Keeping people from abusing a ingame utility

Necromus

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Man, every thread/post I see of you is something different lol.

What kind of RPG's do you actually consider beeing good? Because I played my fare share of games over the years, but according to what you seem to think is good design, pretty much every single one of them must suck, which somewhat can't be true :D

As for the issue in this thread, you seem to wan't reasons for people actually using regular towns.

I don't think that has much to do with the other "special" town beeing unavalable, rather the regular ones beeing unimportant.

Make them be essential parts in the story, make them have shops/features your special town does not have (or seeing how you seem to want to make it upgrdable or something, doesn't have at the time, when you would visit the next town throughout the storyline for the first time, so regular towns always have some sort of advantage over the special one).

The way I understand what you're trying to do, a timer doesn't really seem to do what you're trying to accomplish, but maybe I'm just not understanding it the right way.
 

Zoltor

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Man, every thread/post I see of you is something different lol.

What kind of RPG's do you actually consider beeing good? Because I played my fare share of games over the years, but according to what you seem to think is good design, pretty much every single one of them must suck, which somewhat can't be true :D

As for the issue in this thread, you seem to wan't reasons for people actually using regular towns.

I don't think that has much to do with the other "special" town beeing unavalable, rather the regular ones beeing unimportant.

Make them be essential parts in the story, make them have shops/features your special town does not have (or seeing how you seem to want to make it upgrdable or something, doesn't have at the time, when you would visit the next town throughout the storyline for the first time, so regular towns always have some sort of advantage over the special one).

The way I understand what you're trying to do, a timer doesn't really seem to do what you're trying to accomplish, but maybe I'm just not understanding it the right way.
That depends, do you consider the newer FF games good? If you do, I doubt you would know a good RPG when you see it.

No, people are just against good game design in this thread, they want the games to basically play themselves, and god forbid they should die, and thus be sent back to their last save. Also people don't seem to beable to grasp, this is a "special" city, It's not meant to be treated as a traveling shop or whatnot, and is sure as hell Isn't the only city in the game.

Yea ofcourse that's a given, the special city Isn't even part of the main story(well technically It's one of the cities that are important to the story's background, but in this game, that's really it, It's not important to the ongoing story in the game at all, except for perhaps very, very late in the game, haven't decided on that yet)

Yea ofcourse, the reg towns/cities are gonna be very important(constantly updated weapon/Armor Shops, better item shops throughout most of the gave, a Priest that can save the game, random assorted side quests, story driven events, ect).

That wasn't the problem, the problem is the gamer, since as we all know, if It's possible to abuse a mechanic, most of them will, so it Isn't so much about reg towns not being important enough, It's about the player asing a utility, just because It's easier/faster to do so.

Actually the timer does do what I want it to do, keeps people from using the special town as a way point(if there's a big CD, they'll think before using it for something stupid won't they, so instead they'll choose to teleport to a normal town to restock or whatnot, opposed to using the item for such, then not being able to use it when they want to use it for what It's meant for), I just wasn't sure  if it was enough time.

However now that I decided to make the special city upgradeable, with tons of even more quests, it will work just fine.

PS. Lol I don't know why I din't think of this, but I could've just used extra switches, and another condition branch to make a 2nd timer start after the first, and have the 2nd timer turn the item back on when it hits 0, but that's definitely no longer needed.
 

Necromus

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That depends, do you consider the newer FF games good? If you do, I doubt you would know a good RPG when you see it.

No, people are just against good game design in this thread, they want the games to basically play themselves, and god forbid they should die, and thus be sent back to their last save. Also people don't seem to beable to grasp, this is a "special" city, It's not meant to be treated as a traveling shop or whatnot, and is sure as hell Isn't the only city in the game.

Yea ofcourse that's a given, the special city Isn't even part of the main story(well technically It's one of the cities that are important to the story's background, but in this game, that's really it, It's not important to the ongoing story in the game at all, except for perhaps very, very late in the game, haven't decided on that yet)

Yea ofcourse, the reg towns/cities are gonna be very important(constantly updated weapon/Armor Shops, better item shops throughout most of the gave, a Priest that can save the game, random assorted side quests, story driven events, ect).

That wasn't the problem, the problem is the gamer, since as we all know, if It's possible to abuse a mechanic, most of them will, so it Isn't so much about reg towns not being important enough, It's about the player asing a utility, just because It's easier/faster to do so.

Actually the timer does do what I want it to do, keeps people from using the special town as a way point(if there's a big CD, they'll think before using it for something stupid won't they, so instead they'll choose to teleport to a normal town to restock or whatnot, opposed to using the item for such, then not being able to use it when they want to use it for what It's meant for), I just wasn't sure  if it was enough time.

