Game taken offline till glitch is fixed

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Just because it wasn't done before, doesn't mean it should have been done, it was more trouble than it was worth and half the rpg cafe was full of people complaining about it :ness:
 
His original account got banned. So just recently he made another and I guess the admins decided to give him a break.

Oh, Adamant, Maria and Seph were broken somehow. Also, the ocean was basically a bunch of similar places copied over and over again with ocasional treasure chests. It was meant to get players confused so they couldn't find the end. Maybe the genius was it didn't take long to make because of the dupes.
 
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Oh gosh, you reminded me. I had nearly forgot. :p

THAT WAS GENIUS THOUGH and you know it. Who would think of creating a huge, invisible underwater labyrinth and filling it with treasures and deadly monsters? Nothing like that had ever been done in Inferno before. The only ways to get through that area was to either draw a map or leave chat messages in every shoutbox, and it ended off with another epic boss thanks to yours truly. The later areas only got even more brutal, though I certainly heard many members frustrations as they tried to get through this early on. :p

I also hated you for your Ocean floor. However I thank you for that trigger guide. It allowed me to do some very interesting things which earned me the hatred of a few ;)

As for the Ocean floor never done again? Think again because I did made a laberynth like forest (Solstice Meadow) which was quite similar to your underground Ocean Level. It began as a challenge by Vikki, if I could make a whole set of areas in less than 2 hours (which I did, although I had like 15 windows open, and two cups of coffee) then I decided to do a twist and make a maze-like dungeon to piss some players who were on my black list. The area had many dead ends, like one or two ways to get through it, and mean things at every corner. Heck it even had a secret hidden boss (very hidden I fear :sad: since only a few found it accidently). Then what's worst, I linked that area to another huge area and managed to make a few people get stucked in the forest for a while (until the smartasses noticed that every area has an unique ID so they used it as a guide to avoid running in circles...>.> that kinda escaped me...but hey I was sleepy when I made them. God there was even a member here who willingly made a walkthrough map for it (a bit late of course...), it was insane. The map was made on MS Paint I believe...how he achieved it....don't ask me. :confused:

But aye, I was hated for a few weeks...my inbox and MSN harrassed for a guide through the meadow and the usual hate/love we Directors receive.

His original account got banned. So just recently he made another and I guess the admins decided to give him a break.

Oh, Adamant, Maria and Seph were broken somehow. Also, the ocean was basically a bunch of similar places copied over and over again with ocasional treasure chests. It was meant to get players confused so they couldn't find the end. Maybe the genius was it didn't take long to make because of the dupes.

I guess they didn't notice him anyways. Besides, at this time it won't matter much anyways. It's good to see he is alive for a change. Ah and the typical arguing between Adamant and Koloth...that was CLASSIC....specially Adamant's jokes about....I'll shut up. :P

Oh and Adamant, in case you missed it at some point, I am STL, or was.

Aye, Koloth's Roda Volcano...Tiel's madness... Adamant's iron fist rule and my random areas (I was young and over addicted to creating stuff so >.>). Those were my best days as an RPG Director.

But again, if ZT ever decides to do something...perhaps it would motivate me to work on something in the future....whether if it is in this forum or in another one.

Hey Adamant, do you remember the last idea you talked me about? The ZEUS Super Bad Ass computer?:math:
 
^ Ah, if Zero Tolerance does do something, and you decide to work on some RPG Inferno, be it this one or one at some other forum, would you do the kindness of letting know?

And if it were an RPG elsewhere, the url for it would be good, or accessing it could be a bit trickier if I don't know where "it" is. :monster:

If you proceed to create any RPG areas and such in the time to come, I would like to get a good taste of it of what they are like. xD
 
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His original account got banned. So just recently he made another and I guess the admins decided to give him a break.

Oh, Adamant, Maria and Seph were broken somehow. Also, the ocean was basically a bunch of similar places copied over and over again with ocasional treasure chests. It was meant to get players confused so they couldn't find the end. Maybe the genius was it didn't take long to make because of the dupes.

