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What should change?
I'd love to play a harder Final Fantasy X. <3 I remember playing that as a teen and it was kinda fun but the end optional boss felt anti-climatic and blah for some reason. I personally wouldn't want it TOO hard though.
You can make summons/summoners not be overpowered- this isn't really that hard at all. You will just need to do a lot of battle testing to tweak the numbers so fights still feel challenging/exhilarating. It's often as simple as giving your abilities the correct numerical value rather than anything too complicated strategy wise. And then playtesting enough times. And don't have or seriously nerf 'Quick Hit'-type attacks cuz that move was way too strong in the original FFX. Speed/agility is the one that usually needs to be kept in check the most in these makers.
I primarily use rpg maker 2003 myself, but I'm pretty sure you can easily write a formula in the newer makers where 50 points of strength always translates to 50 hp worth of damage on regular attacks. And if you want it to be really transparent you wouldn't even need a defense stat or anything, just give the monster extra HP when you want it to be tank-y so '50 strength always does 50 HP worth of physical damage.' Unless of course the monster evades it somehow etc. You wouldn't even need that though, just crank up their HP plus all the different crap the enemy can do to make life miserable for the heroes heh.
In the skill tooltip window you can also give more transparent info that games don't usually have like 'This ability does damage two times your strength stat for such and such mp' or whatever tax/nuance you want to give it depending on the character. It might seem at first glance like you're holding the player's hand too much with all that stuff, but they will be in for a nasty surprise. =D
You can make summons/summoners not be overpowered- this isn't really that hard at all. You will just need to do a lot of battle testing to tweak the numbers so fights still feel challenging/exhilarating. It's often as simple as giving your abilities the correct numerical value rather than anything too complicated strategy wise. And then playtesting enough times. And don't have or seriously nerf 'Quick Hit'-type attacks cuz that move was way too strong in the original FFX. Speed/agility is the one that usually needs to be kept in check the most in these makers.
I primarily use rpg maker 2003 myself, but I'm pretty sure you can easily write a formula in the newer makers where 50 points of strength always translates to 50 hp worth of damage on regular attacks. And if you want it to be really transparent you wouldn't even need a defense stat or anything, just give the monster extra HP when you want it to be tank-y so '50 strength always does 50 HP worth of physical damage.' Unless of course the monster evades it somehow etc. You wouldn't even need that though, just crank up their HP plus all the different crap the enemy can do to make life miserable for the heroes heh.
In the skill tooltip window you can also give more transparent info that games don't usually have like 'This ability does damage two times your strength stat for such and such mp' or whatever tax/nuance you want to give it depending on the character. It might seem at first glance like you're holding the player's hand too much with all that stuff, but they will be in for a nasty surprise. =D
Any character's death = game over
Would be really fun for a few boss fights maybe, but not for the entire game.
The trick to use less damaging attack moves would probably work logically, but emotionally- you wouldn't be able to have any hectic fast attack type monsters that require lots of quick, powerful healing - unless you were a huge sadist.
Oh another way this could work is in a game with a huuuuge array of characters. Have like....120 of them. And each with their own interesting stories, if you can pull it off. Have some super special reward if you can beat the game's optional bosses while keeping everybody alive. (and depending on the dungeon a wide variety of combos would be required in order to unlock all the stuff necessary for final boss.) I'd also tone down the random nature of a lot of abilities as well.
This would be better integrated in the story, I think. A more brutal world where healing spells weren't as powerful, and resurrection spells didn't exist at all... and you could feel the weight of every person's death, not just the cliched Mary Sue healing female archetype. The game I'm making has a lighter tone overall than this but I think it could be wicked in a brutal/hyperrealism type RPG. (maybe the opposite of what I said before- you could have most/almost all fights have one death = game over then a few that aren't for variety.)
The trick to use less damaging attack moves would probably work logically, but emotionally- you wouldn't be able to have any hectic fast attack type monsters that require lots of quick, powerful healing - unless you were a huge sadist.
Oh another way this could work is in a game with a huuuuge array of characters. Have like....120 of them. And each with their own interesting stories, if you can pull it off. Have some super special reward if you can beat the game's optional bosses while keeping everybody alive. (and depending on the dungeon a wide variety of combos would be required in order to unlock all the stuff necessary for final boss.) I'd also tone down the random nature of a lot of abilities as well.
This would be better integrated in the story, I think. A more brutal world where healing spells weren't as powerful, and resurrection spells didn't exist at all... and you could feel the weight of every person's death, not just the cliched Mary Sue healing female archetype. The game I'm making has a lighter tone overall than this but I think it could be wicked in a brutal/hyperrealism type RPG. (maybe the opposite of what I said before- you could have most/almost all fights have one death = game over then a few that aren't for variety.)