However now that I decided to make the special city upgradeable, with tons of even more quests, it will work just fine.

PS. Lol I don't know why I din't think of this, but I could've just used extra switches, and another condition branch to make a 2nd timer start after the first, and have the 2nd timer turn the item back on when it hits 0, but that's definitely no longer needed.
What do you consider new for a FF game? PS era, PS2, PS3?

That already sounds like you have a pretty specific opnion about RPGs tho, because there isn't that much inheritly wrong with those games, aside from the decline in difficulty throughout the story (as in, newer FF games focus more on difficult optional content, compared to like the storybosses in NES/SNES era FFs), and they seem to lose more and more track of storytelling, but thats just my opinion.

You know, opionions, not facts, we all have those :D

So if I understand it correctly, you already consindered what I mentioned above, making regular towns important.

Then I don't really understand the reason for having the other one, or the value it offers for the player.

You can do things you can't in normal towns, or what exactly do you have in mind?
 

Zoltor

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What do you consider new for a FF game? PS era, PS2, PS3?

That already sounds like you have a pretty specific opnion about RPGs tho, because there isn't that much inheritly wrong with those games, aside from the decline in difficulty throughout the story (as in, newer FF games focus more on difficult optional content, compared to like the storybosses in NES/SNES era FFs), and they seem to lose more and more track of storytelling, but thats just my opinion.

You know, opionions, not facts, we all have those :D

So if I understand it correctly, you already consindered what I mentioned above, making regular towns important.

Then I don't really understand the reason for having the other one, or the value it offers for the player.

You can do things you can't in normal towns, or what exactly do you have in mind?
New for FF, is when they stopped being FF games, basically 9, and up(10 atleast has a great story, possibly best in the entire franchise, but that's really all that was good about it, so yea a pretty bad game. Furthermore, after 10, they stopped being RPGs altogether, talk about going down hill)

You're kidding me right, almost everything about those bames are inharently wrong, the lack of mapping, the subtraction of various key RPG elements(maps, side quest, towns/shops=what, changing the genre of the franchise altogether, instead of making such games spin-off, ect).

Square doesn't want to develope RPG's anymore(they haven't wanted to for a very long time now), because it takes far too much effort to do so. Difficulty is the least of Square's problems(they were never known to be good at balancing out there games anyway)

It's a sidequest hub, some major ones at that, specifically a full blown Casino, and the be all, end all of Arenas. That's just what was originally gonna be in the city(in the original game I made this city for), but now It's also gonna have a full blown quest guild as well, as some special type of shops.

Yea there's a bunch of things this special city is gonna have, that other cities wont.
 

Necromus

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New for FF, is when they stopped being FF games, basically 9, and up(10 atleast has a great story, possibly best in the entire franchise, but that's really all that was good about it, so yea a pretty bad game. Furthermore, after 10, they stopped being RPGs altogether, talk about going down hill)

You're kidding me right, almost everything about those bames are inharently wrong, the lack of mapping, the subtraction of various key RPG elements(maps, side quest, towns/shops=what, changing the genre of the franchise altogether, instead of making such games spin-off, ect).

Square doesn't want to develope RPG's anymore(they haven't wanted to for a very long time now), because it takes far too much effort to do so. Difficulty is the least of Square's problems(they were never known to be good at balancing out there games anyway)

It's a sidequest hub, some major ones at that, specifically a full blown Casino, and the be all, end all of Arenas. That's just what was originally gonna be in the city(in the original game I made this city for), but now It's also gonna have a full blown quest guild as well, as some special type of shops.

Yea there's a bunch of things this special city is gonna have, that other cities wont.
But FF9 was probably the most "back to the roots FF" ever lol.

What you're describing is FF13 pretty much, ever FF up to 13 has tons of content (what is a lack of mapping in a FF game anyways o.o? - or are you talking about not beeing able to walk on a world map anymore?), they got lots of sidequests, cities etc. justFF13 pretty much has nothing left anymore. 

Well if it's that much of a sidehub, a lockout timer would feel wrong to me personally, rather make it availabe at specific times throughout the story, with it beeing open in the later game. But yea, personal preference I guess, timed things just feel weird imo, you just end up doing as much stuff as you possibly can before leaving the place, over and over as soon the timer is off.
 
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TSED

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"WTF is it with the RPG Maker community."

