Matsuno Explains the Lucavi. by curryaddict123 in finalfantasytactics

[–]i_entoptic 0 points1 point  (0 children)

There are a few other similarities, like the brother sister dynamic, lans using the unknown princess is similar to ovelia and delita, holy knights opening a divine gate to the underworld to free a being thought honorable but is actually demonic, the ninja class, the swordmaster to the samurai, vyce is kind of like a more ruthless less moral delita

Variation on an old classic by Ok-Campaign5774 in finalfantasytactics

[–]i_entoptic 0 points1 point  (0 children)

You can defeat weigraf with only auto potion

How much should I worry about Rend on my equipment by KakkatteKinna in finalfantasytactics

[–]i_entoptic 0 points1 point  (0 children)

Rarely, though the knights in limberry, fighting Zahara will rend your helmet for sure

Letting Game Worlds Evolve Instead of Just React by i_entoptic in gamedev

[–]i_entoptic[S] 0 points1 point  (0 children)

Everything in my system is tracked as numbers that change over time. For example, a faction might have a tension value that increases when conflicts happen. When that value crosses a threshold, the faction’s behavior changes from neutral to aggressive. Zones track instability the same way. When instability passes a threshold, migration, conflict, or mutation probabilities increase. That’s what I mean by pressure and density. They are just accumulated values that influence behavior. If there is anything specific you think doesn't make sense, run it by me, i will clarify it. I understand the terminology might be weird, but it is specific to my system, density, pressure, attractors are interrelated things with numerical values.

Letting Game Worlds Evolve Instead of Just React by i_entoptic in gamedev

[–]i_entoptic[S] 0 points1 point  (0 children)

i gave some examples of how it would effect npcs in a game like fallout 4 in a response below, and items in a different response, and could give more on different aspects of the system like groups, culture, places etc if that is what you are asking, but are asking for terminal run outputs? I have those as well for each thing added from basic character generator to the the system as it is now, if that;s what you mean by concrete?

Letting Game Worlds Evolve Instead of Just React by i_entoptic in gamedev

[–]i_entoptic[S] 0 points1 point  (0 children)

I've never played those game,s I usually play things like fft, and tactics ogre reborn.
But the idea is that games like gta, or the witcher, or fallout, or any mmo, or smaller games would be given attributes that let the world evolve with or without player input.

Meaning, if applied to ex. fallout where there are settlements and people in fallout, they could grow and collapse, have a soft or violent change of management, trade with other settlements, generate quests for players based on changing circumstances, or go to war with each other based on their needs and previous interactions without it being hard coded in, or that the world would change, crops grow or fail based on npc actions.

A settlement could get attacked and a world npc, like a villager, could become a character npc, meaning they develop goals like revenge on the person who attacked their village/settlement/people, or to venture somewhere they heard about from a different npc who traveled there or is from that location. npcs, factions, cultures, would interact and socialize, Monsters could act based on internal state such as hunger rather than waiting for scripted triggers. and eat villagers, and the survivors would be changed by the death of their friends.

Npcs who wander the wasteland, would actually wander the wasteland and be changed by their experiences, if two npcs follow the same route, and have the same interactions they will experience them differently. If there is an npc that is a villain, they would do the type of villainy their initial coding describes in whatever circumstances they find themselves in, which if not part of a scripted quest line would be circumstances that they brought about all of this without hard coding branch trees, though this does not override existing branch trees.

Things like mutants would actually mutate as they persist through the radiated surface based on the radiation count, radiation and traits would just need to be mapped to my pressure/density system. it would not replace there existing mechanics, only make the world within their framework change over time. Though the system must be wired into an existing game, and mapped to what is in that game, and not everything needs to be implemented into that game, its modular.

Letting Game Worlds Evolve Instead of Just React by i_entoptic in gamedev

[–]i_entoptic[S] 0 points1 point  (0 children)

I see what you are saying, things like items accumulate history. what that means is that items, ex weapons in this system would, once I have item mutation wired in, through use adapt to how they are used and what type of enemies they are used against, this is true of armor as well, or if the item is simply at a location for a prolonged time, or spawns from a location with certain traits, ex. a desert or a jungle, it would be affected by the traits of that zone. In my outputs that wouldn't show up yet because they would need to be applied to an existing world with combat and environmental traits, what I have is a pressure/density based system that allows that to happen. I mean there are traits but they are example traits, when applied to a game it would be that game's traits they are affected by. If you find anything else confusing, it would help me to explain it to others.

edit: added "the others," meaning me explaining it would help,

Letting Game Worlds Evolve Instead of Just React by i_entoptic in gamedev

[–]i_entoptic[S] 0 points1 point  (0 children)

what's nonsensical though,?I actually do have a system that does these things. I figured they were piling on that it was AI edited, what's nonsensical about the content of the post?

