Conversation Between Ralz and Elyon Seraphim

959 Visitor Messages

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  1. Double stats for Chaotic sounds reasonable, And yes you noticed, There Superbosses will become true hell to defeat at a harder difficulty...
  2. Ah, yes. I suppose I didn't consider every ability from previous movesets. I sort've assumed less was better. Yeah... there's a lot you're unaware of. I was so wrapped up in my work, that I never bothered to inform you. That shall change.

    Hmm... how about we try 50% for Hard and x2 for Chaotic? For now, while you test. I see Remnant Dimitri being particurarly hellish.

    Ok, no that's who I meant. Alright, I can change things to fit that.
  3. Yes im aware of that, These movelists were just slightly small, Which is why im going to expand them alittle, I've also noticed alot of name changes of alot of familiar moves.

    The difficulty were rediculous, Expanding 50% every Difficulty will end up in a really... Nearly impossible amount of power in these bosses, And yes, They're supposed to be strong, I will experiment alittle, Try increasing their Parameters with 10-25% instead.

    Oh, You're refering to Dimitri, And yes i checked the movelist, Thought you meant someone else which i didnt know about, Well, Dimitri is essential to the story, Which means he should be joining at a good time.
  4. Just keep in mind that each character can do something different and each of the moves, for the most part, are unique and don't overlap one another. That's the mindset I had for this final moveset.

    Oh! Lol. Yeah, a little change can be BIG. (Especially with the super bosses.) Hmm... and I do notice the after Malachi, difficulty seems to spike.

    Everyone has a place in the story, including this last one. (Did you read the Moveset? It sounds like you didn't...)
  5. Likely, I'll make the movelist a bit larger, As i still have keept the older lists you gave me.

    And i actually meant, That these larger difficulties are rediculously harder than i imagined, Those little stat boosts are really massive... But if i can get the "Difficulty Script" going up running again, I can probably make a few changes.

    Hmm, Which party member would it be? It really matters, If this character has a strong connection and NEEDED link to understand the story, Then it would be better getting this character at one point.
  6. Alright. What do you have in mind?

    I kinda agree. When I came up with the 50%, x2, x3 system, Chaotic felt too... easy. At one point, I thought of x5 for Chaotic, but that might be too hard. Unless adding another difficulty could mitigate that?

    I see... that's too bad. But in my original draft, the weapons were about Lv 2-3 in power, so that's not a huge loss.

    Also, corcerning the eight party member... Should they come before Chapter 5 or at the end of the superdungeon? I'd like to know.
  7. Hmm, Not bad of the files you gave me, I'll be making some adjustments on these though.

    Likely a change in the difficulty stats, Because harder modes is likely much more overwhelming than what ive currently seen.

    I've also read the PM, Sadly i cannot perform Weapons Growing In Power with the characters, Theres likely an script to enable that, But i prefer to not make things as complicated.
  8. I hope you got that PM.
  9. I see, Welcome back, Same shit had happened me not to long ago.

    And feel free to send the documents any time you'd like, Whichever way is fine.

    Yeah... Not going so far with the project, Still waiting for the remaining Sprites... Then i can start this game, Never thought this would take so long, But i remain faithful.
  10. Hey, Elyon. I know it's been a while, but my computer died and I basically lost most of the stuff for the game. I'm in the process of rebuilding and I'll let you know when I get one of them done.

    Would you like me to send you the first one to get completed? (It won't be the story, in case you're wondering.)
  11. Um... please put a notice of what to do in all your puzzles, Elyon. Like, even just a brief flash of a message saying "hey dumbass, push this block to proceed."

    Kthxbai
  12. Thats... Interesting...
  13. I'm playing through another VX game, Manifest, and the idea just randomly popped into my head. Of course, there'd be a disclaimer at the start saying "this has no spoilers, but please try and solve it on your own before you inevitably crack and look into this document for answers."

    And I suddenly realize where the idea came from. I've already encountered two dungeons with puzzles that have NO indication of what to do. >.>
  14. Actually... Thats not an half bad idea Ralz, While i can't make in-game reminders, A Walkthrough would surely fix that.

    I'll consider it, I'll have a note to remind us about it so it doesnt become forgotten.

    But its quite irrelevant right now, But an good idea for the future.
  15. Should we include a walkthrough? I'm not saying an overly in-depth thing, just something of a helper. If we cannot implement a way to remind the player of what they're currently doing, there could be a document in the game's files that just has basic information, like "go to this place" or "do this thing."
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