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PostPosted: December 4th, 2005, 5:15 pm 
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I have two questions on RPG Maker3:
1- Is there a way to slow down Storytellers? (ie the fade in/out, among others that go by too quick)
2- Also, maybe this one is asking too much but, is there some sort of attack/defence/magic formula to make things balanced? And also, how much xp is good for around each lvl?
Thanks, and sry if that 2nd is asking too much


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PostPosted: December 5th, 2005, 2:25 pm 
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1. Yes, slow down the text in general. There is fadein/out/. Add no text messages in story view so they player has to push a button to keep going.

2. I'm pretty sure the attack/magic/defense formula is simply add and subtraction.

The thing to remember when creating a stats formula is strategy depends on what types of characters the player has availiable to them at that stage in the game.
(It also depends on how long the game is)

Types of unique characters

Tank | Great attack, Great defense, Great hp, weak against magic &
has decent skills himself, magic attack low. Below Average speed
Wall |decent-weak attack, Excellent defense&Magic def, weak against skills, Great hp, magic attack low. Low speed
Fighter | good attack, good defense, decent magic def, great skills, good hp, magic attack below average. Average Speed
Spellsword, decent attack, decent defense, decent magic def, great skills, great magic, decent hp Magic, attack power good. Average speed
Mage(white/Red/black) Low def/attack(attack has some status effect tho, gives more strategy) Great-excellent magic attack/def, Excellent magic (when I say ____ magic I am refering casting strong spells/mp) low hp
Assassin | excellent attack, below average defense, weak magic def, strong against skills, below average hp, decent magic, good skills.
Suicider| Excellent attack, strong against spells, weak skills, weak against skills, decent hp, weak magic attack.
Archer | below average hp, little defense, decent magic defense, good skills, below average magic, below average magic attack, good attack.
Or a character with not so great attacks but great speed

(You get the point)
-----------------------------------------------------------------------------------
If you have a long game ( a game where you think a few players might try to level to 99)
You don't want stats to be big.

Personally I suggest this method.

Now it is very important to think of stats through percentages.

If character A has 5 damage and character B has 4 damage whats the percentage difference? 20%damage

This is how I decide str/attack/magic attack/ Agil

Excellent 13
Great 10
Good 8
Average 6
Below average 4
Low 3

Level Hp:

Excellent: 29
Great: 25
Good: 22
Average: 19
Below average: 16
Low: 13

Base HP:

Excellent: 76
Great: 65
Good: 57
Average: 50
Below Average: 43
Low: 36

Magic defense/Defense

Excellent: 6
Great: 5
Good: 4
Average: 3
Below Average: 2
Low: 1

(Warning: You do not decide monster stats on this basis)
(Warning: Beginning character should not have an excellent stat)
---------------------
Monsters!!!

Now the thing you have to remember when making monsters is the most and least a character can get attacked for.

For instance The least amount of damage you want done to your character is typically 3% damage. (Random battle damage for one hit when not including special traits)

Now lets assume you have 6 defense (excellent)

also assume he has the best type of armor on which gives him 150% of his normal defense aka 9 defense. To do 3% of damage the monster will have to do 3.2 damage but we will round it down to 3 for arguments sake.
So you want a monster to at least have 12 attack power (if you think the character is going to be at level one) This will do 11 damage to an unarmored mage (if the player was unstrategical enough to put the mage in the front) So the a monster may be doing a mage

The most damage you want a monster to do in a regular attack is typically double that.

Monster attack Power: 12-24
Monster defense depends upon what types of strategy u want to use.
No random monster defense should be above 4... most should be 0-2.
A monster guide is much harder to write because...it depends upon what types of skills your giving your characters and strategies you want to use.

Items: Armor/shield Should never had up to more than 150% of excellent of their defense. If a character has 6 defense make sure they can't get more than 3 in amor aka a total of 9. This takes extensive testing to see when you think ppl have the money to buy more armor...but by making money more availiable in further places makes it easier to regulate.
Weapons should also be no more 150% aka if at level 1 excellent no more than 6-7 addititive attack power.

I hope this helps...if u need some kind of guide on different types of strats just gimme reply


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PostPosted: December 5th, 2005, 5:07 pm 
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Joined: December 3rd, 2005, 9:12 pm

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wow, thanks a lot for all that, but i do have a couple more questions:
1- how much xp do you think players should be getting?
2- should i be using the level up feature for the monster parties or just determine what the player should be and base the monster's stats around there?

thanks again for posts

:: EDIT:: sry, i thought of a couple more questions:
3- i don't understand skills/magic
4- i don't understand int/luck
5- i tried to make weapons be balanced weapons for my main character (a tank w/ a G. Sword) and it didn't work too well. I have a lvl 1 G Sword with only 4 Str, then at lvl 6 you go to a new town that sells another G Sword and that adds 25 Str... so that seems like too big a jump


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PostPosted: December 6th, 2005, 11:29 am 
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1. How much xp should players be getting?
First I would set my leveling on low
2nd that depends upon how quickly they get other characters.
most of that is just trial and error aka testing sorry I can't help ya.

2. Depends on the monster. Altho as far as accurarcy its easier if most of your monsters don't have level different levels.

3. Skills are raw damage that have no formula besides the damage you put in. It is very important that skills have some sort of status effect so they never completely become useless. Skills cost hp
Magic takes your magic + the skills attack power - the opponents defensive magic.

4. Int. Helps determine how well the character/monster fights (when controlled by the computer) High Int. is even more effective when u give them triats like physical first/offensive ect... stuff like that...which allows them to do their more powerful attacks if it was a physical one.

5. Balancing Items!! ^_^

Items are split up into three different groups
armor/weapons/items

Items must be thought of by needs and percentages.
Tank unit: 10 attack power level 6 = 60 attack +25 g sword?

Thats ok, the weapon is less than 50%+ = +30 G sword.
But the thing to remember is you don't want someone to be able to just walk into a town and buy the best type of sword for his level.

I typically sell 6 different sword types. All within this range
105-130% Some of which will have status effects or other such traits.

Never let someone buy a sword that is over 130% unless thats about all they can buy, or to where they have to do some gold mining or something...aka lots random battles to get lots of extra gold.
Any sword I have thats over 130% is typically double the 130%...so if the player wants to sacrifice armor and items to get that sword ok...but your making it to where things kinda balance out.

Weapons = 40% Items = 30% armor = 20%
Thats roughly the ratio things should be costing the player.

So if the average rpger would Find about 1000 gold up to a certain area

they'd be spending 40% on average weapons 30% on average items and 20% on average armor to equip all their characters.
-------------
This allows them to get one or two items above average or with different status/traits/ect...
----------------------------------------------------------

Alot if it is trial and error...and just finding the right combinations.


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