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Enemy ideas for coders to come up with.
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Rolina
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Tell me if you like this idea:
Enemies will still have rare drops, including equipment drops unique to that enemy... HOWEVER...
There will be 'area bosses' as well. Assuming we can alter the rarity and music of battles, I'd like to have area bosses in many areas. These would be noticably stronger than anything else in the area - not story boss hard, or uber boss - but would basically be the strongest mook in the area. Now, what do they drop? Well, they drop the rarest/most valueable drop in the area dropped by other mooks - just at a much higher rate. Rather than having an ICC9 rate, for instance, they'd have ICC6 of said item - significantly more common for it to drop.
Also, speaking of uber bosses in the form of guardians, I think that we should do them like in GS1's Talos/Deadbeard. That is, they guard uber equipment - which you can ACTUALLY MAKE USE OF. For the uber summons, rather than guardians, let's go with the traditional 'test of power', and have you fight the summons themselves.
And finally... uber bosses I feel should be re-fightable. That is, when you leave the dungeon, they respawn. Like the Tempest Lizard in GS1. That way, if they want to refight them, they can. They may not get the treasure behind them again - since they already got it - but I see no reason not to fight the boss again for fun if they wish.
Your thoughts?
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@Bosses: Sure. Why not?
For the item drops... What is ICC6? 1/32? I actually think that'd be a more fair drop rate for the regular enemies... the area bosses should drop 100% of the time imo.
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Rolina
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Ah, I had assumed that they were in the editor... lemme look it up real quick. I think the term came from people figuring out the 100% enemy drop sequence...
ICC1 = 1/1 ICC2 = 1/2 ICC3 = 1/4 ICC4 = 1/8 ICC5 = 1/16 ICC6 = 1/32 ICC7 = 1/64 ICC8 = 1/128 ICC9 = 1/256
Now, simple things, like herbs, antidotes, nuts, vials, and attack items (oil drop, etc...) I don't think should go past ICC6, ever. They're really common to get, but aren't sure-fire. The stronger the enemy, the easier it is to get the common drops, to a maximum drop rate for common enemies of being ICC3 (djinn kill for 100% chance to drop). For the rare drops in the area, I don't think that they should be 100% drops. Not without djinn killing. ICC3 on area bosses is the highest chance I'm willing to go, but that'd be if there was a ICC5 on normal enemies...
Djinn killing gives you a 4x drop rate, and I think that area bosses should have another 4x beyond that. That's a 16x chance if you djinn kill the boss compared to the common mook in the area.
Remember, the 'uber equipment' isn't going to be dropped. It's going to be guarded by the uber bosses.
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It's kind of impractical to djinn kill though when you're dealing with something that has gobs of HP. When you just have the option of running away, I think you should have a guaranteed chance to drop if you beat one of these things.
And actually, when I think about it some more, I think it would be good for area bosses with 100% drop rates to be the only foes in the field that drop equipment at all. Every other enemy that drops anything would just drop something that can stack in your inventory.
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Rolina
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Tell that to me. I always do that.
However, I do not like the idea of guaranteed drops against anything other than storyline bosses. I'm sorry, it just rubs me the wrong way.
Most area bosses just have stackable items anyways, just the one that's worth the most in the area. The drop chance is really good then, about ICC3. It's when you're in an area with one of those rare enemies that drop equipment that they'll drop it... it's more common to get from them, to make up for their rarity, but the point is that you can still get it from something else. That way, people won't go around hunting for the area boss just for equipment, but rather, someone who's hunting for the equipment gets a better chance when facing the boss.
I mean... even if you've got a 100% drop rate, these things need to be RARE to find. Like, very, VERY rare. If they're too common, we'll wipe out the party, especially because these things are designed to be much stronger than anything else in the area. Think Crossbone Isle foes, only fought randomly on the world map or some other place. You don't want to run into them too often, or too soon.
NOBODY likes hunting down an enemy. I'd rather try to farm equipment from a common foe, thus getting XP and the like, and once I get the loot, I leave. IF I find the boss, we'll go at it, but the point of an area boss is that they're REALLY rare, and notably harder than everything else in the area.
