What makes for a better RPG?

What makes for a better RPG?

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Locational damage and mostly hidden modifiers like pain, blood levels and semenal fluid count.

100 HP for player
All monsters scaled to that player

>but what about when the player's health increases
The player's health never increases.

Top. You should be able to easily in your head figure out the numbers needed to achieve what you want. The only people who prefer the bottom are autistic, as evidenced by that being most common in weeb RPGs.

depends really

What if I want to play a vharacter with more health but less damage with monsters still scaled for the 100 health player
Or a character with less health and more damage with monsters still scaled to the 100 health player

That dragon is clearly female, and I want to fuck it.

You're not allowed.

Why

People ultimately like big numbers, they like to see numbers going up, because it is tangible progress. When your max damage for a game is 20, you will only wonder why it took so long for your character to get to that point and any progress you do make will be seen as silly.
>Enemy has 20 HP, I hit for 5. I levelled up and now hit for 6 HP. I still kill the enemy in the same number of turns, that was pointless
vs
>Enemy has 200HP, I hit for 10, I leveled up and now hit for 12. That means that I kill the enemy faster, this is good.
There is a reason that RPG devs have stuck with large numbers, because it is actually easier to balance and feels good. NEVER, EVER, design games.

Small numbers at low level, very high numbers at high level.

Never design games. You clearly would fail. Top is absolutely devoid of all design sensibilities and is stale.

Explain why. Be specific.

dragon quest does the numbers well
final fantasy is exact opposite, fuck tranny fantasy, only faggots like it

Cause I said so.

Top to bottom is good but Disgaea 6 does it wrong where it increases way too quickly, way too early

Small numbers for the player, massive numbers for enemies.

>Eyelashes on dragon/whatever that creature is
This thread is doomed

fewer zeroes is better. if the first boss has 10560 health, having the final boss have 1105448 health isn't intimidating or cool. however the jump from 50 hp to 5000 feels much more impactful, just on an emotional response level.

Top, definitely

then you can invest in protective armor rather than damage boosting accessories. having health always be represented by a percent also makes healing easier to balance.

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>NEVER, EVER, design games
Pot, meet kettle. "ME LIKE BIG NUMBER" is the retard caveman way of handling combat. Smaller numbers are more consistent and way better for planning out your following turns.

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Numbers don't matter, what matters is the history, not being excessively grindy and not having shit combat.

Top, bottom is utter fucking cancer and pure bloat

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Absolutly wrong.
As soon as your numbers start getting too big you stop playing videogames and begin playing a number crunching simulator. Getting a sword that deals 14560 extra damage doesn't carry the same impact as getting a sword that deals +2 damage in the above example, it's an entirely different experience being played because humans aren't wired to deal with numbers that big in every day life.

This is how it's been for decades in PnP games, and why it works like this. It's closer to the human experience, it feels more natural and real, and thus it carries a much better emotional gameplay.

Top

Inflated numbers suck shit

nice

>Giving her boobs
OP here I do NOT condone this post.

>however the jump from 50 hp to 5000 feels much more impactful, just on an emotional response level.
This is true, and it's more or less tied to evolution. We're designed to understand numbers that affect us in real life, and these massive numbers just don't. I can easily grasp the idea of a hundred of something or even a thousand, but when you tell me there's 200 million of something, that doesn't really mean much to me.

BASED

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WARNING
WARNING
LOW SEMEN
WARNING
LOW SEMEN
BWOOOOP BWOOOOP
LOW SEMEN

why not a middleground where the numbers aren't pathetically small but you can still measure them reasonably.

Faggots

Big number makes my strikes feel more powerful

I get zero dopamine hitting someone for 10 damage

All this means is your dopamine receptors have been blown out. I'm assuming you are either fat and/or a porn addict.

Top worked well for games like paper mario, you get increased hp not not enough to need inflated dmg number

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Top one, paper mario numbers are better since it allows you to crank up the damage to 10 (litearlly) for stronger bosses and make it actually mean something, as opposed to having 99 gorillion damage while you have 100000 gorillion hp. The strongest attack in ttyd IIRC does like 21 damage, low scale numbers are way better for balance as well.

this is good because then, like in fightan, giving the tank class 115 health and the twink sorcerer 85 health no matter what level makes a huge difference despite the seemingly small amount, whereas having a lvl 25 tank and a lvl 28 twink have the same health just makes them feel more similar.

NEED a game like this

Post more of the dragon.

The toughtest boss in Paper Mario had like 200hp right? That felt like a huge bump compared to alot of bosses being about 50hp and Mario at most usually having about that amount in a playthrough

My man
>The strongest attack in ttyd IIRC does like 21 damage, low scale numbers are way better for balance as well.
And even by hacking the most dmg you can do is 99 too