JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 17, 2015 4:36:30 GMT -6
That would be perfect LOL
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ChucklesTheJester
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[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jun 17, 2015 4:55:02 GMT -6
Yes, I'd be all for that.
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jim
Master of the Candle Skeleton
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[TI1]"Hey! But you.... Wait... No.. You can't!.. But I... And he....Bu.. I.. An... Just.... NOOOO
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Post by jim on Jun 17, 2015 7:27:15 GMT -6
Perhaps what you could do is make the difficulty setting adjust how you gain experience. Something like this: Easy: - Start with ok stats.
- XP gained from kills is fixed per monster type. (Monster A always = 30 XP, Monster B always = 100 XP)
- Standard Leveling.
Normal: - Start with ok stats.
- XP gained is percentage based on relative level gap between you and monster and is percentage of fixed number per monster.
- Standard Leveling.
Hard: - Start with slightly lower stats.
- Same as normal but all XP is halved.
- Leveling only increases certain stats each time (rotates which stats so things stay relatively balanced)
Nightmare: - Start with all stats at 1!
- All monsters give same XP. XP gained is inversely proportional to your level with a min of 1 XP point.
- Same leveling as hard but with caps on certain stats (i.e. HP/MP can keep increasing, but STR, INT, DEX so on may max out)
How about a system like that? That way there's a little of something for everyone.
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jim
Master of the Candle Skeleton
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[TI1]"Hey! But you.... Wait... No.. You can't!.. But I... And he....Bu.. I.. An... Just.... NOOOO
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Post by jim on Jun 17, 2015 13:04:10 GMT -6
Wow..... so did I like kill the thread or what???
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 17, 2015 18:51:15 GMT -6
Perhaps what you could do is make the difficulty setting adjust how you gain experience. Something like this: Easy: - Start with ok stats.
- XP gained from kills is fixed per monster type. (Monster A always = 30 XP, Monster B always = 100 XP)
- Standard Leveling.
Normal: - Start with ok stats.
- XP gained is percentage based on relative level gap between you and monster and is percentage of fixed number per monster.
- Standard Leveling.
Hard: - Start with slightly lower stats.
- Same as normal but all XP is halved.
- Leveling only increases certain stats each time (rotates which stats so things stay relatively balanced)
Nightmare: - Start with all stats at 1!
- All monsters give same XP. XP gained is inversely proportional to your level with a min of 1 XP point.
- Same leveling as hard but with caps on certain stats (i.e. HP/MP can keep increasing, but STR, INT, DEX so on may max out)
How about a system like that? That way there's a little of something for everyone. No I just fell asleep lol that sounds interesting but the nightmare one scares me lol. the hard sounds challenging though XD jim what you came up with is awesome!!! but can you imagine the programming that would go into this?
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Post by ghaleon on Jun 17, 2015 21:55:29 GMT -6
I don't see how programming that would be very hard at all. I find all too often people find that theoretical or conditional concepts would be hard to program when they are actually amongst the easiest IMO. For example, it would be significantly more difficult to make harder difficulties harder by making the enemies smarter. You'd have to reprogram new AI code for each enemy type. But nobody would say such a thing with THAT kind of difficulty modifier.
That being said I've always had my own views on how game devs should handle difficulty, but I never would expect anyone to ever impliment it because...well, I dunno. People often just stick with what works.
But as I said before, giving the player options is kind of my personal general view on how games should be designed, so I've always thought difficulty settings should be modular, with an overall % 'score' afterwards... for example, just take your typical console rpg... Most don't even have difficult settings, but lets say I made one, instead of just having easy/medium/hard.. I'd make it so when you start a new game, you COULD select easy/medium/hard pre-sets if you were lazy or uninterested. but if you cared enough, you could goto advanced options and you'd see something like: Enemy attack power 20%|-----100%-----|300%, and you could use the slider bar or whatever to manually set it. and you'd have similar sliders (or input, whatever) for Enemy hp count enemy spawn count gold drop rate shop prices item drop rate experience generation rate experience normalization (so that you can't get full experience killing level 1 rats when you're level 50 for example) enemy evasion/hit
You get the idea... Then afterwards, you'd get an overall % that represents how hard or easy the game is for you. so if everything was at 100% (normal), it woudl be 100%. but if enemy hp was at 200% and everything else was at 100%, then it'd probably be like 110% or whatever. The math of course would require tweaking, playtesting, etc but you get the point (enemy damage would obviously be a more significant variable than their hp)..
Then of course you'd actually get a score at the end of the game (For an RPG, I'd make it so you get higher scores by defeating bosses and clearing dungeons at lower levels), modified by your difficulty %, which would be use to purchase perks or bonuses.... or maybe not, maybe just have everything availalbe right from the getgo, and simply have the score there for bragging rights (most people I know don't pay attention to score in games, but I've never met one who was like "OMG STUPID SCORE, it RUINED the game! If that score wasn't there! This game would be so much better!" so why not =P. It'd just be fun to personally challenge yourself if you really liked the game.
off topic from the difficulty thing. One 'rpg' element that many games with rpg elements do really poorly IMO is currency. Far too often they make it so in-game currency is practically meaningless after the first 10% of the game or so, and shops rarely sell anything of value other than the newbie tier starting equipment. Dungeons frequently offer better stuff than shops do from treasures, boss drops, etc, and money ends up being some number you never have to worry about.
I like etrian odyssey, and it ALMOST gets currency done right. For the first stratum or two in etrian odyssey, money is TIGHT, and that isn't just fun from a difficulty perspective, it's fun from a SHOPPING perspective! Shopping is LOADS more fun when you really have to pick and choose what to buy, when even a rest at the Inn is something you agonize over if you should do or not because if you don't you might be able to buy some not-even-major gear upgrade that will actually be major in practice on your next trip.
