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Calculator Community => Discontinued => Major Community Projects => Escheron: Shadow over Ragnoth => Topic started by: Zera on February 18, 2010, 11:45:06 am

Title: How does difficulty affect your gameplay experience?
Post by: Zera on February 18, 2010, 11:45:06 am
As the question states: What's your opinion on gameplay difficulty? Too little; too much? Is there a right balance for you?

Feel free to elaborate on your thoughts!
Title: Re: How does difficulty affect your gameplay experience?
Post by: TIfanx1999 on February 18, 2010, 01:40:31 pm
I actually enjoy having a nice challenge, as long as the difficulty doesn't get to scales of ridiculousness.  I'd expect bosses along the way to pose a challenge and gain steam as they work up to the final boss. If there are side quests for powerful equipments or other hidden "extra" bosses I'd expect them to pose a significant challenge. Otherwise, what's the point? =D If you can't tell, I'm a bit of an old school gamer. ;)
Title: Re: How does difficulty affect your gameplay experience?
Post by: jsj795 on February 18, 2010, 03:11:00 pm
I really hate when the game gets insanely hard, that you have to grind like crazy in the easier level to get upto hard places... I like the games that monsters gets progressively harder as you work your level up... and games where you can go back to places with easier monsters for fun
Title: Re: How does difficulty affect your gameplay experience?
Post by: Galandros on February 18, 2010, 03:36:14 pm
I would enjoy that RPG games could be harder than usual but completely enjoyable. Specially the bosses. It is a pity that some bosses easily get defeated.
Of course, to get difficulty some tries are needed.
Title: Re: How does difficulty affect your gameplay experience?
Post by: ztrumpet on February 18, 2010, 04:32:10 pm
I like the game to progressively get harder, so at each new area you have to grind a little, but not to much.
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 18, 2010, 05:10:45 pm
As an extension of the original poll: How much grinding is too much? Are you comfortable being required to grind before major bosses?
Title: Re: How does difficulty affect your gameplay experience?
Post by: ztrumpet on February 18, 2010, 05:20:57 pm
Yes, as it's a boss.  Grinding, be it 1-3 levels, should be needed before a boss, IMO. :D
Title: Re: How does difficulty affect your gameplay experience?
Post by: Galandros on February 18, 2010, 05:27:42 pm
As an extension of the original poll: How much grinding is too much? Are you comfortable being required to grind before major bosses?
I don't mind at all grinding for a 1 or 2 hours (tops) for bosses. It can be fun if you need money, unlock/find artefacts to shop.

Grinding a bit in each new area is healthy because it makes you notice more the graphics and feel more the game role.
But I think is stupid that between supposedly fast action in history you need to take a lot of time wandering for levelling up. But blocking the way back can be or very demotivating or very enjoyable if you make it in 2/3 tries.

I like the difficulty getting harder progressively and each time a little harder to keep up.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 18, 2010, 05:54:09 pm
For me, the game has to start easy enough. If it's like Donut Quest for the TI-83+, where the first puzzle is practically impossible to solve, or Age Of Darkness 2 for the TI-83+, where the first few enemies are close to impossible to defeat, I will lose interest quick. I like if a game starts not too hard, then gets progressively harder as you progress, as long as the hard parts are not hard to the point where it's only beatable through tool-assisted emulation (like Demon Crest secret boss) or doesn't require about 20 hours of grinding. In a RPG, also, if I have to grind during two hours before every dungeon, like in Dragon Warrior, I might get bored.

That said, I also like optional challenges that are extremly hard but not necessary to beat the game, such as Emerald/Ruby in FFVII
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 18, 2010, 06:24:34 pm
The current model for gameplay balance is such:

 - Random encounters pose no major threats. Very few enemies have instant-death attacks, and there are some with the ability to permenantly drain character statistics. (you have to understand that statistics are dynamically raised and decreased intrinsic to the "level-up" system used in the game; so this is nothing major)

 - Minor bosses probably won't require grinding. Some are based on random encounters that appear later on in the game.

 - There are save-points placed right before many bosses, as well as in dungeons that might be lengthy, or have surprise encounters the party might not be prepared for.

 - Major (story) bosses pose a challenge. It may take several attempts to defeat them and progress onward. Many rely on instant-death attacks.

 - There is an optional boss which will require grinding to maximum statistics, and acquiring rare equipment.

