CRYSTALGATE'S PROFILE
Crystalgate
694
Search
Filter
Game Mechanics Part 12
The formula seems unnecessarily complicated.
Math.floor((2 * a.level) + (a.atk + (a.atk * 0.50)) - (b.def + (b.def * 0.35))) can be rewritten as;
Math.floor((2 * a.level) + (a.atk * 1.5) - (b.def * 1.35)) and it should have the same effect.
Also, how does this formula prevent 0 damage? Your text implies that the level times two part of the formula is a minimum guaranteed damage, but I don't see it. Once an enemy has a defense greater than 1.111... times the attacker's attack, the defense of the enemy will reduce the damage to less than level times two. In order for your formula to have its minimum damage, you have to give the (a.atk + (a.atk * 0.50)) - (b.def + (b.def * 0.35)) part of the equation a minimum of zero.
Mind you, I don't think your formula is bad, but I don't see how it does what you implies it does.
Math.floor((2 * a.level) + (a.atk + (a.atk * 0.50)) - (b.def + (b.def * 0.35))) can be rewritten as;
Math.floor((2 * a.level) + (a.atk * 1.5) - (b.def * 1.35)) and it should have the same effect.
Also, how does this formula prevent 0 damage? Your text implies that the level times two part of the formula is a minimum guaranteed damage, but I don't see it. Once an enemy has a defense greater than 1.111... times the attacker's attack, the defense of the enemy will reduce the damage to less than level times two. In order for your formula to have its minimum damage, you have to give the (a.atk + (a.atk * 0.50)) - (b.def + (b.def * 0.35)) part of the equation a minimum of zero.
Mind you, I don't think your formula is bad, but I don't see how it does what you implies it does.
Realigning the Sights
I'm not surprised seeing armor go. In my experience, it offered more opportunities to break the game than to customize the characters in a non broken way. Well, long gone are the days of equipping every character with three Guerilla Vests.
Does Amalie follow her own rules or did I misread the system? All of her stats except for SP seem off.
Anyway, cutting things down will definitely make things easier, but I wonder if the stat change from Strength/Technique to Power/Skill will. Either way, good luck!
Does Amalie follow her own rules or did I misread the system? All of her stats except for SP seem off.
Anyway, cutting things down will definitely make things easier, but I wonder if the stat change from Strength/Technique to Power/Skill will. Either way, good luck!
Weird and Unfortunate 60% Version Now Available!!!
author=MalandyTo clarify, I usually did not use Lamar as a dedicated healer, but he can serve that role and occasionally did. However, fact is that he can use a multitarget heal every other turn and a single target heal every turn. Alicia does not have that ability. Enemies started to lay on far more damage once he joined, shifting the gameplay towards healing.
I'd have thought that Alicia was the Healer, actually... But you just can't do it much.
Were you playing on Nightmare?I was playing on the second hardest difficulty. It wasn't really hard, so the hardest would probably have worked as well.
How far did you advance up Mariam's skill tree? 'Cause Acid Rampage really works for me, perhaps a bit too much... It costs a lot of PSI, sure, but the healing mouths and Alicia can keep that okay...I did not get that far. The skill before that one was not very appealing, so I didn't unlock it until the end of the 60% version. It does look great though. I'll probably got for it faster if I play this game again.
author=unityGlad to hear it. Well, if you follow my advice, it kind of follows that I will like the battles.
Wonderful! I'm so glad you had a good time with the game so far and that it was tactically interesting. I don't remember the exact thread, but I had been reading some of your thoughts on battle design sometime around when I was making the battle system and I'm sure that influenced the game for the better.
Weird and Unfortunate 60% Version Now Available!!!
I beat the demo. The game is quite fun. The multi-floor school wore out its welcome, but otherwise I enjoyed the game.
The skill purchasing system works great. There are always skills which make me think "I really want them" to look forward to unlocking. They also really matter, in at least 90% of the cases where I unlocked such a skill, battles got significantly easier or faster. Then the game progressed and new enemies showed up to make the game harder again until I got some more skills.
Speaking of enemies, when fighting them, I had to pay attention to what I was doing and not just spam something. They also played out a lot differently from other JRPGs until Lamar joined. Previously there was no dedicated healer, but he has great healing skills and the encounters accommodated for that once he entered the picture. I still had to pay attention to what I was doing, so they didn't become less tactical, just less unique.
The skill purchasing system works great. There are always skills which make me think "I really want them" to look forward to unlocking. They also really matter, in at least 90% of the cases where I unlocked such a skill, battles got significantly easier or faster. Then the game progressed and new enemies showed up to make the game harder again until I got some more skills.
