VGF Toy Battling (Rebirth)
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- heh
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Are you retarded? i'm not complaining about the super, i'm complaining about the fact that the toy got worse when he leveled up. I did not play level one ryu for 40 damage pokes, I played him for his instant 80 followed by 40 damage pokes whith decent survivability, Now ryus does slightly more damage on normals and has slightly more staying power but he lost the entire quick burst of damage that made him great and not average.t3hDarkness wrote:His HP and special abilities went up, pay attention to more than damage please.
The last opponent I was against had a damage reduce effect, two normals from Ryu would have dealt 60 where the super is 65 + stun effect.
My Cloud lost overall damage from level 1 (70 to the main an 20 to each standby) average of 90 to level 2 but gained pinpoint precision at 60 damage.
tl:dr All supers have a strength and a drawback.
PS: its a bad thing when the drawback outweighs the strengh so much that you never use it.
No. It would be worth it if it did one hundred or even just 90, then the risk (being killed, interupted, or blocked somehow before you can fire it) would be a decent trade off for the reward (good damage and stun)STOP LOOKING AT ME wrote:Would you rather use your Super all the time?
Or change it all together. I'm not asking it to be good per se, I just want it better then the Lv. one verison. My point was for you guys to pay more attention to what you make. Lilith and Arthur are TOTALLY USELESS, and alot of my other toys are near to it. Blue mage would be cool if it was actually possible to get chips for explode, but maybe he has some more useful abilites, i dunno.
the 2 hit ~ area is fine, but i feel like right now some things are cutting too close to one hit, and this the problem with alot of the useless toys: Low HP. Here i think is the real problem: there are no real defensive toys. ok theres a few, like white mage, but most toys are either offensive, hyperoffensive, or well balanced, and there are basically none geared toward defense.SephirothKirby wrote:@Everyone:
It's true, we have way too many Non Chips.
And pretty much no thunder chips ...
We have a lot of Fire, Light and Dark though :/
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@T3hDarkness: This might not be the most fitting for the NC Forum, but every previous Toy Battling has been here, and the activity doesn't really hurt.
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@That Guy:
The current EXP system is 20 Base, +6 EXP for each Power higher and -6 EXP for each Power lower, it's designed so that weaker Toys do level up faster, but perhaps I should set their EXP 20% lower, so that it takes 80/120 to level up as opposed to 100/150?
I have a large stock of Toys, and a good amount of Chips, but if I double the amount the store sells, I'll be putting them out faster than I can make them.
As for Toys dying in two hits, well, do you want them to last longer? I'd like their to be an amount of strategy to this, not send out your strongest toy, super, send out next strongest toy, super, etc. But if it's degraded to that, what would you like to see?
Thanks for the input everyone, I'll think about how I want to work this out.
EXP thing: 80 - 100 on the first level. Thats 3 - 5 kills, which seems reasonable. And toys that are obviously weak should have an even easier time leveling, like 2 - 3 kills. But honestly I have no idea how high the levels go or what level you are expecting people to be at the end, so I really don't know what pace you want.
Of course this is all just suggestions. if the game is still fun, people will play it even if the system is broken.
- Apiary Tazy
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yeah yeah yeah, go to hell. I'm not saying the game is bad right now. the only thing I really want changed is the ridiculous scarcity of chips and decent toys, the annoying and abusable switching system, and for SK to put a bit more thought the next time he levels up a toy.STOP LOOKING AT ME wrote:Lower your standards then Mr. Lurch Jr.
also i swear Leon must have leveled up by now. He must have killed like 8 toys, jeez
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Arthur actually isn't that bad. You have a percentage chance of getting either a good normal or a good super each battle. His ability that prevents him from being OHKOed is really useful.OBAMAGEDDON wrote: Or change it all together. I'm not asking it to be good per se, I just want it better then the Lv. one verison. My point was for you guys to pay more attention to what you make. Lilith and Arthur are TOTALLY USELESS, and alot of my other toys are near to it. Blue mage would be cool if it was actually possible to get chips for explode, but maybe he has some more useful abilites, i dunno.
As for Lilith, it says another one goes on standby when you send her out I think. Something tells me SK didn't create a 40 hit point toy just to be KOed instantly. Perhaps if he elaborated on that we could understand how she probably isn't useless.
- SephirothKirby
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Actually, Lilith is completely useless.
...But Tazy made Lilith I swear.
Leon is at 68/100 ... Which does seem a bit low. It's kinda why I wanted you guys to keep track of your own crap, in case I made an error.
That Guy's argument against Ryu's Super is valid, therefore it is changing.
