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Found 8 results

  1. Garler

    Making a Balanced Game

    Note: First off, this will be my first tutorial! Not to mention my first post! Also, I created this tutorial for two reasons, one, I was tired of not seeing a tutorial on balancing the game yet, and second, the guide I've been using is for RPG Maker VX. This guide was inspired, and re-written from an old guide I use, or used to use. I'm re-writing it as it doesn't fit in with all the new features of Ace. If you would like to check it out, here it is! http://www.rpgmakerv...showtopic=47252 Now that that has been said, I bring you... A guide to making a balanced game Table of Contents 1. EXP Curve 2. Parameter Curves 3. Creating Enemies - Basic Enemies - Bosses 4. Skills 5. Weapons, Armor, and Items 6. Money 7. Last Words EXP Curve This is pretty simple, what it does is change how fast, or slow you want your class to level up. What I normally do is leave this alone, but feel free to change it how you want! I'll do a little walk through of what each slider does. Base Value: It does what it says! It is the "base" number of EXP it will take to level up. Say you slide everything else down, and leave this one at 30. It will take 30 EXP to level up. Extra Value:This is basically just like the base value. What it does is just add on to what you have for your base value. Say again, we set the base value at 30, and the extra value at 10, it would then take 40 EXP to level up. It just adds it up. Acceleration A: This speeds up or slows down how much EXP it will take to level up. Acceleration B: Does the same thing as Acceleration A. Parameter Curves All these really do is change how much of a certain parameter to will have at a certain level. There are two main ways to change these. The first one is to just drag a line or curve you think is good, I don't recommend doing this. The second one is clicking on Generate Curve. Here is one rule I always use. For health, add two zeros on for level 99. For the rest only add one. I will walk you though all of them. MHP: (Max Health Points) This is how much health you will have in total at a certain level. Say you set your level one health to 57, set your level 99 to 5700. For this one you add two zeros. MMP: (Max Magic Points) This is how much magic you will have in total at a certain level. If you set your magic to 36 at level one, set your level 99 to 360. From here and the rest you add one zero. ATK: (Attack) This is how much physical damage you can do at a certain level. DEF: (Defense) This is how much physical damage you can take at a certain level. MAT: (Magic Attack) This is how much magical damage you can do at a certain level. MDF: (Magic Defence) This is how much magical damage you can take at a certain level. AGI: (Agility) This is how fast you are. It controls if you miss or not, and if you have certain scripts installed, how fast you attack. LUK: (Luck) This controls if you will contract a state or not. The higher your luck, the lower chance you have of getting a certain state, such as poison. Creating Enemies When making enemies, it's kind of hard to figure out how much health they will need so they won't be too easy or too hard to kill. It goes the same way for the rest of the stats. I'll give a quick walk through of what you can do to solve that problem! It is also hard to tell what level you are when you will need to kill them. So play every once in a while to tell. Remember to always check if the enemy is too strong with the Battle Test after. Also, when I make enemies, I don't just make them. I make them as I go in my game! If you make them right from the start, you don't know if they will be too strong, also you might not use most of them. Basic Enemies Normal Enemy MHP: Double the player's health. MMP: Depends on the skills the enemy has. If it's a magic user, like a mage, give the same amount or double the enemies health. If it isn't a magic user, I recommend either none, or half of the enemies health. ATK: Around 30% less than the player's attack if you are using low health and such as I am. (Using 15 health at level one.) If you are using stuff like 250 health at level one, keep it the same as the player's. If it is a magic user, I recommend half the player's attack. DEF: Same as the player. MAT: If it's a magic user, Around 30% less than the player's attack, or magic attack. (Which one is higher.) If it isn't, either none or half of the player's. MDF: Same as the player. AGI: I would recommend around one or two points higher than the player's agility. LUK: Same as players. Dungeon Enemy MHP: Triple the player's Health. MMP: Depends on the skills the enemy has. If it's a magic user, like a mage, give the same amount or double the enemies health. If it isn't a magic user, I recommend either none, or half of the enemies health. ATK: Same as the player, or one point higher. If it is a magic user, around 30% higher than the player's attack. DEF: Around 10% higher. MAT: If it's a magic user, the same as the player's attack, or magic attack. (Which one is higher.) If it isn't, either none or half of the player's. MDF: Around 