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http://rpgmaker.net/games/2375/

If you'd like to review my project, that'd be great :D I'm thinking of overhauling it since it's rather old now and I have some fresh ideas for it, but I'd like some feedback on it currently; see if it's worthwhile or if I should just start anew. There are some inconsistencies in the UI since it's a beta demo but its a few hours long and it's fully playable. Should take about 2-4 hours to get through.

Also, I'm not very good at writing dialog and it shows, so really I'm just trying to judge how fun the combat and the gameplay is in general, and hopefully the story and characters are good enough to at least keep someone's attention. But, if not, that's what a review is for.

There's no in-game tutorial for the combat, so you can read the blog post I made or ask me if you get confused.

Whatchu Workin' On? Tell us!

J-Man: I'm not sure what that change would do. Would that adjust the ATB charge rate? If so, then yeah, I'd do that.

Whatchu Workin' On? Tell us!

Looks pretty cool, J-Man. Something I noticed is maybe you could allow the heroes to generate a few MP after they win a battle to keep the momentum up so they don't have to Defend at the start of the next fight. Not a lot, maybe just 1 to 3.

And maybe speed up those ATB bars a little. There's a bit of dead time when no one is moving.

Healing for Health and Mana and Burst and Rage and Break and TP and SP and -

I agree very much with your points, Locke. Mainly I agree with each player having several abilities that aren't better than each other, but have different uses in various situations. Excellent post!

Healing for Health and Mana and Burst and Rage and Break and TP and SP and -

LockeZ:

Proactive healing isn't always Final Fantasy style. You're not gonna walk up to your allies and cast "Wall" on them and then heal once in a while. Proactive healing is about deterring enemy damage on the fly. Like how a Discipline Priest has Power Word: Shield and Barrier, and Pain Suppression. Also look at the Force Field Defender from City of Heroes.

Power Word: Shield
Moderate Mana cost
Instant cast | 3 sec cooldown

Draws on the soul of the friendly target to shield them, absorbing damage. Lasts 30 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.

Power Word: Barrier
Very Expensive Mana cost
Instant cast | 2 min cooldown

Summons a holy barrier on the target location that reduces all damage done to friendly targets by 30%. While within the barrier, spellcasting will not be interrupted by damage. The barrier lasts for 10 sec.

Pain Suppression
Very Cheap Mana cost
Instant cast | 3 min cooldown

Instantly reduces a friendly target's threat by 5%, reduces all damage taken by 40% and increases resistance to Dispel mechanics by 65% for 8 sec.

Those, mixed with healing, make the entire support role so much more interesting than just spamming heals over and over. You have to actively respond to the enemy's actions. If they gang up on a weaker target, you're able to instantly prevent damage (Shield) and try to heal them or if the attack won't stop, you can cast Pain Suppression and heal them as well.

Some examples from CoH:

Deflection Shield
Dramatically protects an ally from Smashing, Lethal, Toxic and all Melee attacks for a limited time.

Insulation Shield
Dramatically protects an ally from Fire, Cold, Energy, Negative Energy, Ranged and AoE attacks for a limited time. The Insulation also protects an ally from Endurance Draining effects.

Dispersion Bubble
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased Defense against all attack types. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects.

Repulsion Field
This toggle power creates a field that violently repels nearby foes. Each villain that is repelled costs you additional Endurance (mana.)

Repulsion Bomb
Projects an expanding wave of force around an enemy that causes damage and knocks them and nearby enemies down.

Force Bubble
Creates a large bubble which protects all allies inside. While active, this power keeps all foes at bay, protecting all allies inside from melee or short ranged attacks. More powerful foes may be able to penetrate the Force Bubble, but may slip and get knocked down and forced back if they try. Long cooldown.

Now CoH has a pretty passive approach to support, maybe a little too much, but a mixture of buffs, control, healing, and debuffs would make an extremely fun class to play.

About WoW:

WoW is not fun at all for healers anymore. When I could transform into a tree (permanently) and keep Lifebloom rolling on the party, that was so much fun! It was way different than just casting a heal over and over. You had to decide to let it bloom or not. Whether or not to cast Wild Growth. Who should get Rejuved? Regrowth the tank. But now Lifebloom is watered down garbage. Nourish lost all of it's flair. Regrowth isn't a HoT anymore. Rejuv is just Renew. (I mean that like Renew has always been secondary to the Priest's arsenal while it used to be the primary healing tool for Druids. Now it's secondary for them.) Anyway, I've stopped playing WoW now because it's so boring to heal. I've been playing that druid since the original beta test (off and on) and it's just not fun now that all the healers work almost the same way with a few minor differences. I know they did that to give all healers a chance to heal all situations equally, but it's boring. You mentioned that there are 4 healing classes in WoW, but they generally work the same way these days. They just bring a few different buffs and some slightly altered mechanics.

Healing for Health and Mana and Burst and Rage and Break and TP and SP and -

Haha, yeah I know how that is. I keep changing all my skills around almost daily--making some sort of tweak or adjustment or even revamping it all once a month it seems. After reading what Karsuman posted in the tank thread, I wanted to rethink some of the mechanics and possibly add threat and things like that. I'm excited though!

Healing for Health and Mana and Burst and Rage and Break and TP and SP and -

Ahhh :D That's cool. Sounds like fun! I also see now the confusion with the way the math works for my game in relation to yours. Your percentages are based on max HP and mine are based on the character's current Power. I'm eager for more info about V&V though!

Random Number Generation: The death of the Critical Hit

That just sounds like terrible game design in my opinion.

I feel like one of the most rewarding parts of an RPG's battles is you using good strategy. Missing simply throws a wrench in your plans, though I know that's the point. The idea is to mix up the combat just a little. Missing isn't always bad, but I feel like a game can be easily balanced around not missing. Though take a game like Final Fantasy Tactics where missing was a crucial element to the battles. You had to plan your strategy around it. Something like that would work for missing.

Another thought about missing: You could make it so that a 'miss' caused partial damage instead. Like a reverse critical; you could land a 'glancing blow' which would do half damage instead 0.

Whatchu Workin' On? Tell us!

I like the style, lolzallen :D

Healing for Health and Mana and Burst and Rage and Break and TP and SP and -

No, though that is a good idea. It's more like a character has 402/1563 current/max HP. His Power is 246. Using Healing Touch, he restores 492 HP and is now at 894/1563 HP. If this character uses Holy Symbol now, he restores 1,476 HP and is at 1563/1563.