I will give you this, though - there should be some with guaranteed drop rates, but for things like lucky medals and stuff. But not equipment.
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« Last Edit: 05 February 2010, 05:30:26 by Role »
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Rolina
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Okay, here's a sample idea for how I want to do area bosses. This should be in the area outside the starting town(s), so it's fairly weak, but still stronger than anything else around. Enemy Group:     Fairy (Pixie variant #4), Bug (Grub variant #2), Sparrow (Dirge variant #2), Ghast (Will Head variant #3) Name: Fairy Species: Pixie, color variant 4 Level: 9 Turns: 1 Attribute: HP: 99 PP: 9 Attack: 99 Defense: 9 Agility: 9 Luck: 9 HP Regen: 9 PP Regen: 9 Item 1: N/A Item 2: N/A Item 3: N/A Item 4: N/A AI Setting: 0 Ability 1: Boast Ability 2: Boast Ability 3: Boast Ability 4: Frost Ability 5: Frost Ability 6: Ice Ability 7: Cool Ability 8: Prism Non-Standard: N/A Coins: 9 Item Drop: Crystal Powder Item Drop Rarity: 1/1 EXP reward: 9 POW: 95 RES: 100 POW: 115 RES: 175 POW: 85 RES: 25 POW: 95 RES: 100 Location: Outside starting town Enemy Type: Area Boss Music Type: Area Boss Boast: Non-elemental, base damage: 9, may induce sleep (Med-low probability). Affects all foes. Message display: "[caster] boasts about its power!"
Name: Bug Species: Grub, color variant 2 Level: 9 Turns: 1 Attribute: HP: 99 PP: 9 Attack: 81 Defense: 99 Agility: 9 Luck: 9 HP Regen: 9 PP Regen: 9 Item 1: N/A Item 2: N/A Item 3: N/A Item 4: N/A AI Setting: 0 Ability 1: Attack Ability 2: Attack Ability 3: Growth Ability 4: Angle Spike Ability 5: Numbing Sting Ability 6: Numbing Sting Ability 7: Poisonous Bite Ability 8: Poisonous Bite Non-Standard: N/A Coins: 9 Item Drop: Bramble Seed Item Drop Rarity: 1/1 EXP reward: 9 POW: 95 RES: 48 POW: 85 RES: 48 POW: 90 RES: 25 POW: 85 RES: 48 Location: Outside starting town Enemy Type: Area boss Music Type: Area boss
Name: Sparrow Species: Dirge, color variant 2 Level: 9 Turns: 1 Attribute: HP: 99 PP: 9 Attack: 81 Defense: 9 Agility: 99 Luck: 9 HP Regen: 0 PP Regen: 0 Item 1: N/A Item 2: N/A Item 3: N/A Item 4: N/A AI Setting: 0 Ability 1: Attack Ability 2: Attack Ability 3: Flying Attack Ability 4: Flying attack Ability 5: Wing Beat Ability 6: Wing Beat Ability 7: Slash Ability 8: Whirlwind Non-Standard: N/A Coins: 9 Item Drop: Weasel's Claw Item Drop Rarity: 1/1 EXP reward: 9 POW: 95 RES: 127 POW: 95 RES: 75 POW: 95 RES: 48 POW: 110 RES: 9 Location: Outside starting town Enemy Type: Area Boss Music Type: Area Boss
Name: Ghast Species: Will Head, color variant 3 Level: 9 Turns: 1 Attribute: HP: 99 PP: 9 Attack: 81 Defense: 9 Agility: 9 Luck: 99 HP Regen: 9 PP Regen: 9 Item 1: N/A Item 2: N/A Item 3: N/A Item 4: N/A AI Setting: 0 Ability 1: Attack Ability 2: Attack Ability 3: Attack Ability 4: Attack Ability 5: Sleep Ability 6: Bind Ability 7: Delude Ability 8: Force Seal Non-Standard: N/A Coins: 9 Item Drop: Sealing Stone Item Drop Rarity: 1/1 EXP reward: 9 POW: 25 RES: 175 POW: 25 RES: 175 POW: 25 RES: 175 POW: 25 RES: 175 Location: Outside staring town Enemy Type: Area Boss Music Type: Area Boss Force Seal: Multiplier 0.3x. 100 chance to inflict High Seal (seal Psy, Djinn, and Summon). Single Target. Sealing Stone: A psynergy stone that's power has somehow been reversed. Deals 200 PP damage to single target, inflicts High Seal (seal Psy, Djinn, and Summon) with very high probability.
