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SamuelKeller

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  1. First, I utilize Alternate MP X (Resource System) v1.05 by Zetu, though I am beginning to wonder if it's really necessary. For those who don't know, it basically creates alternate mana sources like Rage, Energy, or Focus to be utilized in the place of mana. You've probably seen it in some video games, but I'm wondering if it's useful in an old RPG-style game like RPG Maker games. Don't get me wrong, I like the general idea behind using something different, but this makes MMP and Mana Regen completely useless for those classes that use it. My main gripe is that, not to mention it's confusing to people who are used to mana even for characters that it doesn't make sense with (why does shooting arrows use mana?). Thoughts? Opinions? Epic masterpieces?
  2. SamuelKeller

    Grinding? Is It Bad?

    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?
  3. Description is in the title. I simply want to know a few good sites that I could place my game (when it's completed) to get some feedback on it. I don't want popularity or commercial deals or something unreasonable, just constructive criticism.
  4. This question seems simple, but I'm sure has a complicated answer: What aspects of a game keep the player playing it? From my experience, great gameplay and storytelling are what keeps me playing, but those answers almost seem obvious. Are there other qualities we can add to our games (RPG Maker ones specifically) that make them addictive? Humor? Drama? Graphics?
  5. SamuelKeller

    Skill Idea: Time Warp

    Basically, I'm wondering if it's possible to make a skill similar to the one's utilized by Weaver (Dota 2), Cronos (Smite) or Ekko (League of Legends), with the first cast creating a "marker" with the character's HP and MP at the moment, and the second cast taking the character back to the marker. So if you use the first cast at full health and are severely damaged, all you need to do is cast the ability again and return to full health. I'm thinking on using it for one of my tank classes, and would love to see if it's possible.
  6. I've played a lot of games, and one thing I constantly got tired of seeing was loads and loads of tutorials in the beginning stages. Don't get me wrong, I appreciated them a load of times (I never would've figured out Dark Souls parrying system without it), but the vast majority of them are redundant. I know how to shoot the gun (unless it's some incomprehensible button like Shift) or that I'm supposed to follow the only NPC not trying to kill me. I'm not saying they aren't important for obscure parts of the game, especially if you create something original, but many seem excessive. The reason I'm bringing that up is because my game is full of combat and puzzles. Now the combat system is almost self explanatory, requiring maybe a brief overview to explain Yanfly's Free Turn Battle system to those unacquainted. The puzzles are just as simple, ranging from riddle solving with clues in the nearby environment (we're talking in the same room, and they're the only objects in the room) to switch-gates (you step on a button, switch opens or closes. Certain buttons open gates or close gates, or both. You've probably seen it). My question is this: Does any of that really require a tutorial? Unless you're a total novice to gaming in general, you've probably seen most of these sort of things before (obviously I'd give a basic premise of the controls beforehand, as many new RPG Maker game-players don't know Enter is the Action Button). Thoughts?
  7. SamuelKeller

    Safe Zones

    My game is a fairly large sandbox style, with each area having several "campfires" (name pending) that act similar to the bonfires from Dark Souls, as in they are free from enemies and let the player characters rest, as well as acting as fast travel points (mostly just to important landmarks, only one class can teleport to every campfire in the game). As I like difficulty in my games, I quickly thought that having a zone that completely heals everyone sounds a little broken, as that would mean buying potions/possessing heals wouldn't matter so long as you were close enough to a campfire. Is it possible to balance that sort of system? I was debating about a system I saw in Darkest Dungeon's Camp system, where each Camp has a set number of points that can be used for out-of-combat relief, like buffs or healing. The main problem is that Darkest Dungeon controlled it through each Camp requiring a certain item in the inventory, and each use consumed one of those items. Without that item, you couldn't camp. Both options sound tempting, but I'm still debating how exactly to balance long adventures with difficulty.
  8. Let's be brutally honest for a moment. Anyone who'd purposefully sign up for an adventurer, either through an organization or just word of mouth, is probably any of the following: Kleptomaniac/Loot hound Violently repressed psychopath Sociopath of varying colors Egomaniac Religious zealot, in the event the adventurer constitutes obtaining a religious MacGuffin or pilgrimage Death seeker Sadomasochist Collector of artifacts, trophies, books, etc Idiotic/insane Criminals working off their sentence/just escaped from prison and have nothing else to do/running from the law My question is are there any other people who'd purposefully sign up for an adventurer full of mutilation, pain, and probably death? This is for the sake of characterization of course, as my entire game's party is full of the above characters.
  9. SamuelKeller

