Araz8631 Wrote:Hi.May some one post a guide on how to get the forest maze done .I have tried all the ways and reached to the forth map that there are 2 ways ,up and down both of them just returnes to the starting point.help please!
tshakudo Wrote:When you walk into the screen, turn around and walk out the way you came in, that's the exit... stupid elves and their defying physics.
Btw, it seems half and half on things freezing at the dorf princess.... I'm one who keeps having that error pop up and close out my game.... cannot get past this fight.
The imp hints to check the saint knight living place.Does anybody know where he is refering to?
(lich king tower bug)
Something that would be really nice is a recall stone or something that could take me directly to home base, even if I had to buy it. Just have it set a transfer player and move the vehicle to a proper location.
I keep seeing folks talk about goblin equipment, but when I try to get said equipment at the markets, it won't let me approach from the front. I think I read in a comment that approaching from the back works though, so I'll try that out.
Good game, but the grinding aspect is frustrating. When I play a game, I expect for most everything needed to beat it to be provided through the main path with sub-branches simply making it easier in the long run.
This is especially true with conquest-style games. I like to follow sub-paths anyways so it isn't a big deal for me, but sub-quests and grinding should make a game easier, not playable.
I also noticed that these monsters must be getting ridiculous evasion rates, or my weapons must have a really low chance to hit. I've calculated on my berserker's axes that outside of rage, they have a 25% chance to miss at least.
Another thing is bosses. I read somewhere that the goblin king is a ridiculous one-shot-kill powerful because he has low HP... Except he's not an exception to the rule. He IS the rule. Every single boss I've fought in this game has been high DPR, low HP, or high DPR, high HP. It's pretty much a guarantee that unless I kill them in the first round, my berserker is the only way to win.
Actually every single battle has been a matter of "you better have the best equipment or you don't stand a chance in hell!" Which I really don't agree with. Average equipment should be the least needed to get through an area successfully, with the best equipment making the task easier. (so the tier prior to the best tier should be the minimum armor/weaponry needed to successfully complete the challenge.)
When I was working with game maker for the first time, it had a note in the booklet that said that designers typically get very good at their own game. This is very, very true but it doesn't mean it's easy. The best way to test if your battles are too hard is to simply use the toolset's built-in tester. Pop in average (or even slightly below average) levels, set the equipment, place in some of your characters in a given situation and blam, you can figure out rather nicely if a battle is going to be too tough for the average player. Never use the strategy you know will work for beating an enemy, because that gets into a linear path whereas only that strategy works.
I found on multiple occasions that the game already expected me to know that archers, for instance, are three times as powerful as fighters in any given battle. Your average player (especially those not paying close attention to how much damage specific enemies are doing) do not know that.
Point being, always assume your average player will take the "dumbest" route to beating an enemy, as it will ensure balance while granting benefits and perks to those who realize the patterns.
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Oh also do you think on some times you can have some of your guy's you recruit you can sometimes see them doing things or moving about areas in your dark chastle?
Also since you have the Overlord recruit the goblins can you put them also in your army as well? You can have them show up in areas as well to help support the Orks also. It would also show how much the Overlord gained in power by also using Goblins and their skills with orks.
You could also have a funny side plot showing some of the female goblins manage to convince you to have a female unit and show how much mischif they get into with your army as well as other towns or areas you manage to conquer.
_ Thank you for this very nice game ^ ^
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Of course, when there's a fight that pushes a game's mechanics to the limit, flaws in those mechanics show up especially glaringly.
So what else stops the battle from being "pleasantly challenging" and makes it annoying instead?
Distract them.
In a sentence, "it's not good".
Enemies ignore it with impunity, and with great frequency.
That doesn't sound like something you want said about one of the key "tactics" you try to "encourage", is it?
I'd think not.
There are lots of things that could be done to deal with that too, though.
- The one that seems most obvious would be to simply make the command more effective.
To make it do what it does already, but better.
So, for example, to make the distraction get attacked 80% or 90% - or even 100% - of the time, instead of 50% of the time, or whatever figure it is now.
But although that's an obvious answer, I don't think it's necessarily the best answer.
The thing about these commands is that they're trying to simulate things that could actually happen in a battle.
Turn-based combat isn't my favourite system (in fact, I don't like it much at all) but what it's trying to do is to simulate actual battles, in its own very stylised way.
So I don't think it's necessarily a good idea to say "use this command, and suddenly the enemy will forget that they are fighting four characters, instead of one."
Doesn't seem that believable, y'know?
Not that great for "immersion".
- Perhaps you could copy DnD, and mimick the way "marks" and "attacks of opportunity" (and immediate-interrupt attacks, for fighters) work, in the DnD system.
As to marks, that is to say, when the distraction command is active, you could make the enemies more likely to miss if they don't attack the distraction.
(As if they were attacking a character other than the character that had 'marked' them, in the DnD system).
I think it's basically something like 10% more likelihood to miss, if I remember right.
(-2 to the roll, when the operative system involves rolling a d20)
It's more complex than that, (and a 10% penalty really isn't much use anyway) but it'd be SOMETHING more than the current distraction command has.
And the current command needs all the help it can get.
As to extra attacks, maybe you could make the enemies take damage when they attack something other than the distraction.
(In this case, you'd be copying the attack that a character would suffer if that character attacked something other than the fighter-class character that had marked them, in the DnD system, or you'd be copying the 'attack of opportunity' that a character could suffer if it used a non-melee attack when there was an enemy character adjacent to the attacker.)
Those are just ideas blatantly stolen from another system, after a moment's thought.
They may be quite impracticable in the RPGmaker engine, or you may not like them for any number of other reasons.
To be sure, you could come up with something entirely original instead, but there's only one important thing to bear in mind about the current game mechanic as it stands.
That one thing is as follows:
"It's not effective."
Balance aside, the game is still good fun.
I especially liked the music for ... just about everything involved in the dwarven mines, from the overworld theme to the boss themes.
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STR Wrote:Basically, in addition to attract most ennemy attacks, the character would also take the damages suffered by allies with less HPs than him. But them, I'm effraid he'll just die at the first whole-party attack a boss will throw at him.
But them, I'm effraid he'll just die at the first whole-party attack a boss will throw at him.
STR Wrote:Still, I'll start looking for a more effective substitute.
STR Wrote:Well, I can't agree with that, sorry. If I make a game assuming my player will always take the dumbest route, and decide he should be able to win even when doing so, then I'll just end up making a game for dumb people or, worse, that encourages people to act dumb.
So I hope that, in my game, if the player does something dumb, he will gets punished for it, learn from his mistake, and not do it again. And when he does manage to win, he'll feel clever for doing so, and he will be able to appreciate his victory.
STR Wrote:effraid
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