10% higher. AGI: Same as the player's or one point less if you use certain scripts. LUK: Same or two points higher than the player's. Now, for making the experience they give you is kind of difficult. What I did was keep changing it until I found a decent amount. It depends on your EXP curve you set. I left mine how it was, so the first enemy I encountered has the EXP of 8. Then for the next enemy, you have to see what level you encounter it. Say I encounter the next enemy at a level of 3. I sat that enemies EXP to 14. For the gold, I use half the amount of the EXP. So for 14 EXP, I give 7 gold. Bosses For bosses it is pretty much the same as basic enemies, but with higher stats. For the experience, I give them a lot. Use the same technique as the one for basic enemies, but double the value of the experience. Then for the gold, give half of the amount from the experience. MHP: 5 times higher than the player's. For All the Rest: Times it by 1.5 higher (Or 150%) than the player's. Skills The skills are always one thing I've hated doing. Even after finding a clever way of doing the skills, I stikk hate doing it, but that is my opinion. You could love doing it! But either way, I'll share my technic of how to make the skills. The first thing you want to do, is decide how much Magic (Or Technical) Points you need it to be. To do that, decide how many skills you want the class to have. Say you want to have 20 skills. Use that, and divide it by 100, then you get 5. So that means, every 5 levels, that class will get a skill. So say your first skill will be at level 5. Go to the class and find out how many MMP you will have at level 5. Once you find out, divide it by 5. That is how much MP the skill will cost! Now we move on to the damage, the rest is pretty self explanatory. Type: Pretty easy, what does the spell do? Element: What element is it? Formula: This is wear the magic happens. Click on quick, for Base Value, set that as double of your ATK or MAT. (Depending on if it's a magic user or not.) Then for Physical and Magical it's pretty simple. If it is a physical skill, set the Physical to 100, if it is a magical skill, set the Magical at 100. Variance: This is the range of damage. Say you leave it at 20. It will do between 20% higher or lower of what you set as your formula. Critical: Does the skill have a chance to land a critical? Weapons, Armor, and Items Alright, we've came a long way haven't we? Well we are almost done! Let's move on, first to weapons. If it is a one handed weapon, it should be half of the player's attack. So if a player has an attack of 18, the weapon should be 9. If it is a two handed weapon, it should be 75% of the player's attack. If it is a dual wield weapon, it should be around 30% of the player's attack. For armor, we have three parts. The body, head, and shield. All three pieces should offer a total of 50% defense. If your player doesn't want to use a shield, then take that off and have it offer a total of 35% defense to balance it out. The body armor should offer 25% defense, the head should offer 10%, and the shield should offer 15%. Now for items, for now, I will just explain a healing potion. Potions for HP, it is a good idea to have the potion heal a little more than what the player actually has, for other classes as well. You should also make a potion for around every ten levels. Now, lets say you were making a potion for a level 10 player, with the HP of 198. You want the potion to heal 20% more than what you have. So for that, 39.6 is 198 of 20%. So you use 198, and round that up to 40. Then you add it, to get a total of 238. That would be how much it would heal. Money Now we are moving on to money, how much will it cost to buy certain items? Will you have enough money at the time of the game? This is pretty simple. For weapons and armor, the price should be around 10 to 15 times the amount of stats they have. Say you have a sword with 16 ATK, 6 AGI, and 2 LUK. add that up to 24, and times it around 10 to 15. I will use 10, so the price would be 240. For weapons/armor that have states or resit elements and such, they amount of the item should increase by around 25%. For Inns, the should make the price of it fit in with the theme of the town/city. If it is a broken up town who just came out of a war, the price should be cheap. If it is the richest kingdom in the world, it should cost a lot. For items, I'll again use a HP potion for example. The price should be half of what the potion does. If you have a HP potion that heals 500 HP, it should cost 250. As for other items, such as those that remove poison, or stun, they should cost around how important the state is. Something that cures poison should be cheaper than something that cures stone, while something that cures stone, should be cheaper than something that revives a character from death. Last Words Now it is over! I really hope that this guide has helped. If you see any errors, or something that doesn't seem to be balanced to you let me know! I thank MrE for making the guide I used for more than a year now, and inspiring me to write an up-to-date one! Good luck on balancing your game, and have fun!
