Discussion in 'Completed Games' started by Fernyfer775, Nov 12, 2015.
I'll test this and report back to you hopefully it will work :-D
Sorry to say @Fernyfer775 it still same like before :-(
Seems like I'll not be able to play this game :-( tho the game seems good by the screenshots
The boss battle with Commander Tyrus was purely ridiculous. After he was on Berserker mode, there was no chance my party would survive his one-hit kill mass attack. His damage output was whopping 4,000 HP, even when I've already used most of available buffs and debuffs. I was using Tier 3 weapon and armor and the lowest rarity was purple.
All the party member is on Level 15 with this Power status:
Luna = 537
Damien = 442
Trish = 405
Ryudo = 406
Minerva = 403
This game really has serious balancing issue and it's clearer when the player faces the boss battle. One hit kill to all party members is and will never be a good thing in any video games since it defeats the purpose of strategy.
@XianRemigius - Out of curiosity, do you remember the name of the attack that did that much damage? I'm just assuming here, but my guess is 1 of 2 things happened:
1 - He had the big red aura of doom under his feet and you didn't Guard against his Omega Sweeping Strikes attack (this is meant to wipe you if you don't guard).
2 - He used "Revenge" (purple aura under his feet) and you continued to pelt damage into him, which then caused him to RETURN that damage back at your party the next turn when he used Revenge-Counter.
The boss can hit very hard, but his big party 1-shot killing mechanics are all very obvious and easy to deal with, so strategically speaking, you need to keep an eye on his visual cues and then simply use defensives and guard, and you'll be fine.
In the recent weeks I've seen a handful of streamers fight that boss and when they guarded and stopped damage when he used Revenge, they smashed the boss with minimal issues.
@XianRemigius Tyrus is actually pretty tame compared to the next thing you face. Mechanics only get more involved from here If Tyrus seems unbalanced to you, perhaps an easier game would be more your style. There are plenty of them here.
I hate to be the whiner (again) but I can actually attest to that. While the boss is certainly beatable (I got him to 10k HP on my last attempt after upgrading some more gear), I'm starting to feel like the overall boss design pattern is a bit troubling. Bosses seem to usually have 2-3 attacks per turn, one of which is always huge AoE and another one is huge single target damage that together can almost always kill at least 1 of your characters every turn from 100% HP.
I constantly get my characters one-shot from 100% HP to 0% HP with no possible way to stop that except maybe [Guard]ing each turn and not doing anything else. Because of that I'm using tomatoes like crazy and every boss fight feels like "will I spend 10 tomatoes before I can get enough damage to kill the boss, or will I run out first?"
I feel like the problem could be with the optimize system that prioritizes offensive stats for characters instead of HP and defensive stats, so most characters get very low HP and therefore get killed easily. In any case having any enemy being able to one-shot a character in 1 turn does not feel like good design to me. Oh and apparently this fight is gauntlet-style so I can't even go back and grind for more EXP/gear even if I wanted to, so for some unlucky players this must be a hard game lock at this point.
I still really like the game, BTW, and I've also posted an update at the end of last page. I'll get back to you if I'll make any progress
@Dankovsky - While I do understand that the game can be challenging and the bosses can be pretty punishing, that is the sort of difficulty I intended for the game.
I would be a lot more opt to questioning the balancing for these bosses had I not had a small army of people help me balance the game by beta/play-testing the game a dozen times. In fact, I've recently watched 3 streamers get passed that point in the game and although they hit a few bumps in the road, they've all been breezing through the game without too much issue (one is even playing on hard mode).
What this says to ME, is that if a certain boss is causing too much trouble, such as Tyrus one-shotting or not allowing you to react before he wipes you, then you (or the player in general) is VERY likely not crafting enough.
For perspective, most of my testers had at MINIMUM 250+ total crafted items when they beat him, with one being as low as 192 total crafted.
Basically you mean I didn't grind enough. I guess that's fair because I usually expect to complete RPGs without having to grind, just moving through the story while killing everything that's thrown at me (while playing on normal). Especially in a linear and not an open world game. As soon as the game requires me to grind I tend to drop it. Generally I think linear games should avoid grinding as much as possible.
