Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

> Full Heal after every battle, like in FF13 for example.
Tsureiyu
post Aug 17 2012, 07:32 PM
Post #1


Level 5
Group Icon

Group: Member
Posts: 67
Type: Artist
RM Skill: Skilled




What do you guys think of full health and magic after every battle?
you can't make HP-reducing traps in the map as a downside though, for one.
but then the focus is on battles; it's not so much just slowly draining your potions in a dungeon as it is putting emphasis on each battle. that way, party HP can fluctuate in each battle very quickly, also, then each battle will need a strategy, instead of generic mooks just draining your potions.
As a result though, there'll be less you can do in the maps.

there's still the possibility of instant-kill traps, but to me that's just cheap.

Like in FF13, the maps are quite linear, there's not much other than the chests and such. but that didn't make it really an easier game, since a few of the "regular" enemies could be capable of killing you (either that or i'm just not a hardcore asian like people might think i am xD)

so, whats your guys opinion on this? i'm wondering if i should do it for my project.


__________________________
tsureiyu.deviantart.com
+pageview? :D


Go to the top of the page
 
+Quote Post
   
 
Start new topic
Replies
Amy Pond
post Aug 18 2012, 06:12 AM
Post #2


squiggly wiggly timey wimey
Group Icon

Group: Revolutionary
Posts: 493
Type: None
RM Skill: Advanced




I much prefer it because it makes winning battles about the battle itself, and not what you've done previously. It also stops people getting caught in traps (I'm stuck in FFI right now because I've saved at a bad time and can't get back to an Inn with these characters).

If there isn't full heal after battle, there needs to be some kind of "teleport to last Inn" option.

I don't, however, think that having full heal means less being able to be on maps - special events and such don't need HP or MP to work well. It just needs well thought out events. Perhaps a "trap" leads to a small sidestory. Maybe a trap lands you in a dungeon where you fight some monsters to get out.

Or, perhaps, you can still get damaged, and the next battle you go into you have those damaged stats, but are still healed after the battle. This helps people who are poisoned by traps but don't have a poison curer - they can just enter a battle, endure it, win it, and come out without poison.


__________________________
Go to the top of the page
 
+Quote Post
   
Tsureiyu
post Aug 18 2012, 07:04 PM
Post #3


Level 5
Group Icon

Group: Member
Posts: 67
Type: Artist
RM Skill: Skilled




QUOTE (Amy Pond @ Aug 18 2012, 06:12 AM) *
Or, perhaps, you can still get damaged, and the next battle you go into you have those damaged stats, but are still healed after the battle. This helps people who are poisoned by traps but don't have a poison curer - they can just enter a battle, endure it, win it, and come out without poison.


Eh, it could work that way too- i guess i'll think about it. Though in FF13 they remove the HP bar altogether and simply displays the character's max HP only at the menu; then again, it could be nice to try something different.
And i do agree about the getting caught thing, especially when there's no way out other than purely using potions as the battles end up as "attack until HP/MP low, then use potions." ..And you run out of potions.


@Jens-
That looks interesting.. i'll take a look at the demo in a bit.
i do plan to take my time and ensure little/nothing is rushed. though i might not have a lot of time daily, there's no set deadline either. it'll require hours of reading articles on good design.. xD
for HP/MP increase, just a note; i don't really want to increase it exponentially by the end of the game; since i had the idea of various "EX modes/forms" type of thing which increases stats. it could vary more with the monsters, but there won't be endgame bunnies with more health than the first boss for example.
Though yeah, the menu will display the character's HP.
..on a side note, still need those mech drawings? c:


So yeah, i haven't decided on the HP traps, though, the "traps trigger an event" idea sounds good to me.


__________________________
tsureiyu.deviantart.com
+pageview? :D


Go to the top of the page
 
+Quote Post
   
Jens of Zanicuud
post Aug 19 2012, 01:22 AM
Post #4


Dark Jentleman
Group Icon

Group: Local Mod
Posts: 904
Type: Scripter
RM Skill: Skilled
Rev Points: 120




So... why not to lock levels? I'm currently working on a level-less project which is going pretty well.
You know, with a feature like this, you could give bosses similar amounts of HP and so you could avoid making the last boss overpowered.

Otherwise, you could also drop level system to employ a skill-point system (each time you gain a level, you have a set amount of points to distribute between stats)

Anyway, these two lines before are rather OT, I just wanted to give a suggestion.

Whatever is your choice, I suggest to modify damage calculation. The standard one is really crappy (on RMXP this is one of the largest flaw, together with the worst enemy AI ever seen in a video game).
For example, the attack damage is set as (weapon attack - target defense/2) * (attacker strength + 20)/20, so there's a huge multiplier (let's say that strength = 100 results in a *6 damage multiplier (!!!))

Anyway, MP refilling after battles can be a really good idea, since this will let the player deliver every sort of skills without thinking "OMG, what will I do after the battle?". This would rise the depth of the battle system too.

As regards Ex-Modes (I assume you took this term from Dissidia), the main issue will be deciding how much they will influence the battle.

And, on a side note... I don't need those mechs ATM, since I'm currently planning TryAdIne eFfect :: Day 5 and I don't know what kind of mech could appear. I just know that in Day 6 I will introduce a new kind of robot, named Razor, which should resemble a good, old reverse bipedal MT from Armored Core 2 / 3... and in Day 7 a huge AI-guided robot named Nosferatu (alas! I have no idea about the appearance!) Thanks anyway,

Jens

This post has been edited by Jens of Zanicuud: Aug 19 2012, 01:25 AM


__________________________
"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


Awards

Go to the top of the page
 
+Quote Post
   
Tsureiyu
post Aug 19 2012, 09:18 AM
Post #5


Level 5
Group Icon

Group: Member
Posts: 67
Type: Artist
RM Skill: Skilled




@Jens-

This is mostly off topic too..
Modifying damage calculation sounds like a good idea, i'll look into the formulas of RPGs with similar ideas.
EX modes.. aha yes i was thinking of Dissidia xD in a boss fight they'll be almost necessary; like, doing large amounts of damage but you only have a few turns to do it (..FF13 gestalt mode...)
I think i'm getting a little too influenced by FF13, since i haven't played any non-action RPGs lately.

A Mass Effect style level up is something i considered also; i'm bad at explaining things but various passives and abilties can be leveled up, with some branching into two options. So i could include something like a passive that raises two stats, but then branches out eventually so there's a major boost in only one stat.
And what do you think of characters having multiple professions/classes and weapons? Like a character would have "Warrior" as a main class but "Mage" as a secondary class, and both would level up depending on the skills used or something like that.
And msg me if you need help with the mechs, i feel like doing atleast SOMETHING useful while i'm here lool.

QUOTE (Vexus @ Aug 19 2012, 01:42 AM) *
I don't really like it, it nullifies the need of items outside battles.

Could be done for certain types of games but imo not ideal in an ordinary rpg.


Well the one of the purposes is kinda to eliminate having to waste potions on recovery, as someone said it's kinda like having to "clean up." But buff items could also be used in the map (ughh ff13 again) that raise stats in the next battle for example.


__________________________
tsureiyu.deviantart.com
+pageview? :D


Go to the top of the page
 
+Quote Post
   



Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 23rd May 2013 - 12:58 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker