Base Status Adjustment

Dean Winchester

Keeping you alive by killing what's in the Dark...
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As it was stated in the title above, Ambiguity suggested to change the base stats for the game from 5 to 10. The base stats would go as follows:


Starting Stats:
HP: 100
MP: 100
STR:10
DEF: 10
MAG: 10
MAG DEF: 10
SPD: 10
EVA: 10
DEX: 10


Added to that, Koloth and myself decided to limit dual wielding to the following Item Classes:
Knives
Small Swords
Medium Swords (not confirmed though....unsettled)

The following Classes will not be allowed to Dual Wield:
Large
Huge

The Basic Settings for the Item Classes for Small and Medium will remain the same per Koloth's request, with who I agree.

However, since the Dual Wielding will be removed from Large and Huge I suggest we set the basic Positive/Negative Stats Boost for these classes.

===Unsettled===​
Large weapons should increase/decrease:
STR: +5%
DEF: +5%
DEX: +5%
SPD: -5%
EVA: -5%

Huge Weapons should increase/decrease:
STR: +10%
DEF: +5%
DEX: +8%
SPD: -8%
EVA: -10%
====================================================

Also per request, it was suggested by the moderating team of the RPG Inferno, more specifically by Ambiguity himself, to increase the Potion MAX Limit from "6" per character to "99".

More Potions mean more advantage over monsters because some potions restore both HP and MP. If we are to increase the Potion Max Limit per character to "99" then we must do some adjustments to restorative spells.

Curaga will now never be available to summons and the Arcane Skill Requirement will stay in 300.

The Spell Cura will stay, like it was agreed before, Players Only.

The Cure Spell However, might remain as Player/Summon since it doesn't restore such a large amount of HP and it's useless further on in the game, like in any normal FF game.

Also, since it seems that most members take actions first without asking I say we add (in Bold letters) in the description of welcoming text Midgar the following sentence: "DON'T FORGET TO BUY YOUR EQUIPMENT BEFORE LEAVING":P ......joking:cool: but it wouldn't be a bad idea after all:rolleyes:
 
Added to that, Koloth and myself decided to limit dual wielding to the following Item Classes:
Knives
Small Swords
Medium Swords (not confirmed though....unsettled)
Keep Medium in there.
Medium Swords are just like a regular-sized Lightsaber, or in FF terms; the length of Kadaj's Daikatana. Which is about half the length of Sephiroth's.
The following Classes will not be allowed to Dual Wield:
Large
Huge
Makes sense, if you can dual wield broadswords then damn XD
===Unsettled===Large weapons should increase/decrease:
STR: +5%
DEF: +5%
DEX: +5%
SPD: -5%
EVA: -5%
This is where the fail begins.
+def for wielding a Large sword? Lol wut?
Huge Weapons should increase/decrease:
STR: +10%
DEF: +5%
DEX: +8%
SPD: -8%
EVA: -10%
And yet more def.
I detect epic fail.
Also, since it seems that most members take actions first without asking I say we add (in Bold letters) in the description of welcoming text Midgar the following sentence: "DON'T FORGET TO BUY YOUR EQUIPMENT BEFORE LEAVING":P ......joking:cool: but it wouldn't be a bad idea after all:rolleyes:
Or you know you could be smart and GIVE THE EQUIPMENT AT CHARACTER CREATION!
Instead of 400g and no gear, after getting the armor and one knife reducing you to 200g, why not start with armor and knife then 200g?
Guess that makes too much sense...
 
Sounds good to me but just to let you know that dual weapons will be disabled once we're finally running on Gold. I think it's making the game a whole lot easier.
 
Instead of 400g and no gear, after getting the armor and one knife reducing you to 200g, why not start with armor and knife then 200g?
Guess that makes too much sense...

Because you don't need an armor and a knife to get ahead in this game, dammit! Anyways, if someone is so incredibly dense that they don't know how to use a shop, they shouldn't be playing this RPG in the first place.
 
Because you don't need an armor and a knife to get ahead in this game, dammit! Anyways, if someone is so incredibly dense that they don't know how to use a shop, they shouldn't be playing this RPG in the first place.
Because it makes perfect sense to be the only game on the internet (compared to real games that is) where you don't start with gear.
 
Go Old Man 1.........................

As for the dual weld issue, I think dual welding, for tiny and small weapons is OK. The mistake, in the present setup, was allowing dual weld for medium to large weapons. Also, the item type settings were set to make weapons too powerful. That has been fixed.
 
Dueling should be limited to small weapons like knives and daggers.

Just a suggestion, but how about adding crossbows?
Those are small enough that a person could use them with a dagger or something like since they are small and light. and if they are using them, they should also raise DEX a little bit and maybe speed.
 
Do you see an option in the ACP to allow players to start with gear?

No?

Okay then.
As per your and the other RPG mods request (or so DB said), do I have access to the RPG ACP?

No?

Okay then.
 
As for the dual weld limits, when should that start? I was thinking of setting that up this week.
 
Wow, why do all this happens when I get sick? *Curses my luck again*

Ok, no DEF Boost for large/huge weapons, kk,

As for Dual Wielding: We shouldn't completely remove it as it is something that at least some FF Games have. Yes, we could limit it uses as it was agreed in the first place, but completely remove it?

First, the Dual Wielding made the game a lot more easy because limits weren't set, so everyone could dual wield anything, but once Gold is here, those problems will be fixed during this week (I hope, if nothing bad happens, I pray to God for our health and safety).

Like Belazor said (somewhere in his post if I am correct), Mediums Swords shouldn't be completely removed out of the Dual Wielding List, instead we could add them, yes, but adjust a few settings for this weapon class.

Balazor said:
Keep Medium in there.
Medium Swords are just like a regular-sized Lightsaber, or in FF terms; the length of Kadaj's Daikatana. Which is about half the length of Sephiroth's.

I agree with him on this part about Medium Swords. The only no dual wielding should stay with Large and Huge. We could add a poll though and see what everyon thinks about this. :D

===============================================
The only items, to be more logical, that will have DEF Boost will be protective equipment such as:
-Armors
-Boots
-Helm
-Magical Rings (we could use them now XD)
-Enchanted Items such as Magical Swords, Daggers, etcs...

As for Magical/Enchanted Weapons: They should be limited and really hard to obtain but the difficulty shouldn't make players quit because they got bored.

Spells that could be added (and I give credit to Ambi here since I remember this idea from one of his many, many, many,...post, suggestions, etc)

-Poison Dagger :Inflics Poison Status (spell, whatever)
-Flametongue: Inflicts Fire based spell
-Stone Touch: Inflicts Stone....if we can get it to work...
-*** Deathstrike: For this one we could add the spell death but the spell hit percentage should be really low, like once every 50 attacks or something like that.

The spells used for weapons should be specific ones specially made for weapons, not the normal spells used for Mages/Players/Summons. It's just to have more control over the amount of possible max damage that these weapons can deal :D

Suggestions here?

PS: Let's not try to start the whole issue about RPG ACP Access here again, please?

PSS: Nice Sig Amby, though the Pirates were better XD

PSSS: My MSN is currently screwed so I'll use the chat rooms as soon as I.....find them :sad:
 
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