Super: Denjin Hadouken (80, Thunder/Projectile): Requires 1 turn to charge. You can discard up to 2 Thunder chips. 33% Paralyze + 33% for every chip discarded.
Also, this thread reached 500.
I didn't know that. Hmm...I am going to end this thread and edit the system a bit, I will have a second thread up within the next week.
Thanks for the help.
...But Tazy made Lilith I swear.
Leon is at 68/100 ... Which does seem a bit low. It's kinda why I wanted you guys to keep track of your own crap, in case I made an error.
That Guy's argument against Ryu's Super is valid, therefore it is changing.
Super: Denjin Hadouken (80, Thunder/Projectile): Requires 1 turn to charge. You can discard up to 2 Thunder chips. 33% Paralyze + 33% for every chip discarded.
Also, this thread reached 500.
I didn't know that. Hmm...I am going to end this thread and edit the system a bit, I will have a second thread up within the next week.
Thanks for the help.
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arthur is completly unreliable and most of his effects are lower the average. useless.Blake wrote:Arthur actually isn't that bad. You have a percentage chance of getting either a good normal or a good super each battle. His ability that prevents him from being OHKOed is really useful.
As for Lilith, it says another one goes on standby when you send her out I think. Something tells me SK didn't create a 40 hit point toy just to be KOed instantly. Perhaps if he elaborated on that we could understand how she probably isn't useless.
making MORE Liliths is definitely a good thing, i sure want more deaths so i can lose faster
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yes, let us assume that when it does not mention it anywhereBlake wrote:I would assume both/all Liliths would have to be killed before it was KOed. Like in previous battles some guy summoned 5 hp wood giants or something on standby. If each of those were to stand as a 'stock' yeah that would be unbalanced obviously.
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So as long as you go first, you get 50 damage and a turn to set up your chips and standby toys.
That would have combo'd really well with the first Ryu...
I also propose a change in damage penalties and bonuses, primarily because light and dark cancel their bonuses out from eac hother.
I request an attack do -10 damage against the Same element and then deal +10 to the weaker element.
This would also make prevent instances where say, wind would completely massacre an earth toy with total 20 points in advantage.
That would have combo'd really well with the first Ryu...
I also propose a change in damage penalties and bonuses, primarily because light and dark cancel their bonuses out from eac hother.
I request an attack do -10 damage against the Same element and then deal +10 to the weaker element.
This would also make prevent instances where say, wind would completely massacre an earth toy with total 20 points in advantage.
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I would argue the current element advantage system is fine. That's supposed to be part of the strategy I would think. Instead of just whipping out all ** toys just cause they're powerful it may be more beneficial to whip out the * that owns the opponent's elemental.t3hDarkness wrote:So as long as you go first, you get 50 damage and a turn to set up your chips and standby toys.
That would have combo'd really well with the first Ryu...
I also propose a change in damage penalties and bonuses, primarily because light and dark cancel their bonuses out from eac hother.
I request an attack do -10 damage against the Same element and then deal +10 to the weaker element.
This would also make prevent instances where say, wind would completely massacre an earth toy with total 20 points in advantage.
I tried this with YL against TG's Ryu. The damage reduction helped me, but I realized YL doesn't even have earth attacks that would otherwise deal +10 damage to Ryu, heh. But it still kept him alive nonetheless and served my purposes of gaining exp.
My set is mostly light and dark so I haven't really had trouble with elements so I guess I personally don't the huge downfall to the current elemental system. Unless a ** toy can kill a decent * toy with one normal or something.
And yeah light and dark is a pain in the butt, even I myself can't find a solution to that problem whenever I create games. I have to throw light and dark in with the other elements which usually results something strange like dark pwning water, lol.
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Possible Concept 1:
PvP is handled entirely via outside communication.
A new action is 'Intercept', which cannot be used in the same turn in which you switched or attacked. What it does is, when your opponent switches, it stops them from switching and deals 10 x (Your Power).
Possible Concept 2:
Only if concept 1 is used. Switching doesn't cost anything, but you cannot switch and attack on the same turn. The opponent's attack is always dodged when you switch, except for certain abilities.
Ehh? I dunno if this would improve it.
PvP is handled entirely via outside communication.
A new action is 'Intercept', which cannot be used in the same turn in which you switched or attacked. What it does is, when your opponent switches, it stops them from switching and deals 10 x (Your Power).
Possible Concept 2:
Only if concept 1 is used. Switching doesn't cost anything, but you cannot switch and attack on the same turn. The opponent's attack is always dodged when you switch, except for certain abilities.
Ehh? I dunno if this would improve it.