Author Topic: How does difficulty affect your gameplay experience?  (Read 30253 times)

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Offline Zera

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Re: How does difficulty affect your gameplay experience?
« Reply #30 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)

Offline DJ Omnimaga

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Re: How does difficulty affect your gameplay experience?
« Reply #31 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

Offline Zera

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Re: How does difficulty affect your gameplay experience?
« Reply #32 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.
« Last Edit: February 19, 2010, 11:07:33 pm by Zera »

Offline DJ Omnimaga

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Re: How does difficulty affect your gameplay experience?
« Reply #33 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
« Last Edit: February 19, 2010, 11:07:59 pm by DJ Omnimaga »

Offline Zera

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Re: How does difficulty affect your gameplay experience?
« Reply #34 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.

Offline Galandros

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Re: How does difficulty affect your gameplay experience?
« Reply #35 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.
« Last Edit: February 20, 2010, 10:21:47 am by Galandros »
Hobbing in calculator projects.

Offline DJ Omnimaga

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Re: How does difficulty affect your gameplay experience?
« Reply #36 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...

Offline Zera

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Re: How does difficulty affect your gameplay experience?
« Reply #37 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.
« Last Edit: February 20, 2010, 11:50:58 am by Zera »

Offline Zera

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Re: How does difficulty affect your gameplay experience?
« Reply #38 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.



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)
« Last Edit: March 05, 2010, 10:58:20 am by Zera »

Offline DJ Omnimaga

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Re: How does difficulty affect your gameplay experience?
« Reply #39 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

Offline Zera

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Re: How does difficulty affect your gameplay experience?
« Reply #40 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.

Offline ztrumpet

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Re: How does difficulty affect your gameplay experience?
« Reply #41 on: March 05, 2010, 03:24:53 pm »
Wow, that's excellent!  Great job.  It sure is complex. ;D

You control humanoids, right?

Offline Zera

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Re: How does difficulty affect your gameplay experience?
« Reply #42 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.

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Re: How does difficulty affect your gameplay experience?
« Reply #43 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

Offline Zera

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Re: How does difficulty affect your gameplay experience?
« Reply #44 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