Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
DoubleX

What can be done to make RMMZ to have overwhelming positive reviews?

Recommended Posts

While RMMZ has already released for about a month, the reviews are still mixed(64% positive among 225 reviews), at least according to Steam(I failed to find any other quantified reviews of comparable significance yet).

Although the overall score shows a slight upward trend overall, it still doesn't seem to look good, at least compared to RMMV, where it received 108 positives and 27 negatives, netting a 80% score, with a much more obvious upward trend later on.

 

The most obvious thing that can be done for those having bought RMMZ via Steam, is to give a positive review with solid reasons, like what I've given quite a while ago :)

But, maybe more can be done to further boost the review scores legitimately, apart from another obvious thing that resource makers can continue to make more and more awesome resources for the community :D

 

I've also briefly checked the NEGATIVE REVIEWS FROM STEAM, and here are the summary of all the points I've collected(which is by no means exhaustive):

 

1. The base price of RMMZ is too expensive compared to what it added and improved over RMMV(But they'd be positive for RMMZ if there will be a big sale)
2. RMMZ isn't even RMMVA, but just RMMV 1.7, because everything "new" in RMMZ are already provided by plugins in RMMV
3. RMMZ improved too little from RMMV, meaning that the RM franchise has become trapped in the past
4. The 3D effekseer doesn't work well with the RMMZ animations, because it's a 2D engine
5. The RMMZ RTP is worse than that of RMMV(images are ugly, audios are unpleasant to listen to, etc), and the former isn't compatible with the latter
6. There are still some unnecessarily hardcoded assumptions, like the tileset size still being fixed to 48
7. RMMZ doesn't work well when the screen size isn't 816 * 624(1280 * 720 can already cause the side view battler sprites to be mis-positioned to the left of the screen), like, ugly scaling of battler sprites
8. The RMMZ character generator still sucks so hard that the generated adults look like kids
9. There's no way to make porting RMMV animations to RMMZ an easy, simple and small task, because of effekseer
10. RMMZ still doesn't make good use of multiple CPU cores nor the GPU, causing inferior performance even with the Pixi v5 upgrades and other performance optimizations over RMMV
11. RMMZ only lets you use 4 map layers, which is far from being enough
12. The hardcoded limit of 2000 items per database type isn't high enough
13. The sprites are still hardcoded to using 3 frame per action
14. There's no way to make exporting to mobile platforms an easy, simple and small task, when RMMZ is advertised for optimized for such platforms
15. Many features that are provided by RMMZ plugins should've been done by RMMZ itself
16. The audio loading still isn't optimized in RMMZ, causing large audio files to have too long to load(and this issue already exists in RMMV and is well-known by the community for years)
17. The amount of resources including by the RTP still isn't large enough, and should've been much, much larger
18. While this engine advertise itself as easy enough for a child, it's not the case when you've to learn effekseer, which is a must to use RMMZ
19. An exported project can be as big as way more than 200MB in RMMZ, while similar projects in RMMV would've been just around 50MB, and 50MB is already too much
20. Sometimes the engine can just suddenly crash, like when clicking edit on a show text event, causing unexpected loss of progresses
21. The default RMMZ JavaScript codebase is so poorly-documented that documentation there is effectively nonexistent
22. The RMMZ is obviously very, very unpolished and just rushed for launch, and the current state of RMMZ is clearly an incomplete product
23. In general, the RMMZ plugins aren't as generous as the RMMV counterparts, because of the pricing, terms of use, and source code accessibility, and RMMZ is nothing without plugins
24. Enemy skill animations aren't displayed in front view battles
25. The battler sprites aren't animated enough, and they're behaving like static ones(no shadows, floating motions, etc)
26. RMMZ just isn't worth it before it has as many plugins as that of RMMV
27. Many improvements in RMMZ should've been implemented in RMMV
28. RMMZ should let you use either effekseer or the traditional RMMV like animations
29. The RM franchise has been working in the form of buying the engine with the use of many scripts/plugins from the same scripter/plugin developer(without him/her RM would be nothing), with tweaks of those scripts/plugins made, and some other scripts/plugins(that are compatible to those made by that particular scripter/plugin developer) from the other scripters/plugin developers to make games, but this formula no longer works in RMMZ, because of the successor of that particular scripter/plugin developers start making closed-source plugins in RMMZ(and some of them are paid too)

 

Please note that I'm just trying to summarize the points I've collected from negative Steam reviews, and it has nothing to do with whether I agree or disagree with any of them.

