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Just toying with some ideas.
Just toying with some ideas.


Vael Victus
"See you, fantasy monster game."
Posts: 2200
Vael Victus's avatar
Sep 12th - 15:56:02 PM
Right now, I feel our "weak point" (other than PvP rofl gg) would have to be PvE. The fighting itself. The exploring is going great now, people love the tiles.

So I've been trying to think of a way to make it more... interactive. Right now a lot of the battle is selecting your fighting stance, which (my studies show!) is almost always fierce, and clicking. Sometimes mobs have abilities, which make it more exciting, and sometimes equips drop, which is nice. But I really feel it lacks something.

I'll admit I looked to NeoQuest for that something. But I don't think I really want monsters having MP and all that. I'd like your suggestions in what we could do to make the combat more lively. Iggy suggested monster moves, but I don't know how exactly that'd work out. (maybe sacrificing some health, or something) My fear with moves is that people would splice and it would only make sense for the moves to go away, but since it's a VIDJA GAEM we can just put in bullshit like "oh the monster passes the abilities down through manta". It's just with the current system, I don't see anyone giving a shit about their moves when they destroy mobs so fast anyway. A remedy to that is to simply raise all the HP of the mobs, which is okay I guess, and increase their SRP too, so that killing a mob is "worth more".

Another factor plaguing me is equips. I feel they're too powerful at points because, well let's see...
At level 1, let's say raising strength will cost you 10 SRP. Then raising it after will be 12, 14, 16, blah blah. So all in all, you get 10+ ATTACK for like 120 SRPish. So +10 attack from an equip for you isn't really that much; however, if you're like level 100 and have 120 strength, that's a LOT of SRP, and it's going to take you a lot longer to raise it, at which point that +10 attack is nuts.


Any suggestions any of you have would be great. Even for ridiculous things that I'd have to code. (like, I plan for equips to be more WoWy if we go through with this... stuff like +crit chance, immunity to poison)

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MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
                                                                                                                                                                                       
Vanilla Name
"h"
Posts: 1275
Vanilla Name's avatar
Sep 12th - 16:47:56 PM
Well, how about monster and trainer combo special ability, like "The trainer's bond with his/her monster has triggered the XXXX attack" you could do a mini flash cutscene thingy and it does X amount of damage more than usually depending on trainer level and perhaps the skill tree? And perhaps equip attacks? Monster skill trees like the skills tree thingy in FFX for the characters? You collect special spheres or something for it to unlock attacks and boosts?

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h
                                                                                                                                                                                       
Sledge Wielder
"Go Reapers!"
Posts: 374
Sledge Wielder's avatar
Sep 12th - 17:33:44 PM
first, some points: I never, ever use fierce because when I explore I'm going with the plan of traveling from one town to another without switching monsters. To do that, I need to avoid as many hits as possible, and my monsters seem to be extremely clumsy in fierce, thus beating themselves up. I think an immunity to poison ROCKS! those ents and their poisons... nuff said.

second, my thoughts on combat: I think the combat system should be redone so that you choose how to attack, then according to the speed comparison, either your monster attacks until hit back once, or your monster gets beat on until he attacks back once, with both ways limited to 5 or 6 in a row. That way it would be semi-turn based, but a little like you have it now also, which saves some time in page loading.
Monster moves, or abilities lets say, are always popular with me, but first I'll cover different attack types that could be learned in the training area, with some only accessible once the monster has reached a high enough level.
You could have a precise attack that, while doing 1/2 damage would have a chance to stun the opponent, thus making them miss one of their attacks. Of course there would be the limit of one stunning for one series of attacks, but have the message show up as soon as the attack with the stun happens, because that's just cool to watch. That chance to stun could go up with higher luck stats.
For people who just want to go crazy, there could be the fierce attack, which would cut accuracy by some percentage you'd have to figure out, and increase the attack power by 1/4 of that same percentage, but throw in an increased chance for critical hit, also influenced by luck.
Of course there's the normal attack, which is just what it says, average damage, average chance of hitting, u get the idea.
Hmm, there could be the cautious attack that increases the dodge ability, decreases the speed(and thus the number of attacks you'll get in) and keeps the attack damage normal.
Heck there could even be the reactive attack that makes the opponent attack first, increases dodge, damage, and the chance for critical hits, but lowers your defense and completely removes the chance for your monster to strike more than once after they go through however many attacks they are going to land on you.

ON to abilities:

Not as much here, but maybe you could have certain abilities that are innate to each monster type, that way they dont have to be "passed on through manta". I'd limit the number of times the ability could be used each fight. Evil monsters could get the ever-cool drain attack, or maybe a . Normal monsters could get a growth ability which doubles their hp for the duration of the fight. Cute monsters could get an ability that lowers the opponent's speed and attack for a certain number of rounds. Workers could get the "impervious" ability which makes them immune to everything the mobs can throw at them for a certain number of rounds. Good monsters could get the "divine strike" which would be an attack that halves the opponent's hp in one hit(I'd definitely limit this one to once per fight).
All of these abilities would be inaccessible in raids of course

Finally EQUIPS:

I'm not sure the stat changes affect as much as you say. I for one never remove equips once they're on, so their change is sorta made at birth and stays that way through adult life where it would be "ridiculous" As a matter of fact, they kinda bore me as I always seem to prefer the ones that raise HP so I can focus on the money stats like attack. I'm actually for removing stat changes from equips completely and instead just giving them neat things they can do.
some cool things equips could do: 1.) both the ones you listed above, 2.) heals your monster by X amount for every Y steps that you take while he's conscious and exploring with you, 3.) repels mobs so that there's less of a chance of encountering them while exploring, and maybe a higher level one that actually gives a chance of the mob quitting the fight after each round, but you dont get any srp, 4.) opposite of last. Increases chance of finding mobs, higher level one has chance of drawing a second mob into the fight each round, but limits to ..um.. 3 mobs total you can face at once, 5.) increases chance of equip drops! 6.) doubles power, halves speed and defense. 7.) doubles defense, halves speed and power

Ok I'll say that's a large enough post!

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If everything's right, what's left?


Edited 5 times, with the latest on Sep 12th - 17:45:52 PM by
                                                                                                                                                                                       
Vanilla Name
"h"
Posts: 1275
Vanilla Name's avatar
Sep 13th - 04:56:35 AM
I kinda like the hp raising equips right now because monsters have such a hp advantage... But the rest aren't very important... I'd just like the hp raising equips to stay...

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h
                                                                                                                                                                                       
Sledge Wielder
"Go Reapers!"
Posts: 374
Sledge Wielder's avatar
Sep 13th - 06:44:09 AM
Those are pretty cool comparatively.

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If everything's right, what's left?
                                                                                                                                                                                       
Vanilla Name
"h"
Posts: 1275
Vanilla Name's avatar
Sep 13th - 12:52:45 PM
I don't understand what you said... The grammer is a bit confusing...

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h
                                                                                                                                                                                       
Sledge Wielder
"Go Reapers!"
Posts: 374
Sledge Wielder's avatar
Sep 13th - 13:51:39 PM
The hp raising equips when compared to the other stat raising equips, show a much higher value, and thus I use them almost to the point of using nothing else.

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If everything's right, what's left?
                                                                                                                                                                                       
Vanilla Name
"h"
Posts: 1275
Vanilla Name's avatar
Sep 13th - 14:56:41 PM
Oh... lol... Heheh... Funny day today... I think i'm going crazy

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h
                                                                                                                                                                                       

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