Improvements For D5

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Re: Improvements For D5

Postby Koro_Kizama » Fri May 04, 2012 9:39 am

dood wrote:
Koro_Kizama wrote:I Think character specific skills should be added into D5 as it gives off a new feel to not limit the game to just weapon skills. matter of fact why not add all special weapon skills to D5 to show progress from 1st gen disgaea to latest. plus generic character skills.



Nah that's a bit much.


Hmm when ya think about it there is alot of specials in disgaea
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Re: Improvements For D5

Postby dood » Sat May 05, 2012 7:24 am

Koro_Kizama wrote:
dood wrote:
Koro_Kizama wrote:I Think character specific skills should be added into D5 as it gives off a new feel to not limit the game to just weapon skills. matter of fact why not add all special weapon skills to D5 to show progress from 1st gen disgaea to latest. plus generic character skills.



Nah that's a bit much.


Hmm when ya think about it there is alot of specials in disgaea



Not compared to other games.
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Re: Improvements For D5

Postby Koro_Kizama » Sat May 05, 2012 4:00 pm

yea like phantom brave over 400 specials. geez
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Re: Improvements For D5

Postby dood » Sun May 06, 2012 4:04 am

Koro_Kizama wrote:yea like phantom brave over 400 specials. geez



I meant RPGs in general.
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Re: Improvements For D5

Postby Rhuen » Sun May 06, 2012 11:27 am

Then I'd have to disagree.

Most RPGs have a limit of around 60 or so special moves for the whole game.

Dragon Quest has a healthy amount of moves, but you will notice a great many are used by both party members and monsters.

If you add up all the weapon moves, all the spells, all the stat changer moves, all the monster moves, all the unique character moves, and those extra moves *like Crate and Barrel makers*. than any given Disgaea game can be said to have a great many more moves as a total than most other RPGs.

However individually it doesn't seem that way. One reason I want story characters to have more than just three unique attacks; because most game heroes have tons of moves (granted in most games the graphics for any one move arn't insane looking),

the game changer here is the playable monsters; this really came to light to me recently when designing an idea for an NIS traditional turnstyle game (same vein as games like Dragon Quest) *which NIS really hasn't done a traditional gameplay RPG to my knowledge where you explore a world and have the traditional random encounters and turn style pay
In this idea I realized well one we'd have to add more monster classes than most individual games have for NIS, and then most of then limit their moves considerably; most the humanoid classes I would make like Cameo NPCs (won't get into that here) *my base world design was humanoid demons came to a human world and were mistaken as elves so the demons let the humans think this; thus this clan of demons are called elves on this world and live amongst humans; but bestial demons that arrived ended up living in the wild as "monsters" thus creating a bit of animosity between the two types.

well most enemy classes would have to lose their higher end moves (especially if used as lower class enemies) that and it would keep the idea of getting even basic monsters up to crazy levels and powers as a unique element to NIS's SRPGs like Disgaea. but when the monsters are no longer playable it frees up alot of space not to worry about giving them all various moves or worrying about all of them having advanced color forms; granted some might as that is traditional for RPGs, but not all. and with humanoid types as they are just cameos and NPCs the color differences wouldn't make difference.

anywho, thinking of it this way, the primary characters would need more unique moves and spells just for them to use, although the weapon class moves don't change much; but arn't as big a priority in such a game normally (this has changed in recent years; in this type of game weapon specific moves are usually subdued and only have a few to them as players change weapons and even then the weapon move is usually a unique move for the character, as even another with the same weapon might learn something else; granted two may know some of the same moves sometimes).

Anywho, yeah, individual basis traditional RPGs look like they have more moves.

but as a total playable activation of specials the Disgaea series has more in total.
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Re: Improvements For D5

Postby ZekeFreek » Sun May 06, 2012 3:44 pm

I still want Staff specials.
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Re: Improvements For D5

Postby Rhuen » Sun May 06, 2012 3:51 pm

ZekeFreek wrote:I still want Staff specials.


yeah that is a good point. In all these games the Staff its self has no specials. back in D1 I thought that heal, espair, and all that were the staff moves (not realizing that the Healers were one of the few humanoid classes to learn their own moves).

Even the book and staff in Makai Kingdom had moves,

at the very least we should have moves like (shock), (Flare Sphere), and others for the Staff (it would have certainly helped increase the levels of healers back in Disgaea 1 which unlike later games didn't give experience for using moves only for defeating enemies)
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Re: Improvements For D5

Postby SiftRock » Sun May 06, 2012 10:56 pm

To be fair staffs do have their own perks of increasing spell range, and that's honestly enough for me.
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Re: Improvements For D5

Postby dood » Mon May 07, 2012 4:17 am

SiftRock wrote:To be fair staffs do have their own perks of increasing spell range, and that's honestly enough for me.