    Paladin/Cleric Argument

    This has been a topic I've hotly debated with a few of my friends over my game design, namely on how to separate my Paladin and Cleric classes a little better. Here's a rundown of the situation: Basic Game Premise Your party consists of 4 members, with new members added over the course of the game. There are 16 members you can obtain, separated into 4 roles: Tank, DPS, CC, and Support. Each person has a Primary Role and a Secondary Role, indicating their skills and overall recommended usage. Any team of 4 can consist of any number of each role, but one of each Primary Role is a good idea. Both Deal Holy damage (effective against Undead) Have moderate base DEF and MDF, as well as MHP Specialize in protecting/aiding allies Has basic healing abilities Paladin only (Tank/Support) Obtained late in the game Higher ATK/MDF than the Cleric, with the highest MDF in the game Utilizes the "cover" skill type, which blocks all damage for an ally and making the Paladin take the damage All heals are for the user only Can actually deal damage Cleric only (Support/Tank) Starter class Higher MAT than the Paladin Diverse healing abilities, from basic heals to cures Has one of the few revives in the game Has extremely powerful buffs for allies My question to you all is, should there be a bit more separating them? I honestly can't think of much more I could add to improve their distinctions.
  10. SamuelKeller

    Managing Party Members

    Thanks for all the replies everyone! I've taken the advice to heart, and decided to specialize everyone as well as reduce their versatility (which sounds bad) to increase player's decisions (which sounds good). Here's a basic rundown: Berserker: Utilizes "stances", either defense oriented or offensive. Has limited aggro abilities, but great longevity and damage. Paladin: Casts "healing spells" (cures, health regen, basic heals, etc) but does NOT have a revive. Also one of the few Holy damage dealers. Necromancer: Uses a variety of CC and draining effects to keep himself alive. Has no aggro abilities however. Bruiser: Uses simple punches of different elements, but can increase her aggro. Pyromancer: A specialized fire user with limited healing (mostly health regen). One of the few revives. Dragonslayer: Like the Berserker, uses "stances", with emphasis on tanking fire and dealing lightning damage (anti-Drake basically). Can increase his aggro. Archer: Can craft arrows with specialized effects (from elemental damage to CC) as well as traps. A pure DPS class. Stalker: Can unlock doors/chests, as well as use a variety of poisons. Bard: Casts some of the strongest buffs in-game. Also can charm minstrels for more quests (minstrels typically hang around taverns). Arcanist: Uses an Invoker-like system (DOTA 2) to cast spells. Also can create portals. Silencer: Has the most CC (silences, stuns, confusions, bleeds, poisons, etc) in the entire game, even a few special ones. Cyromancer: One of the few Ice damage dealers with the custom CC Freeze (all enemies have low resistance to Freeze). Cleric: The second Holy damage dealer with the best in-game heals. One of the few revives. Alchemist: Like Arcanist, uses an Invoker-like system to create potions in-battle. Outside of it, can create potions using ingredients found through the world. Occultist: One of the few Occult damage dealers (Silencer and Necro as well), possessing risky heals (heals with a chance of debuffs or toxins) but are extremely powerful. One of the few revives. Shaman: One of the few Natural damage dealers (Archer also), Shamans have very powerful CC focused on stuns. Also can charm Rangers, which unlocks a variety of new areas and routes (must have her in party to use areas without being attacked). As you can see, I finally gave Shaman something good, and even helped a few other people as well.
  11. SamuelKeller