My personal guess?  It's full of people whose egos are bigger than their accomplishments, and they refuse to accept that.  No, this isn't a dig at you.  This is a dig at the community, myself included, and not any individual.

"It's not a Rogue-like, and "This Isn't the only city in the game, It's a special city" Why can't people grasp the concept of a special map/city that "Isn't always" availabe?"

I don't know why you said this.  I was saying that it appears your approach to game design is much closer to that of roguelikes than of RPGs.  Note: I lurk a lot.  I've read multi page arguments between you and other people in other places.

To be clear: yes, I understand that it is a city that you cannot go to whenever you want.  I understood that before.  I understand that now.

Your hostility does not endear me to my attempt at helping you.

"Between that and omg I can't save everywhere I want, so It's the end of the world(and don't give me that I have a life crap either, most people haves lives, but only people in the RPG maker community whines over not being able to save everywhere)., I doubt many people in the RPG community are willing to play hardly any RPGs at all."

Ha!  You know that people complain about every single game without at-will saving like that, no?  Competitive online games (shooters, mobas, etc.) don't complain because it's intrinsically part of the game - you can't just leave a match with other people for 3 hours and then pick it up exactly where you left off.  Every other game, though?  Roguelikes, survival horror, single player games of every variety and type, puzzle games, strategy games, 4xs, action games, you name it: "let us play it when we want to play it and if you don't we WILL hate it."  Sometimes it's necessary for a specific ludic experience, but the games that need it as opposed to have it due to tradition or technical limitations can probably be counted on your fingers.

P.S. Insulting people who care enough to say words to you does not make you seem like you know what you're talking about.  It makes you seem insecure and short tempered.

P.P.S. Disagreement is the foundation of western society.  If you can't handle opposing opinions in a dignified and celebral manner, you are rejecting the entire way our social structure works.

Management of resources is a important aspect of any type of RPG(It's part of journeying, if you don't need to be careful, news flash, the balance of your game sucks(It's way too easy).

I disagree with this.  Management of resources is an important aspect of an RPG if and only if it's balanced around the management of resources as a key gameplay mechanic.  Game systems are incredibly flexible and you can make a game where in you need to carefully manage every rat whisker and copper piece, or you can make a game where every single fight is balanced around the idea of a "all stops pulled" battle and there are no resources to manage outside of an individual battle.

There is nothing inherently better about either way.  You just prefer the former.  There's nothing wrong with that, but do not say that all other systems are bad and wrong.

The reason I brought up roguelikes is because it's a genre that is slavishly devoted to the former approach rather than the latter.  Or, in other words, what you are espousing.

"If such a argument started on another forum(a non-RPG Maker Community heavy forum), yea sure, but on this forum(a forum where people flip out if you don't allow them to save everywhere), I doubt it."

Whoooof.  Go check out some game design forums some time.  Game designers like to enable players, not disable players, and there's a very simple reason for it:

If you say "yes" to a player, they feel like they are being clever.  If you say "no" you are limiting their ability to explore the system.  Guess what?  You, as the developer, happen to hold all the power when it comes to these decisions.  You can tell them "no" to anything you want, but it doesn't mean your game is good OR 'difficult.'  You can even tell them "no, you can't lose here."  The only "yes / no" decision a player can make in this sense is "do I want to play the game or not?"  The more you say yes, the more likely they will say yes.

No, this is not advocating hand holding or games that play themselves.  It's advocating a system that players can actually utilize.  Divekick is my favourite fighting game from a design perspective because the gameplay has been absolutely distilled to timing and spacing.  Combos and juggling and all that (things I was never personally good at) are gone, and timing and spacing (what I am good at) are literally the entire game.  This doesn't mean the game is easy.  It means the depth comes from the actual gameplay mechanics, instead of an unnecessary devotion cliff.

As an aside, people dislike not being able to save anywhere because there is almost never a good reason for it.  There was a good reason for not being able to save anywhere in the Infinity Engine games, by the way!  That reason was "because you are in combat, there is a chance, big or small depends on the player, that you will save the game right before you are killed and you no longer have a back up."  This is a case of handholding, because it is the developers specifically disallowing the ability to ruin your own save game.

Yet I've never, ever, ever met anybody who criticized that gameplay decision.  You might be the first?  If so, well, I wouldn't be proud of that.  Not all handholding is bad; remember that.  Handholding is bad if it detracts from the player's ability to enjoy the game system.

"People here want to be hand fed everything, and if they don't have unlimited access to "every" feature in the game, they form a angry mob."

People form angry mobs whenever someone tells them they are wrong for enjoying themselves.

