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PostPosted: June 24th, 2007, 3:36 am 
Rank 10: Cute Lil White Mage Rank 10: Cute Lil White Mage
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1) I really don't like the old "Beat dungeon, go to next dungeon" formula.
But, It seems I have this formula in one of my games. Can Anyone suggest
an idea that will give the formula a break when a dungeon is beaten?


2) I've always noticed how 1 battle can turn deadly for the player
when he/she is pitted up against 3 enemies or more in one battle.
The combination of the attacks that are dealt by the enemy seems
to put the player in a tight corner, usually resulting in death.
And since it's random, the results could change through each play-through.
I'd have to raise my character's Max HP higher or adjust the attack of the enemies just to give the player a better chance of surviving. Can anyone give me some advice about this?


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PostPosted: June 24th, 2007, 3:08 pm 
Rank 11: Sexy Black Mage Rank 11: Sexy Black Mage
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1) Well, the majority of RPGs can't really stray from this formula too much, unless they have some big event going on in a town. But it can help if the "dungeon" is an outdoor area, like a field, desert, mountain, or forest.

2) Weaken enemy attacks. It's the beginning of the game. Enemies should only be causing minimal damage. Also, giving beginning enemies bad status attacks can worsen the starting difficulty.

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PostPosted: June 24th, 2007, 3:35 pm 
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1.) You could try to make a goal you have to accomplish in between each dungeon, and you can also place some smaller outdoor dungeons between them.

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