 - There is only one section of the game having missable treasures. It should seem fairly obvious to the player that, once this dungeon is cleared, it can never be returned to. There's otherwise nothing else that would require you to restart your game, in the event that you were aiming for 100% completion.

 - There is a clear understanding of where to go next, as this is always elaborated upon in character interactions. The main story follows a linear path of getting from point A to point B, but players are not (too) restricted from exploring the world in general. There are also side-areas.

 - I included items for emergency situations; such as items that cast spells, (if you run out of spells and need to target an enemy weakness) items that teleport you out of dungeons, items that increase magic resistance and items that can boost your strength.

 - There is a mechanic that allows players to penetrate enemy defenses in dire situations. "Quickening" will occur once your HP falls to critical, and allow your attack to ignore the enemy's defense and resistance. There are some restraints to prevent a quickening from being too powerful, considering that completely ignoring enemy defense allows you to dish out a lot of damage in a single attack. The general idea is that a quickening is a more advanced form of a "critical hit." (but there are still critical hits, as well)

 - There is a mechanic that prioritizes certain abilities over others. If you cast a healing spell, that spell will have a higher initiative than other commands in the battle command queue. (so generally, healing spells are going to occur before anything else) It's usually impossible for characters to be killed before you can even get around to healing them.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 18, 2010, 06:29:50 pm
sounds promising ^^, I can't wait to kick this optional boss ass :P but again it's me who might get mine kicked if it's really really hard XD

In Illusiat, there was this boss:

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It required LV 97 or higher, the Legend Armor (most powerful armor), the usage of the coin toss command (the only ability that ignored enemy defense), A LOT of elixirs and/or a lot of luck. This optional battle was so hard that the only key to winning once you were prepared was luck. The fight was pretty much luck-based. If the boss casted powerful attacks too many times, you had to heal over and over, eventually running out of elixirs before you can even kill him (even if you had 99 of them, sometimes). Boss had 250000 HP
Title: Re: How does difficulty affect your gameplay experience?
Post by: ztrumpet on February 18, 2010, 06:41:13 pm
Sounds really cool!
...the Legend Armor (most powerful armor)...
I actually only had the palidain armor.  ;D
I used 75 elixirs, 26 Money Commands, and was at lvl99. :D
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 18, 2010, 06:55:40 pm
The optional boss only has 3200 HP, but character statistics exist on a much smaller scale. I would compare it more to games like Final Fantasy Tactics Advance, where a character may have as much as 250 HP at their highest level.

Most RPGs tend to use base statistics that represent much higher values than they actually should. In Final Fantasy games, a single point of strength probably equals something like 33 points of damage. Combine that with an attack multiplier and the formula is a little complicated. Escheron uses very straightfoward statistics. What you see is what you get. You even have a damage indicator that gives you a very close approximation of what your actual damage to an enemy will be. (minus the enemy's own defense, of course)
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 18, 2010, 06:57:41 pm
Yeah, I think they wanted to have damages go in the thousands, but to display the actual stats they were limited to unsigned integers, so the cap was in fact 255. I don't mind low stats or high stats, except I noticed that in many RPGs, when stats are lower, the MP is horribly balanced to the point where you cast one or two magic and alerady run out of MP x.x.
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 18, 2010, 07:11:09 pm
Yeah, I think they wanted to have damages go in the thousands, but to display the actual stats they were limited to unsigned integers, so the cap was in fact 255. I don't mind low stats or high stats, except I noticed that in many RPGs, when stats are lower, the MP is horribly balanced to the point where you cast one or two magic and alerady run out of MP x.x.

Escheron works on a system of spell-charges. (think Final Fantasy 1 for the NES) Rather than spell levels, though, your spell-charges (mana pool) works toward any spell. A character can have up to eight charges stored at a time before they need to replenish them.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 18, 2010, 07:13:12 pm
Aaah ok. I assume there are items that you can carry with you inside dungeons to recharge the mana pool, though, right? I kinda hated how in FF1 you had to go all the way back to the Inn to restore your MP x.x (or I think there were tents, but I'm not sure anymore)