 

So, I'd like to open this post to collect ideas on some possible ways to make RMMZ to have overwhelming positive reviews, and this doesn't have to be limited to Steam, because I think later on there will be some other quantified reviews of comparable significance ;)

Edited by DoubleX

Share this post


Link to post
Share on other sites

Waa hol' up Doubly X. Trying to flood out the negative reviews with positive ones is like... that old saying... sprinkling glitter on a turd...

Does RMMZ deserve positive reviews? I think some of the negative reviews have some really fair points and isn't just random hate. RPG Maker traditionally refused to listen to the community. We won't get quality software unless we vote with our feet (so to speak).

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By DoubleX
      Purpose
      Lets you directly edit various built-in global formulae
       
      Video
       
      Games using this plugin
      None so far
       
      Parameters
       
      Script Calls
       
      Plugin Command
       
      Prerequisites
       
      Terms Of Use
       
      Contributors
       
      Changelog
       
      Download Link
      Demo Link
    • By DoubleX
      Note
      This plugin works for both RMMV and RMMZ
       
      Purpose
      Lets you extract texts in events/common events/battle events to txt file
       
      Video
       
      Games using this plugin
      None so far
       
      Parameters
       
      Prerequisites
       
      Terms Of Use
       
      Contributors
       
      Changelog
       
      Download Link
      Demo Link
    • By DoubleX
      This topic aims to share the basic knowledge on what the default RMMZ TPBS battle flow implementations do in general, but you're still assumed to have at least:
      1. Some plugin development proficiency(having written several easy, simple and small battle-related plugins up to 1k LoC scale)
      2. Basic knowledge on what the default RMMZ turn based battle flow implementations do in general
      3. Basic knowledge on what the default RMMZ TPBS battle flow does in general on the user level(At least you need to know what's going on on the surface when playing it as a player)

      Simplified Flowchart
      Please note that this flowchart only includes the most important elements of the battle flow, to avoid making it too complicated and convoluted for the intended targeting audience
       
      Battle Start
       
      Input Action Slots
       
      Thinking In Frames
       
      Frame Start
       
      Start Phase
       
      Turn Phase
       
      Action Phase
       
      Turn End Phase
       
      Battle End Phase
       
      Update TPB Input
       
      Summary
       
      That's all for now. I hope this can help you grasp these basic knowledge. For those thoroughly comprehending the essence of the default RMMZ TPBS battle flow implementations, feel free to correct me if there's anything wrong
      For those wanting to have a solid understanding to the default RMMZ TPBS battle flow implementations, I might open a more advanced topic for that later
    • By DoubleX
      This topic aims to share the basic knowledge on what the default RMMZ turn based battle flow implementations do in general, but you're still assumed to have at least:
      1. Little javascript coding proficiency(barely okay with writing rudimentary Javascript codes up to 300 LoC scale)
      2. Basic knowledge on what the default RMMZ turn based battle flow does on the user level(At least you need to know what's going on on the surface when playing it as a player)
       
      Simplified Flowchart
      Please note that this flowchart only includes the most important elements of the battle flow, to avoid making it too complicated and convoluted for the intended targeting audience
       
      Start Battle
       
      Input Actions
       
      Process Turns
       
      Execute Actions
       
      Summary
       
      That's all for now. I hope this can help you grasp these basic knowledge. For those thoroughly comprehending the essence of the default RMMZ turn based battle flow implementations, feel free to correct me if there's anything wrong
      For those wanting to have a solid understanding to the default RMMZ turn based battle flow implementations, I might open a more advanced topic for that later
×
×
  • Create New...