...okay, so this is clearly a thematic proof of concept, and will most likely never really see the light of day in the hack, but it's an example of what we'd be seeing. This early, it'd be really weak, even for an area boss. After all, you've not gotten a full party together. Because everything nearby simply drops herbs, elixirs, etc..., they'll drop something actually a bit more useful - in fact, these are QUITE strong for the point of time you get it. But, even then, they're single use items you will be able to buy later (at Psynergy Shops). Well, save the Sealing Stone. That's pretty powerful in single player, but I thought you'd love the strategic use it can bring in multiplayer. Of course, High Seal lasts half as long as other Seals, and on bosses with High enough luck, if it hits, it'll poof away in one turn anyways (not 100%, but there's always a chance up 'til maybe 70 or 80 luck). Now, because of how common these are (Sealing stones will count as artifact purchases due to rarity, and will be treated as such) later in the game, I'm cool with a 1/1 or 1/2 drop rate. I'd prefer 1/4, but if you know what I'm referencing, you'd know they're too stupid to know not to have a very high drop rate. XD Do note, though, that it's not a givaway, either. Look at the Ghast's Force Seal. That can be crippling if you get hit by that. And if a certain fairy's boast puts you to sleep, what was once a joke attack now really brings in some pain... So easier than most, but not a flat out givaway.
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« Last Edit: 22 February 2010, 06:10:23 by Role »
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I like these ideas so far - I'm kinda in a hurry so I can't provide any of my own at the moment.
However... I think we should allow for making our own sprites for the game. I mean, sparrows usually don't have huge bunny ears after all o.o
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Rolina
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...I'm guessing you didn't get the reference I used in the sample group? Anywho, I used just generic sprites on purpose. Perhaps if we made a small-sized bird type monster I could use that instead, but the whole point is that they're not supposed to stand out, other than to be a 'hidden reference' in how they were made. I've still gotta go in and tweak them a bit, though, since when looking at the stats on early game monsters... they out-damage these four. Oops. These are supposed to be bosses!
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« Last Edit: 22 February 2010, 06:08:16 by Role »
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leaf
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Man, I really need to stop putting off responding to this. I'll have some sort of actual response at least within the week and probably within the next couple days... been a bit distracted by other things lately.
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Rolina
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Well, when you come up with a response, let me know. This is only an example, I don't expect to use it (unless y'all want to or something), but I think it makes a decent proof of concept.