IIRC I think FF3 for the NES also worked in a similar way, same for Final Fantasy Mystic Quest
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 18, 2010, 07:17:14 pm
There's "Mana Dew," which replenishes a few charges. You otherwise have to go pray at a goddess statue and make a GP donation to receive mana. Mana Dew is fairly rare and expensive, though. (since it is rather convenient to have)
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 18, 2010, 07:18:48 pm
aaah ok. Still should make the game balanced and not way too hard I think :)
Title: Re: How does difficulty affect your gameplay experience?
Post by: TIfanx1999 on February 18, 2010, 08:55:00 pm
As an extension of the original poll: How much grinding is too much? Are you comfortable being required to grind before major bosses?
Grinding isn't a big deal to me. Usually I stop and do grinding along the way as I progress.
Quote
Very few enemies have instant-death attacks, and there are some with the ability to permenantly drain character statistics. (you have to understand that statistics are dynamically raised and decreased intrinsic to the "level-up" system used in the game; so this is nothing major)
Could you elaborate a bit further on this? I don't quite understand. Does this ability last the duration of a single battle until that battle ends? or is it truly permanent where I would  have to go grind my character again to regain lost stats?
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 18, 2010, 09:34:24 pm
Could you elaborate a bit further on this? I don't quite understand. Does this ability last the duration of a single battle until that battle ends? or is it truly permanent where I would  have to go grind my character again to regain lost stats?

It's permenant. Many of the game mechanics are based on D&D, where some creatures were truly fatal, and infirmities suffered by your characters were sometimes permenant alterations.

To be more specific, all undead enemies will (permenantly) drain a character's stamina when they successfully attack. This only occurs in effect with physical attacks performed by the creature. The enemy will have other abilities at its disposal. The loss is usually a couple of points, and stamina can't be decreased past a certain limit.

There is an item that curses a character with undeath, which makes them immune to status-drain. Consequently, it means they can't be affected by curative magic, either.

This really isn't a big deal, because even your own equipment will permenantly reduce statistics. For instance: If you equip something that neglects STR, then STR will eventually start to decrease on its own.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 18, 2010, 09:35:59 pm
Mhmm interesting concept. Those used to traditional RPgs will surely have to watch out x.x, especially if the game is made hard on this point
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 18, 2010, 09:44:24 pm
The only real consequence to having your stamina decreased is that your natural defense begins to fall, as well. (total defense is derived from both stamina and what you're wearing) What's probably more frightening is that undead creatures will rely on instant-death attacks a lot. The "Carrion Bird," for instance, not only has the ability to petrify your characters with its gaze, but death status is added directly to its physical attacks. They're fairly rare encounters, though.
Title: Re: How does difficulty affect your gameplay experience?
Post by: TIfanx1999 on February 19, 2010, 07:37:57 am
@Zera ah, ok. That clears things up. This certainly is an interesting system of stat growth that you've developed.
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 19, 2010, 12:07:55 pm
I wanted to go a similar direction as Final Fantasy II. (NES) The problem there is that you have to beat your own characters to a pulp to see any significant growth; so the idea of increasing statistics as they are put into application doesn't work too well. Instead, that growth is tied directly to the items you equip. If you equip swords, your STR will gradually increase; if you equip staves, your WIS will gradually increase. It allows you to tailor a character to your desired needs merely by outfitting them with the items that are appropriate for the role you want them to play. For instance: If you want a spell-caster, then it seems obvious that equipping staves will benefit the character in that department. (since spell-casting archetypes generally use staves) On the other hand, statistics that are commonly neglected will be decreased. Equipping staves might mean your STR will decrease over time. You can keeo things balanced out by only equipping specific kinds of weapons when you really need them. If you need a little extra WIS, then equip a staff while you grind; then, go back to using a sword, or other weapon.

Every single item has its own set of stat-growth parameters. Much of the rare equipment found in the game will have special bonuses or penalties of its own. i.e., there are actually swords that might benefit WIS in addition to STR. The more powerful the item is, or the later it appears in the game, the more likely it is to grant larger bonuses.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 19, 2010, 02:47:52 pm
Well the thing I see that could be a problem with the staff thing is that staves are generally much weaker in strenght. You will need to make sure each staff-based weapons adds other benefits to your char stats like magic increase or special effects, otherwise the person will just equip a sword to his mage. That's of course if your RPG has no class/jobs and you can equip every type of weapon/armor to anyone.

In your system, you may want to haev staff weapons so when equipped, the character magic rises faster when using magic and if a sword is equipped, it's attack that rises faster when you attack enemies.