Speaking of enemies, when fighting them, I had to pay attention to what I was doing and not just spam something. They also played out a lot differently from other JRPGs until Lamar joined. Previously there was no dedicated healer, but he has great healing skills and the encounters accommodated for that once he entered the picture. I still had to pay attention to what I was doing, so they didn't become less tactical, just less unique.
Suggestion Box
author=meteomage
If you want to make the battles more interesting, you can check out Yanfly's tips and tricks for ideas on unique skills.
In my opinion, doing that doesn't solve much. It will be fun for a while, but then the player gets used to it and we still have the problem of sameish combat.
Anyway, in order for combat to feel fun, the player has to feel that the options are effective. In general, this means skills have to be good. If the player pulls out the offensive skills, they have to pack a punch. Status skills have to work and not fail 80% of the time against enemies you want them to work on and 20% on enemies that are too weak to be worth using them on anyway. Buffs and debuffs have to make a noticeable difference. Do note that this does not only apply to mechanics, animation and sound effect can also help selling a skill.
On the other hand, the skills will only feel powerful if they aren't used constantly. Black magic that are spammed is for all intent and purposes the same as the attack command (you can have both cheap spamable and expensive situational black magic though). A buff that is used almost every battle no longer boosts your stat, it's a chore the players goes trough to get their stats to the "normal" level. Hard hitting enemies who are always crippled with status effects will be seen as cripples by default.
I can give no specific advice on how to do this though for your game in particular.
Enemies are also more fun if they are different from each other. A JRPG series you can look at is the Dragon Quest series, that series, starting from third title, does make many enemies distinct from each other. Not just distinct as in they use different skills, but also distinct as in you are encouraged to use different tactics. This aspect becomes less noticeable in the newer titles though.
Suggestion Box
That's great!
As far as the grinding goes, the exp curve and the stats of the enemies should be such that the long grinding isn't needed. Sidequests will help though.
Could you add a download with a late game savefile? Ideally one where you have the tribal people in your party. I would like to look at the skills you implemented, but my savefile got lost with my former computer.
As far as the grinding goes, the exp curve and the stats of the enemies should be such that the long grinding isn't needed. Sidequests will help though.
Could you add a download with a late game savefile? Ideally one where you have the tribal people in your party. I would like to look at the skills you implemented, but my savefile got lost with my former computer.
Suggestion Box
I will add that since the goal is making the gameplay more fun, there's no rule saying you can't make it more fun while sticking to the generic gameplay. Actually doing it will be tricky, but so will making the gameplay more fun while adding things.
Suggestion Box
Be careful about the adding things idea. Imagine a pool and that the amount of water in it is fun. If you widen the pool, it will not add that much water as long as the pool is shallow. You need to make it deep as well. Likewise, as long as you have the balancing issues, anything you add to the gameplay is going to be affected by said balancing issue and thereby add less fun. Heck, the wider a pool is, the more effort it takes to deepen it and the more features you add, the harder it is to balance the game.
It was a while since I played this game, so I don't remember the details. This makes it hard to give good suggestions. If there is a videoplaytrough of this game somewhere, that would help.
It was a while since I played this game, so I don't remember the details. This makes it hard to give good suggestions. If there is a videoplaytrough of this game somewhere, that would help.
Players are the Worst
That makes Amalie's tanking easy to use again. Even better, it should get even more effective if having the other characters spend their sp reduces their chances of being targeted instead of Amalie.
Something interesting about punishing bad playstyles, it can come of as poor balance. I recall back when the optimal strategy was to stack three Guerilla Vests on all characters, that I found the Chain Mail with Mia and noticed, without even trying it on, that it was complete garbage. I thought it was poor balancing, as in the armor was made underpowered, but you explained that it was on purpose, Mia is not supposed to be good with heavy armor.
Anyway, the reverse targeting algorithm and lowered damage reduction does seem like an improvement, but I'm curious to see how it holds up compared to the old subtractive SP.
Something interesting about punishing bad playstyles, it can come of as poor balance. I recall back when the optimal strategy was to stack three Guerilla Vests on all characters, that I found the Chain Mail with Mia and noticed, without even trying it on, that it was complete garbage. I thought it was poor balancing, as in the armor was made underpowered, but you explained that it was on purpose, Mia is not supposed to be good with heavy armor.
Anyway, the reverse targeting algorithm and lowered damage reduction does seem like an improvement, but I'm curious to see how it holds up compared to the old subtractive SP.
Optimization Begets Anger
The majority of JRPGs who don't have this problem does to some degree sidestep the issue rather than having a great balance. This goes for commercial games even. You are having this problem because you are taking on balancing challenges most games just avoid. Mind you, I do believe this was a failure of proper scoping, but I can't fault you for it.
Good luck on the last part of the game.
Good luck on the last part of the game.













