Unpopular Opinions: The Thread

bigsmiles

rascal
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As the worst thing ever yes, people do underrate that aspect of it xD
As a crusader for the holy Broc-broc, I must reprimand you for your blasphemy. The holy green tiny tree, with such precious little trunks, and wonderous lush (albeit pretty weird and freaky) balls of nutrition at the tips of each beautiful branch.
In a lot of meals, I can accept, it is not amazing T_T
But properly done in some Chinese food, or with a good steak? OHHHHHHHHHHHHHHHHHHH BABYYYYYYYYYYYYYYYYYYYYYYY it jingles my tingles.
 

ZombieKidzRule

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@bigsmiles Don't forget with cheese sauce. A lot of veggies are better with the cheese sauce.
 
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A religion of our lord and savior, broccoli? Where do I sign?! :biggrin:
 

Kes

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Putting in 'Power Charge' or 'Magic Charge' in a game is an utter waste of time.
I use a turn to charge up so that my next turn deals double damage. That is no better than dealing the normal amount of damage in both turns.
 

RCXGaming

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Putting in 'Power Charge' or 'Magic Charge' in a game is an utter waste of time.
I use a turn to charge up so that my next turn deals double damage. That is no better than dealing the normal amount of damage in both turns.

Something isn't broccoli! Heresy!

Serious answer: Yeah? I've always felt that was a bit pointless too... unless the charge-up applied to every hit in a multi-hit attack.

Then we'd get things like this.
 

ZombieKidzRule

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Ok, I am going to go there.

I know that some people really like their Buffs, Debuffs, and Elemental Damage/Damage Type and stuff.

But sometimes...don't hate me...it seems sort of maybe like which Buffs, Debuffs, or Elemental Damage/Damage Type doesn't quite seem to always maybe sort of make sense when you consider who/what is acting, what they/it are/is doing and with what.

Why exactly does that Zombie bite cause fire type damage, debuff my magic defense, and buff their agility? (OK, not a real example, but you get the point.)

Maybe buffing, debuffing, and stuff like that is too cool to not use all the time?

Slowly backing away and fading into the shadows as people consider a Zombie that can bite with fire damage.
 

RCXGaming

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Ok, I am going to go there.

I know that some people really like their Buffs, Debuffs, and Elemental Damage/Damage Type and stuff.

But sometimes...don't hate me...it seems sort of maybe like which Buffs, Debuffs, or Elemental Damage/Damage Type doesn't quite seem to always maybe sort of make sense when you consider who/what is acting, what they/it are/is doing and with what.

Why exactly does that Zombie bite cause fire type damage, debuff my magic defense, and buff their agility? (OK, not a real example, but you get the point.)

Maybe buffing, debuffing, and stuff like that is too cool to not use all the time?

Slowly backing away and fading into the shadows as people consider a Zombie that can bite with fire damage.

I mean, if they were a zombie that was set on fire then that would make perfect sense. The drop in magic defense would be because zombies are animated by cursed magic that's harmful to living beings.

Not sure why they'd ever buff their agility for anything, I've always seen RPG zombies as the George Romero kind (slow and plodding).

As for examples that aren't that, a lot of the reasoning would boil down to "gameplay diversification". In my case, I have cute little slimey gals that are predominantly water-typed... but they carry the Power Shock skill, which is Electric.

Power Shock increases their magic attack (their most valuable stat) and allows them to hit water resist peeps, but it's useful for the player too because someone with Reflect can bounce Power Shock back to the slimes for free double damage. It's a good capitalizing moment because all of their other attacks if reflected will heal them (they absorb water).
 

ScorchedGround

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Not sure why they'd ever buff their agility for anything, I've always seen RPG zombies as the George Romero kind (slow and plodding).

I mean, you could really do both if you wanted to.

You have really slow and inept zombies George Romero Zombies.
But here is the twist; once the unlikely event happens and they get a taste of blood (i.e. biting you), they enter into a frenzy and turn into the 'modern' sprinting type of zombie (i.e. increasing agility).

I'm sure you could translate that into a gameplay mechanic somehow.



Now, to not derail this thread, here is one of my hot takes:

Turn-Based RPGs and Strategy games are better (not always of course) than their real-time counterpart.
 

freakytapir

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Putting in 'Power Charge' or 'Magic Charge' in a game is an utter waste of time.
I use a turn to charge up so that my next turn deals double damage. That is no better than dealing the normal amount of damage in both turns.
See, that's where a simple change is the solution: Have the Power charged or Magic Charged attack deal triple damage instead of double.
And even if it is double, there might be another use: Saving MP. If the Charge costs 15 MP, but the spell costs 50 MP, you saved 35 MP.
 

AquariusKawaii96

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Mmm unpopular opinion?

Game from 2k and 2k3 still beast until this day with vision (art & story) rather than MV MZ game with convulted gameplay. If want pixel go into 2k3, the vision vibe 16 bit still there with limitation engine.

2k3 is basis for good fangame still. Parodic fun game Nobita Senki ACE (no game like this in MV and MZ sad). the day when rpgmaker for fun not commercially. Remember Ib from RM2K and now remake in switch (not only witch house remake in MV).

RMVX VXACE MV is peak resource, plugins, and nice game and for hentai game (many).
MZ? good luck game developer huhuhu
 

trouble time

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Putting in 'Power Charge' or 'Magic Charge' in a game is an utter waste of time.
I use a turn to charge up so that my next turn deals double damage. That is no better than dealing the normal amount of damage in both turns.
Its usually 2.5x damage, at least in SMT and its derivatives
 

Willibab

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Ok, I am going to go there.

I know that some people really like their Buffs, Debuffs, and Elemental Damage/Damage Type and stuff.

But sometimes...don't hate me...it seems sort of maybe like which Buffs, Debuffs, or Elemental Damage/Damage Type doesn't quite seem to always maybe sort of make sense when you consider who/what is acting, what they/it are/is doing and with what.

Why exactly does that Zombie bite cause fire type damage, debuff my magic defense, and buff their agility? (OK, not a real example, but you get the point.)

Maybe buffing, debuffing, and stuff like that is too cool to not use all the time?

Slowly backing away and fading into the shadows as people consider a Zombie that can bite with fire damage.

Some buffs or debuff have names that can be vague or used in a lot of different ways. Curse is a good example, wtf does that mean? Every game seems to have their own version of it :p But I get your point, it would be strange if Curse did Water damage or something unless you have explained its connection to lore or something. Also, im pretty sure ive seen fire zombies in a ff game somewhere xD Unsure if they did fire damage but it would make sense then I suppose, like a hellspawn type of zombie that might also be on fire.

I like status effects but they need to have a clear purpose and be effective, make the player want to get rid of it but also don't overuse them so its a pain to keep having to. It also helps to make them visible and easy to understand, I have been trying to do that lately actually.

Par2.png

It is also animated, but yeah. They all have 3 letter abbreviations, considering also having state tooltips you can view with your mouse (I have mouse movement disabled so thinking that mouse can be used to view tooltips)

Putting in 'Power Charge' or 'Magic Charge' in a game is an utter waste of time.
I use a turn to charge up so that my next turn deals double damage. That is no better than dealing the normal amount of damage in both turns.

Just doing that is lame yes. But if people use some creativity you can easily make it work depending on your system.

If armor scales in a certain way for example, then double damage can do a lot more then attacking twice would or you could have it generate a lot more TP for example, so you don't do more damage but gain something else or give it a utility purpose for the round you are charging up like added defense, or 100% counter or less/more threat for the turn. Might even restore HP or MP. All of these things can add a strategic element to this type of skill.
 

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