And you of course need to make sure magic doesn,t take ridiculous amount of time (and MP) to be leveled up, because then people will just do the same thing I do when playing FFII for the NES/PS1-FFOrigins: They'll just max out Cure and only use attacks against monsters.
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 19, 2010, 03:07:26 pm
Staves have fairly low attack power, but they substantially boost WIS. Ideally, any character who equips staves would be focused on spell-casting during battle. (and likely neglect to physically attack very often) There are a couple of staves with attack power comparable to that of swords, because they're more combat-oriented. Generally, you may only want to equip a staff for the substantial WIS boost you would get from it. It would greatly empower all your spells to be holding the weapon.

Bows are probably going to be the most neglected weapons. They mostly serve to boost AGI, and some of them have secondary WIS bonuses. (since I assume mages might opt to use bows every now and then) AGI is otherwise a bit difficult to raise, so bows can make that process a lot easier. Bows and axes also both have special damage bonuses versus certain enemy racial types. Bows have added effectivity against any creature that's airborn, and axes are effective against creatures with tentacles. I tried to make sure there was some incentive to use everything available.

As for axes, they have ridiculous attack power, but their accuracy is much lower than other weapons. (and they're two-handed) In fact, the highest attack power in the game comes from one of the axes. Swords are more balanced, but have nowhere near as much attack power. They're generally just a lot easier to hit with, and there is a wider variety of effects tied to them.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 19, 2010, 03:23:20 pm
Does your RPG has row system? This could make bows become even handier. In RPGs like The Reign Of Legends 2 and 3 on the TI calcs, you can put characters in front, middle or back row and people will generally put their mages behind. Same goes for console FF games
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 19, 2010, 04:47:43 pm
There's no row or rank order of any kind. You can't even change the default order that party members appear in. Enemies target party members entirely at random. It should be noted that you can only encounter as many as two enemies at one time, though. Considering it's a three-against-two setup, there isn't much need for ranks. Given the system is fairly dynamic with character growth, it's doubtful that any of your characters will be too weak to sustain damage often. In fact, equipping armor of any kind is going to result in HP and STA growth. Unless you run around naked, (which is actually an option) you should be fine. :P

Characters can opt not to equip any items. They'll have a natural defense and damage bonus, and bare-handed damage has the advantage of being independent of weapon proficiency defenses held by enemies. i.e., there are actually enemies that will resist damage from every weapon in the game. Attacking them bare-handed will bypass their defenses and enable you to dish out some damage.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 19, 2010, 05:04:45 pm
interesting ^^

on a side note I think I remember in FF1 bare fighters sucking a lot at the beginning but past LV 10 they started doing extreme amounts of damages. I believe it was the same for most other FF games with bare fighters, but of course if any weapon were equipped to them they were weaker
Title: Re: How does difficulty affect your gameplay experience?
Post by: ztrumpet on February 19, 2010, 10:14:16 pm
This sounds really awesome!  Great job! :)

Is the battle system turn based, or does it depend on speed?
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 19, 2010, 10:23:12 pm
This sounds really awesome!  Great job! :)

Is the battle system turn based, or does it depend on speed?

It's conditionally turn-based. Participants usually act in the order of who has the highest AGI, but the ability you use affects your initiative. (curative spells, for instance, take higher priority than other abilities)
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 19, 2010, 10:54:55 pm
is it turn-based in the FF NES way or turn-based in the Legend Of Dragoon way? In the later, speed affects how quick you attack and if it's fast enough, you can end up being able to attack the enemy twice before he attacks you. The turn system is like the later FF games, except that it's in full WAIT mode. Basically, in FF wait mode, action stops when browsing item/magic/skills menus, but not when selecting commands. In Legend Of Dragoon, Reign Of Legends, Illusiat 6 through 9 and Illusiat 11 through 13, even when selecting battle commands action will stop completly. Basically if an enemy had like 100 agi but you had 10, he could attack like 5 times in a row, depending of how the battle system processes wait counters
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 19, 2010, 11:03:48 pm
The system is commonly known as CTB. (conditional turn-based) It's turn-based in the strictest since, but turn order is affected by both AGI and which particular command you use. (each command has its own priority) Think Final Fantasy X. There is a command queue that sorts the order of each action according to these rules, and then performs them in that order.

To be more elaborate: Each character registers a command before any combat begins. Those commands are sorted in the command queue according to character AGI, and the priority modifier of the command. (i.e., some commands occur as if the character had 30% more AGI) Then, the actual combat ensues, and each command is executed in the order that was earlier determined.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 19, 2010, 11:06:02 pm
Ooooh ok that's the one that's called conditional turn-based. I wasn't sure, because I'm not used to these terms. I forgot FFX used such system x.x, but I haven,t played any FF past 9. The PS2 was too expensive when I was still an hardcore gamer.

