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Poison in RPGM3 & RPGM3 Gameplay Discussion Extravaganza!
One thing that could be done, of course, is just create a town, but don't place it on any map at all. Have some touch event (or other type) warp you to the town.
One thing that could be done, of course, is just create a town, but don't place it on any map at all. Have some touch event (or other type) warp you to the town.
As Pagerron can attest, I did this in Series 1. In the middle of nothing, I placed an invisible warp point that led to a town on no map. I wanted to make this town an easter egg, figuring next to nobody would find it, as it was not on the path to anything, nor that close to any landmarks. Page surprised the hell out of me when he said that on his first playthrough, he was warped to a mysterious town called, Destination: Here.
When you take your first balloon trip in Series 4 Episode 1, you also go to a town that's not on any map, as this is the only time in the game you will need to go there, and I did not need to make an entire map just to contain this one town.
I like the Middle of nowhere invisible warp idea! I did that with RM1 by putting a town in the middle of the compass on the map I made with no paths and no icon. At the end of the game, I gave the player an airship and the built the story around a retired hermit mapmaker. Being that enough NPCs had something to say about him and if you moved the cursor over the compass the title of the town appeared I didn't think it was impossible to find and it wasn't even close to required to beat the game.
No I wasn't Obright, I was in mode 1, when I added+1 I ended up in mode 3, I'm sure if I Modified Mode->1 then added +1 again I would have been on mode 4
Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!
I actually re-read through this thread and a thing occured to me: It really doesn't matter what status effect you choose, you really shouldn't go overboard with it. If every single monster in the entire game poisons your entire party, aren't you going to be pretty ticked? (Well, duh!) SO the same would hold true to all the status effects! Sure, some are more of an annoyance (slow comes to mind) than a true threat (instant death, anyone?) but you need to really use balance...
I remember playing through Gobli (RM1's sample game) and one of the monsters was talking about how often a player should be attacked. HE said like one out of five was a good place to start. Well, I can't agree with him about monsters attacking (1:5 steps) but for monsters with the ability to mess with your party's well-being through aditional effects...? 1:5 sounds pretty good.
I usually try to "theme" my dungeons (ala FF) anyway, but for random encounters I try not to divvy out too many monsters with those added powers. Its really annoying after the third time and it gets old fast.
I remember playing through Gobli (RM1's sample game) and one of the monsters was talking about how often a player should be attacked. HE said like one out of five was a good place to start.
Adam Sessler gives that philosophy a one... out of five.
I usually try to "theme" my dungeons (ala FF) anyway, but for random encounters I try not to divvy out too many monsters with those added powers. Its really annoying after the third time and it gets old fast.
Hmmm... I do think you've got a point here. I can control how many encounters a player is likely to see in my game, and there are some other creators setting it up that way, so it applies a little less... still, I agree that it's best not to go for too much Slow, Poison, etc., unless it actually adds something to the game. In my case, I'm hoping I can use such things for some extra strategic depth.
But if you look at what Status Effects I'd love to have in a game, it's mostly things that only last the battle but make you really think out your next strategy or at least come prepared. I'm of the belief that battles in RPGs shouldn't be filler, and shouldn't be chores. The more they allow you to flex your strategy, creativity, or sheer skill, the more fun they are, and the better your game is for it.
OMG!! A kindred spirit! That's my one big gripe aboput the FFs because you either:
a) walk around for hours trying to get gold from critters that you wouldn't want to waste the time even scraping them off your shoe
b)walk around for hours trying to exp so that the boss in the next area doesn't scrape you off his shoe
c)walk around for hours trying to max some unknown number so that one character can 10 more damage to the boss
Don't get me wrong, I love FF games, but they've become kinda ...old... I mean, sure, now it more like playing a Zelda game (but with Moogles) but that doesn't make it better. That's why the Pavilion is one of the best places (RPG related) I've ever found! I get crazy ammounts of RPGs made by RPG fans (and sure, some are horrible) and I can spend all day trying to think about "How'd he do that?" when I should be working! Its a win win situation!
I like the way you think Magus I can't wait until I get my hands on a max drive and play some of these games, i'm just tired of haveing to shell out $60 for a game. Its rediculous.
Max drives are the shiz-nite!!! Not only is there no $40-$85 price tag on everything that you download, you can actually get in the face of the person who made that POS game that you took three days to play through, or vice versa, give out the mad props that the game truly deserves!
Really, I truly believe that the FF games are being sold on the fact that they have the name FF involved. In a way I'm relieved that there's only slated to be a few more because (prices not withstanding) its getting outrageous trying to collect/play all these games. Its like a lot of the RM2 games with customized ...everything!
To a point that's cool, but really, I don't wanna play 30+ games that all share the same name but are totally different (game to game)!!! Why do you think Megaman (And Zelda, and Mario, and...) has been around for the better part of 2 decades now?! Its because, sure the basic idea is still there (blast the living life outta bosses, get more guns, rinse and repeat) but each game is the same thing!!!
If you find something good, then stick to your guns!!
I know what your saying when it comes to FF, and I agree with every Megaman being(virtually, if not literally) the same, but you lossed me by throwing Zelda into that lot. Except for the 2d zelda's and the fact that Ocarina of Time and Majora's Mask used the same engine, each Zelda does something different.
Anyway, the pavilion rocks, dling free games made by gamers is the shee-ite, and games are getting to expensive.
Zelda games (though S L I G H T L Y) different, game to game, share the same principle. Sure, Megaman Legends went off on a tangent too, as did ...all of the Marios, but if you break it down, its the same game with the same plot. IF they all looked exactly the same and played exactly the same they'd be the same game...
Just a few status effects I'd love to have in my game (all effects are temporary)...
*Firewall: When attacked in melee, does damage to attacker
*Rest: Cannot take action, but has quick health regeneration
*Confusion: Uses random skills and targets someone (whether friend or foe) at random
*Perception: Ignores target's DEF and MDEF when attacking
*Venom: Stats fall each turn until cured
*Shame: Cannot use Skills or Spells against foes
*Mania: Cannot use skills or spells, but ATK is increased greatly
*Berserk: DEF stat is decreased to zero; ATK stat increases by amount lost
*Ether Rush: For a short time, spells cost no MP
*Martyr: Protects an ally; when that ally should be damaged, damage is dealt to Martyr instead
Might be a bit late, but there's a few status effects I might like if If I could make spell effects:
Possesion: moves the target over to the caster's side; runs out after a few turns or when caster is killed.
Parasite: slowly drains target's HP or MP while restoring the caster's HP or MP.
Healing Field: slowly heals the target (HP or MP). This could also be an effect that affects everyone, friend or foe.
Death Field: same thing as above, except it damages HP or MP instead of restoring it.
Life Bond: affects caster and target. When one is killed, the other is as well.
That's all I can think of right now. I apoligize if anyone's already put any of these ideas up (I haven't read much of this thread).
Last edited by Dusk Raven; 03-08-2007, 11:18 PM.
Reason: cleared up (I think) grammaractical miscommunication
Most of what you're looking for is kinda the same thing, and half is avilable, if I understand you correctly...
Firewall: make POISON an added effect
Parasite: Give person the HP/MP steal ability
Healing Field: Not available, but it sounds like REGEN...
Death Field: Sounds like POISON to me...
Life Bond: Again, not possible (but sounds like you've been playing RM1 with self-destruct, huh?)
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