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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 26 May 2006 06:53:36 pm    Post subject:

This topic's a follow-up on DarkAuron's Bringing RPGs closer to perfection. ...Sort of a chance to rant and rave about anything that's lacking, cliché, or annoying in general about RPGs. This is geared more toward single-player handheld/console RPGs, but any RPG in general will do. Character issues, aggravating quests, grinding for exp, and just about everything else is fair game.

----------------
One things that's always bugged me in turn-based battle was the random number generation. Naturally, an attack's failure rate should involve some random element, but using a fixed "miss" rate allows the same move to repeatedly fail an unnatural number of times. (Playing SNES games, I've seen melee moves fail up to 12 consequetive times). That's sort of excusable in calc games due to limited space; but it appears to be done in a lot of large consoles as well. You can say I'm not a fan of the die-roll aspect of it.

For realism, I'd rather lower the failure rate with each consecutive miss. Give it an initial accuracy rate and ramp up the accuracy as the character adapts to the situation. Anyway, thats enough from me.


So what everybody's take?
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 26 May 2006 07:30:46 pm    Post subject:

When I played a paper n pencil RPG we used dices a bit more realistically. Yes the roll decided success or failure, but the number that needed to be rolled for succes could be influenced to deviate from standards by all kinds of specific attributes that came into play in the present scenario. Like, if the tools you could use for something where all of excellent quality, or you put in some extra study before doing it, or advantages like higher grounds in combat, all gave a slight bonus. Negotiating while drunk gave penalties, with someone you had socialised with before, bonusses. This encouraged using resources and being creative in finding resources as well as teamplay and planning. (my character knew to read and had high intellegence, so if anyone needed to learn it, I could help and it would be easyer or if I was drunk and failed to explain it well it would be harder, stuff like that)

Furthermore, the difference between the required number and your actual result from the dice roll determined the severity of success or failure. This was partially already present in most dice rolls for social interaction as defined by the rulebooks but we extended it to everything.

The realism came in that, for example, if you where very trained in something you couldn't do it that horribly wrong any more. If you're an expert armoursmith you're not going to burn down your whole shop when you make a mistake, and when you do succeed you are capable of much better results than a novice. (roll 25 when 60 was required = nicely made armour or faster made armour or at less costs etc. roll 99 and yeah its a sucky armour but some repairs and it might still work. if you ahd to roll 30 and rolled 99 you probably hacked your arm off or something Razz)

Anyways, I loathe:

level systems
japanese mythology, art, character, and story design
final fantasy fanboys
stuff that has already been done


Last edited by Guest on 26 May 2006 07:38:36 pm; edited 1 time in total
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 26 May 2006 08:13:17 pm    Post subject:

Quote:
I hate...

japanese mythology, art, character, and story design...

Sad Sad Sad Sad Sad Sad Sad I like japanese stuff...

I hate grinding. Games shouldn't be: swing miss, swing hit. My arms feel stronger. Streangh +3xp. Repeat x1,000,000 for a level. It's a game, it should be fun!

Enemy's shouldn't be big bags of XP that may poop at a sword if you beat it with a stick.

Quest's shouldn't be "bring me back three goblin wristbands and I'll give you a pair of gloves".

I love RPG's but there are some things I can't stand...
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IAmACalculator
In a state of quasi-hiatus


Know-It-All


Joined: 21 Oct 2005
Posts: 1571

Posted: 26 May 2006 08:20:50 pm    Post subject:

Teh list of irkage:

  1. Tedious quests that are no fun and give not-worth-it rewards (for only 9999 of this rare item, you can get this totally worthless thing that you happen to need on your quest!)
  2. Monster battles every five steps (better to put the monsters on the map, so they can be avoided)
  3. Obnoxious battle music
  4. Generic cliché medieval stuff (frying pans of doom are so much better than broadswords of destruction)
  5. Repetitive/bad story lines
  6. Impossible bosses
  7. Stale, boring, non-interactive battle system
This is why I want to get Mother 3, which has none of these things (now if only it were in English).


Last edited by Guest on 29 May 2006 02:42:46 pm; edited 1 time in total
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 28 May 2006 07:27:51 am    Post subject:

I also dislike the 'battle every few steps' element found in some turn-based rpgs. Im making a very short RPG in BASIC (with xLIB) and i wish to avoid this completely.
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Rezek
Better Than You


Calc Guru


Joined: 24 Apr 2005
Posts: 1229

Posted: 28 May 2006 09:37:23 am    Post subject:

Quote:
Impossible bosses


*stares long and hard at Dying Eyes*
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Liazon
title goes here


Bandwidth Hog


Joined: 01 Nov 2005
Posts: 2007

Posted: 28 May 2006 12:47:42 pm    Post subject:

After installing calcrogue 89 on my 89 titanium, i've become hooked.