On that, I have reached 5000 Omnimaga posts, again! :P

This means this is my last post ever on Omnimaga. All I cared about really in the end was getting 5000 posts again, then I'm gone for good.

Goodbye everyone!



j/k :P
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 19, 2010, 11:10:51 pm
Don't feel too bad. I was always late to the scene when it came to newer consoles. I didn't play Final Fantasy X until some 3 or 4 years after it was released. :P

Regrettably, I never got around to the later games in the series. I've yet to get my hands on Final Fantasy XII, even though it looks like a really impressive game.
Title: Re: How does difficulty affect your gameplay experience?
Post by: Galandros on February 20, 2010, 10:20:54 am
It's conditionally turn-based. Participants usually act in the order of who has the highest AGI, but the ability you use affects your initiative. (curative spells, for instance, take higher priority than other abilities)
I don't of all balancing aspects but this may give too much advantage to human player against monsters without curative spells.
Items that replenish hp have priority above some actions?


I also don't follow the most recent games. :P I just tend to play the older and sometimes a relatively recent of 1 to 3 years ago.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on February 20, 2010, 11:41:35 am
In some FF games, using curative items is indeed faster than curative spells. Same goes for Star Ocean. In FF9, Quina takes like >9000 turns to cast his Blue Magic, by the time the boss fight is done he still hasn't casted anything. Ok I'm exagerating here but goddamn that character was slow at casting shit...
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on February 20, 2010, 11:48:43 am
It's conditionally turn-based. Participants usually act in the order of who has the highest AGI, but the ability you use affects your initiative. (curative spells, for instance, take higher priority than other abilities)
I don't of all balancing aspects but this may give too much advantage to human player against monsters without curative spells.
Items that replenish hp have priority above some actions?


I also don't follow the most recent games. :P I just tend to play the older and sometimes a relatively recent of 1 to 3 years ago.

There's a pretty fair balance between party and enemy penalties based on actions. Any item used in combat will have a critical initiative. (will occur first, regardless of any other conditions)

Let me copy and paste the initiative text from the design documentation for further clarification:

{initiative} - to determine turn order in battle, the system checks each
participant's agility score. Participants with the highest score go first,
followed by the second highest, etc. Characters with matching scores are simply
given a random turn order.

--------------------------------------------------------------------------------
- special notes on turn-order: characters who use the Use Item, Parry, Recoup or
 Withdraw commands, or unleash a quickening, will always take their turns first,
 regardless of their AGI scores. When casting a spell, the caster will assume a
 -30% penalty to AGI when factoring in initiative. (with exception to healing
 spells, which are cast at a priority of +30% AGI)

More definitive explaintation of initiative:

* uses item, parries, recoups, withdraws or unleashes quickening ... critical
initiative

* casts Lay on Hands, Purgation, Vim Orison, Phoenix Plume, Earthen Wall or
Egression ... +30% initiative

* casts Empowerment or Shadow Conjury ... normal initiative; casts any other
spell ... -30% initiative

* enemy uses Serpentine or Stormy Breath, or an Earth-Shattering Spell ... -30%
initiative

* character attacks while equipped with two weapons simultaneously, or axe and
shield ... -15% initiative
--------------------------------------------------------------------------------


Some enemy skills will penalize the enemy's own initiave, just as character initiave is penalized when casting certain spells, or attacking in a certain style. Some enemies also have the advantage of acting twice within a single round.
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on March 05, 2010, 10:01:15 am
I thought I should elaborate more upon the modifiers used in the game. These detail elemental forces, status effects, and so forth.

First, there are two basic elements: Fire and Ice. These encompass some of your offensive spells, and well as a few abilities used exclusively by enemies. (such as dragon breath attacks) Characters and enemies alike may hold a resistance to either element, or even a weakness. When an element is resisted, the efficiency of such attacks will be reduced by 80%. This means you will still sustain some damage from the attack. The game will also factor your own defenses into that formula; so if you already have high defense, that remaining 20% damage might be entirely nullified. If you are weak against a specific element, then the efficiency of such attacks is increased by 60%. There is otherwise a "neutral" / default state, where elemental attacks don't modify the normal damage output in any manner what-so-ever.

