SLASH'S PROFILE

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APATHY IS FOR COWARDS
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I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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What does Mighty Guard do? (RM2K3)

I think it reduces incoming physical damage by an additional 20%, instead of taking 50% damage, you take 30% damage. I forgot where I read this though. It *might* be in the help file.

So a guy wakes up in a deadly computer game...

The computer itself sucked you in because it had a deadly computer virus that YOU, an irresponsible college student, put on the computer whilst downloading pirated music and porn. You travel through the insides of the game, while the computer makes sarcastic comments about your intelligence and about how you make a dumb human. However, the two of you work together, you fighting off the quickly-spreading spyware and the computer providing assistance in the form of items and direction, and manage to defeat the virus.

BUT WAIT!! Turns out the computer is tired of being mistreated by his stupid owner, and decides to take over your body instead, which happens to be sleeping in your dorm, overloaded with cheap beer and Doritos. You become the controller of the computer instead, which you realize is super badass because you installed several webcam/laser upgrades and possibly a DVD drive that fires tiny warheads. You fight the machine in yourself, defeating him but mangling your body and the computer body horribly. You manage to survive by creating an abomination of computer and flesh body parts, which turns out to be super badass and also extremely sexy, winning over the girl you had the hots for all along but never could get because you were too shy and nerdy. Also you get a puppy.

Controversy: Which FF game ruined the series?

Square ruined Final Fantasy for me by making the online MMORPG a numbered game. I'm not sure why this bugs me so much, but FFXI always seemed like a spin-off of the main series, which has always been straight JRPGs. Now it feels like "oh hey, Final Fantasy 1-13 is great, except for 11 since I didn't pay 15 bucks a month or whatever."

Lay Bare Your Numbers

post=153900
But I really hate how some WRPGs can be very misleading about their stats, one example would be planescape torment where you are given a choice to allocate your stats to some degree. However if you don't put it almost all in wisdom, WOOPS you got the wrong stats. Because wisdom happens to be the best stat due to it determining how much experience you get, best dialogue options, most recovered memories and also increases your lore skill. It didn't make the game completely imbalanced, it just seemed unfair that the stat description was like "yeah im not going to mention that this is the most OVERPOWERED STAT IN THE GAME heh"


O.o

Making experience gain or plot points based on a statistic seems like a mind-blowingly bad idea. Leaving the strength of that statistic to the player seems... irresponsible.

Idea Bouncing - Alternative Limit Break system (I know right!)

Yea, "alternate" is another word for "pretty much the same but a little more convoluted".

Lay Bare Your Numbers

This actually makes a lot of sense and is a good idea, especially in a dungeon-crawler where stats and all-around-not-dying are quite important. If you've ever played WoW (oh boy!) then you know you can see stats such as Agility, Stamina, etc. But side-by-side you can also see how much damage & critical strike chance that extra point of Agility gets you.

I fall into the category of "meh" when I see items that say "increase critical hits" or whatever. If I've seen on GameFAQs that it means "+50% critical chance" then I will equip the hell out of that item, otherwise something that gives me +2 ATK will seem more appealing because I know that means something and the other item could be, like, "+2% critical chance".

Idea Bouncing - Alternative Limit Break system (I know right!)

I say idea bounce, but this is something I've pretty much already implemented in my current project in 2k3. I call it The Mega Hot Blood Blowout Extravaganza System.

Every time a character takes a turn, he gains a little Hot Blood. If he attacks or uses a Style (ability), he gains 5. If he uses an item, he only gains 2. If he Blocks, he gains 10. As he builds up his Hot Blood, a little meter showing how much he has starts lighting up. Hot Blood can be built up to a maximum of 70 (7 turns if you spam Block, 14 if you use attacks).

Now, Hot Blood does two things. It allows the use of "Guts" abilities that require Hot Blood as a power source (anywhere from 10-70), and it also increases your stats as your Hot Blood rises, depending on what "Attitude" you have equipped. For example, if you have the "Excited" attitude equipped, your Attack will increase depending on how much Hot Blood you've built up. Maybe the "Intense" attitude will make you regain health every time you use a normal attack (More HB? More health.)

The Guts moves, on the other hand, are pretty powerful (more powerful than other abilities) but obviously are harder to use since you have to build up Hot Blood and sacrifice your Attitude bonus to use them. They range from super-heals to really good battle buffs to weird stuff like "Dig" and "Rig Slots". And, of course, if you max out your Hot Blood meter at 70, you gain the ability to use a "Deathblow", dealing massive damage to an enemy.

So... does this sound needlessly complicated? It makes sense to me, but I have no idea if it's too much to think about or manage during the heat of battle. I added it to create some decision-making process to every turn in battle because I love to pile on the intensity.

Pretentious Bullshit and Missing the Point: The Sequel to the Game to the Movie

post=153558
I reserve judgment on this until I play Super Cock Blockers


Is this a real game? Because if it's not, I'm making it.

Could anyone throw me a few city mapping pointers?

^
I have been doing this with water fountains and fans and things, although I could use even more.

So how do I give myself a userpic?

ah. that would be a lot better, thanks!