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.
Group: Member
Posts: 94
Type: Musician
RM Skill: Skilled
I will admit, I was taken aback by the idea of saving after every battle while playing FF13, but what made it work so well was the setting and the gameplay. Yeah, you could heal after every battle, but the battles were HARD. Like, daggers in your eye sockets HARD. And this is coming from the person who made sure each character's stats were maxed out before the end of each chapter.
So I would say that, if you do plan to have the player heal after each battle, take into consideration how that will effect gameplay, negatively and positively. It sure as heck makes searching for items (for alchemy and what not) a heck of a lot easier, as well as exploring small dungeons. But it gives you an excuse to make leveling up a bit more difficult, or more of a challenge, so to speak.