I think my "crafted total" are about 150 at this point, btw, I usually craft 1-3 sets of items each tier and try to save the rest for later.
I guess it's understandable that you wanted to make a game for more hardcore players that aren't afraid to grind a little to progress, but this sort of "hard-locked" design where the boss basically tells you "I'm going to stop your progress until you grind good enough gear/level to beat me" is unusual to me, that's why I absolutely hate all 100% HP killer boss skills (on another note, this is also the type of design I hated in otherwise great Star Stealing Prince).
I think if the game requires grind for progression it would be great if it could communicate it better, perhaps by showing a "recommended level & gear" for bosses, and always allowing you to backtrack to grinding areas.
I understand you had many good testers, I just suppose they were more hardcore, and that's fine if it's your target audience - but maybe test with more casual players too, since right now a few of them are having quite some trouble with the game.
In this particular case what's potentially game breaking is that as soon as you start the village encounter that leads to the boss, you can't go back. And there are no respawnable enemies to grind. So if you have reached the boss, and your gear/level is not ready for it, your only option is to basically restart the game.
But anyway, I'm not here to make you change your game or prove that your design is bad in any way or even teach you how to make games.
So take it as it is - just another random player's experience and feedback.
Played a little more of this game after taking a break for a while (mostly because of frustrations with the crafting system and those -arg-ing pig enemies; more on them later). I feel like I'm starting to get the hang of things and the game's becoming that much more enjoyable as a result.
The story's starting to get juicy, without spoiling too much. Also, Luna and Damien make a cute couple.
The next couple bosses after Minerva weren't too bad. I did get annoyed at the Volatile Pixie while I was fighting her, which was probably more a result of the enemies before her and also because she was a largely story irrelevant boss compared to the ones before her; I didn't lose to her, although Minerva died a couple times. I didn't have a whole lot of trouble with Runic Heart either, and found their gimmicks to actually be pretty interesting.
Tyrus I wiped to once, but that was due to a failure of observation on my part; he had Revenge up but was low on HP so I thought I could kill him before he could get it off. Turns out he got his turn earlier than I expected. The second time around I had a hairy moment towards the middle of the fight where I lost all the mages, but I managed to recover from that and from there defeated him without too much further problems (although Minerva died a couple more times; squishy wizard is squishy).
Speaking of Minerva, the boss fight to earn her as a party member was worth it in the end, because I think she's probably my favorite so far from a pure gameplay standpoint. The black mage + berserker combo is an interesting one, and I like how absorbtion barriers were worked into that.
The casino was a bit more fun than I expected it to be. Granted, the slot machines are pure luck and I kind of suck at the DDR-clone, but Golden Flame Chase was actually really enjoyable. I do wish there was a way to tell the good flames from the bad flames, and the really bad flame from the rest, but eh. It's gambling; what did I expect?
As for the not-so-fun things: the crafting system still feels too random, and my frustrations over it were due to that and also because the equipment I was getting felt a little too underpowered. Then Runic Heart came along and gave me the Tier 3 recipes for beating them, so that solves that issue for the time being. I suspect the augments provided by the Casino recipes should help a bit too, once I get around to crafting some.
Then there's those pigs. Oh god, the pigs. They like to come in large groups, are fast enough to outpace even Luna and thus get the first turn, get two actions a turn, and inflict lots of status effects. It seemed like every time I ran into them my entire team lost half their health and got weakened and burnt before I could even make a move. The fact they came almost immediately after Minerva just made it all the worse.
I suppose it was possible that I wasn't equipping my team properly and that's why they outsped me all the time, but whatever the reason they just weren't fun to fight. If they're a sign of things to come for the normal enemies, then it's something I'm not looking forwards to.
One final, more neutral note: Maaaaybe replace the Final Fantasy IX music during the post Runic Heart cutscene? I mean, it's a non-commercial game and all, and I can't say it didn't fit, but a track from a different, non-copyrighted source would make the overall game just that much better.
