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Elements Suck Like.... Wo!
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Raekuul
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PostPosted: Sat Jan 05, 2008 10:22 am    Post subject: Reply with quote

Okay. We have 8 element slots to work with. Multiple elements can be assigned to the same attack, correct?
Anyway, here is my (standard) element set
Code:
Element A "Heat"
Element B "Fire"
Element C "Water"
Element D "Air"
Element E "Ground"
Element F "Cure"
Element G "Blood"
Element H "Force"


How would this balance? That I still have to work on.
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Moogle1
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PostPosted: Sun Jan 06, 2008 9:32 pm    Post subject: Reply with quote

I'm curious how an attack could be "Fire" and not "Heat."
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TwinHamster
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PostPosted: Sun Jan 06, 2008 9:52 pm    Post subject: Reply with quote

Same applies to blood and water.

If you want Heat, then you might want to consider swapping Blood for Cold.

I also never realized that the Jedi had a whole element to themselves.
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PostPosted: Mon Jan 07, 2008 9:04 pm    Post subject: Reply with quote

Let's not forget the fifth element: Love!
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Newbie_Power




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PostPosted: Mon Jan 07, 2008 9:41 pm    Post subject: Reply with quote

Quote:
I also never realized that the Jedi had a whole element to themselves.
Force is an element that contains several kinds of spells: Gravity based, Haste 2, Scan, and of course,

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Raekuul
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PostPosted: Mon Jan 14, 2008 12:10 pm    Post subject: Reply with quote

Element A "Heat"
Focuses on the actual thermal aspect of things. Example: Frostbite, Plazmar
Element B "Fire"
Focuses on combustion and ignition. Example: Flame Arrow, Plazmar
Element C "Water"
Focuses on manipulating H2O and liquids. Example (sorry james!): Triad Bubble, Aqua Cannon
Element D "Air"
Focuses on manipulating gases, including water vapor. Example: Twister, Vacuum Burst
Element E "Ground"
Includes gravity and quake spells, mostly a way to squeeze in a physical attack stat element. Example: Quake, Seismic Leap
Element F "Cure"
Focuses on curing others. Example: TeamCure, FieldCure
Element G "Blood"
Focuses on curing self at the cost of others. Example: DrainFang, DrainFog
Element H "Force"
Focuses on spells that don't really fit into the others but don't use physical attack stat either, e.g. DragonBurst, Sonic Blast
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Newbie_Power




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PostPosted: Mon Jan 14, 2008 2:06 pm    Post subject: Reply with quote

In all seriousness, it's probably better to reduce the number of Elementals as possible in an OHR game, to about four, because Elements are important for fake battle scripting.

I just have:

Physical
Magic
Status

That's it. And the rest are for spawning things.
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Moogle1
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PostPosted: Mon Jan 14, 2008 3:15 pm    Post subject: Reply with quote

I'm confused why you've made elements for all of those things. In particular, the Cure element seems unnecessary.

Elements are useful for a few things only:
- Weakness, resistance, absorption
- Spawning

If you're not using any of those, there's no reason to dedicate an element to whatever it is you're doing.

(Edit)

"mostly a way to squeeze in a physical attack stat element."

???

Why don't you just make a Physical element?
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PostPosted: Mon Jan 14, 2008 3:50 pm    Post subject: Reply with quote

Quote:
In all seriousness, it's probably better to reduce the number of Elementals as possible in an OHR game, to about four, because Elements are important for fake battle scripting.


So true. I think using all 8 elements for purely elemental reasons overcomplicates a game at the expense of the inclusion of other battle elements. Spawning can add very interesting aspects to your battle system.

I wish that benefits and penalties for elements were editable. In my opinion, 100% extra damage and and 88% damage decrease are pretty extreme. It'd also be good if certain attacks could override enemies "Not targetable by heroes" and "Not targetable by enemies" bitsets, that way you can set up a dummy enemy that can be hit with certain elementals to spawn things, making it possible to do summons or more creative spawns in a less complicated way.

EDIT:

Quote:
In particular, the Cure element seems unnecessary.


I don't agree with this. If anything, it adds a more interesting aspect to the battle. Imagine a hero with very low HP that is "weak" to healing (in other words, he would receive double healing), or even the reverse of that could be pretty interesting. I'm more concerned with how generally unnecessary most every other element is. I don't think that ALL (or even most) spells in a game need to be elemental.
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Moogle1
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PostPosted: Mon Jan 14, 2008 4:09 pm    Post subject: Reply with quote

Sorry, I could've been clearer -- if he's using the Cure element that way, then that's potentially useful. Just having a Cure element so that you can attach an element to your cure spells is not useful.

The element system that Newbie_Power mentioned is roughly based around the one in Darkmoor Dungeon. Most games won't need five spawning elements (DD did, but only for the last boss), but the question of whether damage elements are even a good idea is debatable, as evidenced by, you know, the rest of this thread.
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PostPosted: Mon Jan 14, 2008 7:09 pm    Post subject: Reply with quote

Moogle1 wrote:
Sorry, I could've been clearer -- if he's using the Cure element that way, then that's potentially useful. Just having a Cure element so that you can attach an element to your cure spells is not useful.


Yeah, that would be totally unnecessary.

Moogle1 wrote:
Most games won't need five spawning elements


True, but I bet someone could find a way to take advantage of spawning in five distinct ways. I'm not sure each would be equally interesting or add to the battle dynamic, but I'm really interested in more ways that people can take advantage of spawning. But I guess this isn't the right place to talk about that.
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PostPosted: Tue Jan 15, 2008 1:47 am    Post subject: Reply with quote

Quote:
The element system that Newbie_Power mentioned is roughly based around the one in Darkmoor Dungeon. Most games won't need five spawning elements (DD did, but only for the last boss), but the question of whether damage elements are even a good idea is debatable, as evidenced by, you know, the rest of this thread.
To tell the truth, I actually have four spawning elements, but I was still in debate as to what I was going to use my fourth non-spawning element for (which I decided to be multi/ally, which looks like it would be useful for triggering spawning strategies as well.)
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Raekuul
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PostPosted: Fri Jan 18, 2008 6:13 pm    Post subject: Reply with quote

Well, that's still how I assign attributes to enemies... I guess that they're more like flags for me than anything else. I dunno.
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PostPosted: Fri Jan 18, 2008 10:16 pm    Post subject: Reply with quote

If it were just flags, I'd say that's fine, but the fact that it has such huge implications in battles is something to be less cavalier about. There'll be a lot of double damage and 12% damage in your game if your using them that way. That's nothing to scoff at.

Unless you plan that battles in that way. In that case my concerns are way off base. Your way isn't unworkable. But I think we're just trying to emphasize that maybe you could cut one of those elements and reserve it for spawning things.
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Raekuul
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PostPosted: Sat Jan 19, 2008 6:39 am    Post subject: Reply with quote

Yeah... maybe a battle triangle and a bunch of spawners.

I will be leaving in "Cure", though.
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