You are literally being the "stop having fun guys" guy on this topic.

"It makes you wonder if the people here care more about being handfed, then quality game design."

Try listening to them instead of insisting they are bad at liking things.

"If those are the "gold" standard of game design, then It's a sad day for RPGs in general."

Whoah whoah whoahhh.  You want to know why the IE games are the gold standard?  I don't have the patience to explain all of it to someone who is obviously in love with a specific idealized variant of RPGs, but let me distil a few things down for you:

1) RTWP lets control be as granular as the user wants.  If you need to pause every 0.3 seconds to adjust tactics and issue new orders, you can.  If you don't need to pause because the fight is trivial, you aren't bogged down with endless menus.  If you don't have the game mastery in place to make use of a new command given every 0.3 seconds, you're not forced to bear through it (a common problem with 4X games).

2) The writing was spectacular and phenomenal.  You praised Final Fantasy 8 at other points, and all I can think whenever I'm re-exposed to that narrative is "oh, right, that annoying teenage love story."  So many obnoxious tropes were completely deconstructed in PS:T that people don't even talk about specific instances.  The most sympathetic character in the game is undead.  The most challenging and difficult monster in the game is a rat.  So on and so forth.  These are tropes that still plague RPGs today and it's been 15 years since that game came out.

3) The game allowed many different approaches to gameplay.  If you're not particularly good you might be sleeping for 8 hours after every other hobgoblin.  You'll go and solve everybody's problems because you need the EXP in order to defeat the challenges the story lays before you.  If you are good, you get to whisk through a small army on two hundred millilitres of healing potion and a scroll of stinking cloud.  You skip the excessive sidequests available because you chased what you found interesting, and thus were challenged by your own lack of resources to bring to bear to the fight (but you still prevailed because you handle what you do have masterfully).  

When it comes to narrative-driven games, of which RPGs are the torchbearer, it is not the designer's job to gate content.  It's to design a game that is both fun to play and maintains narrative cohesion.  Destroying that by setting the player back an hour does not make for a good RPG.

"There's a reason why the item in question Isn't expendable, because then access to it would be way too limited, for something that is suppose to act as a Side Quest hub(not every side quest is picked up/done there, but a lot are), that's why sticking a timer on it works so well. This way It's not based on luck, people can access it throughout the game on a reg basis(well if they do the side quest to get the stone in the first place, however It's not gonna be a hard side quest to find/do)."

Timers are great for things that you don't want used in rapid succession but do want used on a regular basis.  It sounds like that's what you want this city to be, so yeah, okay.  I can see why you'd want the timer and why it aspires to your design goals.  I was suggesting it mostly because, again, it sounds like you want a game that is heavily focused on resource management.  It seemed like a good opportunity to put in MORE resource management.

"Also I want people to want to farm enemies for legitimate treasure hunting purposes, but making such a item like that drop, would be more along the lines of "forcing" to player to farm for a specific super rare constantly, which would not be a fun activity for the player(it would be = to FF 8 forcing players to draw magic from enemies, and we all know how much that system is hated. It's a awesome game, but that one system keeps it from being a Great)."

Eh, not particularly.  If a player is expected to defeat, say, 120 monsters per hour (high number but bear with me), you just set it to maybe 75 or 80 kills per drop.  They will probably not need to use it every hour, meaning that when they are going along fine they develop a small stockpile (3, 4, 6 of them).  They're not 'farming' for the thing, they are just naturally building up the resource.  Then, eventually they want to use it and they will do so in such instances faster than they develop the stockpile.  They note that they are running low, and begin weaning themselves off of it.  From the sounds of it, yeah, the timer works better for your idea, but the above would still work wonderfully in many games that are balanced around long-term resource management.

"That depends, do you consider the newer FF games good? If you do, I doubt you would know a good RPG when you see it."
 

Nope.  I don't even consider the 'middle' FF games good.  (I never played 1 - 6, to be clear.)

 

7 was deeply flawed, 8 was a trainwreck, 9 was okay but nothing revolutionary, 10 I never had interest in, 11 I never had interest in, 12 I borrowed from a buddy and I had so many better things to do with my life that I barely got into it, 13 I saw a friend get it when it was new and he hated the game for many reasons and all I could think was "I'm not surprised this is happening, but I am surprised you're surprised."  I'm done with Final Fantasies for a long time.

 

I like how you ducked the question there.  I will ask you again, and in no uncertain terms: what are games you consider good?  Despite my stand-offish demeanor, I really am trying to help you here.  If you cannot or will not answer the question of "what games do you consider good" I will take it to mean that you don't actually like games, and don't know what you're doing.