Speaking of that cutscene, I think there's a bug there: I went to save my game after defeating Tyrus, and found that the "Battles Lost" statistic read "4" when I only remember losing three times: Twice to Minerva and once to Tyrus. I think the scripted battle in that cutscene counts as far as that statistic is concerned.
@Dankovsky - Sorry if I seemed dismissive or too defensive, sometimes communication over text doesn't come off with the correct emotions. I wanted to address a few of your concerns and provide some thoughts and feedback to what you wrote:
Spoiler: Feedback Responses
There is minimal grinding actually "required" to beat Easy or Normal mode. I designed the exp drop rates and levels to be just the right amount to get from the beginning to end of the game if you fight at LEAST 80% of the on-map enemy encounters you see.
To be completely honest with you, that is on the very low end for being at Commander Tyrus. Out of curiosity, how much gold and rune essence are you sitting on? I'm going to assume you have literal THOUSANDS upon THOUSANDS of the stuff. It's not meant to be hoarded, it's meant to be spent. My suggestion is, stop hoarding the stuff and just use it to craft. Crafting is by-far more important in terms of party strength than leveling up is, so only having 150 crafted at Tyrus is the equivalent of being level 5 at a level 10 zone.
When you wipe to Commander Tyrus, you are given the option to return to the world map if you feel you need to grind some more (i'm going to safely assume that you don't HAVE to grind, you just need to go spend all that rune essence and gold you've got piled up).
I actually do like this suggestion. I was contemplating on giving some sort of "POWER Stat Suggestion" for bosses, but would need to gather more data to know what POWER level would be best for each. This is one I'll most likely implement, so thank you for that.
@D.L. Yomegami - Thanks for picking it back up and giving it another chance!
Spoiler: Feedback Responses
I can agree with you on the Volatile Pixie part just kinda being thrown in there. It was mostly just filler content for some of the people that had been following the game since conception, and when I was releasing demos with more content, they really wanted another boss, so I threw her in there to satiate their appetites haha. Good job on one-shotting Pixie and Runic Heart though, and getting Tyrus down on your second attempt is pretty great too. Glad you caught onto that REVENGE mechanic, a lot of people don't.
I'm glad you like her, she was probably the most difficult character to create for me, both in terms of story, boss fight, AND actual battle mechanics when she's a usable character. She is SUPER squishy when you first get her, but by the end of T3 and into T4 gear, she will become almost as tanky as Ryudo, but dish out the damage that Luna can.
Yeah...they're that one mob that everybody hates, and understandably so, they are kinda annoying. Luna SHOULD, in most cases be faster than them though, so, it's safe to assume that perhaps your gear probably wasn't up to date, or you were equipping her improperly. They've gone through a few nerfs already, so I'm keeping a close eye on them when I watch people Stream the game to see if I need to knock them down a notch again.
I can understand some people not liking the crafting system being so reliant on RNG. Generally speaking, you're meant to craft as your main source of power in this game, so you're going to be crafting A LOT of junk. But, even the junk you're crafting is helping, because the more you craft, the stronger ALL gear you acquire becomes (even if in tiny increments, it's still happening). Plus, as you craft more and more, you unlock higher rarities (blue, purple, red, yellow), so in the end, even if the piece you craft is no good for you, it's still helping you work towards an even bigger goal, which should be getting to 600+ total crafted so you can eventually start getting Legendary quality gear.
I completely forgot about that, I put it there as a placeholder because I like the music, but I did mean to go back and change it eventually, thank you for the reminder!
Thanks for the heads up, I'll check it out and see what's causing it (it shouldn't count as a loss, because I had to manually add a +1 to the lose count, and I wouldn't have done it for those particular parts in the game). By any chance, have you ESCAPED from any battles? Those also count as losses.
I did escape from a battle, actually; I ran into a random mob while making my way back to Piatro (well, more like Tido's Rest Stop since that was the nearest inn) and since my party was still a little exhausted from Tyrus I opted to just run rather than deal with it.
