SOMEONEMAN'S PROFILE
Someoneman
1318
Search
Filter
[Poll] A poll and discussion about random battle encounters: how they may be implemented.
I don't think having an item that disables random encounters is a good idea, because the entire point of random encounters is to force the player to fight whether they're ready or not.
For an example, look at Bravely Default, which has options to increase, decrease, or fully disable random encounters. On paper, it sounds good, since it allows the player to explore dungeons at their own pace. But in execution, it turns into a boring loop of:
1: Turn random encounters off or to low, search dungeon and open all chests
2: Turn encounters to 200% and run in circles to grind until your HP or MP gets too low
3: Turn encounters back to 0 and return to the inn with zero threat to your weakened party
4: Repeat steps 2 and 3 until your levels are sufficiently high
Sure, it's good to be able to explore earlier dungeons without the hindrance of weak and time-wasting enemies, but the fact that you'll never have to worry about dragging a dying party back to the inn while desperately fending off enemies removes a big chunk of challenge and excitement.
Another system that wasn't mentioned in the poll is the one used in Breath of Death and Cthulhu Saves the World: the menu has a "Fights left" counter that goes down each time you win a battle. After 30 or so battles in a specific dungeon, random encounters stop completely, but you can still manually start a fight if you want to. But even that has its problems, as it encouraged me to just stand near the dungeon entrance and manually start battles until all random encounters were done with.
For an example, look at Bravely Default, which has options to increase, decrease, or fully disable random encounters. On paper, it sounds good, since it allows the player to explore dungeons at their own pace. But in execution, it turns into a boring loop of:
1: Turn random encounters off or to low, search dungeon and open all chests
2: Turn encounters to 200% and run in circles to grind until your HP or MP gets too low
3: Turn encounters back to 0 and return to the inn with zero threat to your weakened party
4: Repeat steps 2 and 3 until your levels are sufficiently high
Sure, it's good to be able to explore earlier dungeons without the hindrance of weak and time-wasting enemies, but the fact that you'll never have to worry about dragging a dying party back to the inn while desperately fending off enemies removes a big chunk of challenge and excitement.
Another system that wasn't mentioned in the poll is the one used in Breath of Death and Cthulhu Saves the World: the menu has a "Fights left" counter that goes down each time you win a battle. After 30 or so battles in a specific dungeon, random encounters stop completely, but you can still manually start a fight if you want to. But even that has its problems, as it encouraged me to just stand near the dungeon entrance and manually start battles until all random encounters were done with.
[RMVX ACE] Special effects when guarding based on equipped shield
author=Marrend
So, I'm not sure how it might end up looking like this, but, I'm kinda thinking the script might want to look like...
case user.equips[1].id # Checks against the ID value of the skill user's currently equipped shield. when 1 # These ID-values are against the Armor database, so, I largely doubt you'll start at ID#1! #<Special processing to occur if this shield is equipped would go here> #etc for "when 2", "when 3", "when else" end
...that? Did... that make... any sense, or am I just rambling incoherently?
I'm not really familiar with RMVXAce scripting, but I'm familiar with other programming languages so hopefully my knowledge there will translate well enough. That being said, I do understand what the code is supposed to be doing, so I'll try it later and see how it goes.
[RM2K3] Plays Devil Noises Instead of Wanted SE
Put a wait command inside of the loop after the Play SE command.
Since there's no wait it immediately plays another instance of the sound, which results in all the sounds stacking on top of each other and creating ear pain.
Since there's no wait it immediately plays another instance of the sound, which results in all the sounds stacking on top of each other and creating ear pain.
[RMVX ACE] Special effects when guarding based on equipped shield
I'm looking for a way (scripting or eventing) to make it so that when a character uses the Defend command, a spell is cast that depends on the equipped shield.
For example, if the character has a Holy Shield equipped and then guards, the entire part's HP is healed. If the character has a Wide Shield equipped, then guarding will boost the entire party's DEF slightly in addition to giving a large DEF boost to the defending character.
For example, if the character has a Holy Shield equipped and then guards, the entire part's HP is healed. If the character has a Wide Shield equipped, then guarding will boost the entire party's DEF slightly in addition to giving a large DEF boost to the defending character.
