What is the best way to do Enemies, Scaling, Balancing, Etc with Enemies.

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Started by Kane Hart 3 posts View original ↗
  1. So we been trying to figure out how to go with combat and we sort of decided to go with the more vanilla RPG Maker combat system. That is if it's consider the easiest to go with. Not sure if their is a script that has a better combat and a better mob scaling system. Now I do know their are some scripts that let you set xp, gold, levels, etc. The only issue with that is they all tend or at least from what I can learn and do with them end up causing you to do just as much work as if you were to add each mob yourself into the game.

    On top of all that we are finding its really hard to know how to balance things because this game has no sense of scale or levels when it comes to mobs its like even if you were to scale a slime say to level 10 and increase your level to 10 you get your ass kicked.

    So can anyone share some tips. Maybe a better method via scripts, events, etc...

    PS Were doing mob spawning Via an event. 

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    Thanks! 
  2. I don't believe there is a "best" way to balance enemies. This is a pretty generic response but it depends on too many variables. I wish there was a magic formula to do the job but nope :(

    All I can say about scaling is, if you let all your mobs dynamically scale up to your party's progression, you kill off the sense of character progression in my opinion. PCs should be able to kick ass if they ever return to the areas they left far behind. Of course, it is a different story if the mobs change for a good reason, e.g. tougher reinforcements, evolution, transformation etc. In that case, you can just add better rewards but you should still explain the change to the player behore they enter the area. Otherwise, it would be an annoying surprise rather than interesting.

    If a simple slime from the beginning of the game puts me down when I backtrack for a chest or something though, it would totally hurt my interest in the game.

    You said there was no sense of scale or level in the game. You don't need to have a level based progression in an rpg but there must be a sense of progression, like new skills to obtain as the characters move on. That may also apply to monsters too. If you imagine the game world to be dynamically evolving as a whole, monster may learn new skills as well as long as it makes sense in the game's own reality.

    As for eventing, you can set checkpoints at certain progression spots (for example, end of a major main quest) by turning on switches. In the enemy events, start new pages and condition them to those switches and change the troop on each page. Yes, you will have to create multiple copies of the same enemies but if you want them to be challenging throughout the whole game, you will need to create strongers skills and statistics for them anyway so you are actually creating new enemies with common skills. It is just a matter of adding them to the database after that.
  3. For a very interesting discussion on balancing skills and how much damage they do when inflicting status effects, see: http://forums.rpgmakerweb.com/index.php?/topic/12664-tricky-thing-with-percentage-based-effects/

     Here is a link to a very good introduction to the basics of how to do this.  http://forums.rpgmak...d-like +rodents

    Also have a look at http://forums.rpgmak...nts#entry138009 and this http://forums.rpgmak...ents#entry75376

    Between them they will give a very good grounding.  Then use battle test in the data base for each and every enemy troop that you create.