The genius was that the game could actually feel like a dungeon from a Final Fantasy game instead of a bunch of random linear monster nests that didn't require any creativity or puzzle solving skills to get through. It was a unique experience that was difficult to set up and plan in the Inferno system. After getting enough whiners I made a shortcut through the whole area anyways, but if they wanted the rare treasure they still had to look.

I have a whole lot of records of the classic RPG from way back in the 2006-2007 era, mostly filled with ideas I never finished and pictures for just about every boss in the game. This is an interesting little article I wrote way back in 2007, and I actually turned this into a working RPG system on another website afterwards (though the forums for it really never took off the ground). I don't feel as strongly about some of the item and pet limitations anymore, but it certainly was a radical shift from the classic rapid-growth design that most RPG Infernos used.

Adamant said:
There isn't much left to do with the RPG, as we all know, yet there are still quite a few new players that would probably be interested in the RPG if it wasn't so complicated and party oriented. The RPG we designed was based on what we could do in the Beta release- we have a lot more tools now, and we can make the game a lot cleaner. Plus, you have some other major problems going on with the game, like the following:

-NPC's are not coordinated, meaning many conversations do not make much sense
-Monsters stats are over-inflated because of the enormous advantage dual wielding gives
-Stats are enormously unbalanced away from HP and MP
-PvP battles result in mostly one hit kills
-Depending on the world map to move everywhere is a major pain

Here is my "solution" to some of these issues:

Players should start with the following stats:
HP:100
MP:100
STR:10
DEF:10
MAG:10
MAGDEF:10
DEX:10
EVA:10
SPD:10

The max stats should be as follows:
HP:1000
MP:1000
STR:100
DEF:100
MAG:100
MAGDEF:100
DEX:100
EVA:100
SPD:100

The attribute increments should be as follows:
HP:10 per attribute point
MP:10 per attribute point
STR:1 per attribute point
DEF:1 per attribute point
MAG:1 per attribute point
MAGDEF:1 per attribute point
DEX:1 per attribute point
EVA:1 per attribute point
SPD:1 per attribute point

Each player should get 5 attribute points per level. The theoretical max level should be Lv. 100.

Spells would be virtually ONLY damaged based spells, though they could have other effectors, like a "poison gun" could lower the opponents DEX. Potions will come in permanently limited quantities- they will serve as “ammo” and “medipacks”, and will come only from NPCs, but players can hold an unlimited supply of them. The only inn will be at the very beginning of the game, it will be expensive, and it will be relatively far away from a location you can get to from the world map.

NPC's would function only as "advisers" that tell you basic info about your mission, and possibly give you bonus items. They would ALL be controlled by variables set by a "master NPC" at the beginning of the game (which would be further controlled by a "has not visited location X" condition.

Components, enchantments, and pets should be completely removed. They are not necessary and complicate a perfectly fine battle system. Defensive armor will come in “sets” and will ONLY serve as a means to increase the player’s DEF after certain story events. Attacking weapons will also be limited but will mostly be found through non-essential NPC’s.

The majority of locations will be hidden. There will be a few specific “warp rooms” in strategic locations that players can access any time through the world map. A helper NPC will appear in each of these rooms. They will unlock new warp rooms once the player has fulfilled specific mission objectives.

Enemy monsters will follow EXACTLY the same level scheme as players do. If an area needs to be tougher, more bots can be added. Honestly, making bots that have tougher-than-player stats is completely unnecessary, even for bosses.

I talked to Darkblade about this, and he thought it was a good idea, but we should wait until the gold release comes out. I’m planning on working on it now but keeping the areas closed to normal members. Think about it, folks.

And Koloth, before you complain about my boss designs, need I remind you of your epic creations:

2mgz87.jpg


Way back in 2006 that was... :p
 
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Interesting, though the stat limits are rather low, it's more reminicent of an old school game, not that that is necessarilly a bad thing, some of those retro games are pretty darn epic. :awesome:
 
I kinda feel that what kills the RPG is the rapid stats growth. Perhaps if the amount of stats earned per point were to be reduced at some point, making monsters and areas will be less than a pain in the ass. Another thing I find discouraging is being forced to fight like ten copies of the same monster in a repetitive fashion. Sure it adds up to the difficulty of traveling, but if the areas were made as miny dungeons with different routes to explore and not a linear set of areas, then the amount of monsters could be reduced. I really prefer killing one bad ass monster (like the T-Rex guys we find in FFXII) than an army of clones.

