How would you design the perfect elemental system for vidya? Pic unrelated

How would you design the perfect elemental system for vidya?

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  1. 2 weeks ago
    Anonymous

    Fire, Water, Grass
    Fire includes lightning
    Water includes Ice
    Grass includes Earth
    Fire beats Grass, Grass beats Water and Water beats Fire
    Elements are Anima. Darkness beats Anima, Anima beats Holy, Holy beats Darkness.

    • 2 weeks ago
      Anonymous

      But lightning doesn't beat earth so that makes no sense

  2. 2 weeks ago
    Anonymous

    How come poison is never in the elemental system? Because they are hard to be seen physically? Or is it because they're "unnatural" or the "evil" type?

    • 2 weeks ago
      Anonymous

      Poison isn't an element. The closest element would be Earth or anything that includes plants.

    • 2 weeks ago
      Anonymous

      Poison is usually treated as an affliction and it would fit within Grass

    • 2 weeks ago
      Anonymous

      poison is just the overabundance of something
      call it the gluttony element

    • 2 weeks ago
      Anonymous

      I think one factor that should be implemented for the perfect system is that each monster/unit/ect has its own weaknesses and strengths rather than them each being assigned an element and they all are connected in a web or chain. It would make the fights more engaging since you wouldn't know how to kill them instantly when you first see the icon and let you show more personality giving you the freedom to make certain things weak or strong against various damage based on biology or something.

      It's a status effect not really a kind of damage.

      why isn't it merged with fire then? There's no reason to split temperature/entropy control into two discrete elements.

      But cold and hot are literally opposites.

    • 2 weeks ago
      Anonymous

      One thing that happens a lot is too many things become immune to poison by nature, so they don't fit well in a balanced rock paper scissors style system.

    • 2 weeks ago
      Anonymous

      >How come poison is never in the elemental system?
      Do we not count Pokemon in this discussion?

    • 2 weeks ago
      Anonymous

      The popular game with an elemental system ever, Pokemon, had poison as a type

  3. 2 weeks ago
    Anonymous

    Grass and water shouldnt do dmg, should only heal or support

    • 2 weeks ago
      Anonymous

      >Grass and water shouldnt do dmg, should only heal or support
      Pure water BTFO's every other element.
      >Melts ice
      >puts out fire
      >doesn't conduct electricity
      >drowns plants
      >smashes rocks
      >

      • 2 weeks ago
        Anonymous

        most op element in the universe

    • 2 weeks ago
      Anonymous

      Ok, grandia-ass lookin motherfricker

  4. 2 weeks ago
    Anonymous

    21:50 has a lot of promise

  5. 2 weeks ago
    Anonymous

    Silver beats darkness
    Darkness beats Gold
    Gold beats silver
    Laser kills all of them but cant be used as often

  6. 2 weeks ago
    Anonymous

    How many elements does a gun combine?

    • 2 weeks ago
      Anonymous

      Depends a bit if you want a each type affects each type in x way, have only elements in attacks and each enemy having a resistance and weakness table.
      And on the type of game, I don't think there's a perfect system per se but probably one that fits x game. Simple 4 elements can be fun as well as pokemon's 16 elements.

      Only pierce or slash in Castlevania if it's a normal gun.

      How come poison is never in the elemental system? Because they are hard to be seen physically? Or is it because they're "unnatural" or the "evil" type?

      You also kinda have it in Castlevania but it's mainly a status element like stone and curse. Still I think most games did damage calculations depending on if the enemy was strong, neutral or weak to it, and if weak it also inflicted status.

      [...]
      >water insults earth
      >earth supposedly destroys water
      >in reality water destroys (floods) earth, destroys wood, destroys metal, destroys fire and destroys the country that came up with such moronic system

      With Earth and Water you can go either way, Water can dissolve Earth but Earth can also absorb Water.
      You can really justify a lot of things depending on what you want.

  7. 2 weeks ago
    Anonymous

    FFXI perfected it 21 years ago

    • 2 weeks ago
      Anonymous

      oops wrong one

  8. 2 weeks ago
    Anonymous

    > Normal
    Where do you think you are?

