2007 is upon us

Reset question.....again...

  • Yes, we do need a new game -_-

    Votes: 9 39.1%
  • No I worked really hard in this game...reset is unecessary ;)

    Votes: 2 8.7%
  • I wouldn't mind, after all a new game might be fun.

    Votes: 12 52.2%

  • Total voters
    23
Yes since I became a mod when I was LV 29 or something.....not higher than 60....if I remember well. Besides, the RPG isn't that complicated except when dealing with quests and game variables (a way to create a trigger that doesn't actually exists :P) that takes more time to learn how to deal with them :)


Oh and by the way...I am seriously tempted to add Meteor....of course with some modifications. Bad angel says: "No".....Good Angel says: "They need a new spell"


what should I do? :P
*Julius is thinking right now about what he should do*
 
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Hmm, suggestions...
Side quests REQUIRING a friend.
Fire, Blizzard, Thunder spells to buy in early game for mage pathed characters
More side skills
Weapons needing ammo with higher power and new attack effects- (Crossbow, rifle, enchanted arrows, Etc.)
Unique/set/limited items for collectors
 
Really though, seriously consider the weak spells being put in Midgar, the current game disallows mages to start up without becoming melee hybrids because they're lvl 40 by the time they get magic.
 
My suggestion?
~Get monsters from the newer FF games, seeing as the pics look ALOT better.
~Make people work for their pets, set up a quest that will grant access to one of a couple specific locations where you will have to defeat the monster to be able to use it as a pet. (like Squall did with Ifrit)
~ Make weapons VERY specific.
Dual wielding would be severely handi-capped due to it's power and weak wepons like bows will give a mass dex/spd boost to ensure that they don't miss, making up for the loss in power for accuracy.
~Type-specific components, where the base stats do not vary much, but the class bonuses are high to encourage use in that specific class.

And thats all I can think of right now XD
 
Poison should only decrease the players HP gradually and do nothing else, it makes no sense to have it reduce streght and speed.

And protect should only increase defense instead of actually increasing the monsters evasion...

I don't think it's fair this magic can cause so many stat changes. They are powerful enough without them.
 
That's true Jimmy. Yes, many of the spells should be fixed. As for selling spells in the beginning of the game, I will have to think about it. Julius, we should have an MSN convo before doing anything this weekend.
 
Doesn't poison traditionally do fractional damage according to your max hp? As for protect and shell, those should only boost defence and magic defence respectively. Same with berserk and haste, Berserk should only boost strength and haste should only boost speed.
 
Berserk is supposed to increase strength and Haste should only increase speed.
 
Well not this poison which reduces your streght and speed dramatically, i think the RPG is great but there comes a time when certain monsters just seem to be too much overpowered.

The monsters i'm facing now always appear in packs, they are around level 180, but i have to fight them in order to train, their attacks miss a lot but their magic is a different story, poison is pretty annoying and i end up using two alchemist potions per fight which is a lot...

Also can't there be a direct link to the Farplane after we reach it? The reason i ask is because there is a boss in a cave, which we have to fight to get an item, but the boss comes along with other monsters and it's hard to get pass Zanarkand and the Farplane alone and then defeat the powerfull boss, who alone would already be tough but with other monsters it's kind of annoying:|

Thanks Koloth i would apreciatte if any Mod could at least check the poison and protect issue.:)
 
IMO, Poison should hurt some stats. It basically "infects" all parts of your body, causing pain that makes you weaker than you actually are. Thats it's nature.

If there was a way to do so, it should get worse as the battle progresses, just like actual poison as it spread throughout the body, but I don't see that working out :P
 
If you consider though teil, as the RPG is trying to be more ff based poison should only damage health like in ff. and in rl would poison harm your 'combat ability' as it were? you aren't going to become physically weaker due to poison, it would damage your health until you are dead, depending on the nature and potency of the poison. Some poisons only inflict paralysis or blindness.
 
Tiel...if that were so, then warp would actually send your RPG character to another dimension.
Cookie spell would bites pieces off you until your RPG character were dead. Shame it isn't realistic.
 
And graphic :wacky: Also, I could go into bigger detail on poison but I won't, there are too many types. Too many animals and too much change to ff monsters.
 
That would be cool. The RPG mods could add every type of poison and alot of them would be lethal. You must embark on a perilous quest to search for the antidote. And there is one antidote for each poison.
 
Gabs, that would be an awesome quest! Though it would have to be only certain poisons, though saying that the RPG mods could make some antidotes for various poisons in shops, stronger poisons would have more expensive antidotes or even impossible to buy poisons that need to be aquired via quest.
 
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