 

"No, people are just against good game design in this thread, they want the games to basically play themselves, and god forbid they should die, and thus be sent back to their last save. Also people don't seem to beable to grasp, this is a "special" city, It's not meant to be treated as a traveling shop or whatnot, and is sure as hell Isn't the only city in the game."

 

No no no no no no.  No.  No no no.  No, no no no, no.  No.

 

Games you don't like != badly designed.  Call of Duty is so far removed from my interest that I will never enjoy anything about it, but I watched my roommate play one a few months ago and I noticed hundreds of little details that impressed me for how well it was designed.  I will compliment its game design while simultaneously hating everything about its game design.

 ​
]That wasn't the problem, the problem is the gamer, since as we all know, if It's possible to abuse a mechanic, most of them will, so it Isn't so much about reg towns not being important enough, It's about the player asing a utility, just because It's easier/faster to do so.

 

This is what a game IS.  A bunch of game mechanics that the player manipulates, exploits, or abuses.  If you try to remove that layer of the game, you are left with a game of checkers where there are no kings and you cannot double-check.  It is a long slog of attrition with the turn order determining the winner in most cases, and only BAD mistakes changing that.

 

And nobody wants to play that.
 

Zoltor

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But FF9 was probably the most "back to the roots FF" ever lol.

What you're describing is FF13 pretty much, ever FF up to 13 has tons of content (what is a lack of mapping in a FF game anyways o.o? - or are you talking about not beeing able to walk on a world map anymore?), they got lots of sidequests, cities etc. justFF13 pretty much has nothing left anymore. 

Well if it's that much of a sidehub, a lockout timer would feel wrong to me personally, rather make it availabe at specific times throughout the story, with it beeing open in the later game. But yea, personal preference I guess, timed things just feel weird imo, you just end up doing as much stuff as you possibly can before leaving the place, over and over as soon the timer is off.
The main system yes, but that's it, there was no meat to the game at all(no joke, I got to the boss of the game in 9 hours, without walkthroughs, and such), the so called side quests are probally the most poorly designed sidequests in the entire franchise, atrocious mapping(the maps are probally even more linear then in FF 13, the only thing you do, is go straight until another pointless CG scene triggers, and then off you go to the next CG scene), no world maps at all, ect. Needless to say, It's not even close to being a good RPG, even 10 was way better.

Square should just make VNs for now on, because they sure don't want to make games anymore, nevermind a RPG.

Yea the no town was 13, I was just listing all the things they have been doing wrong in general I bought the crappy DQ8 when it came out, because I'm a big DQ fan(and figures it took them years to run FF into the ground, it will take years to ruin what made the DW/Q games so great right, yea famous last words), which came with a FF 12 demo, It's not even a RPG for crying out loud, FF 12 is a Action/RPG,, a bad one at that.

Hey now don't go overboard, no FF past 8 had tons of content, accept perhaps FF 4 the After Years(best true sequel to any game ever made), but that wasn't even made by Square, it was made by the original team that created FF 4.

The no world map is a big problem, but It's sadly not the only problem, every FF game past 8 was anywhere from meh,- a utter POS that should have never been allowed to exist.

Well, not every quest that ends up there could be done at a given time, so It's not like the Gold saurcer in FF7, where if you really wanted to, you could \just stay there until you get/do everything you want, and now since the town is gonna be upgradeable, that's even more so the case(in the old game, back when the only side quests it was gonna have, were the 2 major ones, yea you could just do everything in one visit, but that's literally impossible now).

Well I could always go the recharge at special location route, but I imagine having to go through all that, would be annoyin. With a CD Timer, the player can do whatever they want, like hunt monsters, do more of the story, pick up other sidequests, ect.
 

Necromus

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The main system yes, but that's it, there was no meat to the game at all(no joke, I got to the boss of the game in 9 hours, without walkthroughs, and such), the so called side quests are probally the most poorly designed sidequests in the entire franchise, atrocious mapping(the maps are probally even more linear then in FF 13, the only thing you do, is go straight until another pointless CG scene triggers, and then off you go to the next CG scene), no world maps at all, ect. Needless to say, It's not even close to being a good RPG, even 10 was way better.

Square should just make VNs for now on, because they sure don't want to make games anymore, nevermind a RPG.

Yea the no town was 13, I was just listing all the things they have been doing wrong in general I bought the crappy DQ8 when it came out, because I'm a big DQ fan(and figures it took them years to run FF into the ground, it will take years to ruin what made the DW/Q games so great right, yea famous last words), which came with a FF 12 demo, It's not even a RPG for crying out loud, FF 12 is a Action/RPG,, a bad one at that.