  9. 2 weeks ago
    Anonymous

    >mfw water and ice are different elements

    • 2 weeks ago
      Anonymous

      >h2o = coldness

      • 2 weeks ago
        Anonymous

        If water and ice are different elements then we need lava and fire/heat elements too

      • 2 weeks ago
        Anonymous

        Ice is just water as a solid ya pinhead. Water can also be a gas too.

        • 2 weeks ago
          Anonymous

          ice element doesn't necessarily mean water ice, it just represents making things colder

          • 2 weeks ago
            Anonymous

            why isn't it merged with fire then? There's no reason to split temperature/entropy control into two discrete elements.

            • 2 weeks ago
              Anonymous

              why is dps and healer different roles then they both increase or decrease number
              moron.

          • 2 weeks ago
            Anonymous

            it almost always does though

          • 2 weeks ago
            Anonymous

            No, stop with this bullshit cope, ice element in every fricking medium is just plain ice. That's why it's represented with ice symbols, it's usually white with blue tints of some sort, etc.
            Saying ice in vidya is "coldness" instead of "H2O" is like saying fire is heat instead of actual fire that burns things and spreas in a plasma state.

        • 2 weeks ago
          Anonymous

          Obviously ice is considered the "cold" element but it's still called "ice" because cold is more seen as an adjective than a noun you dense buffoon.
          If devs really treated like ice as just solid water then how would it be different from just chucking rocks you moron

          • 2 weeks ago
            Anonymous

            if ice is just cold how is it different from wind, when wind makes things colder

            • 2 weeks ago
              Anonymous

              which games feature the wind element more for its cooling effect rather than its capability to blow things away?

              • 2 weeks ago
                Anonymous

                fire emblem puts all the blizzard spells under wind magic
                diablo 2 makes all the druid wind spells do cold damage

                you didn't answer my question btw

        • 2 weeks ago
          Anonymous
    • 2 weeks ago
      Anonymous

      >mfw fire and ice are different elements
      >mfw I have no face

  10. 2 weeks ago
    Anonymous

    Only include elements that actually do something other than the three physical damage types. So basically fire, ice, lightning, acid and necrotic. Maybe something also that counts for sonic and explosive forces and other pressure waves.

  11. 2 weeks ago
    Anonymous

    Something like Kirby 64 I guess.

  12. 2 weeks ago
    Anonymous

    >Grass
    lame element name. Naruto had it right. Call it wood.

  13. 2 weeks ago
    Anonymous

    >water and ice are different elements

  14. 2 weeks ago
    Anonymous

    The chinese perfected it eons ago.

    • 2 weeks ago
      Anonymous

      >metal creates water
      >elements insult each other
      wut

      • 2 weeks ago
        Anonymous

        >fire insults water
        >water destroys fire
        Talk shit get hit.

    • 2 weeks ago
      Anonymous

      >fire insults water
      >water destroys fire
      Talk shit get hit.

      >water insults earth
      >earth supposedly destroys water
      >in reality water destroys (floods) earth, destroys wood, destroys metal, destroys fire and destroys the country that came up with such moronic system

      • 2 weeks ago
        Anonymous

        >"water is totally stronger you guys"
        >has earth outnumber 7 to 3 on the global scale, can't do any meaningful damage
        >gets sucked when it tries, flees back into the ocean like a sissy
        The things on top of the earth are a different story, but earth mogs water.

        • 2 weeks ago
          Anonymous

          >water can't do any meaningful damage to earth
          >literally flooded most of it and to this day coastal cities continue sinking slowly
          >the deadliest natural disasters happen when water turns into big rain (hurricane)
          >an entire continent and part of other two are covered by cold water just because
          >water can permakill any form of life and even earth itself by simply leaving or turning into steam that blocks the sun (see the desert and venus)
          >there's water literally inside you right now

          • 2 weeks ago
            Anonymous

            >to this day coastal cities continue sinking slowly
            They're not, though.

