Limitbreaks

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Do you think jobs should have limitbreak abilities?

75% 75% 
[ 15 ]
10% 10% 
[ 2 ]
15% 15% 
[ 3 ]
 
Total Votes : 20

Limitbreaks

Post  Zergling_man on Sun Sep 11, 2011 4:58 pm

AKA the first of the many ideas threads spammed by Darkmega and I from the last forum that I'll be recreating. ^_^

Basically, the idea with this, was at first that each character would have limitbreaks as seen in Final Fantasy (most of them?).
This got derailed into each job having a unique challenge that fit with their theme to unlock access to a highly powerful ability which possibly was an upgrade/replacement for the job's innate ability.

For example, the Calculator had proposed either solving a long/difficult equation, or some kind of math-race. Ninja had to sneak around and assassinate people without being spotted, while the Thief had to collect gold in a similar situation.

Edit: Missed a capital.
Edit 2: Conforming to the poll standards from the last forum.


Last edited by Zergling_man on Sun Sep 11, 2011 5:04 pm; edited 1 time in total (Reason for editing : Conforming to as-yet unwritten standards)
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Re: Limitbreaks

Post  stark2700 on Tue Sep 13, 2011 6:40 pm

I like your idea man! I will totally support you Very Happy

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Re: Limitbreaks

Post  groms13lade on Tue Sep 13, 2011 8:18 pm

I dont get it lol. If it wouuld make gameplay better than why not

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Re: Limitbreaks

Post  Flameseeker on Tue Sep 13, 2011 10:05 pm

It would be fun that after lvl99 your native skill got a boost (even though some jobs might be tricker to do so).

Still i wouldn't agree with any game breaking abusable skill that does lots of damage. It would be better to spend time on scaling the current spells to make casters more viable, and then move to other projects.

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Re: Limitbreaks

Post  Hinisstin on Wed Sep 14, 2011 9:30 am

Definitely a good idea, but I think that it should probably be more based off the games so like maybe after you take X damage or you fall below X HP you get a special ability or stats or something gets temporarily boosted.

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Re: Limitbreaks

Post  stark2700 on Wed Sep 14, 2011 10:38 am

Or should they just make the abilities base on stats and lvl?

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Re: Limitbreaks

Post  Zergling_man on Wed Sep 14, 2011 11:03 am

Hinisstin wrote:Definitely a good idea, but I think that it should probably be more based off the games so like maybe after you take X damage or you fall below X HP you get a special ability or stats or something gets temporarily boosted.
That was the original idea I *think*. But I took it a slightly different direction and Darkmega jumped on my train of thought, and that's how we ended up with what it is currently. I'll do a trawl via Google soon and see if I can grab most of the old thread, to get out the specific abilities and unlocks for each job.

Flameseeker wrote:It would be fun that after lvl99 your native skill got a boost (even though some jobs might be tricker to do so).

Still i wouldn't agree with any game breaking abusable skill that does lots of damage. It would be better to spend time on scaling the current spells to make casters more viable, and then move to other projects.
Indeed. The plan for the limitbreaks was a fun minigame that would give you a bit more power. I can't remember if we actually decided how you'd use them, but the general consensus was it would relate to your passive. (I think I replied to your post backwards.)
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Re: Limitbreaks

Post  Darkmega on Sat Sep 24, 2011 2:32 pm

Zergling_man wrote:AKA the first of the many ideas threads spammed by Darkmega and I from the last forum that I'll be recreating. ^_^


You say my name? :3 and of course I give full support. XD
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Re: Limitbreaks

Post  Zergling_man on Sat Sep 24, 2011 2:36 pm

Of course. Very Happy You were the one who started this. And, now you've brought my attention back here, I think I might just do that trawl for this thread right now. I went looking for the Odin thread, but it wasn't appearing...


Last edited by Zergling_man on Sat Sep 24, 2011 2:51 pm; edited 1 time in total
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Re: Limitbreaks

Post  Darkmega on Sat Sep 24, 2011 2:38 pm

*is watching that space* and alright then. Very Happy now that my warcraft gaming mood has been restored for however long it lasts let us commence idea spam! like a pro player and their zergling rushes. >=D
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Re: Limitbreaks

Post  Zergling_man on Sat Sep 24, 2011 2:51 pm

Very Happy Also, a friend just put me onto a really useful resource.

This is the result.
PoLlama in all its May glory! Alright, let's start digging.

