User:Follower of Light: Difference between revisions

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|Name=F.O.L.
|Name=F.O.L.
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|Image=[[File:Mosquiton@themovies.jpg]]
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==Miscellaneous==
==Miscellaneous==
No, my user name has nothing to do with any organized religion; it's a Celestria reference.
No, my user name has nothing to do with any organized religion; it's a Celestria reference.
==Potential Tweaks to Battle Mechanics and assorted Ramblings==
The purpose of this section is to allow me a space to list off various critiques and potential improvements I'd like to implement in some of the older titles in the event that I spontaneously generate hacking aplomb or strike it rich and finance one. While I encourage anyone wasting their time reading this page to provide feedback, please do so on my talk page to avoid clutter.
===Nightmare on Elm Street part Six===
For general battle changes:
*Wisdom increases the damage and healing power of spells. Not 100% sure on the max ranges just yet, but adding 100 to kasizzle's base sounds about right.
*Remove access to the bag while in a dungeon. That bottomless sack makes the game too easy, and the change can be justified by having extra items being stored in the wagon.
*synergize the resistance tables for elemental damage and the accuracy of status ailments for a unified table of 100%, 70%, 40%, 0%.
*Mark all floating enemies as being immune to fissure, stomp, tidal wave, and so on. This would require some tricky event tags in terms of programming, but I think it'd be worth it.
*Remove the falcon blade altogether; its too damn broken and has been the series' stupid button since 1987. Subsequently, tweak falcon slash to deal 50% damage per hit, with a chance to land a critical hit on each strike. That would boost the gladiator's rate to 25%, and justify using the skill.
*Give spooky aura its own resistance tag instead of piggy-backing off of whack. The skill is 100% useless as is. Furthermore, have it increase the damage/accuracy of spells by 30% per resistance level: doing so would give an actual incentive to spend a turn using it, and boost the damage range of the elemental slashes to 160%, 130%, and so on.
*Speaking of elements, drop frizz and replace it with zam. Having two types of fire magic is stupid, and doubly so when they use independent resistance marks. Adding black magic would give certain enemies more thematic significance and allow for tighter strategy in terms of player abilities and armour. Off the top of my head, zam, kazam, big banga, and shade slash ought to be enough player abilities, along with perhaps magic burst. Enemies can use the same, along with dark breath and a weaker variant.
In terms of story and flow of gameplay...I think 6 would benefit greatly from taking a few pages from the erdrck trilogy and allowing more player freedom. The story itself is good, but small tweaks to the individual scenarios would be nice:
*Change the upper world's map just enough so that the player can choose to go to either steven spielberg's tower or aridia first. This would alter only a few lines of dialogue at swanstone castle as miralda will recognize the heroes that saved her.
*Make Slimeopolis reachable as soon as murdaw is dead, and add at leas three additional battles per rank. That is to say, have the game randomly select the rank's opponents from three options per segment of the rank. Makes the sidequest more interesting that way.
*Add a "store" of sorts to the mermaid's den. Its a shame to waste all those sprites for the background and maids themselves, so let them sell a few bits of nautical equipment from 7 like the seacow sallet and bottlenose buckler, and some sea snacks for healing.

Revision as of 22:30, 2 December 2016

F.O.L.
Mosquiton@themovies.jpg
Title Number nerd
Class Med student
Race Boston marathon
Age 923

Editing frequency

Med school is a pain, so I can't edit as often as I like. I'm going to try and add something each day though, even if its just a small edit.

Goals

My current goal is to fill out all of the information concerning battle mechanics. This includes skill and spell damage formula, elemental resistances, and any similar thing I can think of. My writing is dry, so anyone who feels the need to spruce it up with pun or alliteration is free to do so.

Miscellaneous

No, my user name has nothing to do with any organized religion; it's a Celestria reference.

Potential Tweaks to Battle Mechanics and assorted Ramblings

The purpose of this section is to allow me a space to list off various critiques and potential improvements I'd like to implement in some of the older titles in the event that I spontaneously generate hacking aplomb or strike it rich and finance one. While I encourage anyone wasting their time reading this page to provide feedback, please do so on my talk page to avoid clutter.

Nightmare on Elm Street part Six

For general battle changes:

  • Wisdom increases the damage and healing power of spells. Not 100% sure on the max ranges just yet, but adding 100 to kasizzle's base sounds about right.
  • Remove access to the bag while in a dungeon. That bottomless sack makes the game too easy, and the change can be justified by having extra items being stored in the wagon.
  • synergize the resistance tables for elemental damage and the accuracy of status ailments for a unified table of 100%, 70%, 40%, 0%.
  • Mark all floating enemies as being immune to fissure, stomp, tidal wave, and so on. This would require some tricky event tags in terms of programming, but I think it'd be worth it.
  • Remove the falcon blade altogether; its too damn broken and has been the series' stupid button since 1987. Subsequently, tweak falcon slash to deal 50% damage per hit, with a chance to land a critical hit on each strike. That would boost the gladiator's rate to 25%, and justify using the skill.
  • Give spooky aura its own resistance tag instead of piggy-backing off of whack. The skill is 100% useless as is. Furthermore, have it increase the damage/accuracy of spells by 30% per resistance level: doing so would give an actual incentive to spend a turn using it, and boost the damage range of the elemental slashes to 160%, 130%, and so on.
  • Speaking of elements, drop frizz and replace it with zam. Having two types of fire magic is stupid, and doubly so when they use independent resistance marks. Adding black magic would give certain enemies more thematic significance and allow for tighter strategy in terms of player abilities and armour. Off the top of my head, zam, kazam, big banga, and shade slash ought to be enough player abilities, along with perhaps magic burst. Enemies can use the same, along with dark breath and a weaker variant.

In terms of story and flow of gameplay...I think 6 would benefit greatly from taking a few pages from the erdrck trilogy and allowing more player freedom. The story itself is good, but small tweaks to the individual scenarios would be nice:

  • Change the upper world's map just enough so that the player can choose to go to either steven spielberg's tower or aridia first. This would alter only a few lines of dialogue at swanstone castle as miralda will recognize the heroes that saved her.
  • Make Slimeopolis reachable as soon as murdaw is dead, and add at leas three additional battles per rank. That is to say, have the game randomly select the rank's opponents from three options per segment of the rank. Makes the sidequest more interesting that way.
  • Add a "store" of sorts to the mermaid's den. Its a shame to waste all those sprites for the background and maids themselves, so let them sell a few bits of nautical equipment from 7 like the seacow sallet and bottlenose buckler, and some sea snacks for healing.