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Re: about this RPG

Posted: Thu Feb 27, 2014 6:27 pm
by Anima_
yayswords wrote:I thought stagger was changing, or was that only for Loren 2? 'cause I see three turns of it there, and while I don't want to jump to conclusions, is it another game of stagger or be staggered?

(I did like stagger once I figured out how to play it to my advantage so not really complaining)
Stagger is only changing for Loren 2. The changes require the timeline functionality from the new framework.

Re: about this RPG

Posted: Thu Feb 27, 2014 7:27 pm
by jack1974
Miakoda wrote: I know, still a work in progress, and it isn't going to be a walking on sort of map, but this is definitely looking promising to me :)

And in some ways, I can imagine it would be easier to add events/encounters/hotspots without reworking a big overworld map.
Well the art is final, might reduce the width of the roads, but I'm not planning many changes. The gameplay/UI is still in progress though :)
The advantage of using tilesets instead of fixed map is that you can have more details, and I can create new maps independently from artist's speed/availability.

Re: about this RPG

Posted: Fri Feb 28, 2014 1:46 am
by yayswords
Anima_ wrote:
yayswords wrote:I thought stagger was changing, or was that only for Loren 2? 'cause I see three turns of it there, and while I don't want to jump to conclusions, is it another game of stagger or be staggered?

(I did like stagger once I figured out how to play it to my advantage so not really complaining)
Stagger is only changing for Loren 2. The changes require the timeline functionality from the new framework.
Oh, so that didn't get changed either. That's a shame. Now it becomes the number one change I'll want to suggest for combat, while knowing we won't get it :P

Actually, it is a damn big shame. What does change other than the resistance system?

My main gripe with stagger is the whole stagger or be staggered thing, where either you hit first and hard and stagger your opponents so they can't return the favor, or you - normal case, not speedstacker hardhitter party - eat the first wave and get staggered and just bunker up until it's over. It feels quite polarized. Once you have stagger, you can't hit hard enough to cause it much. I like that it makes the target vulnerable to certain attacks, but it needn't cripple them too. In fact, come to think of it, stagger might be a more powerful debuff than any debuff caused by skills that require stagger.

Re: about this RPG

Posted: Fri Feb 28, 2014 7:19 am
by jack1974
Yeah but is enough to adjust some variables to make stagger not happen as often as Loren, so plays completely different. Or I could even adjust it so that reduces attack ,defense or speed only (so not all 3 like now). Or that prevent user from moving. I can customize it quite well, so if you have any suggestion, let me know :)

Re: about this RPG

Posted: Fri Feb 28, 2014 7:53 am
by yayswords
Like I said, stagger itself might be more powerful than any single debuff it "unlocks" via thief/warrior attacks, plus there's already two debuffs each for reducing attack/defense/speed/magic. I am guessing you have made some changes to the combat system already so I don't wanna knock it before I've tried it, but I'd rather see stagger toned down and the chance for the benefiting attacks to trigger debuffs increased (guaranteed is not a step too far). ATM it's a bit too much of hit the target with a lot of damage, to enable yourself to hit it with even more damage, and maybe cause a debuff in the process.

Also, one month left of Q1 2014. I count the minutes!

Re: about this RPG

Posted: Fri Feb 28, 2014 8:07 am
by jack1974
Yes, I have changed many skills, so better wait to talk about it once the beta test version is out :) still doing tweaks now, but I understand what you mean - stagger being more powerful than the unlocked attacks. The problem with Loren is that was happening when the characters were already almost dead. And if I made it happen too soon, it would be a big handicap because of the negative effects. For Loren 2 needs better design for sure :)

Re: about this RPG

Posted: Wed Mar 12, 2014 4:54 pm
by jack1974
Image
I think I made the strongest skill ever. Probably will need to tweak it or raise the SP / delay. Is fun to watch a strong opponent slowly getting weaker and weaker every turn that passes :mrgreen:

Re: about this RPG

Posted: Wed Mar 12, 2014 5:09 pm
by Lonestar51
Me, me, me! Let me report the issue!!!!!1111eleven :mrgreen:

[quote"Description Madness"]... Target will progressivly reduce the attack, defense, speed and magic attributes until the effect is active.[/quote]
The first part of the sentence should be in passive, as it is done to the target (by the equally mad Rowinda, but that's beside the point).
The second part of the sentence should be either "while the effect is active" or "until the time is up" or similar.

...does this count as playtesting without actually playing? ...

----

Beside this, I like the progress you show in the picture. And it will b e fun to cast this spell, of course. :lol:

Re: about this RPG

Posted: Wed Mar 12, 2014 5:23 pm
by jack1974
That does count as preventive proofreading :lol:
Uhm, so how the whole sentence would be? /me English ignorant

Re: about this RPG

Posted: Wed Mar 12, 2014 5:32 pm
by Miakoda
jack1974 wrote:That does count as preventive proofreading :lol:
Uhm, so how the whole sentence would be? /me English ignorant
I admit, this does leave me a little confused as well.

Does the target suffer reductions to attack, defense, speed, and magic for 10 rounds?

The way it reads is that it suffers the reductions for 10 rounds, and then the spell takes effect.

I would be tempted to write something like:

The target's attack, defense, magic, and magic attributes suffers progressive damage for 10 rounds or until the effect is canceled.

Note: I'm making the assumption the effect of Madness only last 10 rounds. I added the 'or' in case there was a way for the victim to remove the status effect.