuss it.
Okay enough with that, I also like the idea of poison doing standard damage rather than percentage. But it's only difficult as hell(not impossible) to program without flaws. I'd like to delve into it. But I think my post is long enough as it is for now.
Anyway, since the subject of sleep is brought up. I'm not too sure it would really need to be nerfed for bosses. I can understand how some people would reason that it can be a game breaker though. There's the strategy of healing and buffing up while the boss is dozing off. But with the proper balancing, that can also be a problem for the player, needing to sacrifice a whole heap of MP and I think the player can be allowed that strategy at desperate times. Also, stay tuned, more relevance on the topic later.
I also remember the fact that some games allow an enemy to be asleep and poisoned at the same time continuously. If that's the case, sleep will be a game breaker. Since you only need to poison + sleep a boss and watch as their health gets eaten away. But I don't think that would make much sense anyway. Whatever biological hazard the magical poison inflicts, it's only logical that if it continually hurts someone, chances are it should be quite difficult to sleep under it.
That's just a hypothesis, but it's easy to use that logic to make it the kind of poison that prevents sleep. In a game, I'd also like to inform players early on that sleep can be broken by damage. That should be enough hint to know the mechanics of the ability before they go off to experiment it.
It's also quite an interesting way to add more variety of strategies in a battle. Since the boss can't be both poisoned and asleep for a significant time. The player must decide if it's a good idea to poison the boss early on. Because if they do so, it wouldn't allow the "spam heal and buffing up while the boss is dozing off" strategy. Unless of course they cure the boss, using yet, more turns and resources. Thus, there can be different playing styles for the player.
Any other issues with sleep being game breaker against bosses. Feel free to discuss it.
Okay enough with that, I also like the idea of poison doing standard damage rather than percentage. But it's only difficult as hell(not impossible) to program without flaws. I'd like to delve into it. But I think my post is long enough as it is for now.
[Poll] Status effect against bosses
Hi I've been too busy with study for a while. But now I'm free to go back to RPG stuff. Anyways, on to the topic people care about.
I've been thinking about how people complain about the way bosses are pretty much immune to every status effect in your arsenal. Yet games(especially the famous successful ones) still continue to be designed this way.
Basically the advantage of status effect having well... "effect" on bosses are clear. The many more variety of strategies the game allows is phenomenal. But some say disadvantage is balancing. The way certain status ailments, such as poison, can either become a game breaker against bosses or useless against mooks.
So first I'd like to know what your thoughts are on status effects on bosses. What do you think of the issue?
EDIT: On hindsight I should have added an option of a middle ground saying only some should have effect. Whatever, choose third option if that's the case.
Ah crap I really could have worded this poll better. Oh well, we can still discuss right?
I've been thinking about how people complain about the way bosses are pretty much immune to every status effect in your arsenal. Yet games(especially the famous successful ones) still continue to be designed this way.
Basically the advantage of status effect having well... "effect" on bosses are clear. The many more variety of strategies the game allows is phenomenal. But some say disadvantage is balancing. The way certain status ailments, such as poison, can either become a game breaker against bosses or useless against mooks.
So first I'd like to know what your thoughts are on status effects on bosses. What do you think of the issue?
EDIT: On hindsight I should have added an option of a middle ground saying only some should have effect. Whatever, choose third option if that's the case.
Ah crap I really could have worded this poll better. Oh well, we can still discuss right?
Star Stealing Prince
Well I got up to when I fight the and I'm enjoying it so far.
Though back at that tower I had some battles where a couple of those ice ghost things kill me with a single chain attack. Was it supposed to be balanced that way?
big blue bird the second time
Though back at that tower I had some battles where a couple of those ice ghost things kill me with a single chain attack. Was it supposed to be balanced that way?
Hero's Quest 2
author=PurpleBallauthor=alexjones50I am working on getting it aproved and uploaded.
where's the first game?
Signed PurpleBall
Right, pulling a George Lucas. Jokes, jokes, your game sound cool I'll try it out ^^.
Averting level grinding
LockeZ's article got me thinking about how back a long time ago when I was younger I myself am also guilty of level grinding. Yay, let's all hear my life story. But the reason wasn't for the game to be any fun. Rather far on the contrary actually. It was to prove the developers I'm better than them, due to how I can find a way to bypass their challenges and breeze through the game without dying at all. Yep, I know I was dumber then. I'm not sure, but was I the only one who felt that way or not?
Anyways, what I said was supposed to prove a vague point in my head at the moment. Maybe I can put it into better words a little later. Hope someone else might find it helpful.
Anyways, what I said was supposed to prove a vague point in my head at the moment. Maybe I can put it into better words a little later. Hope someone else might find it helpful.
Vindication
Well I played up to the rebel camp part so far and I must say I love your sense of humor. Code 4 in particular.
Averting level grinding
I wouldn't say I'm punishing them. It's rather my way of saying my game is challenging without being grind heavy. Grinding does help, I think mentioned that in the OP. But only to a certain extent and not worth spending hours on. If grinding is all you'll be putting into the game, you're gonna be stuck quite a bit.
Oh and about players quitting when they can't beat the boss at their level. Well, that's where they should learn there are answers to defeating a tough boss other than power leveling. In any case, if my game ever comes out, they can always just complain on my page I think.
I'm not sure about loot though. But I'll try to be fair with them on my project I guess.
Oh and about players quitting when they can't beat the boss at their level. Well, that's where they should learn there are answers to defeating a tough boss other than power leveling. In any case, if my game ever comes out, they can always just complain on my page I think.
I'm not sure about loot though. But I'll try to be fair with them on my project I guess.













