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
Will there be occasional resets, or is this one time, because if there are gonna be resets every once and a while, i won't play, cuz i'll just be wasting my time.
 
It should not be a constant thing. In fact, it is not totally definite the present game is going. The new game could be an additional game verses a replacement game. Of course, nothing is certain.

Go ahead, have fun. You might finish this game before the other is even started.

Mateus: As for the summons, I believe there will be summons. But they will probably be part of side quests, later on in the game. Read the whole thread to see suggested ideas.
 
Just fix some rigged magic, make dual weilding lower dexterity, and make 2 hand swords and shields a lot better, allow robberies, and fix the NPC chats... PLEASE don't reset the game. Other than a few minor flaws, its a fun way to spend a class period.
 
I know I'm new but... from my rpg and programming experiences a few things come to mind.

A level cap of 100 is too low unless you make the time it takes to gain a level much greater -- problem with that is it makes the game a grind. I would suggest making the overall player character much weaker, make level gain faster, but make the bonuses upon level up much lower.

I am no expert when it comes to the actual implementation of the game systems but...

Dual wielding should have negatives such as lower defence (even a penalty), and lower dex. The damage output of dual wielding weapons is frankly higher than a single handed weapon but it should carry with it penalties -- I think the trade off is important. Shields should carry heavy def bonuses and have specific enhancements that make them a good choice. Again having a shield should carry with it penalties like lower evasion (which is offset by high def bonus).

Also something that would make every person happy is some sort of Class selection system. Past FF games with job systems have been ever so popular. Yes right now you can easily focus on one thing or another (magic, sword, evasion) but actually choosing, definitively, the use of swords over magic or vice verse gives a connection to the character for the player -- a choice the player could never change. I'm not sure how many different standard player objects you can declare but if you could have lets say six classes (with different stat bonuses) it would add a fun party dynamic. But of course that opens up a whole slew of balancing issues. For example, magic a mage object:

HP/point 5
MP/point 30
Str/point 1
Int/point 3
Eva/point 2
Dex/point 1
Speed/point 1
etc

It may seem like a mage would only jack his/her int but you can easily add equipment or spell dependencies to their other stats. Not to mention The lack of Health versus other classes would force the mage to add some to eva and def.

I think potions should be expensive -- very expensive. Give the ability to heal through magic a kick in importance.

Anyway, again, I don't know the OS (I'll call it) very well so this could all be a waste of words.

Nevertheless those are just some ideas -- I could go on forever.
 
Now that's a suggestion we should use for the new game. I shall present this to the Inferno Staff Room and consider your ideas. Good Post, by far one of the best I've seen so far. ;)

I agree with the negative effects for large weapons and the different classes since it will help to give balance to the game, also even though FF games normally have LV 100 as a level limit, I am not sure if we should strictly go with that rule, after all the RPG Inferno will never recreate the full experience of a real FF Game.

But there's a problem, there's also the fact that the RPG Inferno only recognizes absolute numbers, meaning that a negative 100 would pass as a +100 stat. We can hope that all this isues will get fixed in the next version of the RPG Inferno :cool:
 
I have to admit I've been thinking about this all day -- its the game designer in me. I have so many different things I want to say but I also want to hold them back because I do believe the game should be a product of your team and not the players because then there is focus more on making a coherent package and not just providing fan service.

What a lot of these players don't realise is that if you make any changes to the game there pretty much has to be a reset as new variables and progressions will be inevitably declared. New flags, triggers, and dependencies. I really feel that if you plan on making any adjustments just accept the reset because then you wont be hindered from making any important changes.

Lets face it -- you're supplying a free service to them. If they like it they'll come back.
 
I agree, but you also know that not every single player will always be happy with the game since there will always be someone who will complain. We've been thinking a lot, since a long time ago, about removing dual wielding for large weapons but for that we would require to take the RPG Offline for a few days, fix the items and add new ones.