Hey now don't go overboard, no FF past 8 had tons of content, accept perhaps FF 4 the After Years(best true sequel to any game ever made), but that wasn't even made by Square, it was made by the original team that created FF 4.

The no world map is a big problem, but It's sadly not the only problem, every FF game past 8 was anywhere from meh,- a utter POS that should have never been allowed to exist.

Well, not every quest that ends up there could be done at a given time, so It's not like the Gold saurcer in FF7, where if you really wanted to, you could \just stay there until you get/do everything you want, and now since the town is gonna be upgradeable, that's even more so the case(in the old game, back when the only side quests it was gonna have, were the 2 major ones, yea you could just do everything in one visit, but that's literally impossible now).

Well I could always go the recharge at special location route, but I imagine having to go through all that, would be annoyin. With a CD Timer, the player can do whatever they want, like hunt monsters, do more of the story, pick up other sidequests, ect.
Yeah, our opinions really differ, but thats why they are just that, opinions.

I know there is the 12 hour condition for Excalibur II in FF9, but even after all those years and having completed the game quite some time, I still think this is an enormous task, so how anyone should be able to get there even faster without any plannin (which even guides for that recommend) is absolutely beyond me.

Dunno what you were doing, but just plaing normally will never get you there in 9 hours, especially not if you actually want to play the game.

Besides that I don't see any of the minigames in FF9 as badly designed, but well, opinions.

Also it is just as liniar (in terms of maps) as any other FF really and it does have a world map as well.

The thing about FF12 is also really subjective, it's not a old school turn based game anymore, but it's not really an ARPG either, not even close.

And all systems behind the battle system are actually really well thought out and executed, doesn't mean you can't absolutely hate the gambit system ofc.

I didn't play FF4: The After Years yet, so can't comment on those, but if its somewhat in line with its prequel, it pales in terms of content to mot newer FFs.

The old FFs were all pretty short, when you completed everything there is to do, while the newer ones (especially X and XII) rack up some serious playtime.

Not having a worldmap is something I truely miss too, but it's not the end of the world really, cause FFX stillhad some sort of worldmap, with things to discover and FFXII was more open worldish, where you don't need a worldmap at all. Preferences really, but sure if I were to choose, I would want an oldschool worldmap too, but that's probably just due to beeing used to having them.

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Hmm, I still don't really like the timer lockout version.

But since time is something important (due the upgradable nature of that town), maybe you could make it work like some sort of building simulation game, once a certain ammount of time passes (which could be what you have in mind for your lockout timer at the moment), an upgrade actually happend, and you can do something new.

Gives the player a real sense of progression, still accomplishes what you're trying to prevent and just doesn't feel force, imo.
 

Zoltor

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Yeah, our opinions really differ, but thats why they are just that, opinions.

I know there is the 12 hour condition for Excalibur II in FF9, but even after all those years and having completed the game quite some time, I still think this is an enormous task, so how anyone should be able to get there even faster without any plannin (which even guides for that recommend) is absolutely beyond me.

Dunno what you were doing, but just plaing normally will never get you there in 9 hours, especially not if you actually want to play the game.

Besides that I don't see any of the minigames in FF9 as badly designed, but well, opinions.

Also it is just as liniar (in terms of maps) as any other FF really and it does have a world map as well.

The thing about FF12 is also really subjective, it's not a old school turn based game anymore, but it's not really an ARPG either, not even close.

And all systems behind the battle system are actually really well thought out and executed, doesn't mean you can't absolutely hate the gambit system ofc.

I didn't play FF4: The After Years yet, so can't comment on those, but if its somewhat in line with its prequel, it pales in terms of content to mot newer FFs.

The old FFs were all pretty short, when you completed everything there is to do, while the newer ones (especially X and XII) rack up some serious playtime.

Not having a worldmap is something I truely miss too, but it's not the end of the world really, cause FFX stillhad some sort of worldmap, with things to discover and FFXII was more open worldish, where you don't need a worldmap at all. Preferences really, but sure if I were to choose, I would want an oldschool worldmap too, but that's probably just due to beeing used to having them.

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Hmm, I still don't really like the timer lockout version.

But since time is something important (due the upgradable nature of that town), maybe you could make it work like some sort of building simulation game, once a certain ammount of time passes (which could be what you have in mind for your lockout timer at the moment), an upgrade actually happend, and you can do something new.

