Things you Personally don't put/want in your game

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cabfe

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A little off topic, but to keep on the Healer stuff:

I played a game where the healer was also the damage dealer. It lead to an interesting strategy where you had to choose between healing and making the fight go longer/risking status effects etc, or killing your enemy while taking the risk of a party member dying.

Tough to balance, but I liked that idea.
 

Kes

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@cabfe

That's roughly how I balance it out.  I like the idea that with all characters I have to choose their action, not just select 'heal', 'attack' or whatever on auto-pilot.
 

hian

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@cabfe

That's roughly how I balance it out.  I like the idea that with all characters I have to choose their action, not just select 'heal', 'attack' or whatever on auto-pilot.
It is true that this can happen with dedicated classes, if the developers havn't spent time properly fleshing out

their combat system, but I would suggest that the most normal way to overcome this, or rather the

way that it is naturally overcome in most cases, is due to the party-play mechanics of most RPGs, if they're done properly.

Sure, the healer will mostly heal, and the damage-dealers will mostly attack - but the brunt of strategic elements to roleplaying combat

has to do with timing, and with team strategy - not what skills you're using, but how you're using them.

Your healer might use primarily healing skills, but you would still have pick certain skills over others, prioritizing by taking into

account MP costs, heal rate, target number, which target to prioritize, and when to prioritize it.

Saying that a dedicated classes move on auto-pilot because they're only provided one primary skill-set or function, is kinda like saying that the Bishop in chess is on auto-pilot because it can only move diagonally, or that playing chess is just an auto-pilot exercise overall for the same reason, because each piece only has one function.

I'm not saying the approach of making open-ended skill-setups in RPGs is bad or wrong mind you - I'm simply saying that some of

the most in-depth strategy games ever conceived by humans, like Igo(go), Chess, and Shogi all function very well despite limited and simplistic rule-sets compared to modern RPGs with all their mathematics and variables.

The thing is that, in terms of games, the more variables you introduce, the harder it becomes to balance it well, or create

game-play where intent/skill supersedes chance etc.

I know a lot of people here thinks the weak healer class is tropey, and therefore bland and boring - I am simply pointing out

that it exists because of its functionality from a game-play perspective as much as anything else, and therefore shouldn't be

dismissed out of hand.
 

bgillisp

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@hian: You might want to look at the strategy guide for ff8, it even admits they level scale. What happened was Balamb had a cap on the scaling, but most of the rest of the game didn't. But if you look at the guide, it even shows that the bosses level up at a faster rate than the player does, and most bosses are 255 in all stats at level 99. Monsters also scale accordingly. That's why most people hate the scaling in that game, as in most regions, the enemies (and bosses) gain more stats than the player does when you level up! Only ff game I found it easier to win the game at level 23 than at level 80 as a result.

Onto the healer subject now:

In my game the healer also has the 2nd highest HP, and has HP regen 5%. They are still a weak attacker, but they do have decent HP for a change and the HP regen helps too.
 

Miss Nile

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I am very curious to know why you think so. I personally would love to see more sci-fi RPGs than sci-fi shooters and sci-fi space games. I know many people would agree with me here, but I am curious to know why you think RPG formula is unsuitable for futuristic/sci-fi theme.
Like I stated, it really is a personal preference, but I do feel that most futuristic games don't look good in RPGs. There are exceptions of course. For example, I like To The Moon a lot and it was in a modern setting. Perhaps it's just that I am used to RPGs being about fantasy and adventures than sci-fi? On that point, I do prefer modern setting RPGs to sci-fi ones.

Again, it really is a personal preference. XD
 
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One mechanic to avoid healers are limited healing consumables. You can make it so potions are infinite but have long cooldowns or refill for free at rest areas and scale through the game. It's how most WRPGs are doing it now such as Diablo or Dark Souls. It also conveniently eliminates the need to hoard potions or grind for them.

I find balancing and strategy to turn out better since you no longer feel obligated to make a boss do 9999 damage to be of any significance. Suddenly defense, mitigation, and inhibiting becomes vastly more important versus "GIANT ENEMY ATTACK. Heal it off... Okay spam strong abilities."
 

hian

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@hian: You might want to look at the strategy guide for ff8, it even admits they level scale. What happened was Balamb had a cap on the scaling, but most of the rest of the game didn't. But if you look at the guide, it even shows that the bosses level up at a faster rate than the player does, and most bosses are 255 in all stats at level 99. Monsters also scale accordingly. That's why most people hate the scaling in that game, as in most regions, the enemies (and bosses) gain more stats than the player does when you level up! Only ff game I found it easier to win the game at level 23 than at level 80 as a result.
I think you might want to look up Qhimm (the most extensive FF7/8 mod community on the web), and ask someone (like me), who actual knows the FF8 system formulas as they are right of the disks.

