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So you say your game has strategy
Well my suggestion for strategic players when they level grind is to use that time to experiment on their character's skills and abilities. Which generally deals more damage? Blizzard or Lightning Strike? So you try out both for an enemy that's neutral to both. I think I mentioned this somewhere before but whatever.
How much damage can I do without buffs? Now how much can I do with buffs? Can you put an enemy to sleep and poison them simultaneously in this game? No because they wake up from the poison. Using level grinding time that way can make it a little less boring.
How much damage can I do without buffs? Now how much can I do with buffs? Can you put an enemy to sleep and poison them simultaneously in this game? No because they wake up from the poison. Using level grinding time that way can make it a little less boring.
So you say your game has strategy
author=LightningLord2
Most such bosses that require highly strategic thinking have the convienient trait that you can level up to make the fight easier. It's the ability to grind levels that makes difficulty levels in RPGs redundant.
Which is why in my game smart people have to level grind as well. Just to filter out every.single.button.masher. level grinders or not. Which raises the amount button mashers have to grind to insane amounts.. They'll all lose their patience after level grinding for five hours and still unable to mindlessly beat a boss. Clever players don't even need to grind nearly as much though. Yep, my game I'm planning rewards the wise and the patient.
So you say your game has strategy
author=VersaliaJust because the player should be constantly and instantly thinking about which tools are at their disposal doesn't mean the actual solution is immediately obvious.Hey you're the one who said that adaptation is INSTANT in ALL C-A-P-I-T-A-L-S. Are you sure YOU know what you're talking about?
So you say your game has strategy
author=Versaliaauthor=PsychoFreaXIt only takes pattern recognition to adapt to the pattern you've recognized. Imagine you're beating a pointy bit of metal with a rock, until you realize it's actually a nail and you have a hammer. Does it really take that much to adapt your current strategy?
Right I admit I didn't communicate too well there, as I just said in my previous post. But adapting alone is still kind of vague. What does it take to adapt is the question.
If an enemy uses a special attack every other round then how you adapt to that should be pretty obvious. Adaptation is INSTANT - the player will automatically think, the moment they realize what's going on, "okay - I should Guard every other round, and heal on the rounds I'm not guarding; I'll have this person try to Blind the sucker on the rounds we aren't Guarding; I'll have this person use Attack Down to see if that makes the damage tolerable..."
Well then it's not really wits if it's obvious right? What if I want to make a game where adaptation isn't simply knowing how a boss fights. But the challenge is finding a trick that can counter it? What if I want to have the eureka feeling of figuring it out?
author=Versaliaauthor=PsychoFreaXDoesn't only need to be only one way. What I do is make sure there is at LEAST one effective trick to beat a boss. Other strategies often emerge around it.I meant that for the latter, it's not simply getting used to but coming up with a trick to counter the boss that's the challenge.I hate gimmick bosses. A boss with one exact way to beat it means you are NOT challenging players to use their skills in creative ways, or proposing a scenario with multiple solutions for the player to arrive at themselves.
So you say your game has strategy
So you say your game has strategy
Right I admit I didn't communicate too well there, as I just said in my previous post. But adapting alone is still kind of vague. What does it take to adapt is the question.
author=Versaliaauthor=PsychoFreaXauthor=kentonaI meant that for the latter, it's not simply getting used to but coming up with a trick to counter the boss that's the challenge."just get used to how the boss fights and you'll be okay" to "understand how the boss fights and find an appropriate counter".
this is the exact same fucking thing. getting used to the boss' strategy = learning how the boss fights
So you say your game has strategy
I agree. But the point is that fights can be much more than just "simply adapting" right? It's what you do about it. Some people can adapt and know what happens in a boss fight but still can't figure a way around the obstacle.
Just say this guy you're fighting has a super powerful counter attack. But if you don't damage him you can't win the battle. What do you do? Just an example.
EDIT: Okay, maybe that was worded bad. How about, the point is "what it takes to adapt to a boss". Adapting to a boss fight can go from "just get used to how the boss fights and you'll be okay" to "understand how the boss fights and find an appropriate counter".
Just say this guy you're fighting has a super powerful counter attack. But if you don't damage him you can't win the battle. What do you do? Just an example.
EDIT: Okay, maybe that was worded bad. How about, the point is "what it takes to adapt to a boss". Adapting to a boss fight can go from "just get used to how the boss fights and you'll be okay" to "understand how the boss fights and find an appropriate counter".
Whatchu Workin' On? Tell us!
Trying to improve my artistic skills for my first game. You know, for the faces and battlers? Working name so far is Arcane Knife.
So you say your game has strategy
author=kentona
Battles are about identifying patterns and then adapting to that pattern. In fact, that pretty much summarizes all games.
Just make sure that your bosses have an identifiable pattern and you'll probably be okay.
They don't all have to be. The battles I'm talking about are won with wits and understanding of your character's abilities. My boss fights are mainly a test of those. Much like a card game. I do know some other really underrated games that involves wits in battles.
Now that I think of it though, games that I'm into or want to make, won't really be for everyone. But they'll be designed to be challenging rather than popular. I always wanted such thrills in an RPG so if there is even possibly anyone else out there who wants the same thing. That's what I'd like to provide them.
What a surprise. PsychoFreaX has the taste of a freak.
No save marathon game. Good or bad idea?
author=slashphoenix
Final Fantasy games may be 50 hours, but they also allow saving. You gotta realize the cost of the decisions you're making.
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Um.... do you even know the reason I mentioned that Final Fantasy games have 50 hours of gameplay?
But other than that you got pretty good points. I already get the fact that I should allow players to survive the surprises though.