Gives the player a real sense of progression, still accomplishes what you're trying to prevent and just doesn't feel force, imo.
Um are you kidding, FF 9 calls the randomly encountered jokers, a Side quest, and the playable NPCs for the card game, is far, and few inbetween.

Also no, 1-8 is nowhere even remotely close to being as linear as any of the FF games to come after. 5, 6, and 7 are open world for a huge portion of the games(, and even in 8, It's "kind of" openworld for most of the game, well let's just call FF 8 the ever expanding world, once a area is unlocked, you can return to it almost any time you want, then late it becomes a true open world, with tons of new places to explore(if it weren't, you wouldn't beable to manipulate the card rules as early as you can)..

Actually, there's a lot more things to do then just It's prequel(each char story has a bonus dungeon, the Lunarian story has 2 bonus dungeons,, you need to do a side quest for nearly all the summons, and there's story to those as well, which is very fun to read, there's treasure hunting galore, the treasure hunting aspect is so good in this game,it puts FF 5, and even 6 to shame, needless to say It's pretty damn awesome, various char story's have other side quests in addition to their bonus dungeons(like secret char, a collection quest that can new you unique/powerful items, ect, the side quests in FF 4 the after years is very much worth time time spent into them, ect. I think the first playthrough of it, I spent like 250 or so hours on in(very few games ever created, can warrant 200+ hours in a single playthough, I can literally count the amount of games that can legitimately warrant 200 or more hours, on one hand, so yea, there's a decent amount of things to be done.

Well I'm gonna roll out a special line of side quests in the guild periodically, which the release of such will revolve around progression of the main story(because having access to the full lv of Aleasia, would be desasterous), and completion of previous town upgrade quests. This method will give people plenty of optional things to do throughout the game, which is always a great thing.

Likewise, once a region is unlocked during the story, you'll always have access to that region any time you choose, so I'm gonna have things unlock, new places will appear out of nowhere, when a quest is picked up, that would warrant a dungeon(I'm a huge fan of Side quests being tied to special dungeons, so many of the sidequests in the game are gonna have It's own dungeon, It's gonna be very exciting when you pick of a side quest, then go to a previously visited regeon, to find a dungeon in a spot that use to be just plain world mapping).
 

Necromus

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Um are you kidding, FF 9 calls the randomly encountered jokers, a Side quest, and the playable NPCs for the card game, is far, and few inbetween.

Also no, 1-8 is nowhere even remotely close to being as linear as any of the FF games to come after. 5, 6, and 7 are open world for a huge portion of the games(, and even in 8, It's "kind of" openworld for most of the game, well let's just call FF 8 the ever expanding world, once a area is unlocked, you can return to it almost any time you want, then late it becomes a true open world, with tons of new places to explore(if it weren't, you wouldn't beable to manipulate the card rules as early as you can)..

Actually, there's a lot more things to do then just It's prequel(each char story has a bonus dungeon, the Lunarian story has 2 bonus dungeons,, you need to do a side quest for nearly all the summons, and there's story to those as well, which is very fun to read, there's treasure hunting galore, the treasure hunting aspect is so good in this game,it puts FF 5, and even 6 to shame, needless to say It's pretty damn awesome, various char story's have other side quests in addition to their bonus dungeons(like secret char, a collection quest that can new you unique/powerful items, ect, the side quests in FF 4 the after years is very much worth time time spent into them, ect. I think the first playthrough of it, I spent like 250 or so hours on in(very few games ever created, can warrant 200+ hours in a single playthough, I can literally count the amount of games that can legitimately warrant 200 or more hours, on one hand, so yea, there's a decent amount of things to be done.

Well I'm gonna roll out a special line of side quests in the guild periodically, which the release of such will revolve around progression of the main story(because having access to the full lv of Aleasia, would be desasterous), and completion of previous town upgrade quests. This method will give people plenty of optional things to do throughout the game, which is always a great thing.

Likewise, once a region is unlocked during the story, you'll always have access to that region any time you choose, so I'm gonna have things unlock, new places will appear out of nowhere, when a quest is picked up, that would warrant a dungeon(I'm a huge fan of Side quests being tied to special dungeons, so many of the sidequests in the game are gonna have It's own dungeon, It's gonna be very exciting when you pick of a side quest, then go to a previously visited regeon, to find a dungeon in a spot that use to be just plain world mapping).
Those special mobs are a sidequest, doesn't matter if you don't like it :p

If you really want, you can play cards pretty much everywhere, but I'm not really a fan of that game anyways, because the explanation just sucks, still its there, and its pretty complex and vast too.

