Items
#1
03 October 2013 - 04:57 PM
Healing item values are hardcoded into the game, so an HP buff across the board (Emitai's idea) would reduce the viability of healing items later on in the game. I could probably work around that by tweaking abilities, but we'd like to know what you guys think first.
Edit: And also, your thoughts about healing items in comparison to magic. I personally tend to swing towards healing abilities rather than items more often than not, but it's always helpful to hear another perspective.
#2
03 October 2013 - 05:00 PM
#3
03 October 2013 - 05:01 PM
#6
03 October 2013 - 05:10 PM
joeafro, on 03 October 2013 - 05:07 PM, said:
Gotcha. What I'd like to do is make magic as a whole (not Momo/Nina; that's a whole different issue) more attractive, but I don't want to do it in a way that completely overshadows items.
That could be done in many different ways, from changing the base power of spells (this will be happening) to tweaking AP costs, when certain abilities are learned, and maybe even how much AP your characters have.
#9
03 October 2013 - 05:17 PM
Angel, on 03 October 2013 - 05:14 PM, said:
Emitai just brought up a really good point. The problem is that the healing magics are on Ryu, and you wanna save up your AP for Accession. Aside from Ryu, only Peco and Momo can heal, and Peco only has one healing spell.
I'm considering taking a fresh look at each character's role and trying to balance that out a bit more without changing them entirely. Such as giving Nina a few healing or defensive spells. I'm not sure yet, though. Just something I'm looking at.
#10
03 October 2013 - 06:01 PM
#12
04 October 2013 - 01:26 AM
I'd like to use them all the time, though. Preparing for a dungeon crawl, deciding how much gold to spend on gear and how much on items, is an important aspect of RPG.
This gets very dilluted with ability to grind exp and/or get functionally infinite gold
#13
04 October 2013 - 08:23 AM
maxi, on 04 October 2013 - 01:26 AM, said:
I'd like to use them all the time, though. Preparing for a dungeon crawl, deciding how much gold to spend on gear and how much on items, is an important aspect of RPG.
This gets very dilluted with ability to grind exp and/or get functionally infinite gold
If I could, this would be one of the things I'd change but with item healing being hardcoded I'm rather limited in what I can change about them.
#16
06 October 2013 - 09:06 AM
why not just make healing items a lot more expensive so they can't be bought en masse.
Healing herbs are 8c
Vitamins are 50c
I think Multivitamins are 300c
Make healing herbs 50c
Vitamins 300c
Multivitamins 2000c
Now characters who can heal are actually valuable, they save you a ton of cash
#19
06 October 2013 - 01:05 PM
#20
06 October 2013 - 01:07 PM
XtraT, on 06 October 2013 - 01:05 PM, said:
I guess viable was the wrong word there. I might see about putting some AP restoring items in shops though.