  2. Hello, looking to commission 5 main cast character animated sprites for rpg maker MV (including walking, battler, and damged sprites). I have full body designs of each character I can send if you are interested sprite artists can name there price, please send your portfolio or a sample of your work thankyou -tyler
  3. So, yeah. Taxes. No one really likes paying them, but that's the price you have to pay for living in society right? People need government programs funded with tax money of some sort don't they? Some would say we need to keep the roads paved and the bridges maintained, others would say we need to fund the military and police to protect ourselves and our interests, some would agree we need some kind of welfare system. So yeah, governments and taxes are pretty damn important right? Except it's not that clear cut. First of all there is very little accountability or real choice in what exactly happens with their money and who ends up benefiting from it. Regardless of who pays and who benefits, taxes are not the best way of funding programs or systems. For every good thing government programs do, and they do tons of good things, there is at least one thing they do. The endless maze of bureaucracy and red tape involved insures they waste more and more resources and are subject to the whims of the powerful. Remember how all around the world (except Iceland) governments spent huge amounts of tax money to bail out irresponsible banks? Does the phrase 'too big to fail' ring any bells? How exactly will abuses on wall street stop or bad social programs reform if there is no accountability? Secondly no one likes the idea of someone demanding money by force in the first place. This isn't simply a matter of the 1% vs the 99%, this is true for everyone regardless of how rich they are or how big of a burden they have to shoulder. Taking about people needing to paying their 'fair share' is a flawed argument. The old maxim of 'the needs of the many outweigh the needs of the few' sounds great if you are one of the many, often not so much if you are one of the few. Ethically I tend to think the best course is one that maximizes freedom of choice for all. I understand that that is harder then it sounds because of how some people can choose to block choice for others, but I am still pretty sure the tax system is not that. The thing is, I basically live off taxes. I don't work, and honestly not only am I not sure if I really can at this point, but I am not even sure if I am really inclined to try. But I don't think of myself as 'entitled' exactly I think. I may ask for money but I won't demand it or get angry if it's not given to me. I much rather if people did it was because they cared about me and wanted to, not because they were forced to. I am not I could survive without a welfare system, but that's no one's problem but mine. Well, okay, if I died in a ditch somewhere I am sure you would all regret interacting with such a charming and intelligent wonderful person like me, but I am sure you could say that about anyone. I wonder though. If people weren't forced all the time to buy in to this huge crazy system, would there be any soup kitchens and homeless shelters? Would there be programs to help people like me who just don't, by choice or otherwise, fit in to the normal job market? I think there might be. Because people care, and also more possible workers or thinkers is good for everybody. Could organizations that do this be crowd funded with all the money people save on taxes? Would more people be more willing to give if they don't have taxes hanging over them? I am not sure. But getting social programs out of government's bankroll is probably going to be more and more necessary if Trump's tax cuts go through anyway. Another thing to think about is corporations. So far I have mostly been talking about individual people, should just corporations and businesses be taxed instead? They aren't people, legal status or not. What if they were run by AI instead of humans someday? Not that far fetched. AI tech is getting bigger and bigger while more and more machines replace humans in most jobs. Factory and manufacturing jobs are not coming back no matter what middle America and Trump hopes, and soon more cognitive jobs may vanish. Could the world evolve into a place where all the businesses are run by computers? If humans set up the protocol and laws right could that mean a future where most humans live off universal basic income provided by machine-run organizations? some people have implied as much. But if that was the case, would we need money at all?
  4. I think it's becoming increasingly clear to anyone who has actually been paying attention that almost everyone is pretty much screwed at this point when it comes to money. Or maybe that's just the impression I get from what I have read. The banking system has more or less rotten from the inside, the government is increasingly revealed as corrupt, more and more rich people are putting more and more money into offshore tax havens, the gap between the wealthy 1% and the rest of the population is getting larger and larger, and yet at the same time the money that the 1% has is becoming increasingly worthless. The current banking system cannot hold, and fortunately an alternative seems to have presented it's self from nowhere to save all the world's money, at least theoretically. Cyrptocurrency. It's actually pretty amazing that an unknown hacker came in from nowhere and introduced this whole new idea of money and pretty much vanished. Right now a single Bitcoin for example is worth about $700 and more and more individuals and companies are trading it and using it. Even traditional banks are increasingly interested in the idea of using the 'blockchain' for their own distributed ledgers. But I am not going to sit here and say their aren't problems that need to be fixed. Cyrptocurrency is still to volatile, there are concerns of new quantum computers ruining the encryption scheme it relies on, it often can be used to make tracing the flow of money difficult and possibly could make tax avoidance even worse, regulation could crack down on it, 'forking' and other community disagreements could split the base too much... And yet it seems this underground economy is becoming more and more mainstream and I have heard some people say it may take the place of traditional government controlled fiat currency someday. Overblown hype? Maybe. Maybe not. The idea that cash would one day totally be replaced by credit sticks was a really common trope in sci-fi and futurist ponderings and that never really ended up being true. This isn't quite the same thing though. Cyrptocurrency isn't simply an account being managed by a bank or central service somewhere, it's a system of distributed encrypted ledgers where everyone is always double checking everyone else's copy. It's harder to trace and some of the new Cyrptocurrencies offer complete anonymity to make it nearly impossible. It's probably perfectly possible to even print out paper versions of bitcoins with unique keys that can serve the same function as cash. Could this really replace old forms of money? Maybe. But if it does we will have to think about what that means and how that would change things. If we remove the government's control of currency, do we also remove their ability to collect taxes? If not, how will they be calculated and collected? If so, is there a better way to fund public projects then taxation? If banks are either gone or decentralized to the point of not mattering much anymore, how will lones such be done? Could 'smart contracts' help any of these problems? If you hear , then the world is going to be changing very so to something very different. The old institutions will fall and so on and so forth. I can't help but be more then a little skeptical. I think it's more likely that it will continue as a sort of small part of a larger economy which is more centralized. But I do want to see what happens next and if I had extra money I might try seeing if I can get into it.