            >anything pertaining to life
            Again, those aren't earth, they're just stuff on top of the earth. It's not earth's concern if they can't take it.

  15. 2 weeks ago
    Anonymous

    MORE ELEMENTS MORE ELEMENTS MORE ELEMENTS
    (this may or may not be serious)

    • 2 weeks ago
      Anonymous

      MORE

      • 2 weeks ago
        Anonymous

        >chaos can't touch food
        But why?

      • 2 weeks ago
        Anonymous

        >No biotic type
        We have a normal type for animals, a bug type for a specific type of animals, a dragon type for a specific type of animals, a flying type for a specific type of animals, a water type for fish, and a grass type for all plants. We need a biotic type for fungus and non-animal non-plant organisms like bacteria and microbes. Add a food type and it can be strong against that. Food can be weak to normal too but strong against fairy and fighting types.

    • 2 weeks ago
      Anonymous

      Persona 1's damage types are not that complex if you actually played the game.

  16. 2 weeks ago
    Anonymous

    This is the type chart I use for my shitty monster catching game on RPG maker.

    I tried to make it fair and balanced, with a clearly overpowered type and a clearly shit type, just like in pokemon.

  17. 2 weeks ago
    Anonymous
    • 2 weeks ago
      Anonymous

      homie wtf kind of element is "worship"

      • 2 weeks ago
        Anonymous

        How are light and dark elements? Light as an element is just worship of the holy and dark as an element is worship of the unholy.

        • 2 weeks ago
          Anonymous

          ignoring the fact that "light" and "dark" are also stupid elements, light is something that can be measured in an area
          what the frick does "Worship" cast? am i getting pep-talked by my Worship Mage, also known as a cleric with domains that are usually more specific than just 'worship'?

    • 2 weeks ago
      Anonymous

      How is entropy chaotic and void is order?
      Entropy follows strick physical rules while void is a made up concept of nothingness

      • 2 weeks ago
        Anonymous

        "Entropy is a scientific concept that is most commonly associated with a state of disorder, randomness, or uncertainty."
        Meanwhile the void is pure nothing, cold and unmoving nothingness.

        ignoring the fact that "light" and "dark" are also stupid elements, light is something that can be measured in an area
        what the frick does "Worship" cast? am i getting pep-talked by my Worship Mage, also known as a cleric with domains that are usually more specific than just 'worship'?

        Worship can call upon the power of higher powers, create tools of ritual/worship, and derive power from the aesthetics of worship.

        • 2 weeks ago
          Anonymous

          "worship" sounds like a way to access the elements rather than an element in and of itself, and it would need a better name
          having a priest-type call on specific deities for specific buffs would be neat tho

  18. 2 weeks ago
    Anonymous

    >thunder
    Some people still don’t know the difference between lightning and thunder?

  19. 2 weeks ago
    Anonymous

    Sorry the wall of text, but I like this too much!

    The spark of Lightning ignites when it strikes, and thus Fire is born.
    The heat of Fire renders to ash all that it touches, and thus earth is born.
    The density of Earth shuns Sun and harbors cold, and thus Ice is born.
    The armor of Ice melts away, and thus water is born.
    The moistness of Water mists and rises, and thus Wind is born.
    The gusts and sighs of Wind gather the clouds, and thus Lightning is born.

    The three conquests:
    Earth grounds Lightning.
    Water erodes Earth.
    Lightning boils Water.

    The three submissions:
    Fire is extinguished by Wind.
    Ice is melted by Fire.
    Wind is obstructed by Ice.

    The six elements are manifest in all things great and small, and their polarity deriveth from the Astral heavens above and the Umbral depths below.

