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Paying for Patience
I'll preface my post with the fact I didn't read everything in this thread.
One way that I have tackled the player 'grinding' and ruining the pace of a game is by having diminishing returns on EXP generated from specific battles. Much like LockeZ having rigid battle structures that don't repeat often. The term 'Experience' comes from the player gathering tactics and knowledge which he can then apply to different situations, making him a more formidable opponent. Fighting the same three bats over and over again shouldn't let him continue to become more experienced. I think you'd learn everything you could about how to kill a flying rodent after a while. So say you'd get 100 XP the first time, it might diminish by 50% per combat. So 100 -> 50 -> 25 -> 12 -> 6 -> 3 -> 1 -> 0, or continue to be 1.
In my system the encounter rate of any type of monster was determined by how often you'd fought it. So if you fight bats too often, they simply stop showing up. This was representative that you are simply dispatching them every time you see them without a combat scenario. Certain monsters (Rare, or one-offs) wouldn't apply this logic of appearance. They would be static monsters on the field that you would have to seek out to fight.
My favorite aspect of this system was that eventually, you would have no combat encounters in a specific area. This would allow people to do two things: Let the player traverse an area they have already mastered unhindered, and let myself as the developer know exactly how powerful someone would be if they grinded an area out to the maximum before progressing to the next. This would allow me to balance certain monsters against that maximum, so they would still be challenging.
One way that I have tackled the player 'grinding' and ruining the pace of a game is by having diminishing returns on EXP generated from specific battles. Much like LockeZ having rigid battle structures that don't repeat often. The term 'Experience' comes from the player gathering tactics and knowledge which he can then apply to different situations, making him a more formidable opponent. Fighting the same three bats over and over again shouldn't let him continue to become more experienced. I think you'd learn everything you could about how to kill a flying rodent after a while. So say you'd get 100 XP the first time, it might diminish by 50% per combat. So 100 -> 50 -> 25 -> 12 -> 6 -> 3 -> 1 -> 0, or continue to be 1.
In my system the encounter rate of any type of monster was determined by how often you'd fought it. So if you fight bats too often, they simply stop showing up. This was representative that you are simply dispatching them every time you see them without a combat scenario. Certain monsters (Rare, or one-offs) wouldn't apply this logic of appearance. They would be static monsters on the field that you would have to seek out to fight.
My favorite aspect of this system was that eventually, you would have no combat encounters in a specific area. This would allow people to do two things: Let the player traverse an area they have already mastered unhindered, and let myself as the developer know exactly how powerful someone would be if they grinded an area out to the maximum before progressing to the next. This would allow me to balance certain monsters against that maximum, so they would still be challenging.
RPG Maker VX Ace
author=kentonaYanfly
It seems like Ace is getting a lot of negativity in the English community before it even came out. In fact, it reminds me of the time VX came out and everybody hated it. This is almost no different. VX was disliked at first because it was lower resolution, had tileset limitations, and the database was extremely lacking compared to XP. Look at where VX is now. Though nothing changed about its core program, a plethora of scripts changed the way we view and use VX. So before people say that Ace will just be junk wrapped in beautiful wrapping paper, give it some time so that people can explore it, create for it, and help Ace grow into what XP and VX grew into.
I'm pretty sure most people still hate VX. I mean, there are some fans, but it was a step in the wrong direction in terms of the editor. Most people, even the fans of VX, can agree with that.
The Screenshot Topic Returns
author=SorceressKyrsty
I hope you realize that those 'bushes' are meant to be tree canopies.
Except for the small island in the bottom right, it actually works and looks good. I have to give the guy kudos for how it worked. The problem I see is in color, not texture. The dark green foliage doesn't blend well with the grass tiles and deep grass.
Game Music Brasil 2011
Congratulations Calunio. After seeing the competition I was fairly sure you were going to get the invite to go. I am glad to hear you enjoyed it and it was a lasting experience for you. I hope you made a shout-out to RMN. :D
RIP Steve Jobs
What can you do with CD Boxes?
Recursively make map events
Supremewarrior: As far as I know, this isn't possible in RM2k/3. There are no commands that allow you to duplicate events, or create events from scratch. To do what you are trying to do, you essentially would need to create an 'Event' out of switches and variables and have some sort of process handling all of it's animation, positioning, etc.
It would be beyond a hassle, like. Not even worth doing bothersome. You'd be better off exploring the Scripting feature of RMXP/VX, where this would be relatively simple although by no means work for a beginner.
It would be beyond a hassle, like. Not even worth doing bothersome. You'd be better off exploring the Scripting feature of RMXP/VX, where this would be relatively simple although by no means work for a beginner.
World Map
Have you considered using Campaign Cartographer?
Greatest Games You've Played
author=Dudesoft
The only thing that sucked about Chrono Trigger was the story. Great battlesystem and music though.
What was wrong with the story in Chrono Trigger?
Greatest Games You've Played
I like to think that no game is flawless. Ocarina of Time, for example, was really good but lacked Replay Value. Whereas Chrono Trigger was pretty much flawless in all regards. Link to the Past didn't have all the replay value in the world except for speed running (which I have managed to get down to like 5 minutes with exploits.) but I felt the game excelled so much in every other respect that I still think its a greater game than Chrono Trigger.