That explains that, I guess.
Hey Fernyfer775, thanks for constructive answer, actually I'm the one who's sorry because I really don't want to be "that one player" who just whines about the game and annoys the hell out of the developer with dumb suggestions. The main reason I'm writing so much is actually because I really enjoy the game, and that's pretty rare for me & RPG Maker games. Hope some of what I said was useful.
That's actually my problem - I've never skipped a single encounter and always killed every one I could see on screen (apart from maybe 1-3 zombies in the keep). But I've never gone out of my way to find new encounters either. I'd understand if I was underleveled if I was skipping encounters a lot, but this was not the case, which is why I'm confused.
As far as I remember I have about 5-10k of both gold and dust. You should know that the basic player psychology is to hoard ALL the resources and only use the absolute minimum to progress (because supposedly obviously you'll need them more later, won't have them, and will ruin the game for you). It would perhaps help if the reagents for different item tiers were different per each tier, so I can safely craft all tier 2 items without then being unable to craft any tier 3 items. But that may be difficult to implement and balance, and will weight the game down probably.
I know, I meant that once you enter the village where Tyrus is, your only option is to defeat the commander, you can't go back to grind and level up. So if your level is low or you're out of mats to craft the required equipment, and the commander wrecks you because you're underleveled, your game is permanently screwed, that's a hard game lock right there. Can probably be solved by either letting the player run back from the village to world map, or adding respawnable grindable enemy in the village.
No problem. I think Ara Fell actually had something similiar, right with big wooden signs at the start of dungeon/location that told you the recommended level. It was silly but very effective.
Hello everybody, back at it with yet ANOTHER bug-fix update #SadFace
Version 1.0.7 Patch Notes:
A bug in the Dios/Mios boss fight was causing damage taken to be seen as decimals (350.99999 damage, for example), which would sometimes crash the game. This has been fixed.
Dios/Mios will no longer continually loop the STATIC SHIELD buff if one or the other is dead, and will now properly enrage if one or the other is killed.
Some skill names were “clipping” their costs in the skill select menu during combat. They have been renamed slightly to fix the clipping issues. (Frenzied Barrage is now BARRAGE - Flash of Light is now MYTHIC LIGHT).
As always, ENJOY! ^_^
So, I'm at The Enclave, and just out of curiosity, so I'm making sure I do all the things (including that grind to Lv. 30 trophy), when does the "desert hermit" sidequest (assuming it's a sidequest, but likely won't count towards the "complete all 5 sidequests" trophy) come into play? I'm mostly asking so I don't end up running into some point of no return or something when I have the chat with the Supremes...in which I already have bad feelings that big, plot heavy stuff and possibly a boss fight will happen there.
@BlissyMKW - The hermit trophy can't be completed until the last portion of the game, so no worries about being locked out of completing it or anything. I hope you're enjoying the game thus far! I'd love to hear your thoughts once you've completed it!
I may have had a few...vocal opinions, but those just tend to be in the moment opinions and I give my complete thoughts at the end of the run. Really liking the game and especially the story so far, though.
Definitely will be trying this out tonight.
Thanks for the great post!
@about7 - Thank you! I hope you enjoy my masterpiece!
Version 1.0.8 is LIVE!
These changes were made after looking through tons of feedback and watching many different players stream the game. The game should become a tad bit easier overall, while still maintaining the difficulty that makes it so challenging and rewarding!
Spoiler: Patch Notes
Difficulty Name Change:
Made some changes to the difficulty settings of the game. (New modes are named: Normal, Hard, Hell) The difficulty of the game itself has not been altered.
Stat scaling upon leveling up has been slightly increased. The scaling increases further once a party member changes to their "upgraded" class during the story. This means that you will see a pretty hefty boost in most stats!
The total number of stats given by a piece of armor has been increased starting from T2 and up.
T2 armor should give about 20-30 more stats.
T3 armor should give about 40-60 more stats.
T4 armor should give about 80-120 more stats.
Bug and typo fixes
Separate names with a comma.