Status-wise, there are four modifiers that can be resisted, or added to your own attack: Poisoning, Blindness, Enchantment and Death / Petrification. (referred to as "Cursed" or "Felled" status) Poisoning reduces the target's HP by mHP/8 at the end of each round, until neutralized. If the effect is not neutralized by the end of battle, then each step taken reduces HP by 1. Poison cannot kill a target. Blindness reduces hit % by half, and evasion by 1/3. This condition can also persist after battle, until it is manually healed. Enchantment will cause the target to become dazed, which impedes their ability to act during combat. Although the character can still input commands, there is only a 20% chance they will take any action that round. This effect naturally expires after a few rounds, or at the end of combat. Death / Petrification merely results in HP = 0. There is no distinction between a character who is petrified by an enemy spell, and one who is felled by receiving damage. Both have to be restored by the same means. Death / Petrification persists after battle.

(http://img168.imageshack.us/img168/1628/image1u.gif) (http://img718.imageshack.us/img718/8282/image1j.gif)

There is also "undeath" status, which only occurs by equipping a specific suit of armor the effect is tied to. This grants the character resistance to an effect that normally occurs every time they are attacked by an undead creature. (stamina drain) On the other hand, it also prevents curative magic from having any effect on the character.

Lastly, there is a set of modifiers directly tied to enemy racial types. The game recognizes the following types of enemies:

Treants
Ogres
Dragons
Winged creatures
Marine creatures
Undead creatures
Humanoids

The only puprose of this is to allow specific kinds of weapons and spells to be more effective against various racial types. For instance:

Axes - additional damage versus treants, because they have many tentacles that are vulnerable to the axe's blunt edge
Bows, and the "Heaven's Wrath" spell (lightning) - additional damage versus winged creatures, because being airborn makes them more vulnerable to missiles and lightning attacks
Dainsleif sword - a cursed sword that is effective against humanoids, but otherwise weak against any other creature (think Blood Sword from Final Fantasy)
Wyrmscorne sword - a sword that is effective against any draconic enemy
Ogrish Axe - an axe that is effective against any ogrish enemy

Some enemies are registered under multiple types, so they might have many weaknesses at once. Some enemy racial types also afford them protection against certain effects; undead, for instance, are immune to enegy-drain. (spells or weapons that drain HP from an enemy and transfer it to the player)
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on March 05, 2010, 02:36:46 pm
wow very complex considering it's for calcs ^^, I like it. Question, though, when the entire party is undead, is it game over?

Also I think the -'s should be swapped with x's, because at first, looking at the screenshots, to me, the -'s seemed to represent weaknesses and the like while X's represented neutral state. I thought it might be an idea since the opposite of -, which is +, is used for property addition
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on March 05, 2010, 03:00:44 pm
wow very complex considering it's for calcs ^^, I like it. Question, though, when the entire party is undead, is it game over?

They can't be. There is only one unique item that afflicts undeath on the character. The status itself doesn't "kill" the character, in that sense -- it just changes how spell behavior affects them, as well as the status-draining effect of undead enemies.

"Undeath" is slightly misleading. It doesn't really convert the character to an undead creature, as in draining all their HP and making them some immortal corpse. The character is still functional. I wanted to make sure there was some downside to it, so I threw-in the "no curative magic" penalty.

Quote
Also I think the -'s should be swapped with x's, because at first, looking at the screenshots, to me, the -'s seemed to represent weaknesses and the like while X's represented neutral state. I thought it might be an idea since the opposite of -, which is +, is used for property addition

I thought it might be more confusing if I used X to represent a neutral state, because that's how most states would normally appear. If you had a large row of X's, it would be hard to discern the appearance of +'s, since they look similar.

Also note that X doesn't appear on the top row, since weakness would only appear in the character's defense modifiers. For the top row, you would only see a neutral state, or a + (added to attack) state.

I plan to make sure this is all elaborate upon in some of the tutorial text. Around the beginning area of the game, you can talk to NPCs or search the bookshelves to learn about things like modifiers, equipment proficiencies, or just basic info about how to play the game. I even have an icon reference on one of the bookshelves, so the player will always have a way to look them up.
Title: Re: How does difficulty affect your gameplay experience?
Post by: ztrumpet on March 05, 2010, 03:24:53 pm
Wow, that's excellent!  Great job.  It sure is complex. ;D

You control humanoids, right?
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on March 05, 2010, 03:34:22 pm
You control humanoids, right?