    Managing Party Members

    I do agree with the two previous posts, so I'll plan on making a home base of sorts so players can choose the characters they want to bring. This of course brings up the issue of what characters are likely going to be used the most, and for that matter, which ones will be ignored. The main concern I have is that some characters have abilities that are completely unique to them, as well as having certain attributes that make them stand out. Here's a basic rundown of the classes: Tanks (Meat Shields): Berserker: Best Health Regen (Beginning Class) Paladin: Strongest Holy Damage Bruiser: Highest DEF and MDF Necromancer: Highest Max HP DPS (Damage Dealers): Pyromancer: Strongest Fire Damage (Beginning Class) Dragonslayer: Strongest Lightning Damage Archer: Strongest Natural Damage Stalker: Lock-picking (Players can buy Skeleton Keys when he's not in party) CC (Crowd Control): Bard: Best buffs (Beginning Class) Arcanist: Creates portals (fast-travel normally works only at certain spots. He ignores that) Silencer: Best CC Cyromancer: Highest Ice Damage Support(Healers, Buffers, etc): Cleric: Best Heals (Beginning Class) Alchemist: Can create potions Occultist: Strongest Occult Damage (yes, I know, Necro somehow isn't the strongest Occult damage. Necro's a tank here) Shaman: Best Charm (Charm unlocks conversation options through a variable, with a higher Charm enabling more unique options. Shaman is the highest, but a few other classes have Charm through perks). Obviously, some have bigger impacts than others. To me, a few classes are even underpowered (Shaman especially, as her ability can be circumnavigated with a few perks in the others). My design consultant (read: close friend) has argued that it promotes a meta-play style, which I dislike, though he argues that it also makes an overall easier game to understand.
  12. SamuelKeller

    Managing Party Members

    The game I am currently developing involves 16 characters earned over the course of the game, with 4 initial ones and the other 12 added as quests are done. I've already planned what classes they are and what their unique roles on a team would be. My question is whether I should let all 16 walk around in a massive psychopathic kleptomania-ridden mess of RPG characters or have a home base of sorts for characters to be swapped out and changed whenever through simple fast travel. I am debating this issue hotly, as if they simply are always on the team, their individual abilities that make them so powerful would have to be nerfed to compensate (for example, heals lose their value the more of them that is present on the team, as they are not as rare), and it would just make everything cluttered with tons of options in the player's face at one time. On the other hand, such a system just drains the player's time with constant redeploying of members who are effective depending upon the mission (you wouldn't bring a Pyromancer to fight Drakes, for example, but a Dragonslayer would be an obvious choice). So the question comes down to character power vs. player time simply put. Any thoughts?
  13. SamuelKeller

    Crafting System

    Not an error, but a question. Is it possible to add a recipe that makes multiple of one item? For example, use up 1 Iron Ore to create 10 Nails? The number you can make would be automatic, so to avoid division and such, and would be just like any other recipe. Is this actually possible?
  14. SamuelKeller

    Custom Stat

    I don't use mana or TP in my game, and a lot of editing I did to Yanfly's various Engines (Equip, Menu, Battle) were to eliminate them from even appearing in any scenario.
  15. SamuelKeller

    Custom Stat

    It wouldn't be consumed (which is why simply using TP wouldn't function correctly). It would be obtained and collected until reaching a maximum of 100, where it would add a state to whichever actor had filled the bar. It would increase by negative effects to the party or actor (receiving critical hits, allies dying, traps) and decrease by positive effects (dealing critical hits, finding rare treasure). It would have to be obtained during a battle. Normally it would remain the same during a battle, unless the player/enemy crits, or certain positive/negative Stress attacks are used (for example: an enemy uses Crippling Doubt, adding +10 Stress to the target enemy, or an ally using Enlightenment, decreasing -10 Stress to the target ally). I've been experimenting with various concepts since I played Darkest Dungeon, and this concept has proven to be the toughest nut to crack.
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