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Need help with preventing abusal of multiple weaponsets in my system.
Dat topic title.
So here's the deal. I'm making a system where equipped weapons have influence on your level up stat gaining.
For example, equipping the "awesome supah dupah longsword" gives you extra damage on level up, but decreases amount of defense gained. Or the "MegaLAZ0R of D00m and D3sp41r" gives you extra health on lvlup, but decreases the damage gained on lvlup.
Of course, every weapon also has their own stats. So the longsword has maybe 15 att, while the laz0r has 12 att, but a small defence boost.
Now here's the problem: You can "abuse" this system by just wearing one weapon you like during most of the battles, but switching it, just before you level up to gain that other weapons bonus.
So to take the previous example.. I like the longsword, but don't like it's bonus. So I just grind until I'm 99%, switch over to the laz0r, to get it's bonus on level up, just level up and then continue using my longsword once more.
This is not what I intend on my game. I want players to stuck with certain types of weapon when they want to get stronger, not to switch in the last second to get another bonus.
I've been thinking about locking weapons and stuff, but that would make obtaining new weapons quite a pain: you have to wait until your weapon unlocks, before you can equip your new weapon.
Also been thinking about making weapons class specific, but that would completely cancel out switching to another weapon, because you want to level up another bonus halfway the game or something.
So... I'm completely stuck here!
Does any of you have any idea's how I can prevent this abusal?
Edit: I'm using the RPGmaker VX Ace, currently using the RPGmakers options only, but I'm willing to look into scripting of course :3
So here's the deal. I'm making a system where equipped weapons have influence on your level up stat gaining.
For example, equipping the "awesome supah dupah longsword" gives you extra damage on level up, but decreases amount of defense gained. Or the "MegaLAZ0R of D00m and D3sp41r" gives you extra health on lvlup, but decreases the damage gained on lvlup.
Of course, every weapon also has their own stats. So the longsword has maybe 15 att, while the laz0r has 12 att, but a small defence boost.
Now here's the problem: You can "abuse" this system by just wearing one weapon you like during most of the battles, but switching it, just before you level up to gain that other weapons bonus.
So to take the previous example.. I like the longsword, but don't like it's bonus. So I just grind until I'm 99%, switch over to the laz0r, to get it's bonus on level up, just level up and then continue using my longsword once more.
This is not what I intend on my game. I want players to stuck with certain types of weapon when they want to get stronger, not to switch in the last second to get another bonus.
I've been thinking about locking weapons and stuff, but that would make obtaining new weapons quite a pain: you have to wait until your weapon unlocks, before you can equip your new weapon.
Also been thinking about making weapons class specific, but that would completely cancel out switching to another weapon, because you want to level up another bonus halfway the game or something.
So... I'm completely stuck here!
Does any of you have any idea's how I can prevent this abusal?
Edit: I'm using the RPGmaker VX Ace, currently using the RPGmakers options only, but I'm willing to look into scripting of course :3
ScreenHunter_13_Aug_11_1112.jpg
One of the boss battles. Catch muds in the firy dungeon of... I don't know what. Something epic ya?
Edit: Oh Shiiiit, this is commenting ya :x
Edit: Oh Shiiiit, this is commenting ya :x
What are you thinking about? (game development edition)
author=CrazenoicreCCustomization doesn't have to be from the ground-up; that can even frustrate or annoy players, especially if it's more than just the main character. Unlimited options = stagnation.
Customization is one of the most awesome things you can have in a game imo ;p
That really depends on how you introduce certain elements. If you throw your players into a world full of options, no one will ever even start to learn those things, but if you learn everything at the right pace, it can be actually really fun. To get to that point, the game needs a good usability. Not saying that I'm already at that point, but I am still sure thinking about it!
What are you thinking about? (game development edition)
Still thinking about a levelling up system where you can compose your own teamsetup. talking about skills, stat points etc etc. And not aiming at the typical tank/mage/fighter/etc classes, but giving the user the ability to combine classes, making your own special team set up. Wanna make a magic casting tank, focussing on single target damage and AoE crowdcontroll? Sure why not. Rather have an supporting assasin, supporting allies while crippling your allies? Go crazy!
Customization is one of the most awesome things you can have in a game imo ;p
Customization is one of the most awesome things you can have in a game imo ;p
Ohai
Just wanted to introduce myself. Started playing around with the RPGmaker ages ago, before 2k3 got out, but haven't been doing much with it. I made a few games in the old days, but kinda want to pick it up once more.
I'm particularly interested in the whole scripting thing. I used to made complicated(at least, I tried to)battlesystems just by using the makers preset. now there's a proper scripter, I'm actually interested in mastering it, and you know.. Do shit with it. Make minds go boom and stuff.
So... Introduction!
Hello n.n
I'm particularly interested in the whole scripting thing. I used to made complicated(at least, I tried to)battlesystems just by using the makers preset. now there's a proper scripter, I'm actually interested in mastering it, and you know.. Do shit with it. Make minds go boom and stuff.
So... Introduction!
Hello n.n
Post your Music
Listening to some of those make me wanna make some midi's of my own once again!
Castor, I've been playing classical piano for several years, and I can say your latest sounds legit to be a 'real' one... And it sounds fun to give it a try myself haha. Have been listening to some others of your work, and have to say, I really love your style ^^
This one is one of the few I once made. Made this one during the GameJam(2009). I kinda hadn't had any access to any of my software, so I was forced to make this on some program called anvil or something. Was kinda limited in instruments and sounds, but it worked nevertheless. This little thing was accompanying you during the(nearly impossible)bossbattle.
http://soundcloud.com/amrish-basdew/metal-luv-boss-battle
Edit: Right... Midi sounds waay better.. Stupid converter!!
Oh well :3
Castor, I've been playing classical piano for several years, and I can say your latest sounds legit to be a 'real' one... And it sounds fun to give it a try myself haha. Have been listening to some others of your work, and have to say, I really love your style ^^
This one is one of the few I once made. Made this one during the GameJam(2009). I kinda hadn't had any access to any of my software, so I was forced to make this on some program called anvil or something. Was kinda limited in instruments and sounds, but it worked nevertheless. This little thing was accompanying you during the(nearly impossible)bossbattle.
http://soundcloud.com/amrish-basdew/metal-luv-boss-battle
Edit: Right... Midi sounds waay better.. Stupid converter!!
Oh well :3
The RPG Music Challenge
I actually joined up because of this. I have good memories of those kind of contests and used to participate in all of them on some other forums. Too bad I'm late with my entry, but even though I didn't participate in this round, any possibilities I can in any of the next ones(No, I haven't read the rules/FAQ/etc yet. No time, I actually should be studying!)?
Oh, I also joined up because this guy is having a turtleburger as an avatar.
Oh, I also joined up because this guy is having a turtleburger as an avatar.













