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Originally posted by IguanaGuy:One thought to consider is enemies that advance as you do. return and play again/ tell their friends about The point is you want to make something that peopleī. but that's how they chose to utilize their time and break the game from that point forward by being Over powered. If someone wants to be lvl 99 killing lvl 1 goblins. i account for a RANGE of situations but you're never going to be all eccompassing. I can predict most people will leave the first island around lvl 6-10. low stat system where it's easier to control the variables and it keeps the majority of things in a range I've spent a ton of time addressing these issues to make my game challenging and difficult to break.Īs far as stats- i use a low life. I assume many people are as big a douchebag as I am and enjoy steam rolling certain bosses for pure comedy in games I can tell you myself personally have spent countless hours testing and attempting to "break" my own items and game. The Formula im using is the default one because I don't really know what a good one would be. Or hell perhaps a link to a really useful guide. Well It was mostly going to be asking for advice not exactly specific to my game, I just wish to understand what a good balance would be. How exactly do you think anyone here can provide you feedback of any merit, from the information you have provided? Because we now nothing about the damage formulas you are using, the parameter growth rates of your characters, your equipment stats, the baseline stats of your enemies, your encounter rates, your resource management, etcetera, etcetera, ad infinitum. With how little information you have provided here, anything any of us will tell you will be nothing more than a blind guess, & will be as likely to exacerbate your problem, as they are to mitigate it. How exactly do you think anyone here can provide you with feedback of any merit, from the information you have provided thus far? Because we know nothing about the damage formulas you are using, the parameter growth rates of your characters, your equipment stats, the baseline stats of your enemies, your encounter rates, your resource management, etcetera, etcetera, ad infinitum. With how little information you have provided here, anything any of us will tell you will be nothing more than a blind guess & will be just as likely to exacerbate your problem, as it is to mitigate it. Some of us are good, none of us are gods, we are not omniscient. No one here is a mind reader, no one here is networked to your computer, no one here is test playing your game. & you think we can tell you what exactly from the information you provided?īalancing is one of the most involved & complex components of game development, & you have literally provided us with two sentences about your individual project.