08-11-2015, 01:46 PM
could I put all my 4 remaining skillpoints into sacrifice now? and if yes, what would the lv5 sacrifice stats look like?
Ramond's RPG Adventure v2.0
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08-11-2015, 01:46 PM
could I put all my 4 remaining skillpoints into sacrifice now? and if yes, what would the lv5 sacrifice stats look like?
08-14-2015, 10:12 AM
Well, by my prognosis it would look like this
Sacrifice Level 5 Cost: 50 HP Hit Rate: 75 Critical Hit Rate: 0 Critical Power: 150% Range: 1-4 Range Penalty: -50 Deals 150% Shadow DMG Converts 80% of damage dealt to mana Quote of the Day f***ing Year (Click to View)
08-19-2015, 10:53 AM
kk, gonna put all the thingys into sacrifice then
10-25-2015, 11:25 AM
Hello people of RPG!
ANNOUNCEMENT I really want to update RPG badly and continue with the story and everything, but each time I want to I'm having a hard time motivating myself to re-check all stats and crosscheck every little detail in combat for the ultimate correct values for damage and accuracy and bla, it's tons of work. It's kind of ironic how my last "simplification" overhaul actually made everything far more complicated (obviously, thanks to the new skill trees I threw up and the battlegrids, positions being relevant and whatnot). Therefore, for the sake of the game itself, I'm planning to cut down most of the stuff that isn't really necessary to continue this in a halfway standard RPG fashion. SO, this is where you guys come in. I'd like you guys to voice your opinion on what we can cull and what we should keep. One thing I definitely want to overhaul is the skill system. I can live with the battlegrid if it's kept simple enough, though animating it could be annoying without tool assistance. I'd also like to keep the current automatic status pages intact if possible. Topics to discuss:
Nave: What's the current status of your LFE RPG Editor, can it be adjusted to fit in with any new changes made? The only important thing for me is animating the battlegrid anyhow, there is no need for automatic damage calculations or numbers (though it'd be rad if the user could just specify the amount of damage dealt in each attack somewhere, that it gets incorporated into the GIF). Quote of the Day f***ing Year (Click to View)
10-25-2015, 12:08 PM
Meh I lost all the RPG Editor stuff some time ago when my harddrive died for no reason, ever since then I had no motivation to do everything from scratch again...
also I don't have that much free time at the moment, studying is getting harder and harder, I got a part-time job and to top it all of a girlfriend now and damn those things are timeconsuming as fu*k .____. so yeah, I don't think I can help you out anymore... sorry... (I will still play the game if you continue though)
10-25-2015, 01:06 PM
Ramond, I have to wonder. Why aren't we using some existing battle system that's already balanced and works for all this stuff? I mean, we could literally be playing Dungeons & Dragons, considering the square-based movement system, the pretty characteristic classes and characters and the loot system. I've heard good things about Dungeons and Dragons 5e, and there's free basic rules available on their website.
However, if you want to balance stuff out and simplify, I'm eager to help. Just figured I'd throw this suggestion out there, and you could at least look at the rules. Sometimes, it's not worth it trying to reinvent the wheel.
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"Do not grieve, it is logical. The needs of the many outweigh the needs of the few, or the one." - Mr. Spock "A man's not dead while his name is still spoken" - Terry Pratchett, Going Postal
Here's some rather general things from me.
Battlegrid Being able to both visualize & influence positions helps with immersion, seems more fun that way though it is more work having to update every phase of the battle. Hit/Dodge/Crit/Block Simplest: just a dice roll(1d3). Keep Stats: Roll a d20. Target has number=agi+shield; roll>=number, hit, else miss/block. Attacker Crit=20-critstat (normally 20=crit, higher crit stat = can roll 17 and crit instead of 20 for example). While we are at it you could simplify the stats too, and then have passive skills cover up anything that is critical for a class to work. Damage can be pre-calculated for hit or crit, no in-betweens, so overall the math work is minimal. All you have to do is have an excel spreadsheet that'd calculate the numbers to look at, roll a die, and then glance at the target's dodge/crit rate. No idea what's timeline, no immediate thoughts on the skill system. EDIT: D&D also works as SirFrog suggests.
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10-25-2015, 02:55 PM
Also I forgot to add that overtaking a specific ruleset from somewhere else will most likely require massive readjusting of the available stats, skills and current values of the players' stats themselves. I'd like to mostly avoid that whenever possible.
But don't worry, this will continue in any way, I just wanted to know the general opinion of players so I could perhaps point the game mechanics into a more favorable direction. Quote of the Day f***ing Year (Click to View)
10-27-2015, 02:50 PM
I think I would like a more non-systematic aspect. For example, in battles we could decide to do stuff like taking advantage of the environment (me climbing up a tree for better aim and less reachable). I don't know how much effort that would be on your end though, since you'd need to decide how to roll this stuff and how favourable our god of fortune should be.
11-14-2015, 11:46 AM
Turn 3: Player Phase
Turn 03 Player Phase (Click to View) Simon idles. Phil idles. Bamboori attacks Flawed Skeleton 2! He deals 30 physical damage! Flawed Skeleton 2 is not stunned anymore. Blue Phoenix idles. SirFrog defends. Drahcir attacks Flawed Skeleton 8! (Hit Chance: 89%, Crit Chance: 22%) He deals 86 physical damage! Flawed Skeleton 8 collapses into a pile of win! (EXP +73) (Kill EXP Bonus: +14 (Drahcir)) snorsorbet idles. Nave idles. Flawed Skeleton 2 notices it is the last force standing and overwhelmed by the enemies, therefore it resigns and collapses by itself into a pile of dirty bones. (EXP +73) Victory! Drahcir gains 960 EXP. Bamboori gains 876 EXP. SirFrog gains 904 EXP. Blue Phoenix gains 918 EXP. Nave gains 876 EXP. snorsorbet gains 876 EXP and reaches Level 9! Phil gains 876 EXP. Simon gains 876 EXP and reaches Level 9! ... Drahcir: This is it. SirFrog: I guess we've passed the second challenge, then. Bamboori: Stranger! Show yourself! Silence. Blue Phoenix: We've fallen for an obvious trap. Blue Phoenix moves over to the door that the mysterious hooded person previously disappeared behind. As he reaches for its handle, it swings open. A distant voice fills the room. ???: Please, enter. Behind the door a long corridor lighted with common torches presents itself. At its end an exotic wooden door is visible. It bears a sigil; three interconnected circles in a triangular position directed downwards... Simon: Why does everything here have to be so mysterious? Nave: Says the guy with the biggest mystery himself! Simon: Oh shut up. SirFrog: This might be the answer to all our recent questions - or it may be the ultimate path to a failsafe trap... The group looks around. The door they entered the room from is wide open as well. snorsorbet: We could leave if we wanted to. Book of Knowledge Book of Knowledge (current combat stats) (Hints of Interest: - Stat points left: - Skill points left: Drahcir, Blue Phoenix, Phil) It's dark. (10:15 PM) The cave's dark cloak encloses the group eerily. PS: Even though two of you guys leveled up, you haven't got any stats increase or skill points yet, due to the pending battle/skill system update that I will hopefully bring next holiday season (Christmas time). Quote of the Day f***ing Year (Click to View) | ||||||||
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