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    Making things faster

    I want some cool ideas on making gameplay 'faster' in RPM3.

    I was thinking all characters and enemies could have the "Swift" effect on naturally or something to make battles faster.

    And perhaps there should be some way for parties to have a constant "Encounters Down" buff on, to cut down on encounters and encounter loading times.

    #2
    Re: Making things faster

    Well, "Swift" just increases their speed in the sense of determining who goes first in combat. I don't believe it affects their actual speed, though.

    You could give them skills that confer the "fast" status effect on themselves - I believe that increases actual speed.

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      #3
      Re: Making things faster

      You can create an item that (when used) makes your character move faster in battle.

      In fields, lower the encounter rate to "low" in the field creation screen.

      Using different character models can change the speed of your movement. I remember Valkysas stating that he knew the varied speeds of each of the RPG Maker 3 characters (in one of the reviews for a recent garbage contest game.)
      " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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        #4
        Re: Making things faster

        Originally posted by Dusk Raven View Post
        Well, "Swift" just increases their speed in the sense of determining who goes first in combat. I don't believe it affects their actual speed, though.

        You could give them skills that confer the "fast" status effect on themselves - I believe that increases actual speed.
        Actually, "swift" does indeed increase both the speed at which the characters get their turns, and the speed at which they move in battle. I have it on all characters and enemies and I know it does a tremendous job of making the battles look and feel faster and more fluid.

        Also, try having a fixed agility rate for all characters. An agility above 930 for all characters will do two things:
        Make it so all battles are faster right from the start of the game. And: Actually reduce the number of evades for both characters and enemies to passable levels (they dodge WAY to much normally).

        My characters' agilities are fixed at these levels:

        Ivan: 970
        Rhannie: 990
        Michael: 940
        Jerome: 950
        Fr. Kevin: 960
        NATARAJA-001: 980

        So you can see who will act in the turn order. Most bosses usually have and AGI of about 950 or 960. Trust me, it really helps move battles along at a bearable pace.
        Last edited by Ivan Rosenguard; 09-11-2007, 02:27 PM.
        "I love this moment so much I want to have sex with it"--Dr. Cox, Scrubs

        "I love this moment so much I want to cheat on that last moment with this one, marry it, and have lots of little moments."--Dr. Cox, Scrubs

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          #5
          Re: Making things faster

          So more agility means, beside attacking firts, making movements faster?
          Game in progress: "Cards of Destiny"!
          How many of you have tried Game Maker, for PC?

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            #6
            Re: Making things faster

            I don't think they move FASTER per se, but I think you just don't have to wait so long for those bars to fill up before you can attack, because they are filling up at a quicker pace, so the battles will go a bit quicker.

            I think this is what Ivan is saying....I've actually never played around with it.

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              #7
              Re: Making things faster

              Oh. Ok.
              Game in progress: "Cards of Destiny"!
              How many of you have tried Game Maker, for PC?

              Comment


                #8
                Re: Making things faster

                How can you 'fix' agility, since agil is one of those stats that levels up?

                Is it through
                1. Giving all people 0 agil, and just having them with an accessory that gives them that much agil

                or

                2. Having no level ups?

                Comment


                  #9
                  Re: Making things faster

                  Give them the max agility from the start.
                  Game in progress: "Cards of Destiny"!
                  How many of you have tried Game Maker, for PC?

                  Comment


                    #10
                    Re: Making things faster

                    I like, I like.

                    I've also thought of using only magic attacks for both monsters and characters to cut down on the miss and evasion rate. But then you lose physical damage and physical defense and weapon buffs, which sucks.

                    Why does this game have to be so full of compromises?!

                    Comment


                      #11
                      Re: Making things faster

                      Originally posted by coldwar View Post
                      How can you 'fix' agility, since agil is one of those stats that levels up?

                      Is it through
                      1. Giving all people 0 agil, and just having them with an accessory that gives them that much agil

                      or

                      2. Having no level ups?
                      1. No

                      and

                      2. No again, my cold, warring friend.

                      All you have to do is give them 0 Agi, then create an event that activates at the start of the game that will give them
                      the desired amount of AGI. It works perfectly. (For bosses and enemies I just give them an Agi of, say, 95. Then I make their levels 10 so that they have 950 AGI).
                      "I love this moment so much I want to have sex with it"--Dr. Cox, Scrubs

                      "I love this moment so much I want to cheat on that last moment with this one, marry it, and have lots of little moments."--Dr. Cox, Scrubs

                      Comment


                        #12
                        Re: Making things faster

                        http://www.pavilionboards.com/forum/...d.php?p=199201

                        read up on section H and I, itll tell you how to make it so enemies won't block, and if they do, it will rarely happen
                        Last edited by JPS; 09-14-2007, 01:31 AM.

                        Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                        Comment


                          #13
                          Re: Making things faster

                          I thought that was the critical hit rate.

                          Comment


                            #14
                            Re: Making things faster

                            Originally posted by Ivan Rosenguard View Post
                            All you have to do is give them 0 Agi, then create an event that activates at the start of the game that will give them
                            the desired amount of AGI. It works perfectly. (For bosses and enemies I just give them an Agi of, say, 95. Then I make their levels 10 so that they have 950 AGI).
                            Aaaaand, you are a genius my friend.

                            Comment


                              #15
                              Re: Making things faster

                              Doesn't it look weird when somone goes into the status screen and sees that their character has 900 AGI though?

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