    • 2 weeks ago
      Anonymous

      Good post

  20. 2 weeks ago
    Anonymous

    Fire/water/air/earth system where you can combine the 4 basic elements or specialize in them to unlock newer ones.
    >start with basic attacks like throwing rocks (earth), pushing wind (air), throwing flames (fire), water whips
    >eventually do stronger attacks like small earthquakes, tornadoes, flamethrowers, floods, etc
    >specializing in one element unlocks things like light/lightning (fire), sand/metal control (earth), flying (air) and ice attacks (water)
    >combining elements results in stuff like lava control (fire+earth), smoke (fire+air), steam(fire+water), hail storms (air+water), hurricanes (S-tier air+water), tsunamis (earth+water), mud (earth+water), etc
    >obtaining a perfect balance between the 4 elements unlocks control over plant-based life, which in turn unlocks things like poison attacks/immunity (healing herbs) and plant growth manipulation

  21. 2 weeks ago
    Anonymous

    It's daring but I would like to see elements work more like Pokemon's type chart instead of a perfectly balanced triangle. It's just weird and immersion breaking seeing the grass element be just as strong as blasting people with lightning and fire.

    • 2 weeks ago
      Anonymous

      how's pokemon balance in practice? Like how does steel or dragon just get to have more resistances and less weaknesses than other types meanwhile if you're ice you just get fricked i guess.

      • 2 weeks ago
        Anonymous

        I don't remember it being too bad, double types also help and in the case of ice type the mons tend to be glass-cannons that tend to do decent damage to almost everything and frick dragon(aka the frick your initial type type).
        Shit gets a bit ridiculous when you have 4x weakness tho, but it's fun.

        Has any RPG ever actually used this?

        Would be fun to see but I guess making any x beat y type of thing would be hard and instead they interact differently? Will probably have shit balancing tho.

        Is this an damage multiplying system or related to some other game mechanics.

        This is the type chart I use for my shitty monster catching game on RPG maker.

        I tried to make it fair and balanced, with a clearly overpowered type and a clearly shit type, just like in pokemon.

        As long as the monsters or moves balance a bit out it would be fine by me, or if not make it have something other types don't just like how in pokemon ice was the only way to get super effective against dragon aside from dragon.Or laugh at wind users if you want it's your game after all

      • 2 weeks ago
        Anonymous

        I don't remember it being too bad, double types also help and in the case of ice type the mons tend to be glass-cannons that tend to do decent damage to almost everything and frick dragon(aka the frick your initial type type).
        Shit gets a bit ridiculous when you have 4x weakness tho, but it's fun.
        [...]
        Would be fun to see but I guess making any x beat y type of thing would be hard and instead they interact differently? Will probably have shit balancing tho.
        [...]
        Is this an damage multiplying system or related to some other game mechanics.
        [...]
        As long as the monsters or moves balance a bit out it would be fine by me, or if not make it have something other types don't just like how in pokemon ice was the only way to get super effective against dragon aside from dragon.Or laugh at wind users if you want it's your game after all

        Reminder that Ice is the least common Pokemon type. There are more Pokemon based on mythological creatures of two different varieties than there are Pokemon based on cold water. Frick GF.

        • 2 weeks ago
          Anonymous

          It's a bad defensive type that isn't kept relevent by STAB or immunity to hail.
          GF knows whatever it makes with it will be trash so they are reluctant. Jap kids luv them some dragons and fightan mons.

  22. 2 weeks ago
    Anonymous

    ENTER

    • 2 weeks ago
      Anonymous

      pretty cool but plasma, quantum and cyber all feel similar
      I get cyber vs plasma but what does quantum do?

      • 2 weeks ago
        Anonymous

        >Bio deals with plants, animals, and life-force. Examples of Bio abilities include spawning small alien companions as combat support, creating large biological structures to block off enemies, and firing fungal blobs that detonate upon impact and leave a long-lasting residue of harmful acid.

        >Cyber deals with the power of technology. Examples of Cyber abilities include summoning armed robot drones to hold off opponents, electrocuting enemies with electric weapons, firing volleys of deadly bullets and firing off timed mines, laying traps, and delivering blasts of overwhelming electrical energy.

        >Necro deals with death, darkness, fear, souls, and twisting reality. Examples of Necro abilities include; paralyzing foes with frightening visions, shifting into a ghost-like form that ranged projectiles pass straight through, damaging enemies by passing through them, siphoning away enemies’ life-force, absorbing extra power from dead enemies’ souls, throwing dark-matter bombs that cancel out the very atoms of foes, and casting enemies away into a dark limbo for eternity. Necro characters usually have a Purple coloration, and tend to have a skeletal or bug-like appearance. If they have hands, they tend to be long, thin, and clawed.

