Should I have any battles in this game?
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Battles?
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Re: Battles?
Maybe some. The battle system in RPGM3 seems kind of boring to me, but that depends on the execution. Done just right, it could be the one of the best parts of the game. Though, you can't make your own CBS, you can do some manipulating around the battle system.
If you are to go with random battles, I would suggest to have a pretty low encounter rate.Last edited by Jamos' Old Account; 12-08-2006, 12:18 AM.I had to change accounts. I'm here now - http://www.pavilionboards.com/forum/member.php?u=1475
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Re: Battles?
RPGM3 battles are teh suck.
I've seen your story skills, and battles, randomed or staged, would only get in the way.
And the low encounter rate is still high. Perv used it in his series3 and still got minus points for too many battles. The only acceptable battle rate in RPGM3 is found through staged battles, but even with that the battles get old too fast. The system is just too stale and slow.My kind of life’s no better off
If I’ve got the map or if I’m lost.
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Re: Battles?
I think the fact that you're going to be concentrating on using the storytellers as you mentioned before, Libra, is awesome! Personally, I don't mind some random battles in certain areas (just not everywhere you walk on a field), and scripted ones too as long as they don't frustrate the player (I know that's very subjective), but anyway, that's why I voted for a little of both." I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus
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Re: Battles?
I was thinking about having random battles, but using the same thing that FFVIII did, where you don't have random battles on roads, and such. I do have staged battles, like with bosses, that somewhat push the story to where it's suppose to be.
I never said I was going to use the story teller primarily, only to use RPGM AS a Storytelling tool. :P I'm trying to figure out a way you can actually play the game either way.
Would there be a way that I could have two versions of the game, 1 with random battles, and the other without?
(Where you have random battles, you get experiance with them, where you don't have any, you get experiance for exploration)
Edit ~ While taking my bath, I pondered on the many possibilites that I could have with this. I have decided that I am going to do all three. There will be random battles in specific places on the field maps (Mostly forests and such) and a few set battles in each of the dungeons, with a boss battle here and there. (As the first RPG I'm making, I'm not going to get too involved in boss battles and such). However, there will be few, and you can gain many levels just by fighting, but you will ALSO get experience for exploration and getting puzzles right.
For example : In one stage, you are given a riddle for a path through a set of pillars, each with an object blocking the way. If you move the object, and find the right path through that set of pillars, a variable will remain the same, and you repeat this two more times. If you choose the wrong path, you will take damage by setting off a trap, and increase an internal variable in a pre-executed event. Once you finish the puzzle, the event that tracks your progress will tell you how much damage you took, and get experiance based upon how much damage you took or didn't take.
Sound good?Last edited by Libby; 12-08-2006, 01:11 PM.
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Re: Battles?
The only way I could see to achieve this is to make 2 different downloadable versions, the "RE" version(Random Encounters) and the "EX" version(Exploration Version).Originally posted by libra in red View PostWould there be a way that I could have two versions of the game, 1 with random battles, and the other without?
(Where you have random battles, you get experiance with them, where you don't have any, you get experiance for exploration)
It would probably be easiest to set the first one up with RE's, upload it, then go back and take all the EXP out of the enemies and start scripting EXP gain.
Doing it this way would appeal to a much broader range of players, since each have their own preference of battle systems.Last edited by JPS; 12-08-2006, 12:53 PM.
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Re: Battles?
That kinda sound like my idea before you clarified.I never said I was going to use the story teller primarily, only to use RPGM AS a Storytelling tool.
I'm trying to figure out a way you can actually play the game either way.
I was confused
Last edited by Red Dragon; 12-08-2006, 05:23 PM.
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Re: Battles?
In my opinion, I'd say just make one version of your game. Make it whatever way you think is best. People can tell you what they like and all, but you're the one who has to be satisfied with it in the end. It seems like you've pretty much nailed down the way you're going to do it, so cool.
And hey, if you do put out two versions, maybe JPS is right, and a larger scope of people will play.Last edited by Pagerron; 12-08-2006, 07:24 PM." I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus
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Re: Battles?
Don't worry, dear, I won't steal from you. I had the idea a long time ago to use RPGMaker as a way to make a movie, by utilizing all of it, (If I could get it on my computer, I have the CUTEST footage of the dog running and the camera doing a wide pan around him, like he's running to his master...umn....nevermind. :P)
I know once I mentioned that R3('cause I'm tired of typing it the other way) could be used to tell a story, I just don't think anyone thought of that as it's PRIMARY use.
But, we shall see.
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Re: Battles?
After using RM1&2, I was so glad to be able to actually SEE my characters in battle that I was able to overlook a lot of the dry rigidity of the battle engine of 3. Now I'm used to it...and I find that...I...actually LIKE the battles in 3! I still say that they can be really fun if they're done right. I like whole 'stay on the road to avoid RE's' idea...it's great! I also think that purely scripted battles can work also, but for me the BEST is having both. If you do it right, you can give players both freedom AND control, so that's how I voted.
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