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Not saving giving a better reward?
I don't really understand the opening post honestly.
As far as I understand you can save before and after a mission and not saying before a mission should give a better reward. In other words, if you go through the torture of having to watch all the cutscenes between the missions again and again you got more reward the next mission. I don't even see how that makes any sense.
@LockeZ
I personally don't see any good reason why not to just allow saving anywhere without deleting the save on reload except for the "player could save in a situation he can't beat the game anymore" issue. The whole "I delete your save after reload" seems pretty dumb to me honestly.
As far as I understand you can save before and after a mission and not saying before a mission should give a better reward. In other words, if you go through the torture of having to watch all the cutscenes between the missions again and again you got more reward the next mission. I don't even see how that makes any sense.
@LockeZ
I personally don't see any good reason why not to just allow saving anywhere without deleting the save on reload except for the "player could save in a situation he can't beat the game anymore" issue. The whole "I delete your save after reload" seems pretty dumb to me honestly.
Rainfall: The Sojourn Kickstarter ad !
Yeah, it's not THAT easy to replace composers or artists, especially if don't pay them full time. I never made profit projects, but many of my "free just for fun" projects got cancelled because the artist or composer quit (usually the artist).
Plus if you started with the game and you replace composer or artist midway the change of art and music style is noticable and that would make me feel uncomfortable because I'm kind of a perfectionist and everything needs to fit.
Plus if you started with the game and you replace composer or artist midway the change of art and music style is noticable and that would make me feel uncomfortable because I'm kind of a perfectionist and everything needs to fit.
Rainfall: The Sojourn Kickstarter ad !
But then you might as well question why the good rm games are free. It's perfectly fine if someone is asking for money for a really good RPG Maker game, isn't it?
Is RNG good or bad?
Well if you put it that way Fire Emblem is simply too hard. But I always felt RNG is the main cause of it. They could just remove critical hits and double attacks completely (for the enemy AND you) and I would have found it a lot more enjoyable (and easier).
Is RNG good or bad?
Imo, Fire Emblem does NOT do RNG right. Instant permadeath through critical hit double attacks is not fun. I think Fire Emblem would be one of the games which would be a lot better if the RNG was removed (except maybe for AI decisions).
Is RNG good or bad?
RNG is too complex to just say it's good or bad.
RNG is particular good for the developer himself, because it's making playing your own game much less tedious. You will probably be motivated more to test it again and again the more random it is.
For others it depends. In general I like it when everything is fixed and I just play my JRPG the way it is supposed to be. Randomness often just screams "lazy developer". Like the really boring dungeon design in Persona 3.
When I play MMORPGs however, I really like randomness.
RNG is particular good for the developer himself, because it's making playing your own game much less tedious. You will probably be motivated more to test it again and again the more random it is.
For others it depends. In general I like it when everything is fixed and I just play my JRPG the way it is supposed to be. Randomness often just screams "lazy developer". Like the really boring dungeon design in Persona 3.
When I play MMORPGs however, I really like randomness.
Not saving giving a better reward?
I think, it's HORRIBLE design to reward players for not saving. Would automatically make me hate the game and give it a 1/5 score with no chance of salvation.
Please don't add such crap to your games. Thank you.
It's already bad enough if games don't allow you to save anywhere and you have to play 30+ minutes without a save point.
The only games I can forgive for not offering a save feature are those that can be completed in 30 minutes and where the actual challenge is a high score rather than completing them. Like shmups.
Please don't add such crap to your games. Thank you.
It's already bad enough if games don't allow you to save anywhere and you have to play 30+ minutes without a save point.
The only games I can forgive for not offering a save feature are those that can be completed in 30 minutes and where the actual challenge is a high score rather than completing them. Like shmups.
Thoughts on Fast Travel.
I don't really get what the problem is with the player earning money. Isn't that how RPGs work in general? I can also go outside town, fight some monsters earn 20 gold, go back to my house, sleep for free. BAM. 20 gold more and fully healed.
Tips for indoors mapping?
Feelings About Dungeon Crawlers?
It really depends on the riddle really.
Some riddles are really way too hard that even after reading a walkthrough I'm like "I would never have figured that out". This is pretty bad, because those games usually end up with me using the walkthrough 100% of the time, ruining immersion and making riddles completely pointless. Here I really blame the developer.
Then there are riddles which are not easy but also not impossible to figure out. And even if I have to check the walkthrough and read the solution I'm like "Duh, why didn't I think of that? How stupid of me." Here I would never blame the developer, he does it right.
In LockeZ's case I wouldn't have removed the whole riddle but rather added subtle hints like playing some kind of ticking/clicking in certain time intervals when no switches are pressed to give the player the impression that something is happening even if he doesn't press switches.
Some riddles are really way too hard that even after reading a walkthrough I'm like "I would never have figured that out". This is pretty bad, because those games usually end up with me using the walkthrough 100% of the time, ruining immersion and making riddles completely pointless. Here I really blame the developer.
Then there are riddles which are not easy but also not impossible to figure out. And even if I have to check the walkthrough and read the solution I'm like "Duh, why didn't I think of that? How stupid of me." Here I would never blame the developer, he does it right.
In LockeZ's case I wouldn't have removed the whole riddle but rather added subtle hints like playing some kind of ticking/clicking in certain time intervals when no switches are pressed to give the player the impression that something is happening even if he doesn't press switches.













