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Giauz

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  1. Someone tell me if this seems sound or not. There could be ten turns split between every two players on the same dungeon level. Each player normally gets five turns out of those ten (the original order of turns upon entering a dungeon floor is randomly rolled without reroll) with each turn either preceding or following a "monster turn," in which a few monsters on that floor of equal speed rolls all move at the same time. When a player has exhausted all five of their turns (or a multiple of that depending on how many players are on the same floor; 1 player is like any other rouge-like, 2 players is 5 of 10 turns per player, 3 players on the same floor of the dungeon is 10 out of 20 turns per player, etc. This is to say that there are set rounds based on multiplies of ten turns for players numbering 2 and above; the last players to enter a dungeon level already containing other players will be able to roll for up to the entire multiple of 5 turns that they will be randomly given without reroll in the next "fresh" round immediately; however, whatever number of turns they decide to use during a "monster turn" in the current round will transfer the same amount of turns from them to other players by randomization in the next round. Note that when a player uses a "monster turn" only one of the monsters moving simultaneously will have its identical speed roll voided and thus cease to act for that turn. A "fresh" un-rerollable round will never allow a player a "monster turn") they are allowed to change equipment for the next round and reroll as many times as they want for what their turns will be in the next round. (1. If enemies are near it is wise to leave whatever shield you have alone as getting hit while de-equiping and re-equiping makes things a whole lot worse for you. Also, this down-time is the only time you can change non-weapon equipment. 2. You can only switch equipment and reroll as long as all your turns are up and the next round has not begun. Don't get caught with your pants down or missing another piece of equipment due to a botched last-minute change. 3. This is the only time you can use 1 rare consumable to steal a turn from another player in the next round. This is also the only time you are vulnerable to a rare item an active player can use to give you his current turn, which might be used to help or harm you- either way your choices our now locked until next round) During the course of rolling for turns for the next round, rarely you will have some of your turns show up as "monster turns." As was mentioned in the case of players just entering a floor, these turns essentially pause a monster on the same floor as you (the player with the "monster turn" can choose which monster) so that it will not be able to act when monster speeds are rolled. This could save your or a friend's butt. As a final note, don't make a generic teleport spell like in the first Wizardry. Have some differently costly abilities and consumables that can move your guy similar to different chess pieces. Otherwise, each turn is only the use of one action or moving one space in any direction. So, thoughts on the wall-o-text? Is it interesting and sound enough to try out for a multiplayer rouge-like?
  2. FF2 (at least on the Dawn of Souls version for GBA) has a lot of things change over the course of the game. Towns get wrecked, one town is taken over for a good part of the beginning (before you even have to go there), there are random encounters in some places that seem like they should be safe, further into the story old areas get random encounter upgrades, and eventually some towns are completely wiped of the map. It may be a hard game to like (I beat it 1.5 times and I think that's enough of my lifetime spent on it) but the atmosphere of a war and the possibility of a tragic end is ever present.
  3. In case I haven't said it enough, I really love the town/level design of FFs 3-6. They were there for more exploration and treasure to decrease grinding for the thorough "treasure hunter" and didn't spend too much time on scale and realism. I still think it would be nice to make the npcs fit more to a doom and gloom but with some crazy survival plans theme versus the cultural experience ignorant of monsters and the coming doom....
  4. Well, I am not quite sure where the non sequetor about immortality and Christianity came from- I was going for the social impact the elements of most pseudo-medieval Europe fantasy RPGs and fictions have like what history and laws form up to regulate magic/weapons and people that can become devastatingly powerful by killing monsters (what sort of environmental regulations would this impose?) or picking locks, helping an old lady find her cat (and many other odd-jobs guy kind of quests), jumping around an entire town over the course of several days, etc. (remember that I said I wouldn't mind toungue in cheek) I just think aworld like that even with a lot of clinches would have to be really weird and alien compared to the fantasy with close real-world analogue (ex. Cyrodill and the Roman Empire) that we have been shown so far (that and the more "it's just there for the story" type stuff in a lot of JRPGs).
  5. I like the example of Deus Ex because while there are some stats, it's not all lock and key. You still get the tactile experience of having to interact with the real-time game physics in order to solve the puzzle.
  6. Very interesting and good. I had always wandered whether indeed there were regular 'wave hello as you pass' arms dealers in medieval Europe. Of course, buying a sword and a suit of armor won't make you a one-man army like it could in in TES or a late-game jrpg town, so it wouldn't make a lot of sense to police such a thing. However, what might be interesting is if fantasy elements were looked at from a speculative/science fiction standpoint rather than scifi (basically fantasy with sciency stuff; pop-culture science fiction). A world with powerful magic, weapons, and even the possibility of people becoming physically powerful in a long-time medieval Europe world? Has any writer actually delved into that (even if tongue in cheek)? Probably would be too restricting to have fun game mechanics but still.
  7. The main gripe I have is not that you earn a virtual allowance and have a place to spend it, but the implementation of the shops themselves. While I generally don't complain about logic (or the lack thereof) in gameplay elements, I do think story/thematic elements should be more logical. I would put shops under the thematic element category. Some questions they raise are why are they selling military grade weapons to you? Do towns have any governing laws at all?................... Ok I guess this is more of a nit-pick. I realize shops are mostly there for stat-packages better than the average leve-up. If I had to lay blame on a game that caused the nitpick to form in my mind it has to be Oblivion/Skyrim. Each of those games has a government with an army, guards, and everything, and yet it's all for nought with all kinds of shops selling stuff that it doesn't seem like a strong empire would stand for. Good talking with you anyway.
  8. I believe it might be time for a next topic, Orymus3. I will begin with something general: shops. If you are interested, post some of your thoughts on them, and I will try to explain what bothers me about them. Any other discussion ideas? How is yourclassic JRPG coming along?