I didn't say the game didn't scale, which you would have noticed if you actually read my post properly (I used the word next to non-existent, which is hyperbolic perhaps, at worst - but let's expand on why this is the case now)  -

but that the scaling in FF8 is more or less irrelevant to the gameplay in the sense that people complain about it because a high-level party is still going to trample over low- to mid-tier enemies just the same as any other FF game (the usually complaint about scaling being that this doesn't happen, when in FF8 it objectively does).

The inane complaint you hear about FF8 is isn't "Oh no, the last boss is so hard now I've leveled up!", it's "Omg, enemies level up, now I can't plow down the minions I used to fight earlier in the game", which you can.

First thing's first -

Enemies in FF8 have their own stat-progression curves, and low/mid-tier enemies in FF8 are still significantly weaker than the your party members at comparative levels.

Furthermore, contrary to what you seem to think, most bosses in the game have level caps preventing them from being at level 99, which means they'll never have stats even remotely close to 255.

In fact, Ultimecia, the final boss's level cap is at 65, and the highest stat at that point is her Mag stat at 166, which is still far lower than the stat

your party is likely to have if they have magic junctioned to it at that point in either case.

Maybe you should read a game-guide, instead of projecting the same ignorance on me?

(also, Balamb does not have a level cap - the only place in Balamb that has a level cap is the Fire Cavern)

Secondly -

Enemies don't really level up per say - their levels are calculated by the engine at the moment battle is initiated by taking your party's average level (not including non-active members, or members that are K.O'ed, and always rounded down at that, on a level scale particular to that enemy type), which is then added together by the same number multiplied/subtracted by 1/5.

This means that the enemy levels fluctuate depeding on which party members you've chosen, which of them are K.O'ed etc.

The often cited "take the average party level and add by 0.8 or 1.2 to get the lowest and highest possible level", is wrong, and overly simplistic. People usually opt for it because it gives a slight approximation that doesn't take as much work, though it is woefully wrong at most times.

Thirdly -

Given that Squall is likely to be a much larger level than the rest of your party, given that he is the only constant member, given that the level scale does not account for weapon upgrades, GF levels, and Junctioned magic, it becomes even less of a factor.

Say you have a party consisting of Lv. 25 Squall, Lv. 20 Zell, and Lv.18 Selphie, facing your regular foe -

Average is 21.

This is the base.

Divide the base (21) by 5 = 4.2, which is then rounded down to 4. This is the modular (Y=4).

Each foe in the battle will then have a 50/50 chance of either being base + mod, or base - mod,

In this case either (20 + 4) or (20 - 4), meaning that in this case, all foes will either have the level of 24, or 16.

Say you have a party consisting of Lv. 76 Squall, Lv. 72 Zell, and Lv.68 Selphie, facing your regular foe

The average is then 72. (base = 72)

72 divided by 5 = 14.4, which rounded down to 14. (modular = 14)

In this case, each foe will either be level 58, or level 86.

(this discrepancy is made up for by the fact that the stat progression curve of these enemies is much lower than that of

your party members, especually when taking into account your junctions at that point)

Now take the following into account - If you have a party with a large level gap,

like say an over-leveled Squall with an under-leveled Selphie, this distorts the equations.

Then of course, together with your party, you'll have leveled up your GFs, who also serve as a major battle component since

your character cannot be damaged during casting, and the GF can also dish out enormous amounts of damage that more often than not will wipe out the entire enemy party regardless.

All this, combined with the fact that you'll be junctioning magic that increases your stats well beyond your level, and that the formula does not control for stat bosts gained by weapon upgrades and other equipment.

My first time playing through FF8 was a cake-walk, consisting of me spamming GFs from disk 1 to 4, hardly ever using magic (except for healing) or attacks, until I got my final weapons, and attacks actually started being useful to a degree.

With the exception of special high-tier enemies like Tonberry, there isn't a single enemy that cannot be one-shot by a single casting of Shiva, using boost most of the time.

This is just as true towards the end-game when you reach levels 50 and upwards, as it was in the beginning, prior to level 30-40 etc.