Oh Adamant, that game reminds me of Metal Gear. Though I would prefer a Resident Evil -esque RPG. Killing zombies never gets old.

As for mean ass monsters, let us not forget about Ad's infamous Incarnates and the army of sea-serpent like monster in Valencia everyone quit trying to defeat...how many of them were they? 90? :ffs:
 
The only inn will be at the very beginning of the game, it will be expensive, and it will be relatively far away from a location you can get to from the world map.

I'm so glad we never did this :monster:

That would of been absolutely horrible.
 
One inn for a whole RPG Inferno world? Wow, yeah that kinda would suck. And would freely being able to travel to places you've already been by entering the place id be possible, or would players have to travel area by area and have worked that way back to it slowly? :gasp:

Definite reminder of how much of a pain in the ass it is having to travel through several monster filled areas to get to certain locations you need to get to in Final Fantasy Tactics. xP

Edit: Incarnates? What were these Incarnates like? >.>
 
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One inn for a whole RPG Inferno world? Wow, yeah that kinda would suck. And would freely being able to travel to places you've already been by entering the place id be possible, or would players have to travel area by area and have worked that way back to it slowly? :gasp:

Definite reminder of how much of a pain in the ass it is having to travel through several monster filled areas to get to certain locations you need to get to in Final Fantasy Tactics. xP

Edit: Incarnates? What were these Incarnates like? >.>

Nothing really...they just had every single bad ass spell you could imagine in the RPG Inferno at that moment. :ffs:
 
Nothing really...they just had every single bad ass spell you could imagine in the RPG Inferno at that moment. :ffs:
Damn. Do not bring them back. DO NOT bring them back.
Although I must admit, Aero was a nice spell...
 
I'm so glad we never did this :monster:

That would of been absolutely horrible.

You've never played a game like this so you have no right to judge. Now in games like the Inferno on FFF, when potions are so limited and monsters have such an obscene amount of HP, inns HAVE to be in multiple locations to make the game playable. However, in a game like the one I proposed the pace was fast enough that you weren't expected to spend 2 hours training against the same monsters over and over, making inns pretty much unnecessary. Think of it like Metal Gear- you find rations as you go along, conserving health while constantly moving and finding new items. The encounter rates in that game were MUCH lower, making exploration both convenient and enjoyable. It's a different game, and it worked in it's own environment.
 
And Koloth, before you complain about my boss designs, need I remind you of your epic creations:

Oh yeah, those things had no limits at all and neither did the stuff we got. An experiment in total nonsense. I love the name of the monster, Ultimate Wacko. May the old site rest in peace.
 
There ought to be a training monster at like level 99 where its stats are all 10. But training with it would cost about 10000 gil.
So basically, you'd be paying 10000 Gil for a level-up.
 
No, because that's not how monster EXP works at all. Beating a lv 99 monster at level 10 would give you about 20 levels, allowing you to skip a huge portion of the game. Unless of course you fix the EXP to a certain amount, which would just give a huge advantage to the rich, high leveled players.
 
Many games give you an opportunity to pay for training.
Besides, if the money can be fixed so that you pay more for every level, then it would be fine.
 
The game works as it is and people like it. Yeah, they have to grind to level in some parts, but ALL final fantasy games have you do that. It's fine the way it is, the mods worked hard at it, let em continue their work the way they want to. :monster:

and to get that work work right, the monster would to have their level based on your level, percentage based basically. that would require some tinkering to find out the exact amount it would need to be to give your precisely one level, or as close as you can get. Still.. that would pretty much bypass the game and you could just grind one area for money, go level at the trainer a few times, grind the next area and so on.
 
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