Brave New World 1.8.4 is now available!
#201
23 February 2017 - 09:41 AM
It takes real effort to cap anything in BNW. Excluding damage at occasional points (usually hitting weaknesses with top-tier spells)
#202
23 February 2017 - 10:39 AM
kolchin04, on 23 February 2017 - 08:08 AM, said:
You definitely can, but Kefka's Tower is so long and involved that it's designed to keep pushing characters' levels as you progress through it. That's why a lot of level target assessments have different values for the final boss sequence and for entering the tower in the first place.
#203
25 February 2017 - 09:33 AM
Quote
I personally really dislike when games do this. It gives me no incentive to "learn" the characters and to appreciate the different options they present. I like the experience of being forced to learn different playstyles or die - it's a great way to deeply appreciate the game's mechanics from a bunch of different angles.
If everyone levels no matter what, you can swap them in, swap them out, no effort... I feel like chunks of the entire experience disappear.
With limited party situations in FF6 this would be mitigated somewhat, but it still really bums me out when games do this. (Playing ToD:R right now and this is the bane of my existence.)
And in other news - I'm totally not a powerleveler (but I do get... shall we say... LOST????? Frequently? ^.~ ) and I'm usually off the floating continent on level 23-25. I didn't "grind" (by... my standards?) and beat 1.7 around level 38. I swear I am bored by grinding, I just like to savor games (I love the dungeons where the music doesn't cut to battle, btw) and have poor directional skills.
Thought I'd throw that in because I feel like my brain operates differently than the core crowd of posters here but I'm still dyed in the wool love Final Fantasy to death.
My vanilla experience with BioBlaster was, "LOL, boring, next." I got WHOOPED in BNW until I finally experimented and used it. My vanilla playstyle never incorporated status ailments before. Using bioblaster/incorporating status shifted BNW early game from banging my head against a wall to -> wow, this is really fun now! Fun but not boring, because I'm thinking so differently. I did naturally shift away from BioBlaster once Edgar could get up to his dragoonish tricks.
#204
26 February 2017 - 02:26 PM
#205
26 February 2017 - 04:14 PM
#207
28 February 2017 - 07:25 AM
thzfunnymzn, on 19 February 2017 - 08:05 PM, said:
I have a horrible idea in this spoiler tag, which you can just not read unless you enjoy insanity, and then a maybe-good idea below. You should probably just start by reading the part not in the spoiler.
The problem as it stands is that while 100XP means more to someone at level 10 than level 20, it's still hard to 'catch up', and players are actively discouraged by the math of the thing from using under-leveled characters. So we need to find a way to incentivize using under-leveled characters. Perhaps something along these lines:
Instead of distributing XP evenly to each character, perhaps a new formula for XP distribution could be introduced. For example: Edgar is level 20, Relm is level 10, Strago is level 5. They defeat Enemy X, who grants 100XP. In the present system, each character gets 100XP:
Edgar (level 20) 100 XP
Relm (level 10) 100 XP
Strago (level 5) 100 XP
What I'm proposing is that this XP be divided up inversely proportional to their relative levels, so:
Edgar (level 20) 43 XP
Relm (level 10) 86 XP
Strago (level 5) 171 XP
Another example. (Numbers are arbitrary and for math purposes only!) Edgar is level 42, Relm is level 14, Strago is level 6. They defeat Enemy Y, who grants 90XP. In the present system, each character gets 90XP:
Edgar (level 42) 90 XP
Relm (level 14) 90 XP
Strago (level 6) 90 XP
What I'm proposing is that this XP be divided up inversely proportional to their relative levels, so:
Edgar (level 42) 43 XP
Relm (level 14) 68 XP
Strago (level 6) 159 XP
This will help under-leveled characters to more quickly catch up to the over-leveled, while simultaneously slowing down the growth of the highest-leveled characters. This does not solve the underlying problem, but does at least address some of the exacerbating factors, and does so by means of a single formula easily introduced into the game code. [Edit from Discord chat: I am a naïve fool.] It also would have virtually no effect on current gameplay for players using a party of roughly-equally-leveled characters, so it represents minimal risk.
Thoughts?
#209
28 February 2017 - 02:19 PM
#212
28 February 2017 - 06:05 PM
A simple, and slightly weaker skewing, formula would be for all characters to earn Total XP x (1-Level/Total Party Levels)/(# of characters alive at end of fight - 1). Note this would not apply when only 1 character is in party or only 1 survives, as you would end up dividing by 0.
Then in your first example, there are 35 total party levels and total XP to distribute is 300, so:
Edgar (level 20) 64 xp
Relm (level 10) 107 xp
Strago (level 5) 128 xp (rounded down since the game does that for non integers)
For example 2, total party level is 62 and XP to distribute is 270:
Edgar (level 42) 43 xp
Relm (level 14) 104 xp
Strago (level 6) 121 xp
Edit to fix error in formula.
This post has been edited by SuperHario: 01 March 2017 - 10:50 AM
#213
28 February 2017 - 07:35 PM
So, on a completely different note: I noticed that WoB bosses are a more diverse lot. While a lot of WoR bosses are "Big, bad, lots of HP", WoB bosses have more unique gimmicks like "pincer striker", "summon minions", "Jump", "multiple dudes", "change positions" (Ultros II). There are some unique WoR bosses (Wrexsoul, Tentacle, Hidon), but it seems like a higher proportion are more mundane (even ignoring the 8 dragons).
Perhaps something to look at for 2.0? I know it won't happen otherwise. Just spitballing.
#214
03 March 2017 - 12:36 PM
blackcat777, on 25 February 2017 - 09:33 AM, said:
I personally really dislike when games do this. It gives me no incentive to "learn" the characters and to appreciate the different options they present. I like the experience of being forced to learn different playstyles or die - it's a great way to deeply appreciate the game's mechanics from a bunch of different angles.
If everyone levels no matter what, you can swap them in, swap them out, no effort... I feel like chunks of the entire experience disappear.
To me, that's actually why I feel it incentivizes experimenting. As you progress through the game, the core you use to play starts to level up more than the other characters, meaning you either have to then grind with those characters in lowwer level areas to get them to the point where you can take them into the higher level ones (which means you're not progressing with your core), for a pay out of a playstyle you may not even like. You're investing time in characters you don't even know you like or dislike. Having everyone level up at once lets you experiment without the slog of making them usable.
As for how to program it, I don't know much about programming so this idea could be 120% hokey, but... If all characters used the same level and XP (the calculations and the addition of XP all used the same shared address) and then you divided XP by the excepted party size, wouldn't that effectively make everyone level at the same time simply because they all share the same level and XP totals?
#218
06 March 2017 - 05:12 AM
#219
06 March 2017 - 06:50 AM
kjinn22, on 06 March 2017 - 05:12 AM, said:
Well, if you'd have asked me that question yesterday I'd have said "not sure/whenever". But I saw the first thing significant enough to make me want to work on an update last night in a stream, so I'd like to try and get to it sometime this week.
#220
06 March 2017 - 04:57 PM