Final Fantasy V Research & Development / Re: Too many in-Battle Loopholes
« on: July 02, 2017, 08:37:51 AM »What would be more realistic, and I'm surprised this hasn't been brought up yet, is implementing a third byte for HP. FF5 has far fewer systems in place than FF6 did, so it wouldn't be nearly as difficult to implement.Whether the 3rd byte is purely an additional digit to HP or "lives" or whatever changes nothing on how realistic it is to implement.
In fact I only had to edit three functions for that. For pure HP I'd have to touch many, many more..
MY goal is to keep more options relevant than just damage without making them an instant win.bosses (or enemies in general) are still stuck with a max of 65k HP BUT they have "extra lives", 0-15 depending on enemy.As I have already mentioned, since your only goal is to drag things out, it would only create artificial difficulty.
Currently I can't really allow the average boss to be vulnerable to petrify, even with a lowish chance, because 1 hit killing "every" boss is kind of a letdown.
Same for death and what have you.
With that, half the gameplay options are dead = unfun.
You know the cliche, random mobs have so little HP, poisoning makes no sense, so you'd want to use that against high HP targets, e.g. bosses; but those are 99% immune, so why does that even exist in my skill list.
I can't recall ever being happy about using a poison skill, no matter the game.
Death effects were often dead weight too.
FF5 is one of rare games where that at least has some use via Lv5 shenanigans (or bugs).
OT: I plan to allow "resisted" status effects against an RNG role (still involving stats), so that may taint my view on this matter a bit.
The first "form" might be more dangerous as you had no chance to apply buffs or debuffs in whatever form yet. Status moves, percentage moves and random-damage types don't really scale, so they remain equally threatening.QuoteTo make it less of a boring HP mass, on each live loss some stats may rise a bit, so as you pass each HP barrier the fight gets more dangerous.In which case the only form you need to prepare for is the last one. Everything before it is just fluff for you to waste time on. See Archeoaevis. On a certain scale, also Omega Mk II, but all he does is auto-full-heal if you don't OHKO him.
Then there's also the attrition aspect; the more the fight goes on the more you get the feeling "he have to kill him NOW".
Most importantly, it tells the player that he is making progress. Very few take Scan or use it, heavy is immune to percantage damage and otherwise there's no tell how far you are in the fight, so whether you are 2 HP from a victory or only 50% in, no idea. But that way you have at least a little info that you're getting ahead, at the start you took 2000 damage, after a while 2100, now 2200.
Not really what I meant.QuoteThe live calculation takes place not when damage is applied but after the turn ends, so !X-Fight can only take 1 live never everything at once with its potential 79.992 damage, neither can !X-Magic.So, vanilla.
Vanilla caluclates all damage before the animation even starts, so if I put the "live calculation" (HP refill live subtraction, stats, etc.) there X-Fight could theoretically deplete multiple lives in one action, making it again just "more HP". I guess we both agree that just a huge wall of HP is boring/bad design; a 5 hour fight where victory was almost guaranteed after 3 minutes -> trash
Instead I put it before something that leads to the dissolve animation/AI death triggers if HP is 0.
Yes it allows for unnecessarily high HP (16x 65.535) but that's not the intent, rather maybe a bit more HP than vanilla but split over multiple stages.
60k could become 6x 12k; no more 1 hit k.o. via overpowered x-fight and death might be a viable status effect as you'd have to hit 6 times with it.
Worst case, there's always the nuclear option of mix to L255 then L5 death a few times, worst case 30 turns. Kills any motivation to make a pure HP pile :p
Unless I'm horribly misreading the damage calculation, level for that is capped at 99, so the increase of danger during this course is limited.
I get what you want to do, but the approach probably needs a new angle. Too hard, and nobody will want to put the work in to do it.Excuse me, but do you mean too hard for the player or the maker?
