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Found 5 results

  1. Of course, there has to be one on the forums. Introduction This is a simple counting game, with tiny little bit of RPG elements. The number represents our experience. Rules Rules are obviously simple Post a number higher by one than in the previous post. We start with level 0 and we will be leveling up for every 100 experience (posts). Random chatting in meanwhile is allowed, though keep the messages relatively short. Do not double post, unless the thread was inactive for 72 hours (three days). If someone double posts too soon, ignore the next messages of that user, as these will be merged. That's all, so let's start! 1
  2. I know we usually talk on here about ways to eliminate the need for grinding. However, over the past couple weeks I've noticed that some people say they like to grind. I'll be honest, I generally hate being forced to grind, but if it's by choice, I sometimes enjoy it too. That got me to thinking... Balancing a game requires you to think about whether or not a player can grind, and if they can, can they do so for a finite mount of levels, or can they just keep going until they hit max level, in the starting area, if they really felt like it. Some people allow a player to grind as much as they want, but the enemies level up with the player's character, so it kind of defeats the purpose of grinding. Sure, having access to more skills can still make the fights easier, even if the enemies get stronger (assuming the enemies aren't also gaining skills), but you don't get that feeling of just destroying something that was kicking your butt earlier in the game. If the enemies don't level though, then all the fights, including bosses, become trivialized. Sure it might be fun to stomp a boss or two, but if every boss fight ends up being no challenge due to being over-leveled, the game will likely get boring. Of course, mechanics in the boss fight can help with this, but usually that can't completely solve the problem. So what if the enemies level with you, but at a much slower rate? This could help keep the game somewhat challenging, even if someone grinds a lot, but it will also still give them taste of that power that comes with grinding. You could have the bosses level stay closer to what the player's level is (maybe they level 2 levels for every 3 the player does or something...just throwing out a number for example) while normal enemies level a bit slower (maybe 1 level for every 2 levels the player does). To make sure a new area starts out as a challenge, you could check the player's average party level and set all the mobs to that, or close to it, in a new area, and then have them progress in level according to whatever formula you chose using the above paragraph as a method. This wouldn't completely eliminate the negative sides (for both developer and player) to grinding, but might help minimize them. Anyway, this is just an idea that popped into my head, not something I've given any real thought to implementing at this point. I just think it might be an interesting way to address a common issue. However, since I haven't thought about it much, it also might easily introduce more problems than it addresses and end up making things worse. I'm curious what all of you people's thoughts are.
  3. Hint's in the title. Is it bad for an RPG to involve levels/equipment/money grinding? Most of my favorite RPG's involve grinding in some fashion, and I typically don't mind too much, as long as my character actually feels stronger because of my efforts. Agree? Disagree?
  4. Hello, So I was making my game and I noticed that my players might have to level grind a few levels before defeating a boss battle ahead. What I was wondering was, do people think it's bad that a game makes you level grind? Do you think that your level should be just fine if you do everything possible in the dungeon? I honestly enjoy level grinding, especially when lets say my level is 11 and to defeat the boss I need to be at around 15 I'd gladly go and battle some more and hone my skills. What do others think? Would you rather not level grind? Would you rather base it all on strategy? I feel my game is going to border on both but I'd like to know my friend's opinions Over and Out, Knighty
  5. Every RPG with active skills has a method of learning them. Some games you just learn them as you go. Sometimes you can level up your skills to improve them. Some games have a Skill Tree and Skill Points. The list can go on and on, but today, that is exactly what I want. I am currently developing a game, but I am unhappy with how my characters learn skills. I'd like you, the community's help to expand my mind and see what exactly I could do about this. I also hope that this thread will help others too. If this thread can document 10s or even 100s of ways character growth/skills can be managed, then I will be extremely pleased. Moving along. I have given Job Points (currency that buys skills essentially) the most thought, however it encounters a common problem that most skill management systems encounter. In the end, grinding is the solution to getting many skills, or at least certain skills when you really need them. This isn't really a problem for a lot of games, but I am aiming for a goal here. It's enough that grinding will level up your character, and the stat improvements that occur are enough to help make something easier that the player was having a hard time with. However, I don't think skills should follow this trend. At the same time though, I don't believe that the skill learning system should be something that irritates the player because of the restrictions placed upon it. The last thing a game should to is legitimately frustrate the player. What can I do to make a player rely more on their acquired skills, both in game, and from player experience, than just grind when they can't beat something on their first couple of attempts?