  9. @aattss: (Eckhart said) " Hello Everyone, I come to you to ask about character progression, and how the environment should react to it. The game I'm working on is an RPG vaguely similar to zelda in feel."
  10. I dislike this idea- for the reason that this basically reduces everything to an inventory puzzle. For a CRPG, you must make sure that there will be consequences attached no matter what you decide to do (the player just determines what they are most fine with; I have heard that Wasteland and the first two Fallouts are best to use as references for skill-based system puzzles). But again these are inventory puzzles that don't really require any exploration (just acquire enough points in what you want to use on the door). I suggest you see how you feel about solving some of your own skill-based system puzzles and go from there.
  11. aattss: " I'm pretty sure that JRPGs are not hard to understand. However, making them interesting is another deal entirely." I stress that we avoid catch-alls. Just because Ihave liked a few Final Fantasies and Phantasy Star 1 should not imply that I am or am not interested in Dragon Quest or Lufia. The same goes for a lot of people who loved Fallout but hated Baldur's Gate. There are just too many variations in gameplay/narrative elements and in peoples' interests to say that all games under a (convenient buyer buzzword) genre are or are not interesting. Closer to what we are looking for here is not some misguided hope of setting an industry trend (thus "fixing" the "flaws" of an entire "genre") but to just come up with something that feels new to us. I believe a main point of contention with using a turn-based on-screen menu system is that (and this may very well be me analysing my changing tastes) "character skill vs. player skill" for most people is just idealizing a computer playing out concrete actions (swing a sword, running, aiming and firing a gun, etc.) that many other games let a player do themselves. All that aside, there is no such thing as pleasing everybody. Doing what feels right to you and with good QA testing is what can draw a potential customer's interest (and even some games like NES Final Fantasy and Buggerfail can gain strong followings while loudly coughing at the mention of the later factor ;) ).
  12. Well, the gamer inside me is kinda dead, so I can't be the best judge of a game from my own experiences... but Monsters Den seems to be a pure dungeon crawler. With no great NPC characters to help make up a story and no starting events, the mechanics feel unjustified. I am being bombarded right off the bat with a ton of tool-tips and stuff I don't know why I have to understand yet. The thing that fans really love (speaking with me being the face of the nameless fandom... oh,dear) about console-RPG-style menu-based combat is how obvious and laid back it is. What it lacks in speed (speaking of CRPGs that often make use of much of the keyboard) it makes up for in simplicity of learning. There is no 'a' for ATTACK, 'i'TEMs, 'c'AST magic, etc. All that stuff is right where you are looking on screen, and the cursor never wanders from the relevant selectable options (unlike a mouse cursor; your fingers never leaving the same movement keys for all selections can also be nice if you are like me and want a frugal UI). Even with all that ease of learning, I don't think it adds up to much without a story to add intrigue and to introduce and give context to those actions. Looking back, FF3 (Famicom) and KOTOR have a pretty natural flow for getting the player into basic play. At any rate, just about everyone would like to hear an interesting story, so always keep "I wonder what comes next" in the forefront of a potential JRPG-player's mind. Second, make easy stuff easy to learn (attacking and using some healing potions and antidotes) and make players get used to that (FF13 had too much of the getting used to the flow of attacking and healing, but I argue that having some time with those limited options is necessary to dispell any alienation "this feels wierd, I don't like it" feelings). Third, gradually ease the player into more complex stuff (FF6 Advance starts with attack, potions, a few spells, and the "steal" ability near the beginning. It then proceeds with a new ability a character, more items, equipment that begins to have variation in what it does for combat effectiveness, and more variation in enemy attacks. Espers are introduced in a small handfull before you are given a much bigger selection, after which you will only find a new Esper here and there. There is a ton of time to get used to and experiment with all the mechanics before new layers are added. All of these mechanics going hand in hand with the progression of the story make the transition from being unsure about the game to loving it all the easier). Uh, I really hope I'm not being too dense again. Enjoy!
  13. Just a difference in opinion then. I try to keep real world logic out of a game's reality. I have no reason to assume a game goes by the same logic as in the real world or that its own internal logic is perfectly consistent. Trying stuff without being able to logically predict the outcome and receiving a neat little Easter egg is very satisfying for me. Also, I can't say that I really care that it doesn't fall into the buzz word of emergent gameplay. I had no idea about any of these things until I read about them from more experimentive gamers. I respect your opinion but disagree with the reasoning.
  14. I think there's a little bit of confusion. First off, I haven't seen much of the new FF3, but I agree that the mapping reward system feels awkward/I don't want it. I was talking about the world being huge and having a pretty limited map spell. Use the spell frequently until you get your bearings. Plus I just love switches opening treasure rooms, walking through a hidden passage in an unlit fireplace, hidden paths in trees and foliage (and the treasure in those), etc. I especially like that one castle on the floating continent that not only gives you really great treasure (some more is behind two doors you will be able to unlock later) but also probably the largest windfall in the game (I really felt like a "treasure hunter"). Second, how are you so sure that is a bug and not an Easter egg? I don't get the argument that it doesn't make sense is a bad thing. I love limitless hidden tricks like using the bug-catching net to deflect Aganim's magic, (also ALTTP) jumping in the water or using the hookshot to become temporarily invincible, putting on that eagle-headed mask to control Majora's second to last form, getting a butterfly to land on an outstretched deku stick making it become a fairy, etc. It's out of the ordinary and cool to discover. Finally, I believe I will post an expansion of my attack idea in the original thread and see where that takes me. Right now I just got off work and have to get some sleep.
  15. Read comment #29 here: http://www.rpgcodex.net/forums/index.php?threads/evolution-of-rpgs-and-stagnation-of-crpgs.68207/page-2#post-1919329