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Hartacon RMXP

How important are UP's? Because since this isn't a large scale project where we have thousands of players, it'd be really easy to go into the game without UP and keep losing, no?

I Can Delve for Miles: What Draws you to Dungeon Crawls?

I like bosses. I like combat. I like depth.

Dungeon Crawlers give me the opportunity to take in all of that without being focused on the external events to "flow" a game. It allows my characters to be nonsensical and pointless all to the goal of combat.

It's simple, I just play it cause it's simple and there's combat.

As to what constitutes a good dungeon crawler... That's a whole 'nother story. A good one requires in depth boss fights (I mean I better THINK), semi-in-depth random encounters, or better yet no random encounters with touch encounters or something, (if I'm playing purely for combat, that combat better be damn good). And those enemies better be unique unto themselves so as not to be repetitive. It also requires good unique systems (I'm a sucker for systems :P) so be it class or equipment or skill learning or whatever... There better be something combat related that separates it from the rest.


Oh and I am, too, a sucker for character development. God, Final Fantasy V was the end of me... It's all about evolving my characters and making this perfect little equipment and class set. And I love just progressing through classes and experimenting with like black mage/knight just cause I can. It's why Class Systems especially draw me in and Dungeon Crawlers tend to put the most thought into this sort of thing because the developer's attentions aren't elsewhere. They have nowhere else to go!

Sideview: Turnbased or ATB?

The problem with ATB is how it's pulled off.

I don't intend to do anything with an ATB until I finish JAVA and then learn Ruby and then master the RGSS2. (or 3). THEN I will most likely MAKE one or completely edit one to my liking. Why? Because you have to be familiar with the coding of to make good systems for an ATB battle system. That's a major thing because with the innovation streak and after having played 100 RPGS that do the same basic pattern, I crave new systems so I'd have to do that.

SO, there's 1 fundamental issue: Coders =/= developers and very few projects have very devoted coders so everything that developers want to do won't get coded in the end.

The other fundamental issue is simply this: They're too slow! Why do I have to wait 3-8 seconds for my next character's turn? Isn't ATB ACTION time battle? The whole point was to break the monotony of a simple turn based combat system! Yet, it falls into the same traps of repeated patterns and simplicity. It also falls back to the pattern of slowness which, in our fast paced world, people are conditioned to hate.

So, it's just terribly designed. A well done ATB forces a player to react to individual situations and micromanage each individual character before quickly moving on to the next. Not choosing 1 action and waiting for the next. That's exactly what makes me reluctant to play RM2K3 games.




The potential merits are, paradoxically, the polar opposites of their issues.

The potentials for codes in an ATB spawn a much larger variety. I could have cast times for my spells that transcend simple turn systems (wait 3 seconds, BOOM). I can delay before powerful attacks or slow down my opponent. I can steal my opponent's time and I can have cooldowns or limits. I can have a time threshold to complete requirements. Or take down a boss's armor for a limited amount of time to damage him within the threshold. The availability of a new, complex, and versatile resource (time) is what makes ATB's so potentially awesome.

The other great potential merit is what I noted earlier. In ATB's the games should be very fast paced (I can imagine a few exceptions but let's generalize for simplicity's sake instead of looking at every possible exception). It can force a player to micromanage one of his heroes, move on, micromanage the next, and move on. This allows a player to be on his or her toes for an entire fight and have a legitimately fast paced battle. Also, they have to account for the speed differences between their heroes now. Maybe that cleric decked out in plate mail isn't such a good idea now...



ATB's (in a fast paced environment) have to utilize the flexible element of time in their battles. Both the player's perception of time (their time management in managing their individual heroes) to the actual resource of measured time (cast times for example). The potential is massive but the potential for failure is... Calamitous. Simply put.

Everlong Review

Story I'm not of the belief that a mediocre story is in any way, a detriment. In fact, I think you did what may have been intended: Move the game along in a story while focusing more on gameplay aspects. I completely agree.

Aesthetics It's not a massive problem, as noted. I just noted it to be in fair in criticism and to address all major issues.

Gameplay In terms of side-quests, there were VERY few early in the game but that's fine. 100+ sidequests is a dream. :P

I entirely agree that RM2K3's limitations are largely at fault for many of the problems I note in your game. I'm aware of side-scripts which may have extended the functions far enough for you to address some of these issues (or lots and lots of eventing as well) but they weren't out IIRC back when this came out. And you did fairly well considering your limitations.

I did note that the engine was partly at fault (especially noted in the complaints about speed.) In terms of the Magic attribute, the way it was set up, it seemed as though your Mind_f (or whatever they called it way back when lol) was at 1 or 2. That means, essentially, only 10-20% of your Mind actually affects your magical damage output. That is bad :P

I understand the balancing issues behind status effects and weaknesses but for every detriment, there should be return as well. Nonetheless, I'm quite aware of how difficult it is to manage a project of this size. You did well considering your limitations


I'm busy but I'll get around to finishing this... Eventually lol.

choose3.jpg

I think graphics are overrated; it's a GAME and we should look at how it PLAYS since we PLAY games, not stare at 'em (at least that's how I feel.) I like this game, not for its pretty aesthetics, but for the fact its gameplay is enjoyable. What's there to be said?

Mage Duel Extreme

I disagree with the wrong build thing; equipment builds can be sold as noted and enemies drop off basic equipment for you anyway.

For skill builds, the synergies are extremely self evident (I thought) and my builds were simple enough.

Mage Duel Extreme

I remember Mage Duel (the original) being my introduction to rpgmaker.net and I loved it. Wasn't happy to see it cancelled but it's nice to see it being revived now.

Finished this one in under an hour I believe. I think that only 10 more battles isn't going to quite cut it lol. Is there going to be any side content? Like the old one's monster battles? and other such things?

Everlong Review

Perhaps, but isn't it a define flaw in of itself where we have to wait to think for a game? I'm more used to games that start good and end bad; at least those I have a reason to keep playing at the start.

Nonetheless, RM2k3 doesn't give a large variety of options for exploring battles; I don't expect anyone to go through hundreds of lines of complex eventing to make a unique and awesome boss at all.

Everlong

I have played this in the past and remember enjoying it quite a bit; I'm replaying it now and hope to review it after completion (I'm a bit busy so it might take a while lol) but I have high hopes for it. Just got past water cavern as of now.