Yes, the scaling system impacts game-play to a certain extent, and allows for continuous challenge again certain high-level enemies,

and special bosses like Omega Weapon - but to pretend that FF8 is this great monstrosity where even low-tier disk 1 enemies will come back with a vengeance if you come back to fight them at a higher level on the other hand, is patently absurd.
 
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bgillisp

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Maybe there was a cap on some, but I still say it was a bad idea. I felt like it was making it worse for me to level up, especially as the time I replayed the game I got encounter none early, and found the game SO much easier going through it at level 23 or so. And how did you win the entire game on GF spamming? I want to know how you beat Adel on disk 4 that way, as you would be targeting Rinoa, and if you killed her it was game over.

Plus, this does bring up something I've left out of my game too:

-Long animations that you have to watch over and over and over again when you use a skill. FF7 and FF8 are horrible for this, and I literally read a book during the GF summons. I know they intended us to boost them during that, but seriously. Eventually I stopped carrying about the bonus as my fingers were tiring and my boost key was wearing out.

And I did clock one of the animations. The summon animation for the best GF in FF8 took 2 minutes, each and every time I used it (though I was playing the PC version not the PS2 version, so that might make a small difference in speed).
 
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trouble time

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-Long animations that you have to watch over and over and over again when you use a skill. FF7 and FF8 are horrible for this, and I literally read a book during the GF summons. I know they intended us to boost them during that, but seriously. Eventually I stopped carrying about the bonus as my fingers were tiring and my boost key was wearing out.

And I did clock one of the animations. The summon animation for the best GF in FF8 took 2 minutes, each and every time I used it (though I was playing the PC version not the PS2 version, so that might make a small difference in speed).
Yeah the long animations should be skipable if you want to have them. That's sometihng I really don't like in the early PS1 RPGs.
 

Yui

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Yeah the long animations should be skipable if you want to have them. That's sometihng I really don't like in the early PS1 RPGs.
or those super long pointless intros ~_~ *stares at Legends of Legaia*
 

hian

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Maybe there was a cap on some, but I still say it was a bad idea.

I felt like it was making it worse for me to level up,

especially as the time I replayed the game I got encounter none early,

and found the game SO much easier going through it at level 23 or so.
Which suggest to me, that you weren't upgrading your weapons properly, or/nor using

the junction system properly - or that you're just remembering it wrong.

Yes, while it is true that it can be easier to finish the game with a low level,

that's with the caveat that you'd need to make use of battle exploits to do so.

The problem of course is that several bosses have pretty high minimum stats

so that it can be pretty hard to get by without getting the the junction slots for your stats,

which would mean you'd still have to level up your GFs -

which would be almost impossible without leveling up your party, or without using battle exploits,

which would render your argument kinda moot.

Yes, FF8 is even easier if you use exploits. So is all other games in history. That doesn't change

the fact that the game is still really easy, and that it hardly punishes you for leveling up

appart from making it so that the current crop of encounters you face won't be an exercise in

spamming "attack" like most earlier FF games quickly become on later levels (granted FF8 turned

into spamming "GF" instead, which IMO, was worse).

I agree leveling scaling is often done wrong, and FF8 doesn't have stellar balancing by any standard

imaginable. I'm just pointing out that it is not the case that the game becomes progressively harder

the higher your level is. The game is pretty stable. The reason it doesn't seem like that,

is because most JRPG fans are not very bright, because they've been raised on a genre that essentially

tells you that you don't need to think or have any skills at all to complete this game - all you

need is to mindless press attack, and kill X amount of mobs until you have high enough stats to

breeze through the game.

FF8 does not reward that kind of play, and thus most people found themselves going

"OMG THIS IS SO STUPID *throwcontrollerragequit*"

If people had just spent time hoarding magic to junction, and getting the weapon upgrades

at the point where you were supposed to be able to get them, their party would be evenly

balanced for most part, throughout the entire game.

And how did you win the entire game on GF spamming?
I didn't, as you would have been able to gather if you, again, had actually read my post properly.

I said I spammed GFs, which I did, and I followed that sentence with this one :

hardly ever using magic (except for healing) or attacks,

until I got my final weapons, and attacks actually started being useful to a degree.

I want to know how you beat Adel on disk 4 that way, as you would be targeting Rinoa,

and if you killed her it was game over.
Diabolos (Demi attack), Carbuncle, healing spells, and the occasional attack - because at that point, I had the final weapon

for all my characters, and my Squall had a base attack dealing damage ranging from above 8000 to 9999.