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Re: Improvements For D5

Postby Rhuen » Mon May 07, 2012 8:03 am

New idea,

Keeping post game stages open after being beaten.
One major improvement D4 had over D3 was the final episode stages still being playable (which bugged the crap out of me in D3); and any past stages with story character battles naturally replaced them with generics, or they were just plain missing from that spot on the board (made a few look funny granted).

But they could have done the same with the postlude stages, would have been nice for level grinding to have those stages still available after beating them.
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Re: Improvements For D5

Postby Rhuen » Tue May 08, 2012 2:54 am

If they did the vehicles and armor transformations, what I could see being done.

Desco: Grappler Ship; an homage to "Outlaw Star", a purple ship in her design, her claw things become the grappler arms, and there is a fluid filled control pod at the back with Desco's humanoid body in it.

Prinny: Rocket Ship (would kind of resemble more a kiddie ride)

Alraune: Hopper (kind of simplistic, but its more for the :shock: factor), your humanoid character would be standing in the flower as it hops while the Alraune's body is bent over in front of them, their hands straight out forming a "Flower cannon" (like Lillymon from Digimon).

Sludge: Body Armor, body coated in slime and wearing its skull.

Orc: Motorcycle; old school and you get the helmet.

Spirit: Body Armor, you wear its coat and have white body armor.

Shroom: Mech-suit, very Motango like, or kind of like a comical version of Zeram.

Dragon: Tank, dragon head for the cannon, two little wings, scaley tank body.

Sabrekitty: Armor, you are wearing the fur and claws like a tribal warrior.

Zombie: A bi-plane, bone propellor, green rotting body, zombie head for the gun.

Mothman: Jet, claws on wings, color, so kind of a yet.

Cu Sith: Zoid like rider, it barely changes, except now it is mechanical and you ride on it.

Succubus: A drill car or a Motorcycle, I am partial more to the drill car, would have a batmobile feel to it.

Gargoyle: Helicopter (large civilian design)

Roc: Hopper, its tail is the spring and your humanoid is riding inside its mouth using the antlers as a steering bar.

Nekomata: furry motorcycle.

Shinigami: Black Helicopter with sychte blades. (military Apache Helicopter design)

Baciel: Tank, cannon arm is the cannon of course.

wood golem: armored vehicle, kind of like the one in the new Bat-man movies.

Skeletal Dragon: Mech-suit, its wings are now jet wings, skeletal armor, the horns, kind of evil Gundam like.

Some DLC

Priere: Going with a sleek black and red Akira style motorcycle.

Gig: Armor, like serious evil Gundam god armor.
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Re: Improvements For D5

Postby dood » Tue May 08, 2012 4:12 am

Rhuen you beautiful bastard you!
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Re: Improvements For D5

Postby Laharl2nd » Sun May 13, 2012 10:32 am

a nice improvement would be allowing us to store our dlc or extra story chars in the support area or perhaps at least give us more spots when you buy dlc chars.

another improvement would be nice is with the items its a good thing i saved cause i had feeling this would happen if you fuse the innocents in an item make sure they dont exceed 300 or you will be wasting them they fuse into one solid 300 regardless how many they were, I would like if they would just fuse up to 300 and not overwrote each other.
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Re: Improvements For D5

Postby ZekeFreek » Sun May 13, 2012 11:32 am

a nice improvement would be allowing us to store our dlc or extra story chars in the support area or perhaps at least give us more spots when you buy dlc chars.

another improvement would be nice is with the items its a good thing i saved cause i had feeling this would happen if you fuse the innocents in an item make sure they dont exceed 300 or you will be wasting them they fuse into one solid 300 regardless how many they were, I would like if they would just fuse up to 300 and not overwrote each other.


Also, go back to NOT making us Reverse Pirate to get Statisticians. Ugh, that is so annoying.
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Re: Improvements For D5

Postby Rhuen » Sun May 13, 2012 12:02 pm

Yeah the store area should increase when you buy DLC characters. It is why in D4 I havn't been creating any extras (not creating the higher tiers, but waiting this time to reincarnate the older ones into them) as D3 I maxed out the storage space (Did D2 and D1 have a limited store area? I remember easily having all the playables and making one of every monster/humanoid) so I havn't bought any DLC as I don't know where I could put them...
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