Amount of Magic in Fantasy
I think the reverse is true, I think most ppl are really mages (that might have envy/wish they were melee classes) and only a few people are really pure warrior types.
The warrior is the hero. He is the one that protects the shy & girly withdrawn mages from being one-shotted by the boss.. It's like Fluttershy from MLP/Johnathon from Buffy the Vampire Slayer. "Everybody's a little bit shy and awkward, so everybody is kinda mage like" and thus it requires something else to rise above that.
So a warrior can actually withstand the challenges. I don't think most humans are like this. They are emotional, shy and whiny. And run away too easily. But they are good at healing, and dealing magic damage- but not anything physical, real or raw.
A few 'alpha males' (or females or whatever) have the raw special ability (not supernatural but maybe innately supernatural in a subtle way) to have a really good physical presence. There's also a few assassins that probably wished they were fighters/warriors but they are not - though I'd say ur common rogue is like a mage, pretty common. Not that there's anything wrong with that.
(I have the balls to admit I'm just a mage, or more like a Shaman)
The warrior is the hero. He is the one that protects the shy & girly withdrawn mages from being one-shotted by the boss.. It's like Fluttershy from MLP/Johnathon from Buffy the Vampire Slayer. "Everybody's a little bit shy and awkward, so everybody is kinda mage like" and thus it requires something else to rise above that.
So a warrior can actually withstand the challenges. I don't think most humans are like this. They are emotional, shy and whiny. And run away too easily. But they are good at healing, and dealing magic damage- but not anything physical, real or raw.
A few 'alpha males' (or females or whatever) have the raw special ability (not supernatural but maybe innately supernatural in a subtle way) to have a really good physical presence. There's also a few assassins that probably wished they were fighters/warriors but they are not - though I'd say ur common rogue is like a mage, pretty common. Not that there's anything wrong with that.
(I have the balls to admit I'm just a mage, or more like a Shaman)
Dolla Dolla Billz, ya'll. (money talk!)
Well not dead-revive-dead-revive-dead-revive, but maybe you have to revive characters about three times during some fights. It just adds interesting flavor to me even if it's not all that special.
I guess what I'm saying is that it's better to have players grind for items that are REALLY cool rather then like the basic cure/revival items.
Good luck on your game. I'll play it when it comes out! =)
I guess what I'm saying is that it's better to have players grind for items that are REALLY cool rather then like the basic cure/revival items.
Good luck on your game. I'll play it when it comes out! =)
Dolla Dolla Billz, ya'll. (money talk!)
I don't like items that restore life to be super expensive. A battle that requires lots of reviving could be interesting, potentially.
There's nothing even inherently wrong with stocking on 99 potions. Maybe there's a dungeon that tests your endurance and having all those little cures is helpful.
There's nothing even inherently wrong with stocking on 99 potions. Maybe there's a dungeon that tests your endurance and having all those little cures is helpful.
How do people feel about RPGs with no consumable items?
I like them a lot, they add flavor to the battles... it would be boring if everything was just "I used my super ability."
They often are executed poorly though, like I remember in Final Fantasy I loved learning the Full Cure spell but practically speaking, it felt useless because X-Potions were plentiful and easier to use. Also some games even make charging abilities have a cast time but using items is a lot quicker, and the most 'challenging enemy in the game' requires good speed to kill so he doesn't quickly KO your entire party. This makes items feel cheap and overpowered.
Maybe you could make a Heal Potion not do as much raw healing power as the Priest's heal but can cure a certain status effect that his "Esuna" is unable to cure or something idk.
They often are executed poorly though, like I remember in Final Fantasy I loved learning the Full Cure spell but practically speaking, it felt useless because X-Potions were plentiful and easier to use. Also some games even make charging abilities have a cast time but using items is a lot quicker, and the most 'challenging enemy in the game' requires good speed to kill so he doesn't quickly KO your entire party. This makes items feel cheap and overpowered.
Maybe you could make a Heal Potion not do as much raw healing power as the Priest's heal but can cure a certain status effect that his "Esuna" is unable to cure or something idk.
rm2k3 current hp/max hp
yes in battle.
oh yeah it was a traditional/alternative issue. I needed it to be on alternative. I feel like an idiot lol.
consider this issue resolved. thx for the help. =)
oh yeah it was a traditional/alternative issue. I needed it to be on alternative. I feel like an idiot lol.
consider this issue resolved. thx for the help. =)
rm2k3 current hp/max hp
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