FF7 and FF8 are horrible for this, and I literally read a book during the GF summons.
I'd agree with FF8, especially seeing as summons played such a large role in those games.

In FF7 though, summons where pretty optional for the most part, seeing as you had other just as,

if not more, viable damage-dealing options, and the longest of the summons only really served

a purpose for a little while through the end-game.

Though, my views on what is long and tedious has been extremely damaged by literally almost

going through every encounter until the end of FF8 using GF attacks.

That being said, the horrible load times, slow animations,

the camera pan and transition time of battles, and the encounter-rate of FF9

still actually bugs me more than the FF8 GF BS.

Tried replaying FF9 the other day, and it was intolerable - which is a shame, since I love the story.
 

trouble time

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or those super long pointless intros ~_~ *stares at Legends of Legaia*
Your name reminds me, in the remake of Hyperdimension Neptunia you can skip pretty much all the animations even the short ones. That's a really nice feature in my opinion, in pokemon you can turn most animations off too. Some people just don't wanna go through the animations,
 

bgillisp

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Ha! In ff7 I do remember that I was able to just blast all bosses with the summons once I had about 4 of them. Meet boss? Summon Bahamat, Neo Bahamat, Whatever the other Bahamat was, through in a couple others, boss fight over.
 

ArcaneEli

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Another little thing is Female Mouths in the Generator. I like only 1 of the ~10mouths. Cause half of them are open randomly, lips are in weird angle and we have alot of freaking teeth. We even got vampire, little girl vampire, VERY large big toothed smile. They just bother me...
 

Matseb2611

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^I agree. Same goes for males pretty much. I use one and the same mouth for 90% of the characters (whenever I use generated faces).
 
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Kes

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On animations - one of the reasons I use Yanfly's System Options is that it gives the player to choice to turn animations off if they want, though as I tend to keep my animations short (so another thing to add to my list of things I never put in my game: Long animations) I hope that players rarely use it.

And yes, those mouths, genuine nightmare material.  Who ever thought that they were a good idea?  Especially when coupled with those huge, blank, staring eyes.
 
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On animations - one of the reasons I use Yanfly's System Options is that it gives the player to choice to turn animations off if they want, though as I tend to keep my animations short (so another thing to add to my list of things I never put in my game: Long animations) I hope that players rarely use it.

And yes, those mouths, genuine nightmare material.  Who ever thought that they were a good idea?  Especially when coupled with those huge, blank, staring eyes.
Agreed on the mouths, it would be nice if we could get a resource pack that gives us less creepy mouths.
 

Clord

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I don't generally have playable characters that specialize to healing a party.
 

Chaos Avian

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Unless I have an all female cast/ party I never really do female healers. I like my women strong and smashing your face in. Though in my recent projects I'm like Clord, I don't have members that specialise in healing. I generally use 0 of the RTP stock, even for animations (bar RTP tilesets). 
 

Jeneeus Guruman

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Hmm... Things I know I didn't put in my games...

  • Parallax Maps - Not just because it's tedious for me to do but also if I have hundreds of maps used with parallax, the game/s may have larger file size and the users that have a slow connection like me will have trouble downloading it. Unless I'll reuse some of them. And also I haven't fully used a parallax map so maybe my explanation are wrong in this part. :D
  • Gold Monster Drops - At least in my current game, I remove all gold drops from all monsters for item stack balancing and for money management. There are many alternative ways to gain gold like finding them in chests and sidequest rewards.
  • Very simple serious mid to late game boss battles - What I mean for this part is that those bosses that doing only "Attack" and nothing else to beat them. And also some boss battles staring in mid-game that only take 1 or 2 turns to beat them. Boss battle should be memorable (in my opinion) and have it a very well balanced boss and will take 3 to 10 turns (10 turns if the boss's behavior in battle is intentionally defensive) while preventing the repetitive strategy.
  • Full Futuristic Setting - I'm just not a fan of futuristic games (RM or not) but I'm okay making with modern setting using minimal futuristic things like lasers and time machines. That's all. :D
As for the healer, my main healers in most of my games are actually the ones that have one of the bulkiest magic defense (if not the most) while having a little decent Max HP but most of them are slower (at least the 2nd slowest next to main tankers) and sometimes also with a low physical defense compared to the others. My healer in my game I'm making also have options to be a magic damage dealer, a buffer (increase stats/putting positive states), or a debuffer (poison, paralyze, etc.) and also has an option to not being a healer at all by learning skills manually like Yanfly's Learn Skill Engine which I used in-game.
 
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