        >Plasma deals with fire, lava, magma and electricity. Examples of Plasma abilities include setting enemies on fire, firing bursts of lethal electroplasma, creating walls of fire to defend against foes, and morphing into bolts of 'living lightning' that can travel at breakneck speed and harm opponents that get in the way.

        >Quantum deals with the manipulation of space and time. Examples of Quantum abilities include teleportation, speeding up and slowing down time, and generating gravity fields that knock back or pull in opponents.Quantum characters tend to be simian and have fish-like qualities.

  23. 2 weeks ago
    Anonymous

    you missed anemo

  24. 2 weeks ago
    Anonymous

    It needs holy and dark elements

  25. 2 weeks ago
    Anonymous

    Has any RPG ever actually used this?

  26. 2 weeks ago
    Anonymous

    Another Eden makes things at least a little interesting with Crystal type.

    • 2 weeks ago
      Anonymous

      Why would you use anything but crystal?

      • 2 weeks ago
        Anonymous

        Looks like one of those designs where you get a resistance type that fricks over early game common elements but absolutely eats shit against rarer types.

        It's basically magic damage in DaS.

      • 2 weeks ago
        Anonymous

        Because crystal doesn't deal weakness damage to most things. Although the chart isn't strictly accurate to begin with, it's really just a guideline and bosses can resist whatever the frick they feel like.

  27. 2 weeks ago
    Anonymous

    >Holy (lightning)
    Can chain hit, heals a fraction of the damage it does
    >Fire
    AoE damage, slight damage over time
    >Ice
    Slows enemies, does large amounts of damage to low-health enemies (shatter)
    >Dark (poison)
    Damage over time, stacks damage

    Ice and Fire are opposed types, as are Dark and Holy. Take extra damage from opposed type attacks, e.g. ice-type enemies take extra damage from fire attacks, and vice versa. Putting ranks into skills of a type increases the cost of its opposed type.

    Non-opposed types can have combo attacks, e.g. Sacred Flame (holy/fire), Tentacles of the Deep (ice/dark), Burning Rot (fire/dark), etc.

    KISS (keep it simple, stupid)

  28. 2 weeks ago
    Anonymous

    Fire > Nature > Earth > Lightning > Water > Fire

    And for the "moral" elements:
    Light > Dark > Fae > Light

  29. 2 weeks ago
    Anonymous

    >Hahaha I'm an ice themed boss
    >What's that? You specced Ice?
    >NICE! Enjoy taking 2 hours to kill me!
    >Oh what NOOO YOU'VE RESPECTED AND OR CHANGED TO A FIRE WEAPON!? NOW I'LL DIE IN LIKE 3 HITS NOOOO!
    Elemental damage sounds cool on paper but design wise it just amounts to this bullshit.

    • 2 weeks ago
      Anonymous

      Depends a bit on the game but it's another thing to balance, so it can balance other stuff in the game more(unlikely) or make the game twice as unbalanced(likely), but breaking games is also fun.

      >game has a "mental damage" element
      >if an enemy takes fatal damage from it, they fricking kill themselves

      Does this really exist? Would be hilarious to see.

      • 2 weeks ago
        Anonymous

        The only time it works is if you do what DaS did and make each damage type have a strength advantage based on ease of access and at what point in the game you can obtain it.

        Even with that though, it really does amount to "Makes X part easier".

      • 2 weeks ago
        Anonymous

        >Does this really exist?
        Elona (and Elona+) has different messages depending on what you kill an enemy with. I believe that’s what happens when you kill an enemy with "Nerve" type damage.

  30. 2 weeks ago
    Anonymous

    Is blue lightning stronger than yellow?

    • 2 weeks ago
      Anonymous

      blue lightning is stronger but yellow lightning is faster

    • 2 weeks ago
      Anonymous

      Blue > white > purple

    • 2 weeks ago
      Anonymous

      Yes because it's way hotter.

