How would players feel if the game was reset?

Do you think the game should be reset for a new game?

  • Yes, the present game has serious flaws

    Votes: 9 20.0%
  • Yes, I like the ideas

    Votes: 7 15.6%
  • No, I have worked too hard on the present game and like it

    Votes: 12 26.7%
  • I do not care. I am open to new ideas.

    Votes: 17 37.8%

  • Total voters
    45
To be honest, I believe ZT fixed the bank interest problem. DB just did not upload the fix. I think he wanted to wait for the Gold Version.

Also, IPB Forums never had the problem It was strictly a VB problem.
 
Seeing that I will probably begin playing the game soon, and I don't feel like catching up with everyone, the idea sounds good to me. lol, why wouldn't it?

*Somehow I know I am going to be hated for this*
 
Lol Scribble. Nah, when I first started, I was happy when a few people help me out get past the first few guys, and introduced me because I was a low level.

And if you are going to reset the RPG, I reccomend not reseting the characters, because the people who are level 100+ would be extreamly annoyed.. But if there was a way to just re-set their level to 100, since they are already past that, it would make sense.

And the 5+ stat points would be a no-no. If the highest level would be 100, I'd like to see 10 points a level, or something, because I find it sily how I train and only get 5 points, and then when I test out my new guy, the difference is minimal; the bonus in the stats when you level up were only noticable in the begining when I was level 1-3 or so, IMO.

Perhaps a real rich storyline... I'm not sure if I'm far into the game yet, but its basically just traveling, killing monsters for people. I spoke to a mysterious voice a while ago, and Im guessing that part of the storyline? Don't spoil it for me, nevermind.

But yeah... If your going to reset it... Let the people who are already in it keep their levels, and set the 100+ people to 100.
 
I cannot believe 8 people feel the game is flawed. Unless they are thinking about features not working, like the bank interest and trade.
 
I don't think the game has flaws, I just think stuff could be added... Like I'm about to do a bunch of battles with my partner in pwnage, and it would be cool to have a shoutbox in the battle, so that we can communicate while in the battle.

Edit: I'm actually in the battle with the guy right now, and I'm not sure if its a glitch or something but it skipped my main characters (not my summon) turn like, 2 or 3 times... What was going on?
 
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Koloth you also have to remeber that some may have selected that since it was the first yes on the list without looking at all the votes you could make on the poll also some people have changed their minds since this thread was started.
 
I think since 20 people against 8 are willing to have the RPG changed, then clearly, there isn't going to be an all out collapse of the RPG if these changes come through. HOWEVER, it does not make any sense to keep the same levels for players. Why? For the same reason that you cannot use your level 99 characters in one FF game in another- you would just blaze through the entire game without any challenge! It would be so much easier if we just did a mass reset, anyways.

About Avin's suggestion, this stat system would give you plenty of change per level up. In the current system, the max stats can be gained at over level 600, so the level to level effect is minimal. In my system you get it at level 300, so it works much faster. Not easier, just more logical.
 
A lot of you will know me, for those who don't, I'm Decado, one of the two creators of RPG Inferno, I stumbled across the thread and was quite amused by parts of it, so i thought i should comment.

Firstly, the RPG directors seem to be more concerned with fighting between themselves in a game of one up manship that doing whats best for the members, I know a few of them from GZE, and not naming any names, but there was a similar issue with one of your team who was doing some testing for us, having a similar attitude, maybe someone should have a word about that.

As for the ideas, some interesting concepts, and im glad to see people trying to get into the spirit of making good contributary ideas and intelligent suggestions, maybe the RPG team should note these down, and come up with a new game based around them.

The stat problems, well it seems to me the team hasnt really gotten the hang of them... if dual wielding is too powerful, then add class stats that counter this, i.e %age reductions in STR for dual-wieldable weapons, increases for two handed weapons etc etc.

I understand people may be loathe to miss features out, but if introducing them slowly, and making the game more complete and whole piece by piece, instead of trying to do everything at once are the options, i would suggest people let the basics be fixed first, and the optional extras added in later.

