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April 24, 2024, 06:45:32 am

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Messages - Biospark74

1
Well, in what you explained, there was a way to simply remove the character level and simply use actions to give stats exp, maybe I misunderstood somewhere...

I may remove the movement ability in my game and change it for another utility instead, movement abilities are a tad bit broken, a big map feel small with just a +2... That is without counting equipment in the equation. I may keep it, but rebalance the modifiers or give different buff, like the snare ability you described. I could give something like spear +1 jump, Daggers +1 speed and other modifier to encourage players to play around with different gears.
2
Quote from: X-Zero on May 07, 2020, 05:25:58 pmI've left several games unfinished, like Jeanne Darc and Fell Seal, because of boring grinding to get levels to the same level of enemies, or trying to keep the whole party in the same levels so I can use them all.

In that case, it would be possible to make a stats/level up at the end of the fight, gainning a fixed amount of jp and giving a similar process to the new pokemon game, which could be a roaster exp share, so you can create backup strategy on the side line or raise weaker characters that way. There is always the solution of every fight scale base on your team level with a level difference in mind (one level 99 and the rest 10 will make a fight with a team of 90, but a team of 30~ will result in a team with 29-31~)

Quote from: nitwit on May 07, 2020, 06:22:27 pmAnd thanks for making this thread.

Not problem, it was something that was intimidating to me, even paralyzing, since I wasent sure how to tackle the problem, or how people prefer to play this type of game... I love the feeling of progressing in a tactical rpg, but I have to admit that grinding removes a part of the team building or strategy aspect of the game, where every non story mission is more of a chore than anything sadly... So the best way to deal with this was ask expert of this type of game!

Quote from: Nyzer on May 07, 2020, 06:48:52 pmYou could always just give them points they could spend after the battle's over

This is honestly a good idea, it would prevent players to just waste their turn shooting rocks at each others for stats growth xD (im guilty of that)
Optimally I would reduce RNG to a minimum if possible. It's more fun to be able to prepare what you want to do and not be fucked by RNG, in battle is another story, it's risk vs reward.

Quote from: Nyzer on May 07, 2020, 06:48:52 pmIf you really want to avoid feeling like a character is locked to a certain path at all costs, then there are a couple ways to go about this

I think the problem is that I enjoy the feeling of each characters being unique, nobody dealing the same fixed damage, having different abilities, different strength and weaknesses while still being able to go a different job without being crippled like he never fought.

I will probably go the path of nitwit, I love his take on the job system, it's just the leveling... Im kinda attached to that, it's an rpg dammit xD
but seriously, I know there is work around the leveling system and honestly, removing it could fix a lot of problem with this type of game.
I'll probably test some stuff with that in the future when I get a prototype ready.
3
Thanks for the indepth explaination. I can understand it and work with this better. It's pretty much what I was going for when I think about it.

it's possible to rebalance it to my need or balance if the need ever rise in that case ^^

I will probably still do class scaling to a degree similar to disgaea, yes, the warrior going mage will still be weaker than pure mage, but he will scale a bit so he will have a better fighting chance.
4
Thanks Nyzer!
Even if the idea is interesting, im not so sure about going in the path of mario and luigi,
It works well, but I think choosing stats in the middle of a fight would break the flow of the game and lock the player is a singular path for the character... :/

Nitwit
Im not totally sure what you mean, the only confusing aspect of it is the stats exp and how to implement it.
Depending on the player action, certain stats gain exp, like learning equip shield would raise defense exp and other similar action, if this is what you mean.
Stats multiplier will obviously be in the game, since it's job based and a healer dealing dps damage without modifiers would be a bit broken.
It could be interesting if, in the case of your mechanics you explained, would mean that a stats point would be a big deal, but would stall the game near the end? Like, everyone would eventually be close to each others in each stats, dont you think?
5
  Hello and welcome, i'm looking to create a new game really similar to FFT (so not a mod, feel free to remove or warn, i'm not sure if it's
  alright)
  I'm currently in advanced brainstorming with some mechanics and idea, but one thing bothers me, the stats growth system... I don't plan to make
  the speed stat affected by level up, since I plan to use a CT system as well.

  I found some ideas, some good and bad, and i can't decide how I should approach the mater balancing randomness and player input.

  1: "complete random growth" Basically how fire emblem handle it's level up system, with each stats having a random chance to go up, personally,
  not a great fans of it.

  2: "Semi random growth" Similar to how the random systems works, it would instead check the job you currently have assigned (ex knight) and would
  guarantee a stat growth in some stats, in that case, attack and hp or defense, the rest random chance to raise. It would give more power and
  control to the player and would allow them to better plan their characters.

  3: "Fixed stats growth" which means that, when a characters level up, based on the hero (if I use a hero based game, like ramza, gafgarion and
  orlando) and the stats are affected by the job itself, for example, knight would have 120% hp 120% defense 100% attack etc, but white mage would
  be at 80% hp 50% attack and 100% defense (stats are not definitive), the base stats of the characters would scale with the jobs themselves. Kinda
  like this one, but removes players freedom and make them chose which characters they prefer using.

  4: "Job based growth" Like it works in FFT, the stats growth is affected by the job you are using, efficient and proved to works, but can be
  broken and push players away from certain jobs because of it, but at the same time, make every characters feel unique. Sadly, this one can be
  broken, especially if there is a way to lower your levels. It's a good system in my opinion.

  5: "Player input" Each levels you gain X stats and invest them in the stats you prefer, similar to secret/trials of mana, I feel this one can be
  broken and make the player confuse on which path to take, so I probably wont go with this one.

  6: "No stat growth" Self explanatory, same amount on point in each stats for each level up to each characters. Stats would be used with the same
  system as in the "fixed stats growth" scaling. I don't like this one for obvious reason, even if i'm a little scared that players break the game,
  it's inevitable. This one remove this factor entirely, but remove totally player freedom. Some ways to patch this one would be to do something
  like in war of the visions, were you can purchase stats point in a grid for each jobs, so each characters would still feel different in that case,
  which can make this idea more appealing and interesting to completionist.

  If you have any ideas on recommendation where I should be heading, it would be appreciated. If possible explains the pros and cons in your idea,
  veteran and beginners opinion would greatly help! Feel free to ask for more clarifications.