  31. 2 weeks ago
    Anonymous

    >game has a "mental damage" element
    >if an enemy takes fatal damage from it, they fricking kill themselves

    • 2 weeks ago
      Anonymous

      Depends a bit on the game but it's another thing to balance, so it can balance other stuff in the game more(unlikely) or make the game twice as unbalanced(likely), but breaking games is also fun.
      [...]
      Does this really exist? Would be hilarious to see.

      White damage in Lobotomy Corp, reduces sanity when inflicted by enemies and increases sanity when inflicted by allies. Don't necessarily kill themselves, the state they enter on losing all their sanity depends on their stats. They'll either attack friendlies, kill themselves, run around screaming and dealing white damage to friendlies, or try to let things out of containment.

  32. 2 weeks ago
    Anonymous

    All elemental systems boil down to simple color coded actions, see color push the anti-color button.
    Combat abilities should be balanced around range, shape and other interesting physical qualities and effects.

  33. 2 weeks ago
    Anonymous

    Here have a template

    • 2 weeks ago
      Anonymous

      >Each Weapon has an element
      Why?

    • 2 weeks ago
      Anonymous

      Nah, Ganker already solved this long ago

      • 2 weeks ago
        Anonymous

        >lightning hammer
        doesn't even fit at all
        slow thing with a fast thing? just because thor is pretty popular doesn't mean that fits

        • 2 weeks ago
          Anonymous

          The debate was about things that fit just as much as picking the least unreasonable choice. What would you offer as an alternative? And in that case, where would you place the element that you're switching?

          • 2 weeks ago
            Anonymous

            I think spear would be the best fit for lightning due to speed and piercing (along with how rail/coil system can be used to launch things) but then water would be left alone and water simply isn't offensive enough to synergize with other weapons (perhaps bow for utility?).
            Simplest change would be to swap the weapons with ice so ice can now utilize its solidity for blunt force while lightning can split things with axe.

        • 2 weeks ago
          Anonymous

          Thor you fool.

  34. 2 weeks ago
    Anonymous

    >elements are intrinsically woven as the metaphysical structure of the world instead of just being mere gameplay parameters

  35. 2 weeks ago
    Anonymous

    elements are cooler when their attributes are reflected directly in the gameplay rather than just being a rock-paper-scissors chart of X beats Y
    the first example that comes to mind first is how Dicey Dungeons deals with it

    like, the game is all based around dice that abstractly represent your attacks
    ice attacks can freeze your dice and make them all 1s
    fire attacks can burn them and make you take damage for using them
    etc.

    there are a couple enemies that simply take extra damage from certain elemental attacks, but it's on more of a thematically appropriate case by case basis

  36. 2 weeks ago
    Anonymous
  37. 2 weeks ago
    Anonymous

    Every element interacts with a game's systems and all abilities either feed into, pull from, or are based on variables related to the system.

    >Heat system that increases temporarily based on standard actions being used per turn, with each skill adding 1 Heat
    >Using Fire-element or Fire-related skills uniformly add an additional 1 Heat when being used
    >Overheat is an attack that deals damage based on the present Heat
    >Flare consumes all of the present Heat to do an attack with scaled boosts to stats based on how much Heat was consumed
    >Ignite requires a small amount of Heat to be used and is a generally hard-hitting attack, compared to Detonate, which requires a large amount of Heat to be consumed for a significantly stronger attack
    >Flame Blade enchants your weapon to do damage that is increased based on the Heat checked on cast
    >Inferno deals a huge amount of damage while costing a lot of heat resources, and generates ambient Heat to be used for future skills (or alternatively to cause issues for Element-users who rely on low-Heat strategies)
    >Trailing Blast consumes heat for a follow-up explosion on non-magical attacks to add more opportunities to deal damage
    And so-on. Apply some framework of applications to each other system in the game, such as Items Used, Environment, Character Alignment, so-on, and you'll have an elemental system where you can mechanically feel out their values rather than putting Blue against Red.

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