  5. It occurs to me that, putting aside cryptocurrency and it's many potential benefits and problems, the benefit of 'blockchain' technology or something similar could have another really important use in finance (and doubtless it is one of the reasons why banks are getting more interested in the tech). I am sure most people by now have heard of the necessity of checking your 'credit report' (and all the shady sites who are trying to sell you what you should be able to get for free form the government somewhere), how it could have mistakes and how you need to make sure you get a good 'score'. There are lots of complected ways your credit history is kept and used, and most people aren't quite able to keep track of it all. It's no secret that a vast number of people are in debt up to their eyeballs, but some of them might not even realize it until it's too late. So here is the question that popped into my head: Can we make a better system of handling, or at least communicating, people's debt? I am not sure using blockchains are the only or even best way of doing it, but one of the advantages of it is that it basically keeps a list of all transactions and their details. It might be a lot easier to make a program that tabulates and easily displays up to date information about someone's debts and available credit with such technology. Imagine having an app on your smartphone or on your PC which people can look at and see all their due bills and debts and lines of credit. It could even be programed to help you manage them and pay them off automatically. Would this be prone to abuse? Maybe, I am not sure. It might be worth a try though. It also made me thing a little about, if the theory that money is just another form of credit is accepted and a system for tabulating debts were to be commonly agreed upon, would it lead to a whole new sort of paradigm shift in how economics works for most people? Could a whole economic system be based purely on shuffling debt around rather then acquiring capital? Who would benefit in such a system and who would suffer? Is it really any different then the system we use today? After all, one of the biggest ways banks and governments make money is by trading debt. Maybe debt and money really are two sides of the same thing. Though I have to admit, I personally never use 'credit' anyway. I pay for most everything with cash and that cash comes pretty much entirely from social programs. I do kinda advocate for a basic flat living wage to be payed to everyone. Maybe that will just be the equivalent of simply slowly clearing a value of debt. Maybe as technology and AI take over and more and more people are displaced it will be more practical to do so then using big bureaucratic programs. I am not sure. I guess I will see.
  6. Hello everybody! I'd like to ask about Multi-Currency Transactions. I know, that many people are using Paypal and now that brings me a question, because I'm generally distrustful towards things like this. What is your opinion about Paypal? Is it free and safe? How does the transaction process look like? ~ Is it easy to move gold from Paypal to Bank account? Anyone had a chance to make multi-currency transactions through this? (For example I don't know ~ a transaction with $, while having different currency and vice versa ~ or something like this) Just some questions before doing some serious things. (= Any information appreciated.
  7. How do I stop an event from progressing any further if the player does not have any gold? Thanks, James
  8. Antioch

    Town Prosperity

    I've been sitting on this idea for a while, and I thought that it was finally the time to ask for the opinions of others regarding it. As you might have guessed by the title (duh?) the idea revolves around the implementation of town prosperity in my game. A bit of background information: For the sake of clarity, the system will be explained with cause, effect, and implementation; since I'm not always amazing at explaining things this should spell it out a little clearer. Cause: Effect: Implementation: Thanks all for reading this! I'd really appreciate any and all feedback, as-well as some responses to the following questions: -Would you honestly notice something like this, or more to the point, would it stick out if it was missing? -Would this help with roleplaying in the game, and how would it affect your roleplaying? -Is this something you would like to have in a game that you play?
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