I think a 3D computer version in semi real time should be made should be designed. Something that incorporates the ideas and strategies necessary to get far in calc rogue. Namely, the enemies can flank you, area spells, degenerating skills, equipment can get damaged, there's just so much good stuff about calc rogue 89!!

btw, what do I do after i give the dwarves the illuminite?
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Babyboy


Advanced Member


Joined: 11 Jun 2003
Posts: 499

Posted: 28 May 2006 05:15:51 pm    Post subject:

Quote:
btw, what do I do after i give the dwarves the illuminite?


buy sunglasses Cool



i would like to be specific for a second.

FF1- 4000 for a silver sword, 60 gold for killing a screen full of enemys.

ok, now that that is over, i hate long unavoidable movie sequences, especially before a difficult boss battle.

item importance - this item does nothing but take space and get you through/around/over/passed this one mission. (repeat but good one)

assholes (mmo's) hate... n00bs... must... flame... <- those gamers need to be stopped

whenever i am forced to be the one hope of the universe!
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 28 May 2006 06:52:57 pm    Post subject:

Oh right, one minor thing that always bugged me is slow-moving text. A alot of games like Earthbound would let you speed up the typewriter effect, but a few others force you to wait until the entire speech is up. Leads to a lot of furious button-tapping on my end.

I have to give Earthbound my thumbs up for avoidable enemies. They could even run from you in certain situations.
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Weregoose
Authentic INTJ


Super Elite (Last Title)


Joined: 25 Nov 2004
Posts: 3976

Posted: 28 May 2006 10:57:45 pm    Post subject:


  • Rooms with puzzles in them where, once you screw up, there's no resetting or fixing them—ever
  • Enemies that "come back from the dead" whenever you scroll to reveal their spawn points
  • [font="courier new"]not(Click[font="courier new"])
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 29 May 2006 01:32:00 am    Post subject:

Aw man, now I feel bad for not checking that game out in November. Most of the games with on-screen enemies I played had a mix of spawning points and random enemies. Only thing was, in Chrono Trigger they were hard to avoid no matter what. I mean, you had a chance to turn back if you wanted, but it was hard to sneak by. Still, I think it was well done.


The thing I probably hate the most are bosses unlimited "heal" capabilities. So a boss heals back to 100% after I take down most of their HP.. Fair enough, I wouldn've done the same thing. But when it happens 5, 10, or 15 times; that starts to reflect bad game balancing. Especially when you can't reliably counteract the heal.
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 29 May 2006 05:50:00 am    Post subject:

- A lack of danger from weak/"low level" enemies. (inherit flaw of level based systems)

When I charge a cave full of goblins I want to know in the back of my mind that any one of them can get a lucky hit in and kill me in a single blow. Critical Hit! Kapow!

Lack of non-combat skills.
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IAmACalculator
In a state of quasi-hiatus


Know-It-All


Joined: 21 Oct 2005
Posts: 1571

Posted: 29 May 2006 02:47:33 pm    Post subject:

Arcane Wizard wrote:
- A lack of danger from weak/"low level" enemies. (inherit flaw of level based systems)[post="80973"]<{POST_SNAPBACK}>[/post]
What's the point of leveling up if you can't beat stuff up? :P

I like games where much-lower level enemies just die on contact when you run into them, preventing useless and tedious battles.
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 29 May 2006 02:55:11 pm    Post subject:

What's the point of leveling up if that means you as a player are not even needed any more because your character can't even be harmed by anything any more?

I prefer the "realism" of skill-based systems. Slight physical progress that doesn't make you totally invulnerable from what you started out as + great skill development so your playing skills have more impact on gameplay = fun.

If I want to beat a game without any skill on my part I'll play a popular RPG.


Last edited by Guest on 29 May 2006 02:56:44 pm; edited 1 time in total
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IAmACalculator
In a state of quasi-hiatus


Know-It-All


Joined: 21 Oct 2005
Posts: 1571

Posted: 29 May 2006 02:58:18 pm    Post subject:

I guess you're right. Strategy and skill should be the most important part of an RPG.
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 29 May 2006 04:47:44 pm    Post subject:

As much as I love the original pokemon games (blue and red version) one thing that always irked me was the the level system that meant I could one-hit K'O every single pokemon in the elite four.

Also, avoidable enemies are nice, but not always appropriate (like in a swamp).
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Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 29 May 2006 08:39:57 pm    Post subject:

I loved the glitch in those games...made it fun when you were playing it for the seventh time.
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 29 May 2006 08:59:15 pm    Post subject:

there are several. I can catch mew, gengar, nidoqueen, and nidoking in Lavender Town without a gameshark or any such device. Smile

Getting 30 pokemon to level 100 sort of takes the fun out of it though :|

which is why I dont hugely like the level system unless all enemies you face are within a few levels of your own.
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Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 29 May 2006 09:12:24 pm    Post subject:

Not if it's the seventh time. Plus you can use the same one to actually capture like a level 141 Chancey.

Grinding annoys the heck out of me, so does random chances of hitting. They tell you there's a 10% chance and it takes fifty to hit.


Last edited by Guest on 30 May 2006 06:46:34 pm; edited 1 time in total
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 29 May 2006 09:15:36 pm    Post subject:

no, this is a completely different cheat. *hint* its in Lavender Town.
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