What else, you got some small arena, you got those starsign coins to find, you have the massive chocobo sidequest/mini game, optional bosses, I'd say there is a lot to do.

I dunno, most FF games aren't really open world, until you get an airship, tho maybe yeah, FF9 surely has pretty much no additional places to explore, aside from where you're supposed to go next.

Sounds like I need to play After Years then, still going through a lot of other games on my 3DS atm lol

Tho I'm 100% sure, that I won't spend 200 hours on that game, that simply doesn't sound right, but we'll see.

Well if you unlock certain new features/dungeons etc. at specific times anyways, I see even less reason, for locking the player out, as there won't be any new content anways, if they didn't progress first.
 

Tai_MT

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Alright, I'm sorry in advance here.  I am not reading through 3 pages of what appears to be a random argument that not only ignores the initial question, but also goes way into flame and hate territory.  If you guys want to go into flame/hate territory, you need to invite me first.  I feel kind of upset at being usurped like that!

Here's your issue mister original post guy:

You don't want your item to be a "portable city", but in fact, that is what you have designed and insist on keeping.  Your first few posts are basically you saying "I have a Sword, but I don't want the player to use it as a Sword.".

When you laugh about how silly that actually sounds, you can continue reading what I've got to say.

Okay, I understand the actual concern you have.  You essentially want this thing to act like "emergency supplies" or something like that, right?  If you want it to act as something else (Pro Tip:  If you don't know how you want a feature to work or what it is meant to accomplish from a video game standpoint, you probably shouldn't include it) you should let me know.  Here's how you can easily do that to keep players from using it as a "go to" spot instead of going into other towns.  For one, make the prices in your "portable city" far more expensive than any other town in your game.  This ensures that most players will only use it when they really need it, and not for every lazy thing they could ever think of.  If the last city in the world your players visits revives characters from death for 6000 Gold, you make your portable city do it for 8000.  Perhaps you could even event it out so that that number scales with how far a player is in the game (it's not much of an "emergency supply" when you've yet to see 8000 Gold in the game and that's what it costs for a single character).  If you include this obvious penalty, I don't think you would even need a "cooldown" on it.  Now, here's the downside my solution:  No incentive to use it if everything in it costs more than the town some 50 odd spaces away on the world map.  So, what can you add to incentivize players using the portable city without using it for the portable city thing?  Add quests in that location.  Another way?  Get some "rare items" that aren't found very often and put them into a couple shops there (if they're rare, the player really won't hate you for overcharging for them, they may even save up some cash to come back).  You could even event it so that you rotate out "rare stock" so that the player might have to try to figure out on which visit what they were looking for is there.  If this thing is going to be a feature of your game, you need to go all out on it.  It needs to be dazzling, interesting, and not feel like the developer is trying to protect is game from the gamers.

Now, if you're really insistent upon having some kind of "cooldown" on it, might I suggest something much better than some kind of weird cooldown?  Give your item charges.  No, no, hear me out.  You can hold 3 charges on your item initially.  A charge regenerates every X amount of steps or X amount of time (generally a half hour to an hour is good).  So, initially, a player could use it three times in a row if they wanted.  Sure, spam it immediately.  The problem?  They are then waiting however long it takes to get a new charge.  This turns the item into something a player may want to use "strategically" instead of all the time.  You could even find ways to increase the amount of charges a player could store on the item if you wanted to.  You could maybe even provide incentives for not using it so often (like, if you use it when it has the max of 3 charges on it, prices are 10% lower than normal.  If you use it with 2 charges, prices are normal prices.  If you use it with 1 charge, prices are 10% higher).

Now, I leave you with some somewhat obvious advice.  Do not create a feature or a system in order to solve a problem inherent in human behavior in video games.  This is not how you use a feature.  A feature does not solve problems at all.  The point of a feature is to spice up the game world and give the players more things to do and work with.  Features do not change human behavior by themselves.  Features, if implemented as fully fleshed out and thought about affairs, can make the players act and react differently in your game, but that should not be your goal when implementing them.  If you implement a Feature, it should be there merely for the sole intent of adding fun to your game.  Though, as a designer, it is important to know when and where that fun should be.  Sometimes, if a Feature isn't doing what it's meant do do, you should just cut it entirely and rethink it for another title down the line.  It's better to cut something than to implement it poorly.  Players remember bad experiences much longer and better than they do good ones.

EDIT:  Oh my lord is it late for me...  Spelling errors, grammar mistakes...  I'm not even sure I caught 'em all.  I hope that at least sounds semi-coherent and intelligent.
 
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so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

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