Unfortunately even Etrian odyssey makes money a meaningless commodity after the first two stratums or such, and the only thing that you ever have to consider the cost of are items crafted by boss drops, which are end-game gear so duh(even from the very first boss). Every other RPG is even worse, where as soon as you run into a new town you can immediately buy every possible gear upgrade for your entire party.. boring.
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jim
Master of the Candle Skeleton
Ancient Legion
[TI1]"Hey! But you.... Wait... No.. You can't!.. But I... And he....Bu.. I.. An... Just.... NOOOO
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Post by jim on Jun 18, 2015 7:17:44 GMT -6
jim what you came up with is awesome!!! but can you imagine the programming that would go into this? It wouldn't be that bad. Heck Harmony of Dissonance already had this in it. So it's not like it hasn't been done before. And once that's set up it would be a pretty simply matter to adjust the constant of the function that would issue the XP. You'd just make a simple function that would get passed the XP for the enemy killed and the current difficulty and it would do the appropriate calculations and return the actual XP to be awarded. Really wouldn't be that hard. The most time consuming part would be the assigning of the XP values to all the monsters (which kinda already has to be done), then also assigning the monsters a level (well... while you're there...) and making the decisions as to what monsters get assigned what level (ah! There's the hard part!).
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zoned87
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boo
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Post by zoned87 on Jun 18, 2015 16:40:00 GMT -6
The leveling, weapon and item collection are all elements borrowed from more traditional RPGs. If it is true to the Igavania style there will probably be at least one shopkeeper and a solid narrative as well.
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Ciel
Executor of the Church
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じーっ
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Post by Ciel on Jun 18, 2015 22:57:13 GMT -6
I'm hoping to see something like glyphs from OoE or souls from AoS, really liked that mechanics.
One thing I would hate to see is something like unlocking habilities using experience points, there's already a lot of games with that, we need something... not so "generic".
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Post by DragonByDegrees on Jun 19, 2015 0:13:14 GMT -6
I'm hoping to see something like glyphs from OoE or souls from AoS, really liked that mechanics. One thing I would hate to see is something like unlocking habilites using experience points, there's already a lot of games with that, we need something... not so "generic". Same. The forging system in those games wasn't bad, either, though one with lots of materials like Bloodstained is supposed to have would be a step up.
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JeffCross
Shadow of the Night
Ancient Legion
[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 19, 2015 0:13:50 GMT -6
I'm hoping to see something like glyphs from OoE or souls from AoS, really liked that mechanics. One thing I would hate to see is something like unlocking habilites using experience points, there's already a lot of games with that, we need something... not so "generic". Yeah!! I liked the glyphs too just didn't like them for the weapons... OoE was actually my favorite games. I just didn't like the whole, no real weapon collecting in the game. I liked the souls too and I hope they do it in RotN (but Iga already said no to that). the souls would have been great forging material.
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Post by DragonByDegrees on Jun 19, 2015 0:15:24 GMT -6
I'm hoping to see something like glyphs from OoE or souls from AoS, really liked that mechanics. One thing I would hate to see is something like unlocking habilites using experience points, there's already a lot of games with that, we need something... not so "generic". Yeah!! I liked the glyphs too just didn't like them for the weapons... OoE was actually my favorite games. I just didn't like the whole, no real weapon collecting in the game . I liked the souls too and I hope they do it in RotN (but Iga already said no to that). the souls would have been great forging material. Ah, shoot.
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JeffCross
Shadow of the Night
Ancient Legion
[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 19, 2015 0:17:13 GMT -6
yeah it surprised me too lol
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Cale
Great Old One
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The world is indeed comic, but the joke is on mankind.
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Post by Cale on Jun 19, 2015 2:59:03 GMT -6
Souls as forging materials? Sounds like Dark Souls. =P
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Post by iggyg85 on Jun 19, 2015 12:23:45 GMT -6
I wonder if you'll have to find a forging/crafting table or if you'll just have the alchemic ability to do it wherever. I could see both being a possibility tbh. Also, I wonder if the bosses will be able to craft in Boss Revenge from hero dropped items. Oh the possibilities that we'll have to wait and see!
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ChucklesTheJester
Ancient Legion
[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jun 19, 2015 12:26:07 GMT -6
I think Johannes will do most of the crafting for you while playing as Miriam.
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 19, 2015 14:09:44 GMT -6
I wonder if you'll have to find a forging/crafting table or if you'll just have the alchemic ability to do it wherever. I could see both being a possibility tbh. Also, I wonder if the bosses will be able to craft in Boss Revenge from hero dropped items. Oh the possibilities that we'll have to wait and see! I know I said this once, but I think Miriam should have her own room where she can save, craft, buy items... etc... I would hate to have to find diffrent items just to craft... I still think it should be simple just collect martial to forge/craft
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Post by DragonByDegrees on Jun 19, 2015 14:13:37 GMT -6
Souls as forging materials? Sounds like Dark Souls. =P Or Castlevania: Dawn of Sorrow, which came out in 2005, a wee bit earlier than Dark Souls
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ChucklesTheJester
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[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jun 19, 2015 14:19:32 GMT -6
I know I said this once, but I think Miriam should have her own room where she can save, craft, buy items... etc... I agree. Iga owes us a main character's room after not putting Alucard's room into SotN.
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 19, 2015 14:32:31 GMT -6
right? I mean it was his "house" he should have had a room. Oh and ChucklesTheJester thank you for changing your avatar... the clown was giving me night terrors LOL
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