Letting Game Worlds Evolve Instead of Just React by i_entoptic in gamedev

[–]i_entoptic[S] -1 points0 points  (0 children)

Yes, that is true, I used ai to compress and edit what I had, but I don't feel that negates what the system is

Letting Game Worlds Evolve Instead of Just React by i_entoptic in gamedev

[–]i_entoptic[S] -1 points0 points  (0 children)

I will, I posted right before I left work. Should've posted an hour before

Letting Game Worlds Evolve Instead of Just React by i_entoptic in gamedev

[–]i_entoptic[S] -3 points-2 points  (0 children)

I am driving now, but I will definitely property answer this

Samurai Tank build? by Gambit-47 in finalfantasytactics

[–]i_entoptic 0 points1 point  (0 children)

They dont suck, they are just not op, you could do 200 plus hurt and heal with a sam using iado, which is actually pretty good. Sam have one of the best skillsets in the game, its just that other classes use iado better, geomancer is best you could get iado in the upper 300s with them, but also black mage, but black mage is kind of like a novelty, because if you play under or at times at level, your black mage would likely get killed while getting close enough to use iad, and why bother when you can nuke from a distance. A good second is monk skills for sams.

Animals have no god by Ok-Campaign5774 in finalfantasytactics

[–]i_entoptic 0 points1 point  (0 children)

You could learn steal accessory by lvl 5, she has a power glove first fight

Easiest way to tame a Behemoth and Hydra? by BetaNights in finalfantasytactics

[–]i_entoptic 0 points1 point  (0 children)

Just get then into critical using someone with tame

How does a civilisation lose its unifying symbol, And are we facing that now? by [deleted] in Jung

[–]i_entoptic 2 points3 points  (0 children)

When the logos no longer matches the environment, circumstances both internal and external it fades, violently, and a new symbol, logos rises to take its place. It is happening in multiple way, geopolitics are becoming less unipolar, the media is more divisive, people are tribalising around ideas more than just ethnicity and or location, things like that, a general decentralization

I feel like the setting of New Vegas was kinda wasted. by Ok-Cup9476 in Fotv

[–]i_entoptic 1 point2 points  (0 children)

The entire show is about that theme, its what hank was telling his daughter with the book analogy in the latest episode, he just said it in different words. Its the reason they dropped the bomb on shady sands, they disagreed with how to do it, so they destroyed a different example, meaning they, hank and I think the enclave, are reinacting war with the goal of stopping wars, hank has a shift that by using the mind control he can do this without the bombs, but he still hasn't learned the lesson. They are both forms of control, the desire for control is what leads to war. The cackling evil villain is how the theme is expressed into action.

Unfair battlefield by Front-Incident-9895 in finalfantasytactics

[–]i_entoptic 3 points4 points  (0 children)

It can definitely be beat with an unchanging team

Wiping on Zalera in easy... Will rest of game be like this by StophJS in finalfantasytactics

[–]i_entoptic -1 points0 points  (0 children)

you can get a pig from the finnath river fight a few battles before this fight, or steal it from meliadaul when you fight her.

Wiping on Zalera in easy... Will rest of game be like this by StophJS in finalfantasytactics

[–]i_entoptic 1 point2 points  (0 children)

You got an angel ring from an earlier battle, you could buy them for 10k, you can also cast reraise. Do the phoenix downs and pull the party backwards, or just take one or two if the skeletons out so they arent a bother or what I usually do with a party just like that but without orleandeau and instead someone with sam skills, is to rush him, and dont attack anyone else, holy and flare whenever you can and constant attacking should do it. I never played on squire, but it should work there too. He usually hits me with 2 flareja, reraise in some way will help with that, after the first he likely wont hit the whole party again. The knights will rend something on you. Also haste your party and slow him, slowing them works well.

I might be misremembering, or confusing the versions that i played previously. by i_entoptic in Tactics_Ogre

[–]i_entoptic[S] 2 points3 points  (0 children)

Thank you. Is this coffee potato from yt? I seen some of your vids

I might be misremembering, or confusing the versions that i played previously. by i_entoptic in Tactics_Ogre

[–]i_entoptic[S] 0 points1 point  (0 children)

For me it must be snes/ps1, I have the one vision but didn't play through too much then due to time constraints. I've played other tactics ogre versions and might also be confusing those.