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Help me with my class system

author=fireheart126
author=Rawrgh
It's very, very easy to change what that flag grants - but it requires digging into the scripting.

Game_Enemy
Line 107

Change the 2 on that line to whatever number you want.
The thing is though is that I don't want to go digging into the script. That's what I've been trying to say.

I know, I've read through the thread, but I'd like to ask one thing: why? Technically, scripting has nothing to do with the RTP. Is it just wanting to do as much as you can with default scripting as well? There are quite a number of things you can do with default VX Ace, but it's still rather limited if you're looking to come up with unique classes.

Agility does have some bearing on damage for some skills. Just looking at the default, Triple Shot and Thousand Arrows use it as part of their damage calculation. They are the only ones I can see, however.

Help me with my class system

It's very, very easy to change what that flag grants - but it requires digging into the scripting.

Game_Enemy
Line 107

Change the 2 on that line to whatever number you want.

How to add fun to grinding?

author=LockeZ
Amusingly, since it's a subscription-based game that costs $15/month, and leveling to 90 probably takes about two months, they're making the same amount of money whether you pay for the levels or not.

It's a trap though. The grinding doesn't end at max level in World of Warcraft. It starts there.


That's kind of their thoughts, though, especially with new players: the actual game starts at max level. If you end up spending so much time slogging through the leveling process (which, as a new player, won't be as quick as a veteran, who knows where everything is and generally how to play) that you don't want to finish it, they've lost a sub before you ever get to the meat of the game.

How to add fun to grinding?

author=RyaReisender
And then... they are like "We have considered your feedback on how grinding is boring and stuff and found a solution: Pay $30 to start with a max level character right away!"


The other solution, in their case, being a massive rework of a large portion of the existing game. A solution which they previously tried to do and were widely panned for because, while the update was pretty good in some places, the work was done at the expense of end game content - which fell flat on its face because they didn't realize how much work they'd really bitten off in their world update.

They have a new solution to leveling for the new expansion - making it story based, instead of grinding every single quest in existence, you do the main story for a much quicker paced leveling experience than what's existed previously. The problem is, they're now left with the old material they have to figure out what to do with. There's people (myself included) who're fine with going through the 90 levels as they currently exist. There are others who find it boring. The solution of a "buy your way to level X (not max level)," while not the best, lets both sides have a piece: find it boring, you can skip it, you're fine with it, you can do it as is. It also doesn't require them to spend massive manhours redoing so much content again (since they've already proven they have the tech to create a character at any level they want).

Help me with my class system

fireheart126
As I've stated before, the item double rate isn't based on a percentage. It's a party flag that you can turn on that doubles the chance of getting items whenever that character or spirit is used. There is no percentage to alter. It's either double or nothing. On the other hand, the other ideas make sense for now.


Just going to point out - it is actually altering a percentage, even if you're not stating it as such. If it's double your chance of getting items, then it's +100% drop rate (so your new drop rate, with it active, is 200% of what it was before - if you had, say, a 10% chance for an item to drop before, it's increased 100% of that value, so it's now 20%). What Locke was previously saying was that, instead of using a double drop rate (which is +100% drop chance), to switch it to 1.5x drop rate (which is +50% drop chance). So now if an item drops 10% (2 out of 20) of the time, with the bonus, it would drop 15% (3 out of 20) of the time.

(There's always a percentage behind anything based on RNG.)

Semantics, but there it is.
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