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Alright! It's been quite a while since I started something of interest. (Cue everyone saying I'm uninspiring lol)

I've been working with a mechanic that has some flavor gifting to the "post game" of Demons and Dragons' chapter 2. The player has all party members, save one, at this point, being level 20-25 for most of them. You're given the True Arena, which prevents exp/gold gain, drops, and also has a multiplier to the stats of what you have fought before.

Example

Frezeraga versus Frezeraga +

HP: 520    (x30)   HP: 15600

Atk: 52       (x3)    Atk: 156

Def: 43       (x3)    Def: 129

Mat: 57      (x3)    Mat: 171

(I think you get the idea)

With this example, an enemy you run into while level 12-13 becomes a heavy threat once you get to the arena. There's also the True Arena+, which holds bosses- the bosses reused are from their final encounter- of various points in the game's story. The same rules and multipliers apply, and beating all the rounds grants you access to the Himilri (Scalvosian for God's Sactum). Here, you fight gate guards, trail bosses you have found throughout your adventure (stats are treated in a different fashion), and the gods of Scalvose themselves.

 

Beating any of the 10 round tiers of the arenas grant rewards and other things, but the first two arenas reuse past encounters. Is this something I should do a trial and error of, or keep, get rid of...? If I should keep it, for the first two arenas, should I change up the multipliers? On the end note, these arenas can't really be attempted without being level 80+, as the way stats are balanced in my game provide the fair difficulty and force the player to understand and respect each party member for their strategies and their traits.

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I think you should keep it. As for the reusing of enemies, you may want to make it evident they are more powerful and maybe have a more intimidating battle sprite for them. If you fought Goblins before then maybe call the The Doom Goblins or if you fought ghosts, call the wraiths next time or something. Bosses wouldn't need changing unless you want to for the sake of consistency, but you don't have to. Other than that, I find no issue,

 

Oh, and the reason for what I said is because players might get bored seeing the exact same enemies before but just stronger. If you change their battle sprites and such, the player knows its the same type or they represent an enemy of the past, but it doesn't feel the same.

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Literally every game I've played with this type of arena has reused enemies so I'd say you're safe there. Most don't have nay unique monsters at all so you actually have a leg up. 

Personally I like the idea of the sprites looking exactly the same.

 

Oh look. A little Slime. This will be easy.

 

OH GOD!!! WHY!!!??? WHYYYY!!!???

 

:P

 

One suggestion would maybe create an additional skill or two for the tougher ones to change up the strategy a little. 

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Well, I had to double check after I got home about it, but all I've changed is skill ratio and chances. However, in the case of the arena, I forgot to mention that all weaknesses are halved along with your damage output also being cut in half.

 

As I go back to skills, Frezeragas will use their signature Ice Cannon on your party more often, and apt not to use Frost Paw as much.

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