Lastly, in response to Koloths comment on summons a few pages ago... They really shouldnt be used to shore up player weaknesses, because then players will all follow the same archtype and rely on the same summons to boost those weaknesses. Remember noit everyone is going to play to make the best power character, and the game must be fun no matter what direction you choose. If this means limiting the summons abilities in regards to spells, then this is, in my opinion, a very good idea, because it contributes to the OVERALL balance, and not just the power character balance.

I tihnk adamants ideas are good, and realistic. He has a good plan, a solid idea, and something which is very acheivable. It would give a very solid base, and is similar to how i myself plan out new games. By all means people, remember that this plan wouldnt neccesarily be the end of the game, but could be used as a structured beginning, and most games fall apart due to a lack of structure.

It's far from perfect, but from the contributions from the other RPG Staff in this thread, i would say its the best plan from any of them i've seen so far. With a little cooperation and using some of the input from the members, it could turn out well. I would suggest one "killer app" though, one feature or storyline, or plot point which will hook people and capture their imaginations. Good luck.
 
I'm not good at giving ideas, so I'm sorry I can't contribute anything new =/ And I might be a little bit late, however I'd like to cast my vote for being open to new ideas. To be honest, I will like it either way. I've really enjoyed the game so far, so if it stays this way I won't mind. But if it does change and there's a chance to make it better I think I'll enjoy that too, I'm always open to different things.

Either way, you guys are doing good =) And will contiue to do so I'm sure.
 
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Firstly, the RPG directors seem to be more concerned with fighting between themselves in a game of one up manship that doing whats best for the members, I know a few of them from GZE, and not naming any names, but there was a similar issue with one of your team who was doing some testing for us, having a similar attitude, maybe someone should have a word about that.

Erm, I don't know what you're talking about. :)

As for the ideas, some interesting concepts, and im glad to see people trying to get into the spirit of making good contributary ideas and intelligent suggestions, maybe the RPG team should note these down, and come up with a new game based around them.

That's what we're trying to do. Eventually.

The stat problems, well it seems to me the team hasnt really gotten the hang of them... if dual wielding is too powerful, then add class stats that counter this, i.e %age reductions in STR for dual-wieldable weapons, increases for two handed weapons etc etc.

Lets say a player has 100 STR. Merely by equipping a dual weapon, that jumps to 200 STR. That means that the only way a one handed sword will be worth using is if it has at least 100 STR. Of course, this doesn't take into account the extra bonus dual weilding gives to accuracy, since you get to hit twice, the extra chance of using an enchantment spell, AND the fact that attack types work twice when using a dual attack. So really, you would need a single handed item with more like 200 STR to be even close to a dual handed item with 10 STR. And, of course, if you sell these at the same time, all the low leveled players will immediately get the 200 STR sword, giving them a massive attack boost that they couldn't get otherwise. This massively unbalances the game, quickly makes STR worthless and turns the whole game into a one-hit kill/EVA only brawler. Which is what we don't want.

Point is, unless you force the player to use spells, dual wielding completely messes up an otherwise fair game.

I understand people may be loathe to miss features out, but if introducing them slowly, and making the game more complete and whole piece by piece, instead of trying to do everything at once are the options, i would suggest people let the basics be fixed first, and the optional extras added in later.

All I want are the stats fixed! That's it! Once we're done that, we can worry about the other ridiculous features like questing and enchantments. Honestly... just because the game has some features doesn't mean we should be forced to use them. Now a new world map? That we could use.

It's far from perfect, but from the contributions from the other RPG Staff in this thread, i would say its the best plan from any of them i've seen so far. With a little cooperation and using some of the input from the members, it could turn out well. I would suggest one "killer app" though, one feature or storyline, or plot point which will hook people and capture their imaginations. Good luck.

The best part of this plan is that it allows people an experience completely different from RPG Inferno's everywhere else. You're not just pressing "attack" a billion times, healing, and moving on to the next area. You're exploring, solving puzzles, conserving MP and moving from area to area. You can't just magically warp to an inn if you are hurt- this would be an actual quest where potions are in short supply. Forcing players to be smarter to get ahead, but being a little more fair with the enemy difficulty, has worked in the past and can work now.
 