Screenshot Survival 20XX
octopaca:
"Not even close"? I don't see anything wrong, apart from weird perspective on the furniture. And even that could be given a pass due to the minimalist style of graphics.
Maybe the screen with "DIE" written all over it could be too over-the-top to be considered creepy, but without context I can't say much.
I'm not really into horror games (All the creepiness usually goes right over me), but I'm still interested.
"Not even close"? I don't see anything wrong, apart from weird perspective on the furniture. And even that could be given a pass due to the minimalist style of graphics.
Maybe the screen with "DIE" written all over it could be too over-the-top to be considered creepy, but without context I can't say much.
I'm not really into horror games (All the creepiness usually goes right over me), but I'm still interested.
Earth Element = Physical Damage
I think it's just a thing that was put in old RPGs and just stuck around because it makes sense on paper. But I have also thought about this exact problem before and felt bothered that somehow, being bashed and impaled by rocks is magically different from being based and impaled by maces and spears.
I guess you could just say that air elementalists (or whatever is weak to Earth in your game) are imbued with the essence of air, and that makes them reacts poorly to having earth in their body?
I guess you could just say that air elementalists (or whatever is weak to Earth in your game) are imbued with the essence of air, and that makes them reacts poorly to having earth in their body?
Roll the Bones ~ Gacha in (Truly) Free Games
Having a machine that lets you buy a random item could be interesting, as long as it's not too important to the game.
Since the player is not paying real money, you can get away with giving lower-quality prizes more often. Paying 200 gold (one or two random encounters' worth) for a gacha play only to get a Potion is reasonable. Paying 1$ real cash only to get a Potion sucks.
My idea would be a choice of 3 machines. Machine A costs 200 gold and randomly gives (from most to least common) a Potion, Hi-Potion, Elixir, or Rare equipment. Machine B costs 1000 gold and gives a Max Potion, Elixir, Rare equipment, or a permanent stat booster. Machine C costs 5000 gold and either gives Rare equipment, Legendary equipment, Permanent stat booster, or Ultimate equipment. The more expensive machines have a higher chance of giving rarer prizes. Also, I made up all these numbers so change them if you think they're unbalanced.
The gachas should not require too many plays to get everything, since they don't cost premium currency and therefore you don't stand to gain anything from having players repeatedly use them. Forcing players to spend 10 hours grinding for gold so they can play the most expensive gacha 1000 times until they get the Ultimate Sword required for 100% completion is not fun, but getting a sword that is 2X stronger than what the player should have early on in the game can be interesting.
Since the player is not paying real money, you can get away with giving lower-quality prizes more often. Paying 200 gold (one or two random encounters' worth) for a gacha play only to get a Potion is reasonable. Paying 1$ real cash only to get a Potion sucks.
My idea would be a choice of 3 machines. Machine A costs 200 gold and randomly gives (from most to least common) a Potion, Hi-Potion, Elixir, or Rare equipment. Machine B costs 1000 gold and gives a Max Potion, Elixir, Rare equipment, or a permanent stat booster. Machine C costs 5000 gold and either gives Rare equipment, Legendary equipment, Permanent stat booster, or Ultimate equipment. The more expensive machines have a higher chance of giving rarer prizes. Also, I made up all these numbers so change them if you think they're unbalanced.
The gachas should not require too many plays to get everything, since they don't cost premium currency and therefore you don't stand to gain anything from having players repeatedly use them. Forcing players to spend 10 hours grinding for gold so they can play the most expensive gacha 1000 times until they get the Ultimate Sword required for 100% completion is not fun, but getting a sword that is 2X stronger than what the player should have early on in the game can be interesting.
2015 "Official" Misao Predictions/Discussion Thread
Is Nocturne: Rebirth eligible for the Misaos? The Japanese version was released way back in 2009, but the English translation was released yesterday.
Spell Schools + elements
It looks like you've inverted the spell lists for green and blue. The list under the green orb has healing and ice spells, while the list under the blue orb has thunder and wind spells.