Also the problem of dual wielding is that players won't find shields useful since with dual wielding they get twice the attack, twice the attack type bonusses and twice the damage. Also if the miss with one sword, they always have a percentage of dealing a successful hit with the other weapon.

Honestly dual wielding is the main reason why some of the monsters are THAT strong. Also the fact that the Inferno Uploader is a little screwy doesn't help either 'cause we can't add new weapon pics such as Cloud's "Buster Sword", Squall's other gunblades, and many other FF related items.

Also summons, summons give a huge advantage to players that's why we can't allow these summons have the same spells as normal players since it wouldn't be fair. We once thought of removing the summons but the new versions are about adding new features not taking them away :lol:

The other problem is that summons can't equip meaning that they serve as some kind of support with both offensive and defensive spells.

The Null Option doesn't work which means we can't create spells like Esuna or Dispel.

We can make the game the way we want, but the game is supposed to make players happy, not us. That's why we listen to their suggestions in order to (almost) make sure that everyone is happy, even though there will always be someone who will complain :lol: That's part of life XD
 
If dual wielding is one of the major things affecting the balance of the game then that only makes sense. Larger weapons shouldn't be dual wieldable -- I mean you think you could wield two of Cloud'ss buster blades or two gunblades and pull the trigger? If you take it down with the intention of making it better then all arrows point to "Do it".
 
Actually becuase you would be a new player this reset would benefit you more than anyone else.

- You'll have more people to play along side with
- You'll never play the broken game
- You'll get to play a better more balanced and interesting version
 
Y'all got a point there...but then all of the hard work that those of us who have been leveling up and fighting our way through...all o that hardwork will be for naught!
 
This is an important amendment to my previous posts.

After some initial tooling around with the RPG Inferno ACP, assuming the test version is what you have (3.0), I don't really see any way to actually have job classes. Unless you're able to add new defaults in some options menu that isn't offered in the test program -- many of the higher level menus are blocked off. I'm initially doubting the ability to make duplicate Character Stat Boundaries and Attribute Point Conversions in the Main Settings menu. Then again I've spent little time with it.

One thing that is offered, that I previously bit my tongue on, was the use of specific attack forms with specific weapons -- this is like gold. I really think that with some tinkering and testing you could make a whole slew of interesting attack forms that would help promote the use of different types of weapons such as forms that push the use of staffs or daggers. You could make ones that are only available with shields! That has huge potential to help fix the things you consider problems. This can get even better too. Lets look at a dual-wield-able weapon. Since you can attack twice you can use a form twice. With that in mind you could make up some really cool combinations such as a something that cranks Eva, thanks to the extra sword, but lowers Def or something to that extent -- make dual wielding risk with a high pay off. Admittedly this is limited because someone using a dual-wield-able weapon isn't forced to dual wield it. You should ask yourself what is it that would make a person dual wield weapons and what would it grant them.

For example:

Two swords equal two blades that can cut so that's double dmg (two attacks) and double the sword vs sword defence (+eva). But having a blade in your right and left hand suddenly forces you to use both sides of your brain in tandem therefore you could penalize Int, Int Def, and more importantly Dex as it is much harder for a person to wield weapons in this way. To counter this the user would need more training that would be represented but them putting more points into their Dex stat. Maybe it could lower their Spd too. Initially I was going to say ut a negative on Str but I revoke that because with the other penalties the users is going to have to penalise their potential Str to fix their weaknesses.

See by doing that the user still has the option for dual attacks and dual attack forms but has to compensate for some serious draw backs which would bring the focus off of the Str stat and onto stats that they normally only keep at bare requirements. What is neat about this concept is that it completely alters the character from the standard.

Any way, enough of my ranting.

Something I was thinking about while I was brushing my teeth. If you don't have any way of implementing job classes then you can use the attack forms, in a way, as job classes. This would require that you make some forms of equipment (like chest) quest based.