As i said, you use the class modifiers... For instance, you apply a 40% str penalty to any dual wieldable class. Now you still have the advantage of 2 attacks per turn, adn double any enchantments, but you cant use a shield, so you lose out on the defense bonus, or if you add a 50% STR bonus to 2 handed weapons, then a 2 handed weapon would do MORE damage, but again, dual wielding would have its own, unique advantages :) It's all about admins using creativity to make things like this work, try thinking it through, it's perfectly balanced if you figure out how to use the system correctly :)
 
Adamant and I have had several discussions about our issues with the present game. Our main complaint is that we allowed dual weld up to large item types. We should of limited dual weld to small item types and below.

Yes, I agree, making a - STR modifier would of helped. I just did a test. But both Adamant and I agree, that it would be better to have a game with very limited use of dual weld. Another problem with our present game, was the lack of balance between spells and physical attacks. The game became too much of a physical attack game. Both Adamant and I want a game more geared to spells.

People learn from their mistakes. As a whole, I think our first game turned out pretty well. My main problem with the reset was that I did not want the present game scrapped. It took us too long to make.
 
Yes in fact, I've been trying to survive without a summon or without double wield and is actually quite hard. It's harder to get ADR Points, I am not using attack types, and the only modded item I have is my "True Lion Heart" large broadsword. Getting three ADR points it's hard without double wielding, but it's fun since you have to pay attention to your health and the spells effects that are currently affecting your character.

Also you are always trying to make the right choice since you only have one chance per turn to make the right decision, a mistake could be fatal. Added to that, I no longer have the old summon help, with that I didn't had to worry about if my character died, I just attacked with character and healed my character with my summon, plus the spells that the summons can learn, main reason why some were able to easily pawn some areas.

Double wielding plus summons equals; bad idea since they'll have the double attack type boost, plus the summons healing/offensive spells, plus the fact that summons can also use potions on you ;)

Actually we could, as both Adamant and Koloth suggested before, limit double wielding for smaller weapon categories like: short swords, knives, small axes, daggers, etc. Other weapon classes like Large Broadswords, medium swords, and Huge Swords shouldn't allow to double wield.

If a player wants to double wield, the swords should have half the attack of a larger weapon class.

For example:
I have "Mage Masher"
ATK: 50
Weight: 25

Since it has 50 and you'll be able to double wield it, you'll get a 100 attack plus the bonuses being added by Attack Types and also you'll get twice the ADR per turn.


You can do that or equip a shield to add some defense boost to your stats, making you harder to defeat.

Now we have:
Save the Queen
ATK: 120
Weight: 50

Since it lacks the double wielding ability you'll get less attack type boost, that's why I added Extra 20 points to balance the sword. You'll also get less ADR per turn but still it should be a good sword.

Also we can make different attack types (not so many) for the different weapon classes.

If an attack type used for "Large Broadsword" gives you a large boost because you can't double wield, any other weapon that allows that shouldn't allow players to use it because that will kill the idea of buying a Large Broadsword since you can get two small swords, get twice the adr and twoce the attack type effect.



Off topic: (after...quite some time?)
May I add a Gunblade Weapon Class? or even a Claws Weapon Class? or do you want to wait? (that's after I can upload new cool pics (similar to the once used for the RPG) to the game)
 
Forcing players to be smarter to get ahead, but being a little more fair with the enemy difficulty, has worked in the past and can work now.

As Adamant suggests here, the new game would be a little more fair with enemy difficulty than the present game. Particularly, the last part.

I have been observing some new players. I have been making some notes on comments made.

If he is considering hidden areas, the encounter setting should not be high. I am also not too crazy about all battles being fight triggers either. I am not sure he has that in mind.

What about banks? How is that going to be setup?

Note: the present game will not be effected until the new game is done. Adamant and I have agreed on that.

As for adding item classes, to the present game, go ahead. As for the uploading picture situation, I guess we will have to wait for the new version or when DB decides to fix it.
 
I like these new ideas. I know you guys are gonna do a really good job. But, are there going to be summons still?
 
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