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Author Topic: E:SoR Synopsis -  (Read 3845 times) Bookmark and Share
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DJ Omnimaga
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« Reply #30 on: 18 February, 2010, 07:33:11 »
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Lol yeah Tongue Altough forum updates are still cool since they're easier to find here than in logs ^^
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« Reply #31 on: 18 February, 2010, 18:39:00 »
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I didn't include equipment statistics because that content is dynamically updated and reworked as gameplay balance is determined. Many statistics -- as they currently exist -- are just jumping-off points and rough conjecture. The enemy statistics, for one, will probably undergo massive changes when we can fully test-play that area of the game. There's also a ton of data assigned to each item. Aside from damage, defense, hit, evade, etc., items also have elemental and status attack and defense, special abilities, proficiency requirement, character statistic gains, (part of the "level-up" system) and so forth. While values for all that data are assigned, they may undergo changes when we can actually test the game and see how the balance plays out.
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« Reply #32 on: 18 February, 2010, 23:17:59 »
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Excellent, as it sounds like you know exactly what you're doing.  With Elmgon, I've noticed how hard it is to balance everything in RPGs, and Zera, you're doing an excellent job! Smiley
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« Reply #33 on: 19 February, 2010, 00:27:15 »
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RPG balancing is an hard task. You cannot define all stats in advance and not update them later, because it's inevitable during testing, you'll discover at one point, you level up too quick for how fast enemies are getting harder as you progress, and other times you may have to grind for extremly long. I usually added stats as I programmed the game while testing if things works.
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« Reply #34 on: 19 February, 2010, 00:30:28 »
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Thanks. It is sort of difficult to balance statistics in an RPG -- at least, until you get into test-play. All the original stats are just estimations based on ideas of what a party's position would be at that point in the game. As strange as it may sound, this is one of my favorite parts of designing a game. I love creating all the inventories and skills, and balancing everything out.
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A strange man walks up to me in the saloon, when I'm working, and asks me to marry him; and I say, "I cannot marry thee, for I have a love who sails the deep, salt seas; and though he's been gone these seven years, no man shall marry me; for what if he has died, or in some battle slain; or drowned in the deep salt sea; or found another love; and he and his new love both married be? If that is so, I wish them both health and happiness that burns across the sea." He looks at me and kisses me and says, "Weep no more, my own true love, for I am your long-lost love."
DJ Omnimaga
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« Reply #35 on: 19 February, 2010, 00:56:36 »
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yeah I kind of like that part too. I don't find it annoying at all. if an enemy is way too hard or too easy I just edit his stats, try again, then edit until it satisfies me. I hate when I forget to save and get killed in 1 hit, tho x.x. One thing I hate doing in RPGs is coding all events, because it's spaghetti code most of the time and then I easily forget to put the right amount of End instructions or do logic errors such as inverting the > sign x.x
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