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Character abilities

I don't think we have this yet, I searched and haven't found anything on it. Anyway, I'm curious of different developer's approach to presenting the player characters with a variety of abilities for strategic gameplay.

I'm not sure where this would lead, but just thought it might be helpful to discuss the player characters abilities in general. Which unique abilities would be cool or which would be gamebreaker, you know.

[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?

Delete this

Oops sorry didn't mean to double this. DELETE!

Averting level grinding

Ok, I'm sure level grinding is quite an issue with those who wants to make their game challenging and keep the RPG feel to it. Now I got this idea where I make it so that in my game, bosses offer about 70 times more exp than normal encounters. So it would probably take a single boss to level up, while it takes an hour to level up if you just walk around fighting the strongest random encounters at that stage of the game.

This makes it so that, the exp from normal encounters will be too insignificant in comparison to exp gained from plot advancement. Sure you can grind a little to make later parts of the game easier. But you'll always need an extent of strategy, mainly for the bosses. Level grinding to the point where you can mindlessly button mash away at bosses and win would take at least 3 hours. Which I doubt anyone will have the patience for.

I'm just wondering if this is that good of an idea. The reason I'm unsure is because of how very few(if at all) games had tried this. Most games seem to have bosses only pay off 5 times exp than normal encounters. There are even games where they ironically don't offer exp at all. So is there a problem with my idea or not? I'm not sure.

RPG cliches

Here's a grand list of them.

So what's your opinion of them? Are there any you're sick of? Any you'd consider yourself guilty of in your own games? So on and etc.

Approaching Events

Hey so with events(same level as player) that are meant to approach the player, why is it that they can't through events below the player? How do I fix that problem?

Same level as player I could understand, but why not below?

Oh and I'm using VX.

Dungeons

I'm having a lot of trouble making dungeons for some reason and the worst part is I can't seem to pinpoint what that something is. Does anyone have any tips?

Discouraging save scumming

Does everyone know what save scumming is? If not, here's a link.

Anyway, the first project I'm planning will have only quick saves. Which exits the game after saving and loading the game deletes the save afterward. Which means you need to quick save every time you exit or you won't be having a save file when you return and if you die it's all the way back in the beginning again. So you can't just restart fifty times against a boss. Good thing is the project is only like 10 hours of gameplay. The one downside though is if you have a power outage which exits the game without you meaning to.

If I ever get to the second game which is about 50 hours of gameplay, however. Yes, you still use quick saves but this time when you die you only go back to the last check point. The catch? Your death goes down in your games record and accumulates over time and at the end of the game, you get graded based on these death counts and dying too much can't get you an A-rank completion. Though you'll still need to quick save every time you exit the game and there's always the same fatal flaw with effing power outages which would be even worse when you play for 50 hours.

So does anyone think this is a good way to discourage save scumming? To make death actually be something you want to avoid? How do you do it if at all?

How is this for my first boss?

He's this guy with three moves overall. Attack, healing magic and sleep magic. His regular attacks can kill you in about 10 hits and his healing magic would only heal about 50 out of 500 of his health. But once you took off a fair bit of his health and he casts his sleep spell, he's set to heal himself slowly back to full health before attacking you again. Note this is actually before you get any sleep preventing accesories.

Just a work in progress at the moment though. So I haven't exactly decided what he should be. Just an idea.

So you say your game has strategy

Hi again, I have to say lately I've been playing a lot of RPG Maker game where the best tricks are plainly obvious impulsive laid out in front of your face. The typical buff, attack attack, heal, attack attack, heal etc and nothing more. For every enemy and even bosses. Sometimes games may seem strategic, but it's only an illusion of strategy.

So you have to ask is your game merely just that? Or are there actually clever tricks that the player can use to win fights? If so what are some examples?

A boss in one of my game is a necromancer who you fight in a graveyard and keeps resurrecting and healing up to a limit of four zombies. It takes a couple of hits to take out each zombie so of course it's best to take out the necromancer first but the zombies still attacking you can get annoying. The best trick however is to defend until all four zombies have been ressurected and use an AoE sleep spell and aim solely on the necromancer. Which would keep the zombies from attack for about five turns.

Another boss in another game is a Monk who can use one turn to focus power. This is like a charged attack that allows him to use his killer technique within one turn. Many players would heal and defend at this time. But that wouldn't be enough to escape death. So a better strategy is use a stunning attack right away once he focuses power. That way he can't use his killer attack the next turn and end up wasting a turn. I know I've mentioned this boss a lot though.

Keep in mind that we're not just talking about bosses here. We've already been through creative boss ideas. So we're also talking about if the player can do anything clever. So any examples of clever tricks that can be done in your game? The more original the better. Just to be sure your game has strategy.
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