Discuss
Announcement
Collapse
No announcement yet.
Random Battles
Collapse
X
-
Re: Random Battles
I think if you can make it somewhat stratigic with elements and other aspects they can be ok. The one thing That makes me the most angry is if the monsters only use the pre set attacks. That get's dull fast. You need a solid balance of magic and skills for every monster not just bosses.
One thing I did to help was make there attacks happen at random. They have buffing skills that if they use that then a strong attack it cab deal great damage. It adds an element of suprise even for a RE.
The other thing is I don't think it's ever a good idea to set it on higher then low for the ebcounter rate. I also think if you are going to use RE then you should have one if not more of these
1: Paths connecting every major point
2: An item to lower the encounter rate
3: A skill or magic that does the same thing
Thats just my take on this. I don't mind RE as long as done well.Last edited by Lausen; 11-05-2007, 09:43 AM.
-
Re: Random Battles
Random battles are passe. We can and should do better.Ryner's Games
Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!
Monster Must Die - Winner: Halloween Horror Contest - Click Here!
All you need to play is a computer, no outside program necessary!
Comment
-
Re: Random Battles
Absolutely not. Forcing your player to sit through a constant stream of boring battles against pointless enemies, all of which can be beaten just by mashing the attack button, should not be the point of your rpg.Ryner's Games
Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!
Monster Must Die - Winner: Halloween Horror Contest - Click Here!
All you need to play is a computer, no outside program necessary!
Comment
-
Re: Random Battles
Ok, I see your point. But think of where the idea came from (DnD). And it's still a good way to justify level increase. I agree it shouldn't be the point of your game. But having it be a part of your game?Originally posted by Ryner View PostAbsolutely not. Forcing your player to sit through a constant stream of boring battles against pointless enemies, all of which can be beaten just by mashing the attack button, should not be the point of your rpg.
What would you suggest as an alternative in an rpg maker game?
I really should have added other alternatives in my poll.Last edited by Seraph; 11-05-2007, 12:19 PM.
Comment
-
Re: Random Battles
Maybe we should all come up with gameplay ideas that don't involve mandatory boring and repetitive battles? That's what I suggest as an alternative.Ryner's Games
Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!
Monster Must Die - Winner: Halloween Horror Contest - Click Here!
All you need to play is a computer, no outside program necessary!
Comment
-
Re: Random Battles
Ryner's Games
Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!
Monster Must Die - Winner: Halloween Horror Contest - Click Here!
All you need to play is a computer, no outside program necessary!
Comment
-
Re: Random Battles
Random battles are fine if you don't over-use them, or give the player a reason to fight them.
If you can make the battles interesting, and not just have them "mash the attack button" that would also be a good alternative.
What I am doing in my game is making everything equipment-based. Meaning there is no leveling up. That allows me to know what the player should, at minimum, have at a certain point in the game.
However I am still having random battles. Why? Because I have a neat system I am working on that will hopfully make players WANT to go into battles.
Comment
-
Re: Random Battles
as stated in the previous thread that sparked this poll, random battles are a no. in rpg maker they are very boring, entirely just filler, and are often poorly executed. better to focus on gameplay aspects like puzzles and story arcs rather then level grinding. i dont in particularly like spending hours just attacking unless the battle system itself is creative. since rpg makers system is anything but creative battle system wise then there is no point in have random battles.
most dont have the patience to sit down and play a game thats long and boring due to wasted time with battles. worse, people often dont balance properly or over estimate the amount of time the player will level grind just to beat a particular boss.
just keep it to a minimum and balance what you have extremely well.
Comment
-
Re: Random Battles
One of the "features" of my game is that random battles will only be in dungeons and field maps treated as such. They will also be on the lowest setting.
I also plan on making the enemies more than just filler. By that I mean they are an added challenge to traversing a dungeon or area in order to achieve the desired goal. The game I am currently working on is hopefully going to be difficult, so I plan on adding as much strategy in the battles as possible.
I honestly feel that I can make the battles balanced because I have the patients to do it. I just don't want to make a game that everyone will avoid because of the random battles.
Edit: also, there will be alternatives to leveling up, such as completion of quests and obtaining certain items.Last edited by Seraph; 11-05-2007, 02:15 PM.
Comment
-
Re: Random Battles
the alternatives should then strike out the random battles else there wont be much point to doing quests if you still have to fight through battles to get there. you have to be really innovative to get the player to stick with your game. better to let the player decide if he wants to do battles and offer alternatives ways to gain experience without having to level grind. forcing them to level just to buy equipment or get enough levels to beat the next boss is lame, a big time waste. i would only suffer through that in a professional game, and would loose interest in a rpg maker game very fast.Originally posted by Seraphim View PostOne of the "features" of my game is that random battles will only be in dungeons and field maps treated as such. They will also be on the lowest setting.
I also plan on making the enemies more than just filler. By that I mean they are an added challenge to traversing a dungeon or area in order to achieve the desired goal. The game I am currently working on is hopefully going to be difficult, so I plan on adding as much strategy in the battles as possible.
I honestly feel that I can make the battles balanced because I have the patients to do it. I just don't want to make a game that everyone will avoid because of the random battles.
Edit: also, there will be alternatives to leveling up, such as completion of quests and obtaining certain items.
Comment




Comment