Ok, limitbreaks thread isn't archived it seems. I'm not sure if that's ever, or only in their latest grab. Well, I'll keep working on that. Meanwhile, discussion continue. And, that space won't need to be watched anymore. <_<

And yay for zergling rushes! Very Happy That's all I could ever do in SC... And I wasn't even very good at it. >_>
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Re: Limitbreaks

Post  Darkmega on Sat Sep 24, 2011 2:56 pm

well, I know that they don't do regular caches so caches wouldn't get everything, like perhaps it was before the time of myself there so *shrugs* we can make new ones and expand on ones we wanna see... remember the old airship thread? I'm pretty sure there was a chocobo breading one wasn't there? or is that just a figment of my imagination cause at the thought of chobobo reminds me of my gold chocobo I've still got on my FF7 save on my good old PS1.... XD

ANYWAYS off topic wondering ftw. hmmm... actually, did we even figure out what the limit breaks were gonna be at one point? or did the chain of thought immediately get derailed to the figuring out of how to get the limit breaks first?
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Re: Limitbreaks

Post  Zergling_man on Sat Sep 24, 2011 3:14 pm

Umm, your initial post contained ideas about what they'd be, because you did a big wall of text and you'd just said "they're all got by damage" at that point. If I can find that page, I'll be copying the entire first post out, as well as half of the others.

And yeah, they have archives of your posts there. Go check it - and help me trawl it at the same time (so I can catch up to your posting <_<). It's just that that thread wasn't grabbed. Some other threads were. The bazaar brainstorm, the materia thread. Airship thread isn't there. Sad
It seems their last snapshot was before the chocobo breeding thread though... Because I *know* that did exist. It's not just our (possibly shared) imagination.
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Re: Limitbreaks

Post  Darkmega on Sat Sep 24, 2011 3:34 pm

well sorry if I can't remember... it's been yonks since I went to pollama only to find out from you a few days ago it went bust. >_>

I would help search but that archive is damn laggy and that puts me in a "can't be stuffed" mood. -_-'
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Re: Limitbreaks

Post  Zergling_man on Sat Sep 24, 2011 3:43 pm

Laggy, huh? I guess I'm not noticing because I currently have a decent speed. (This is the upside to being on 50KB/s - you really appreciate people who optomise for the old days, and you can easily tell what things are intensive without monitoring software.)

Eh, it's all good. Your memory is probably better than mine. I only worked out what it contained (roughly) because of a bit of logic from some bits and pieces I could remember.
I have a friend who says he doesn't tend to remember anything, rather he just works it all out from the beginning again. In some ways, I'm like that, but it's more because I can't do better than because I don't choose to.
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Re: Limitbreaks

Post  Darkmega on Sat Sep 24, 2011 3:47 pm

it's kinda just scroll lag. dunno if it's just theres so much links on the page or something the scrolling is just kinda jumpy. and suchs they don't actually have the site itself on cache so you can browse it normal. it could just be my computer sucks, cause it does.

I see...wow, off topic huh? Razz, anyways I'll give you some time to catch up on my sudden burst of activity. gonna get some sleeps and all. toodlepip!
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Re: Limitbreaks

Post  Zergling_man on Sat Sep 24, 2011 5:15 pm

They do have the site cached in their archives; PoLlama itself is now unreachable.

Anyway, yeah, we should get back to defining the limit-break abilities and the unlocks. (I'm probably going to have another run looking for the thread sometime - getting the initial post would be really helpful.)

EDIT: I just thought of what we could do - limitbreaks could be new abilities. We could place them on the mastery icon. Which means limitbreak training can't occur before level 50. (And if you have all your abilities, but not all of them capped, you lose access to the limitbreak.)
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Re: Limitbreaks

Post  Darkmega on Sun Sep 25, 2011 3:26 am

so you're saying that limitbreaks should be for mastered characters only, and also after you finish the miniquest for the character? I think there should be a "lesser" limit, then "greater" limit, then "final limit". aka, one you get naturally which isn't too overpowered but just strong. like say a secondary super which replaces the characters initial ability (so for chemist that would be improve potion etc) when the time is right which would be upon taking enough damage/dealing enough of it, if i make moves like these for a game I like to go with the equation "damage taken+(0.5*damage dealt)". The bar should also scale per level but that should also make the limit scale with stats too.

As for the greater limit thats gotten after the mini-quest and you can't get the final limit until you get the greater limit, then the final limit is gotten when you're a super master and could possibly be just a repetition kind of thing with using greater limit say 30 times, or defeat so and so enemies with it etc.
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Re: Limitbreaks

Post  Zergling_man on Sun Sep 25, 2011 6:55 am

About the limitbreaks being mastered characters + minigame: Yeah, that's what I'm saying. It does make sense in a way, if you think about what these limitbreaks are becoming. But, we've already progressed from here. Onwards!

I don't want anything to be outright replacing another ability. Upgrading, yes, replacing, no. Some games, I'd be fine with it, but in FFERPG, going up never restricts you from anything. I don't want to break that.

