I'm here today to give an overview on how to create more balanced damage output using lower stats. If you've ever played bigger franchises like Final Fantasy or Pokemon, you'll notice that the stats intentionally begin very low (10-20) and end up in the multiple 100s range. The purpose...
Hey there guys and gals.
I have been working on balancing my combat system which after some (ALOT) of trial and error
has been moderately successfull.
Now i have been working on my Random-/Multitarget Skills.
I have balanced them in a way of cost and damage but i still have issues with the...
I've come upon a really interesting design issue while creating a magic-centric battle system that doesn't require the player to spend any resources (such as MP) to use skills.
The design so far has used Cooldowns as a way to gate the frequent use of powerful skills, rather than MP costs. The...
I thought this concept would be more common but in my searches here I couldn't find a thread specifically about this. So why not start one?
And, really, I should say that I'm not thinking specifically of a warrior/thief/mage/cleric kind of party, but combinations of stat/skill types! As in one...
I am looking for some input and thoughts about how to handle three stacked buffs and debuffs in a RPG Maker MV game.
I was thinking of having buff and debuff skills that can stack three times, each at the moment lasting 5 turns.
What % amount would you recommend them to be?
Using the default...
I'm trying to create standalone stats for some of my characters. My game would have a set amount of classes (8 or so) along with many more playable characters than what's normal (think Fire Emblem: SD or Chrono Cross).
What I am looking for is for each actor to have its own innate or...
(The doors of the dead)
SECTION A: SYNOPSIS
SECTION B: CHARACTERS
SECTION C: STORYLINE/PLOT
SECTION D: SETTING AND/OR WORLD DEVELOPMENT
Z interacts with objects
X Opens the menu
M opens the spell and item menu
Hello. I'm looking to make a game with RMMV. I've dabbled with RPG Makers in the past, but have never completed anything past a small demo. I do know basic eventing and can make small vanilla games, but that's it.
While creating my classes and weapons for my current game, I realized that all my...
I would like to know what steps you all have taken to balance out the weapons portion of your game. For example, I don't like the idea of having 15 different swords that all get stronger from town to town. I like the idea of having a set amount of weapons, all of them different and useful in...
So, I have a bit of a design problem. It hasn't become a huge problem yet, but I anticipate that it might become one, and in that event I'd like to have a solution made up ahead of time.
Part 1: Damage Formulas. I'm using simple ratio damage formulas. They tend to take the form (a/b) * c, were a...
Worried about making my project become too difficult or easy to break. Wondering what are some thoughts in this board regarding the ideal level of difficulty in an RPG without being too unfair. Any RPGs I should look into?
Of course, balancing the effectiveness of status ailments is a big problem in RPGs. Often, success rates are so low that they're practically worthless for the party, essentially wasting their turns. But if ailment success rates are too high, the entire enemy party can be hobbled in short...
this is something i have been wondering about for a while now...... lately i have started making skills that my friends call RP due to when they become avalible and not their effect
as an exsample
my spell grand healing is avalible at the very beginning of the game, costs 90 AP and its...
One thing I have decided upon is to make equipment progress focused around crafting more than just buying them or trying to get them as rare drops. While balancing out availability is not that much an issue, a problem would be the access to gear resisting elements or status effects. The thing...
I'm making a game and I want to balance out my classes, but I have no clue on how to do it.
Is there a list somewhere of pre-made classes? Or does anyone have a technique to do this?
Thanks in advance,
So, I was going to design a game using a 50 point system, meaning that I can assign 50 points on a blank slate to create a character;
Here are the values each point represents:
HP / 1Point = 10 HP
MP, and all Paramaters / 1Point = 2
In this system, a perfectly balanced character would have...
One of the hardest parts for me on RPG Maker have been how to balance the enemies, I'm not fond of having same monster of different color being harder than the previous. We have Yanfly Enemy Levels as solution for this, but when I came to a practical use of it, it was hard...
So I'm about to start digging into the mechanical development of characters in my game, and started thinking about how to balance them. I created the above chart in an attempt to make it clear to myself how the balancing in my game (Specifically between...
BOSS: I'm the boss of this area. Therfore I have high HP, Defense and Attack stats. You'll never be able to put me to sleep, blind me or use other tactics that you may have found useful lately. I may even take a few cheap shots every now and then.
Protagonist: Don't you think that's a little...
Hey everyone, I'm in need of some help or advice or anything that you can give. We are working on an open-world RPG of a massive scale and we are having trouble getting the mechanics balanced. I'm using a few different plugins to try and acheive this balance and they are as follows:
Spent a whole bunch of time today reworking the area in the video because someone said it was too illusory. So I reworked it so it changes less, moved the grass up to the same level as the player.... And found enough extra resources to make the grass moves when the player touches it. Also lots more water, because it looks amazing. I'll probably put up a short updated video later today.