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File: 0eaf85bc31a9578⋯.jpg (30.25 KB, 552x412, 138:103, FB_IMG_1465718586490.jpg)

289f0b No.14397011

Anybody else love stat allocation based level up?

I sure as hell do!

first rpg like I've played like that was Enchanted arms. goddamn did i love it.

also, any rpgs similar you guys recommend?

I'm looking into building my collection to play and burn endless hours into

deb92b No.14400137

File: 176e2560d45fb44⋯.jpg (94.61 KB, 444x450, 74:75, jizzface.jpg)

I fucking love stat progression. It gives a realistic feel of gains and not just some bumps on level with perks. Love being a hobo with who can barely drag his ass on the street to a fucking superman who can jump building not because of some meme ability but because you just have the raw power.


15074c No.14402121

I enjoy it when the more you use a skill/ability the better it becomes. I like what I've played of elona so far.


dee9a4 No.14402133

File: c7d872509f7e72a⋯.jpg (Spoiler Image, 867.26 KB, 1500x1250, 6:5, TimeTravelTod6.jpg)


0d0d0c No.14402135

File: ab3c55cd8da2aac⋯.webm (1.56 MB, 480x360, 4:3, Saad.webm)

>>14397011

Mario and Luigi: SS is the first example that comes to mind. You can add a bonus to one of your stats when you level up. Speaking of which, how's the 3DS remake?


89cf56 No.14402224

>>14402135

ruthless


27e92e No.14406807

>>14397011

All SMT games do this.


0faf23 No.14406827

File: 07bedaaa2f4aecb⋯.jpg (38.77 KB, 597x597, 1:1, weab_suicide.jpg)

>>14397011

Diablo 2: Put everything into VIT then whatever stat for item you want to equip and/or DEX for a high block rate. Too high, then you'll be in block stun forever, too low and it's not effective.

Diablo 3: Put on items that give you about a trillion of all stats. Must use an entire set of items rather then customize your gear set or you miss out on procs and billion percent modifiers.

What happened /v/?


b2a86e No.14406833

Elder Scrolls and KCD have the most realistic leveling.


237cc7 No.14406837

>>14406827

>What happened?

Lazy normals and casuals were realized to be a new market, game companies don't give a single fuck about quality if it means they turn a profit. So they make all their games designed to be glorified roller coaster rides for mouth-breathers that don't like to do math but love to see huge numbers. The kind of person who looks at a game and says "I don't want something I can be immersed in, I want something I can play for 20 minutes after I get home from work but before the bull arrives to pound my wife".


1f7441 No.14406847

File: 34c98d93b221262⋯.png (265.99 KB, 712x423, 712:423, users_ShadowGamer_comics_P….png)

>>14397011

Shining Soul II is an action RPG where you allocate stats. You can screw yourself but can mostly fix problems by grinding too. You also allocate skill points for weapon use or other stuff on a per-class basis. Fun ones include:

>priestess with balanced stats and a chest accessory who can cast all 3 buffs at once, use soul flail, eternal rod, and shining aura in one build with weapon slots left over

>morph dark wizard if you like a real challenge

>brawler who gets insane attack and defense at half health from enrage with VIT and STR to facilitate this. Can be stacked up to twice and combined with knife special attacks to oneshot bosses

The only thing I hate about the game is that spellcasting enemies at later levels are pure bullshit

>oh hey let me hit you with an ice attack

>you want to dodge? too bad it's a hallway, there are 3 enemies casting, and the projectile is huge

>getting hit slows you so that the other 3 enemies rape your face with their ice spells and you can't dodge

>no way to fully negate slow


5acdfd No.14406875

>>14406827

>What happened /v/?

Nothing happened, JRPGs rarely had stat allocations, why? I don't know.


f5bcbd No.14406898

>>14406827

Stat allocation generally dropped in favor of "streamlined" gameplay. Most people don't want to bother to have any sort of experimentation with different stat builds and generally just want to rush to the end so they can say they "beat" a game.

You'll need to go to tabletop game type stuff to get games with similar systems now.


b89b01 No.14406972

>>14397011

Koudelka allows it with four points allotted per level, though Edward and Koudelka (the character) have base stat allocations towards physical and casting respectively. James though starts out balanced though and can be focused into a melee oriented priest or another caster. All characters can also have weapon skills and magic elements leveled up, allowing the player to improve what you want them to specialize in (as higher skill with a weapon can mean things like multiple strikes per attack, or range of effect for spells). Even unarmed can become useful, both for when your weaponry breaks, as well as conserving weaponry for when you need it (and there's something humorous about watching Edward punch a crow a few times before roundhouse kicking it in the head).


a9d353 No.14406984

File: f35175ffcc02a60⋯.jpg (58.09 KB, 480x272, 30:17, next level autism.jpg)

wew


23a6ad No.14407454

File: 53b1b4af10e3e1f⋯.png (166.1 KB, 480x640, 3:4, HIT ME.png)

love the character customization that stat allocation allows, but imo if you can't just rearrange the ones you've assigned whenever you want then it defeats the purpose

and so few rpg's let you do that


6810dc No.14407464

>>14397011

age of decadence


3228c6 No.14407507

>>14397011

>stat allocation

Arcanum - CRPG

EYE Divine Cybermancy - FPS with light RPG elements, namely the stat allocation part

Diablo 2, Torchlight 1 & 2 - ARPGs


4a106c No.14411585

>>14406827

>Diablo 2: Put everything into VIT then whatever stat for item you want to equip and/or DEX for a high block rate. Too high, then you'll be in block stun forever, too low and it's not effective.

I hate when games do counterintuitive shit like this, to the point that you're not even supposed to raise your mana stat on a pure mage character. You're not implying that this was a *good* thing, right?


017c91 No.14411642

File: 6f87877875cb29e⋯.jpg (91.79 KB, 603x667, 603:667, 1419728382818.jpg)

>>14406827

>what happened?

Lazy devs. Its easier to balance individual pieces if you know what 6 of them HAVE to be. Factor in the ring and weapon sets and they really only have to worry 3-4 slots worth of variance between players.


061beb No.14411677

>>14411585

The reason why nobody raises mana in D2 is because mana potions exist and are so easily attainable.


4a106c No.14411775

>>14411677

So one bad mechanic supports another bad mechanic. Still not good design.


061beb No.14411967

>>14411775

well if mana potions were different you'd need the mana stat. there is also mana shield skill which people do raise mana for.


fddb5f No.14411984

>>14397011

It makes me feel nice and accomplished inside when I allocate stats upon every level up, so yeah, I like it.




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