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Out of boredom, I'd like to suggest that Salanewt be the strongest bonus boss in the game. No numerical values on actual stats just yet (instead I'm going to use letter rankings), but I have several ideas regarding moveset: Name: Salanewt Sprite: a dude in a Yoshi costume Level: probably 80-99 Turns: probably 3 Attribute:  HP: B PP: SS Attack: B Defence: C Agility: A Luck: SS HP regen: 0 PP regen: 0 Moveset 1 (first action of round) Move 1: Break (only if player party has used status boosts) Move 2: Stampede Move 3: Egg Guard Move 4: Egg Morph Move 5: Taint Move 6: Pure Ply (only if at less than full HP) Move 7: Poison Move 8: Attack Moveset 2 (second action of round) Move 1: Egg Morph Move 2: Egg Charge Move 3: Egg Roll (only if he has an ally Egg Cage) Move 4: Big Bang Move 5: Poison Move 6: Pure Ply (only if at less than full HP) Move 7: Stampede Move 8: Attack Moveset 3: (third action of round) Move 1: Big Bang Move 2: Stampede Move 3: Egg Roll (only if he has an ally Egg Cage) Move 4: Egg Charge Move 5: Egg Roll (only if he has an ally Egg Cage) Move 6: Pure Ply (only if at less than full HP) Move 7: Big Bang Move 8: Attack Non-Standard: automatically counters any Summon used against him with Dummy Out. Item drop: nothing  Level: 99  Pow: S  Res: SS  Level: A  Pow: C  Res: A  Level: F  Pow: B  Res: D  Level: B  Pow: B  Res: B Vulnerable: User May Recover Damage to HP, User May Recover Damage to PP Moveset explanation: Stampede: A vast number of Yoshis cover the entire field, dealing high  damage with a range of All. Costs PP. Egg Guard: Salanewt is sealed inside a giant Yoshi egg, giving him a 90% damage reduction barrier. Costs PP. Egg Charge: Salanewt seals himself inside a giant egg and rolls towards a target, dealing high Added Damage to a single target. Monster Skill. Egg Morph: Semi-permanently removes a party member from battle, and spawns an Egg Cage on his side of the battlefield. As long as the Egg Cage spawned by this instance of the move is alive, this move causes him to use the single highest PP cost Psynergy known by that character, with no PP cost and not counting as a Psynergy. If the Egg Cage is defeated, the ally removed by this move is returns to battle at the state in which they left. As he has two instances of this move in his moveset, he can have up to two Egg Cages on the field at one time. Monster Skill. Egg Roll: If Salanewt has an ally Egg Cage, he picks it up and rolls it along the ground at a party member. This move destroys the Egg Cage, and the character trapped by it is returned to battle at 1 HP. This move deals very high Multiplier Damage, in practice this move is so strong as to be guaranteed to KO the target unless a powerful Barrier Djinni is active. Costs PP. Big Bang: This move deals very high Focused Power damage to a single target, Salanewt's absurdly high PP making this move so strong that it instantly KOs whoever it hits, regardless of whether or not a Barrier Djinni is active. In terms of animation, the camera zooms out as the background changes to a scene of space with numerous, multicoloured stars. Streams of sparkling blue energy spiral into the target, resembling the arms of a spiral galaxy as the target shines with a white light. Then the "galaxy" explodes with a brilliant white burst, which expands until it fills the entire screen as the target takes millions of damage. When the light fades, the battlefield and camera are back to normal. Costs PP. Dummy Out: This move is triggered only when a character uses a Summon against Salanewt. It forces the target to have the NPC class for the rest of the battle, putting the character's Djinn into permanent recovery for the rest of the battle, as well. Monster Skill. Yup, I think he's sufficiently overpowered, what about you guys?
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« Last Edit: 16 January 2012, 06:54:08 by JamietheFlameUser »
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 Lloyd: Easy as pie. Genis: Sweet! Presea: ...Sweetie pie... Zelos: Let's not start on this again...
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Dummy out is just stupid, big bang sounds too much like a multi-target move, and the elemental levels are totally whack. Other than that, I am intrigued. The no-PP cost psynergy involved the egg cage sounds like more hassle than it would be worth to code, as well.
edit: I see you changed most of the elemental levels/powers/resists to rankings, but a 99 elemental level is still totally whack.
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« Last Edit: 16 January 2012, 06:55:39 by leaf »
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The reason for Dummy Out is because Salanewt is the project leader. Thus, he gets to decide mid-battle that you no longer exist in the game's storyline and gameplay. As such, your class reverts to NPC, similar to what happens in GS1 when you use hacks to put Felix or Sheba in the party.
And you're right, the free Psynergy thing with Egg Morph doesn't sound like it would be worth fighting with the code over.
And the reason I gave him Big Bang is because his custom title is "Stat Yoshi", implying an astral theme. And while I agree that it sounds multitarget, I thought that a full-party KO move would be just too overpowered even for this, and I couldn't think of a better name.
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leaf
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Well then don't make it a full party kill. Make it a summon-type attack. I think you're missing one of those anyway.
And dummy out is still stupid. I refuse to allow something as dumb as that to make it into this game.
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