Yes; but your characters are independent of racial types. There aren't any enemies who are more effective against humanoid characters. There's no discernment.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on March 05, 2010, 03:41:37 pm
wow very complex considering it's for calcs ^^, I like it. Question, though, when the entire party is undead, is it game over?

They can't be. There is only one unique item that afflicts undeath on the character. The status itself doesn't "kill" the character, in that sense -- it just changes how spell behavior affects them, as well as the status-draining effect of undead enemies.

"Undeath" is slightly misleading. It doesn't really convert the character to an undead creature, as in draining all their HP and making them some immortal corpse. The character is still functional. I wanted to make sure there was some downside to it, so I threw-in the "no curative magic" penalty.

Quote
Also I think the -'s should be swapped with x's, because at first, looking at the screenshots, to me, the -'s seemed to represent weaknesses and the like while X's represented neutral state. I thought it might be an idea since the opposite of -, which is +, is used for property addition

I thought it might be more confusing if I used X to represent a neutral state, because that's how most states would normally appear. If you had a large row of X's, it would be hard to discern the appearance of +'s, since they look similar.

Also note that X doesn't appear on the top row, since weakness would only appear in the character's defense modifiers. For the top row, you would only see a neutral state, or a + (added to attack) state.

I plan to make sure this is all elaborate upon in some of the tutorial text. Around the beginning area of the game, you can talk to NPCs or search the bookshelves to learn about things like modifiers, equipment proficiencies, or just basic info about how to play the game. I even have an icon reference on one of the bookshelves, so the player will always have a way to look them up.
you might definitively need to specify this in readme or tutorial, then, because I think some ppl will get confused too. had you never posted this message with screenshots above, I would have mistaken - as negative and x as neutral/no effect when playing once it comes out x.x

As for undead, thanks for clarifying too, I was unsure because I played Final Fantasy 5 and 6 for the SNES and when everyone was undead, it was Game Over. They also always had 0 HP and randomly attacked enemies and party members. In FFV they were friggin hard to heal, too, because Holy Water was barely avaliable anywhere in the game. If you were cursed with undead status, you had chances to be screwed for the remainder of the game and have to restart an entire new game from scratch x.x
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on March 05, 2010, 03:45:28 pm
I forgot all about the undead status in Final Fantasy V. It's been so long since I played the game...

It would be kind of funny to have zombie-characters, though. I can just imagine them limping into battle with an unsatiable hunger for monster brains. :P
Title: Re: How does difficulty affect your gameplay experience?
Post by: jsj795 on March 05, 2010, 03:54:30 pm
how about, instead of X, why not use 0? Usually 0 is the neutral. Either 'zero' or the letter 'o'
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on March 05, 2010, 04:07:44 pm
i also thought about just putting nothing, altough idk if it would look great. Otherwise, up arrow for increase and down for decrease, while - for neutral, but again idk how good it would look like
Title: Re: How does difficulty affect your gameplay experience?
Post by: ztrumpet on March 05, 2010, 04:15:27 pm
i also thought about just putting nothing, altough idk if it would look great. Otherwise, up arrow for increase and down for decrease, while - for neutral, but again idk how good it would look like
I think I like this idea the best, although it's not my choice to make. :)
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on March 05, 2010, 04:21:34 pm
I didn't realize it would be this much of a problem. I could consider redoing it. It might look best to have nothing there at all, if it's a neutral state.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on March 05, 2010, 04:33:44 pm
One thing to consider is that when you scan enemies, it will not say if an enemy is neutral on fire, ice, etc. It will just say if the enemy is resistant or weak against something
Title: Re: How does difficulty affect your gameplay experience?
Post by: Zera on March 05, 2010, 05:46:15 pm
There isn't any option for scanning enemies to reveal their weaknesses. It's mostly guesswork; but it is fairly obvious what a given enemy might or might not be weak against. i.e., if you're up against a "Storm Dragon" that's constantly spewing an icy breath on your party, it might occur to you to use fire-elemental attacks. There are some enemies (mainly bosses) that might be a little more difficult to guess with.
Title: Re: How does difficulty affect your gameplay experience?
Post by: DJ Omnimaga on March 05, 2010, 05:49:12 pm
Yeah, I just said like that, since some rpgs got it. Only 8 of my RPGs has scanning ability I think and that includes 4 remakes

I think I recall fire enemies being weak against ice/water before, though, but this is very rare. I remember robots being strong against bolt sometimes, too, but it's also rare, since often, metal enemies are weak against electricity (and also water)