11 March 2016 - Forum Rules
Started by abyssonym, November 17, 2014, 12:29:00 AM
Quote from: abyssonym on March 02, 2015, 01:31:47 PMThanks for trying out the randomizer. I think you're right that early encounters can be too tough, especially if you set both "m" and "f" flags. Unfortunately I don't see a lot of what I can do about it... Tek Laser, being a single-target attack, isn't even the worst thing you can encounter at that point. I could make those enemies and encounters fixed so that they don't randomize, but that seems like postponing the inevitable... most people start having trouble a bit later, once they reach Mt. Koltz. My best advice for a situation like this, is to make a mad dash for Figaro Castle and hope the next area will be less brutal, and that Edgar will be a useful addition to the team.I'm of the opinion that given three goals... "procedurally generated", "well-balanced", and "interesting"... the best that I can hope to achieve is two of those three. So I've been limiting my interventions based on balance to obstacles that are completely insurmountable. The idea behind having surprisingly difficult encounters is that they force you to open your toolbox, as opposed to wiping everything out with known strats... but the downside is that some of them really suck.
Quote from: abyssonym on March 02, 2015, 01:31:47 PMAs for the R-Party skill pool, you might be on to something. I'm not really worried about the player having access to revival items, but I would like to create a stronger incentive to use the new abilities. But I'd also like for there to be incentive not to spam them, which is why skills like Spiraler and Merton have been there for this long.
QuoteI think it's possible, but only if you know when in the game an enemy is going to appear. That would require having 'sliding-scale' ability pools, though, rather than shoving everything into a giant pool.
QuoteBy your hacks I mean stuff like "R-*" abilities, map hacks (Tower of Fanatics), and last boss mod. Even though I like those abilities!
Quote from: abyssonym on March 30, 2015, 07:13:31 PMWell, you can actually turn these off with various combinations of flags. "R-*" abilities are part of the 'w' flag, Fanatics Tower is only randomized with the 'd' flag, and the last boss will be different based on various flags. It's not feasible to have a flag for every hack, so I infer what kind of a game the player wants in a lot of ways... I suppose this is hit-or-miss, but I think it's safe to assume that if the player wants an expanded final dungeon, they'll be okay with an expanded Fanatics Tower too.
Quote from: Tenkarider on March 31, 2015, 12:04:35 PMRare powerful monsters through the game? that already happens.
Quote from: abyssonym on March 31, 2015, 08:29:53 PMIn Beyond Chaos? There are secret bosses that will show up as rare random encounters (regular bosses too) but they tend to be more common in the endgame.
Quoteworking decompression and recompression module has been addedrandomized the opening sequencemake ending credits shorter, so that the music syncs up like in the japanese versionadd bingo card generatormuch greater coverage of enemies, more rare encounters appear as MiaBstiers 1-3 of the final battle are less predictablekefka's phase 1 AI has been shortened to make the battle more difficultmore custom itemsmore interesting berserkersr-wild is now r-chaos, which will covers all 256 skillsalmost guaranteed esper boost coveragemore possible names for characterschests that are upgradeable are indicated in the guideguide shows more detailed monster infoguide shows blitz inputs and ability-changing relic infoguide doesn't show info for abilities that cannot be obtainedinterface advises the user to waitmisc bugfixes and balance tweaks
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