Yup I do. My skype is Formiina (with a double i). ^^
Taking a look at the spreadsheet now, it looks very nice!
Taking a look at the spreadsheet now, it looks very nice!
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QuoteEhhh, this sounds a little broken. Too easy to max your power with 9 djinn. You're going to make elemental power boosting equipment useless if you go this route, and the elemental power boost from summons, too.Right now the current plan is to remove the relative power / resist cap of 200 so hitting the cap won't be an issue. If +10/+10 ends up being too powerful, I can always revert to +5/+5.
QuoteI'm pretty sure the normal games actually do this and it isn't considered a bug; this is what makes abilities from your primary element stronger than from the others, which is also what plays a role in making base class spells stronger than spells from the other classes (to compensate for the lack of versatility that dual and tri-elemental classes offer). In fact, the game makes it so a djinni adds an elemental level, and each level adds the +5 bonus to the other two elemental stats, to make this possible.
QuoteIf you're trying to make offensive spellcasting a worthwhile investment, wouldn't just adopting a new system based on GS be better? It's what I did with the Casting and Warding stats. Did well in creating parity between what physical and caster adepts are capable of. Otherwise, all it's doing is serving to boost attack and healing power - it still won't really be worth it to cast spells.



You can now find it under the systems menu. The control scheme is saved every time so you should be able to set up the controls the way you like and have them stay like that from now on! ^^
QuoteWooh, I can be a male witch! :P

QuoteDjinn: Not too bad, but this also eliminates the ability to switch classes and open up new spells in the middle of battle. Even if those other classes are weaker, it's still great for making a unit more versatile.Yup, that's a good point. I guess it's a trade-off since you lose stats too, making yourself more vulnerable in order to deal a massive amount of damage. If I do have summons (And I kinda do, because they're pretty iconic to the games), the damage will probably need to be tweaked.
QuoteTwo turns/reviving: I love the idea of being able to either play my character defensively or offensively with those examples, but it also opens up the ability to have a full team of defenders and healers or some other team to stretch battles out anyway. Plus, if someone dies, then that team will mostly likely get wiped out with little opportunity for recovery. What if you were to make defend block 50~80% of all damage (would stick with jinn otherwise and leave out spells), and put some sort of limit on reviving? Djinni revives for example, or a reduced success rate for every reviving effect beyond items?Great ideas and good points.
Personally, when I played the games, I found the revive spell very powerful and fairly cheap for its effect. I want downing a player to have a significant effect for the rest of the battle, and I think it should be very hard (but not impossible) for the losing side to come back (So this puts a lot of pressure players to keep their Adepts alive). I'm not a fan of the Djinn revives, mainly because of its RNG success rate, but a revive limit is also a great idea and definitely something to consider!QuoteI like what you've done so far! Looks like you still need to add variation for sprite animations, transparency for battle animations, and element-dependent casting effects, but it still looks great so far. Camera works well, battles are pretty, and you even have the correct standard attack animations for each enemy/character (possible exception being enemy PCs, but I don't know how an enemy PC's attack would normally look in a battle anyway).
Element-dependent casting effects is now done, I shall get the others done when I can.
When you say transparency for animations, can you give me an example? I thought they were already transparent. XDQuoteAs for the very last part, I'd much rather see gameplay be altered from the original, yet still have a similar experience. Especially if you rebalance the luck stat and make ailments a viable option in battle.Yup, there are plans to rebalance the luck stat and ailments. Here's the current plan:

QuoteThe problem is this assumes a 1v1 situation, while these battles are 4v4.Yes, that's true. I guess the idea was most people play safe (as in, use one of their actions on Defend), so pretty much everyone has 50% reduction. Then you have the option of being dealing double damage at the cost of taking double damage, which I think would be a cool strategic choice. Of course, that's my ideal scenario, which probably isn't going to happen in practice. :P
QuoteIncreasing the number of actions per turn per team up to 8 would be very bad for the game's health. It would remove much of the decision making aspect, since you lose so little by having someone spend a turn to do something besides attacking in a game where you already have more than enough attacks available. To compensate for the massive number of attacks flying every round, you would need to drastically reduce damage taken by either messing with stats (via some combination of +hp, +def, and -atk) or directly altering the damage formula. Either way, you're changing a lot just for the sake of changing things.
It's meant to increase options, but I can see where you are coming from. You are right - there will be a ton of attacks flying around - so to compensate, HP would most likely be doubled.QuoteIf your goal is to make the defend command more useful, you'd be much better off directly attacking the problem by buffing the defend command. The current proposed solution is comparable to replacing a car's entire engine just because it needs an oil change.

QuoteI see. The post I linked discusses 3v3 because that's what the GS link arena uses, and it was about using vba to play matches online, but much of it could also be applied to 4v4.Yup, it was a good read! Did anything ever come out of that? I have done much link battling myself so it'd be great to hear from more firsthand experience.

QuoteMaking bosses less vulnerable to summons is actually pretty trivial if you're willing to adjust the hp% damage (e.g. 2% per djinni down from 3%) or give bosses additional resistance to summons specifically (e.g. making all summons inflict 75% of their normal damage when used against a foe with a "boss" flag).

QuoteI've got nothing against tweaking. In fact, I think it would be for the best. But, I don't think it needs a complete overhaul, like giving every character two actions per turn, or any radical changes to the djinn set/standby/recovery system.Okies! Great points in your post and I definitely don't want to stray too far away from the original games. You are right, it doesn't need a complete overhaul, I just wanted to add some spice to make things interesting, that's all. Thank you for your feedback!

I took a look at the link you gave me and unfortunately they are lacking a lot of the low level Psynergy, such as Flare, Plasma, etc. I can rip these myself (by recording an video of the game playing with layers turned off) but if there is a better way let me know.
What I meant to say was that I wanted to discourage summon rushing in boss battles, as I'd still like to have Summons there. PvP Battles will most likely be 4v4, but 3v3 can also be an option too.


)
You will be able to make a Fire Adept a Guard or Flame User, regardless of gender.
Again, the main focus is a balanced, fun multiplayer battle game, trying to stay close to the original games, but with modifications done as necessary. But ideally, I want there to be social aspects, perhaps PvE battles against cool and unique bosses (To earn Gold, Djinn and Items), or just play some minigames with your fellow Adepts to blow off some steam. Customized overworld sprites and portraits will be ideal as well, so you can be unique.
Check out the demo if you haven't already!





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