QUOTE (markchapman10 @ Nov 15 2012, 09:30 PM)
QUOTE (ZarroTsu @ Nov 15 2012, 06:20 PM)
Or make the level cap 999 and the stat caps 9999.
*twirls a pitchfork*
That's what the stat caps are by default. the monsters are whats not in tact, The monsters are whats not IN balance. like my level one monster, as soon as I hit lvl two (You get 5 points to put into str, dex, vitality, or magic.) I put all my points like this 2 in str, 2 in dex and one in vit. after I turn lvl 2 the lvl one monster hits 0...
Something I'm planning for my own RPG is that statistic boosts play in decimals as opposed to solid numbers (truncated to integer during battle). This will also take effect in outside-of-battle events, so the characters experience casual growth by events and not just level-grinding.
So you could always change it so it takes X "points" to raise a stat by 1 (raise the stat by 1/X for every point spent), as opposed to raising by solid numbers. (of course most players will probably play the points in such a way that they guarantee at least one stat going up, but the only way to combat that is give the player less points than required to +1 something, which you don't have to do) Then you can award the player points for side-quests as opposed to fluff items or straight experience, without overpowering the characters.
So say it takes four "points" to raise the stat by 1; you can just raise the stat by .25 for each point, and have something truncate the decimal and use it for some glowy lights on the menu. (Or just show the straight decimal)
Additionally/alternatively, you can have something in the back-end that will raise enemy stats by some amount based on the player's level. This could help keep the enemies damaging players early on, while also raising the stats to meet the player when the numbers would normally reach 999. In this case you don't HAVE TO
use decimals on the enemy stats, but the multiplier would have to be tweaked in such a way that you don't wind up with an Oblivion clone (albeit in 2D).
This post has been edited by ZarroTsu: Nov 15 2012, 07:40 PM