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About sethj11

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  1. I'm sure I can find others. It might be a few days, though. Stupid Irma.
  2. There's also a good document about Final Fantasy X's Accuracy vs Evasion stats here: https://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 Also, Final Fantasy VII's Defense% stat: http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_VII_stats#Defense.25 Side note: I promise I play more than just Final Fantasy and Dragon Age, I just happen to know where the places for their damage calculations are
  3. The simplest I can think of is this: always hit. It's on the defender to evade the attack. Then it's a simple "roll a random number and see if it's within my evade parameter" check. As far as I know, this is how the Final Fantasy XIII games work. See the damage calculations here: http://www.ign.com/faqs/2010/final-fantasy-agito-xiii-damage-calculation-guide-1085648 The only example that I can think of that has "official" documentation is from Dragon Age II (from the Wikia site http://dragonage.wikia.com/wiki/Attributes_(Dragon_Age_II)#Dexterity): "Your attack score is your chance of successfully hitting an enemy with a basic attack. The takes your attack percentage (derived from your primary attribute) and subtracts the enemy's defense and displacement percentages (if applicable). Attack scores are also modified against enemies of higher rank (-15% for a lieutenant and -30% against a boss). The final sum is the likelihood of success. If you fail to make your attack, you will strike a glancing blow that does 10% of your character's base damage." Hope this helps!
  4. I feel like this is shoe-horning some types of games into a bucket, as well. Sure, many linear games only take 20ish hours to complete the story, versus non-linear games that you can easily sink 100+ hours into. However, it's a difference between apples and oranges in the RPG world, and the number of hours to complete may not be the only metric you want to measure by. Open-world RPGs like Fallout or Elder Scrolls expect the player to cover all the map, see lots of different locales and experience lots of different characters (even if they're voiced by the same person, they're still a different NPC with a different model and objectives and quests). These games are easy to sink 100+ hours into, and it's easy to see why: the sheer quantity of different content to experience. Non-open-world RPGs, however, perform a different function. Take Final Fantasy XIII, for example. There is a very finite (some would say too finite) amount of content to experience. But, one can also easily sink 100+ hours of time into it, grinding through the Ma'habara Underground or the Faultwarrens or save/reloading the same Oretoise in the plaza fight in order to accrue Crystogen Points and Platinum Ingots in order to maximize your characters' growth and inventory (I'm sure I don't sound bitter about this). Here, the time sink isn't the quantity of different content to experience, but mastery of the same content in order to maximize the potential of the party. JRPGs may be singular in this regard, though, but the point still stands: the time isn't spent experiencing new/different content, but grinding the same things over and over again. The endless grind to perfection. Another concept to consider is replayability of the content. Sure, you might be playing the same story, but do the players have the option of experiencing different story branches by making different choices (games like Dragon Age or Beyond Two Souls are prime examples)? Similar content might be experienced, like the same enemies fought or the same side quests completed to get specific gear, but enough content is different to warrant a second play, which will increase the number of hours spent playing. In short, a simple metric of the number of hours played may not be the best measuring stick - it may instead be more prudent to couple it with an objective. Do you want a 20ish hour main story experience, with additional 60ish hours of side content, or do you want 100+ hours of the same main story?
  5. I'd like to be able to search the forums for something like "experience points" or "balancing", but I don't see a text box anywhere in the forums to do that. It's been a while since I've been on the site (before the new version), so I don't remember if this was around before and it's not now, or if I'm just missing it. If this was removed from the site, is there a reason why, or a reason why it's not been added back yet? I didn't see anything mentioned about this in the Staff Blog either. I only ask because I am looking for other topics about experience point systems in an RPG, but the ~14k topics in the Game Design and Theory forum is a little daunting to sift through manually, even with those filters/custom sort.
  6. Just joined! Looking for design exercises and friends for possible side projects :D
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