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Chrono News / Re: Masato Kato is working on another time-travel based game
« on: July 16, 2016, 06:10:54 am »
Not trying to be pessimistic or anything since I know very well what these 2 talented guys can do...
but not even Chuck Norris can kick Smart Phones into being decent gaming machines. Touch controls are simply underwhelming and too limiting regardless of talent.
but not even Chuck Norris can kick Smart Phones into being decent gaming machines. Touch controls are simply underwhelming and too limiting regardless of talent.
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Chrono News / Re: Chrono Сross Modification
« on: July 16, 2016, 06:00:09 am »
Good to see this project is still going! I'm the same Metastase that proposed that Recharge System on the 2nd GFAQs discussion linked here.
Answering Danetta's post, #52, page 4:
I think you're on the right track if you're planning to use %-based mechanics (such as status effects) to provide replayability. The alternative being VERY clever enemy patterns, which are much harder to create. That said, maybe this is too ambitious and you should reconsider the scope of this enhanced replayability, 1 alternative being: Create 2 different difficulty patches, 1 for a clean playthrough and the other assuming max lvl characters.
Otherwise your attempt to improve replay value will invariably have to face the "gambling" issue I've mentioned on that GFAQs discussion.
Also on that GFAQs discussion I've mentioned a clean approach to determine each Boss "theme" in order to maximize CC's battle engine functionality and how to choose plot points for specific Element distribution. The short version: Sum the total number of unique/strategic/interesting Elements, then divide them by the number of Bosses. Enforce those Element drops needed accordingly before the next boss.
I still think replacing 1 useless Element of each colour for multiple versions of Recharge is a superior (not to mention more doable) solution when it comes to re-designing CC's battle system.
Just imagine trying to balance the system bias on the usefulness of certain character Innates (by map/boss) based on how useful a certain added status effect became on any given new Attack Element spell (such as "Asleep"). This adds such an unnecessary clutter/obfuscation to what is otherwise a very clean Innate system that I'm not sure it's actually worth it.
IE: If a Boss wastes his turn to Purify himself, now you have to design him to account for even more punishment from 3 attackers and what about those players that didn't discover the Boss status vulnerability? See what I mean by unnecessary complication?
Not to say this isn't interesting - it certainly is - but this is a very close line to development hell, the likes of which don't tend to survive until project completion.
Ultimately, I think it all depends on what you guys are currently capable of doing with enemy pattern modding on CC. If you can list the AI behaviors/limitations currently available to you I'm sure people can provide much more useful and precise feedback. Maybe that will spark new (but doable) ideas too, right?
Answering Danetta's post, #52, page 4:
I think you're on the right track if you're planning to use %-based mechanics (such as status effects) to provide replayability. The alternative being VERY clever enemy patterns, which are much harder to create. That said, maybe this is too ambitious and you should reconsider the scope of this enhanced replayability, 1 alternative being: Create 2 different difficulty patches, 1 for a clean playthrough and the other assuming max lvl characters.
Otherwise your attempt to improve replay value will invariably have to face the "gambling" issue I've mentioned on that GFAQs discussion.
Also on that GFAQs discussion I've mentioned a clean approach to determine each Boss "theme" in order to maximize CC's battle engine functionality and how to choose plot points for specific Element distribution. The short version: Sum the total number of unique/strategic/interesting Elements, then divide them by the number of Bosses. Enforce those Element drops needed accordingly before the next boss.
I still think replacing 1 useless Element of each colour for multiple versions of Recharge is a superior (not to mention more doable) solution when it comes to re-designing CC's battle system.
Just imagine trying to balance the system bias on the usefulness of certain character Innates (by map/boss) based on how useful a certain added status effect became on any given new Attack Element spell (such as "Asleep"). This adds such an unnecessary clutter/obfuscation to what is otherwise a very clean Innate system that I'm not sure it's actually worth it.
IE: If a Boss wastes his turn to Purify himself, now you have to design him to account for even more punishment from 3 attackers and what about those players that didn't discover the Boss status vulnerability? See what I mean by unnecessary complication?
Not to say this isn't interesting - it certainly is - but this is a very close line to development hell, the likes of which don't tend to survive until project completion.
Ultimately, I think it all depends on what you guys are currently capable of doing with enemy pattern modding on CC. If you can list the AI behaviors/limitations currently available to you I'm sure people can provide much more useful and precise feedback. Maybe that will spark new (but doable) ideas too, right?
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