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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 11:38 am
by jack1974
Bleeding is different since is YET ANOTHER HACK (tm) I did on the engine to make the battles/skills more varied. It shouldn't even exist

and yes, there are different types of bleeding:
- Chalassa's last longer (up to 10 turns), but doesn't work on bosses
- Vaelis is shorter (up to 3 turns) but work on bosses
- Bomb causes bleeding of fixed 10hp/turn, lasts 5 turns and don't work on bosses
Since bleeding can't be resisted, I capped it. Other DoT don't have any fixed damage cap, check this:

51hp dmg each turn doesn't seem capped to me

It is still capped at a certain % of course. You can't have a DoT that does 15% of the total HP, the enemy would die in the next 4-5 turns

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 11:48 am
by renke_
the posting is up for nearly 10 minutes and no one asked if the Zombies are romancable? weird & unexpected :)
but more on topic: you should rethink the resistances for Future RPG(tm), currently we simply have to many of them. I believe it would be better to define 4-5 generic types of resistances (based on elements) and use them for both direct damage and effects (e.g. Fire and Burning can be merged)
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 11:52 am
by jack1974
No worries for future RPGs hopefully there'll be time to plan it better! It might not seem in your eyes but SOTW was done rather quickly - I still think the result is my best RPG so far, but I couldn't spend as much time as I wanted on the rules, system, design etc of it.
PS2 for example is designed by Anima so you can expect rules that make sense (hopefully)
Might probably also share the rules/design docs for future RPG so I get early feedback and realize the potential problems immediately

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 11:56 am
by Anima_
renke_ wrote:
but more on topic: you should rethink the resistances for Future RPG(tm), currently we simply have to many of them. I believe it would be better to define 4-5 generic types of resistances (based on elements) and use them for both direct damage and effects (e.g. Fire and Burning can be merged)
We're doing that for Loren 2, there's already a post about it in the preview thread.
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 11:56 am
by renke_
oh, I don't worry - but now it's documentated. You should worry, though; yaysword's "Loren 2 Megapost progress: 9678 characters (formatting included)." is probably fearsome ;)
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 12:04 pm
by yayswords
Actually a lot of that is about resistances. I'd totally forgotten about that post and considered the only certain change between SotW and Loren 2 to be the global timer system. Good, maybe someone will read my post in just one day then.
But Jack, the problem with DoT's like that is if you have some humongous health monster, like 100k. Ice Spike hits for 100. Then the DoT ticks for um 5000? "Max 5%" is not really a good solution.
I would rather it worked like this: Ice Spike does X damage to a 0 resistance target. Then the DoT deals 0.1x each turn. If the target has water resistance, the Ice Spike will do less damage, but it won't affect the DoT damage. However obviously frozen resistance will reduce its duration.
For lack of such a change... I don't know, just anything that doesn't totally throw around the upfront damage vs. DoT damage* ratio based on the target's max health.
*yes I know "damage over time damage"

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 12:15 pm
by Anima_
My brainstorm file for Loren 2 is already at 17k characters, bring it on!
I'm considering switching to Latex for the design docs anyway, so it would be quite easy to host it on github for example. People would be even able to contribute directly to it.
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 12:19 pm
by yayswords
The arguably sentient being known as Anima_ once again expresses emotion, an observation running contrary to the theory that only malevolent AI updates are able to stir its cold black heart. But my eyes do not deceive me, it is a smiley! :D
Maybe I should just wait for you to post that and flame everything I don't like the next day? So we can keep it in one place.
Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 12:32 pm
by jack1974
Lol I have fear when those design doc will be made public...

But seriously I don't mind if I get feedback and / or other people to make the rules. Initially, I wanted to do everything myself, but I've realized in last years that it's just impossible (unless fans are OK playing a RPG every 3-4 years... but I don't think). So already coding all the battles, AI, enemies, loot, quests, etc is an insane work, and if I have also to design the rules it becomes too much.
Of course is not like we MUST change the rules every RPG. For example I think Spiderweb and many other indie RPG developers reuse the same system for several games, with only minor tweaks (that was my plan for SOTW, but then I made so many changes that lost the count).
Also if I use rules made by someone else I can always blame him/her for any problem in the system

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Tue Aug 05, 2014 12:36 pm
by Anima_
@yayswords
You know, I think we should add a bit more historical accuracy to the sequel. Instead of swords everyone will be using polearms and warhammers.
Might be better if you all would post wishes, suggestions and observations early since I'll be working on the framework this summer. It's much easier to incorporate things from the beginning then to try hacking them into the framework later on.
@jack