I like the idea of splitting it into three - especially with greater/final being effectively materia. Razz
The bar - what's this about scaling with level and stats? You kinda rambled through that bit and lost me. >_>

For unlocks, I'm just going to rewrite what I *think* you said.
Lesser release: Reach level ~50
Greater release: Lesser release + complete a specialised training
Final release: Greater release + complete a challenge involving the use of that ability (or perhaps both).
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Re: Limitbreaks

Post  Darkmega on Sun Sep 25, 2011 12:42 pm

Lesser you naturally have it, but it's not really super powerful.
greater when you're master and you do the master training.
then final as you said.

like say... knight. you could go:
lesser = minus strikes (deal damage equal to HP loss, high risk, high reward scales with HP pretty much)
greater = Shock (deals damage equal to strength with a multiplier + mana but derps your mana to 0 thats the drawback for the nice power it has)
final = Omni-break (rapes the enemies stats of defense, damage movement and attack speed by huge amounts and deals a nice chunk of damage)

the lesser is kinda like a spare ultimate. you know, the level 6 ability. perhaps a lesser is learnt at like level 15 or something and thats like a spare ultimate. and it doesn't "replace" the initial equip, it instead replaces it temporarily/is upgraded to the limit until it is used then it goes away.

The "bar" I'm talking about is how in FF7 you've got limit break, FF9 you've got trance, and also FF10's overdrives. it charges as you take damage, but obviously if you catch the die disease (stylish way of saying "you died") it empties. of course you could make it fill in many ways like how times you get hit, how many hits you deal, damage you take, by charging... I dunno theres plenty of ways you can make a limit break gauge work as long as it suits the character.
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Re: Limitbreaks

Post  Zergling_man on Sun Sep 25, 2011 3:20 pm

Darkmega wrote:The bar should also scale per level but that should also make the limit scale with stats too.
This. This is what has me stumped.
I know of the bars, vaguely, in Final Fantasy.

For the lesser, your condition is really vague currently. Is it a learnable skill (IIRC, WCIII caps at 5 learnable skills, so we have an issue trying to add another), or is it naturally applied at a certain level? And where does it appear, how does it work? How does it disappear? Or are you saying the lesser is the one running on the bar, working like the FF ones? And the "cooldown" is how fast you can fill that bar?
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Re: Limitbreaks

Post  Darkmega on Mon Sep 26, 2011 7:36 am

*sigh*

if you keep the bar at say it fills after taking 500 damage say at which point you can use the limit, if you're at huge HPs and levels and you can basically shrug off 500 damage you'll be letting off limits left right and center. so as your level goes up the time it takes to charge based off damage or damage dealt has to scale relative to it. cause if you've got 3000 HP and it's still at taking 500 damage you'll be using the limit break as if it's one of your normal moves.

The lesser limit is simply learnt as soon as you get to the required level. The greater limit replaces it once you finish the mastery mini-game and the final one then replaces the greater when you get it also.

when the limit break is ready it APPEARS when you FILL UP THE BAR it TEMPORARILY REPLACES the INITIAL STARTER ABILITY OF THE PERSON UNTIL IT IS USED in which case the limit break switches out again and turns back to the initial ability again. it's how in FF7 the limit break replaces the attack command until you use it, in this case it replaces the initial ability until used then is removed. and the limit doesn't have "levels" its damage scales on certain things, like perhaps a chemist's scales with potions in the inventory, or a mages limit is based off how much mana he has while a samurai's could be based off how much damage you've taken and whatever else, but they don't have to be a hero learnt ability to be able to deal good damage if they scale with level and stats. for example:

I'd show you a spell I'VE made with damage scaling but the fricking forum has new people locked from posting links for 7 days... but anyways it's an ultimate for Exdeath from FF5 in one of my maps. it deals damage equal to max mana + intelligencex10 and it's a single target attack. it doesn't hit anything else thats a possible kind of scaling for a limit break. if you look me up "Darkmega18 Exdeath EX burst" on youtube you should find it...
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Re: Limitbreaks

Post  Zergling_man on Mon Sep 26, 2011 11:25 am

So I read this, basically going "right. Right. Right" throughout. Now it makes sense to me. I still say it was really vague before though...

So, you're saying the three unlocks here, you can only use the one that you have as your current "best" limitbreak?
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Re: Limitbreaks

Post  Darkmega on Mon Sep 26, 2011 2:50 pm

yeah, sorry bout that Razz but yup, because they're mostly upgrades on each other after all. unless you want there be one which happens to be really good on a single target then one which happens to rape entire armies and you want to choose between either one, yeah it could be selectable but yeah, as you improve the limit it's replaced. perhaps have a command to say:
-limit1 (-limit2, -limit3 for the stronger ones) to set your limit to the lesser limit and so on so you can use the smaller ones if you're already got the stronger ones but yeah generally the better one is the one you'd use unless theres a reason to it like I said with one being more suited to hammering a boss and one being more suited to nuking an army.
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Re: Limitbreaks

Post  Zergling_man on Tue Sep 27, 2011 3:35 am

Oh, right, I forgot we could use commands to expand our options.
However, I'm agreed to having each limit-break just be more powerful than the last - means less work to design and code in them all. Razz
And, it's slightly simpler, for no great loss. This isn't meant to replace our abilities. (Though that's also a good idea.)
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Re: Limitbreaks

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