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Whatchu Workin' On? Tell us!

Locke, looks good! The humor is well done and as far as the battle goes, I appreciated how quickly the WAIT bar filled up. I HATE waiting like 20 seconds between turns. For no reason.

Whatchu Workin' On? Tell us!

prexus, that sounds super awesome! I love the D&D 4e ruleset! So is it going to be a custom system that plays out like FFT style? The at-will/encounter/daily system of spells would work really well I think.

But, are you going to maybe make encounter powers have a cooldown instead and make dailies once per battle? It seems like the concept of a 'day' would be a little lost in a tactics game. I'm just curious about your thought process :D Keep us informed!

I constantly pull out the 4e PHB for ideas and stuff when I'm designing games; it's a great tool for brainstorming.

And your story points sound interesting so far.

Need a Writer?

Chaosbahamut is helping me too! I feel like my strengths in game creation are in the math, the systems, and the combat. I can come up with interesting (I hope, lol) concepts for a story, but not a whole plot really, so Chaos is helping me develop it :D

"Final Fantasy" games - Creative outlet or derivative drivel?

author=Deckiller
I think it's quite simple: if it's an original game that's not based on any of the Final Fantasy games, it should not be called a Final Fantasy. Now, if it has a ton of the same themes/recurring elements/same characters, then it's fair game.


I have to agree here. If someone makes a game that is their own creation, there's just no reason to slap the Final Fantasy title on there. It's your creation, just take credit for it. Calling it Final Fantasy is just confusing and rather pointless.

If you make some sort of cross-over title or a prequel/sequel, or you play heavily off its themes, feel free to call it Final Fantasy.

Looking for Games to Review

author=ganonfrog
author=ashriot
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.
Added. Though, since you mean to overhaul this soon, should I just post a review in this topic, instead of on the game? Normally I wouldn't be willing to do that, but this sounds like a pretty acceptable reason for it. I don't want to further nail down a potentially low score for a game that might be entirely different in a month.


Yeah that would be fine, and I appreciate it! Any sort of feedback will let me know what the strengths of the game were, the weaknesses, and what you'd (or a potential player) would like to see.

Looking for Games to Review

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.