Initially have a event where the user must choose a class. Upon choosing he is given a piece or armor called "Ranger Plate" (if he chose ranger plate) or something. Then make it so its the only piece of armor the user will ever have. Then make the usage of ranger type attack forms dependant on this piece of armor -- if they don't wear it they don't get any forms. Then to learn more attack forms they have to gain levels and trigger a new event where a newer piece of equipment is offered. Its important, with this, that you make the penalties (and bonuses) of dual wielding, sword & shield, ranged, magical, two handed weapon, etc coincide with this as you need to avoid the possibility that the user can revert his form to normal and take advantage of it (one way would be to make it so doing so would actually make him much weaker).

There are probably holes in this idea because I can see a couple already but its late and I just needed to get my ideas down or they would be lost forever. If only there was a way to copy the monster stat chart (the one where you can set their stats to be a %age of the user's) into an item that would mod their stats by percentages to get the class stats.

These are just my ideas.
 
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Well about different specific attack types per each kind of weapon, we once thougth of that but we stumbled across one single little problem: The RPG Inferno Uploader here doesn't want to upload Weapon Images :sad:

I was really looking forward to add the following Weapon Classes/Items:
  • Cloud's Buster Sword with a Omnislash Attack type for that weapon.
  • Squall's/Seifer's Gunblades with specific Attack Types for their weapons.
  • Zidane's/Garnet's Daggers with attack types that increase their speed.
    Vincent's/Irvine's Guns with attack types that increase DEX, STR but lower SPEED (they have to reload their guns :lol: )
The other problem is that attack types cancel each other with use. For example: if you use Attack Type "A" but then decided to use "B", attack type "B" will reset "A" which will result on you training a whole new attack type and losing the one you were using (not losing but all the exp you added to that attack type which increases the chances of a successful hit will be lost over time)
 
Thats too bad -- I just assumed there was some way to kill the trade offs you make when using multiple attack forms. Admittedly from my experience the actual drain on the exp bar isn't so bad that you couldn't use two different attack forms intermittently.

And whats with this inability to load weapon images? I understand their is a default list but the previous Armored Core Website I went to before I came here had a sub site that had an Inferno RPG -- Armored Core being the theme. They had a whole different set of weapons -- a set that befit Armored Core:

Rifles, cannons, laserblades, and they even had the Karasawa -- a famous laser rifle in the Armored Core world.

That being said there must be a way to change it or amend it. If you want to take a look http://www.ArmoredCoreOnline.comhttp://www.ArmoredCoreOnline.comhttp://www.ArmoredCoreOnline.com though for a few days its rerouting all traffic to an official AC4 website that is in its closing days in hopes to keep it alive or something. Funny enough its the site I was at BEFORE the AC site I was previously. Anyway once it is back to normal I urge you to take a look at their RPG. It has no post requirement so you can just join, try it, and maybe ask there GM some questions.
 
Yes...And if you could make the forging of weapons and armor more effective then that would make it worth it!
 
This is an important amendment to my previous posts.

After some initial tooling around with the RPG Inferno ACP, assuming the test version is what you have (3.0), I don't really see any way to actually have job classes. Unless you're able to add new defaults in some options menu that isn't offered in the test program -- many of the higher level menus are blocked off. I'm initially doubting the ability to make duplicate Character Stat Boundaries and Attribute Point Conversions in the Main Settings menu. Then again I've spent little time with it.


We could force the player to do it by giving him several levels of attribute points and only allowing him to progress (using trigger conditions) IF he had the exact stats required for his "class". We would also have to make stats impossible to change. Of course, if you screw up, then you would have to reset your account, which would be difficult.

Another option would be to have a universal "weak" base character and a unique set of armor for each for each character class with plenty of logical stat boosts for each.

However, we would only do this if we WANTED to have a class system, which is completely unnecessary and goes against the whole purpose of having a "free stat setup".

One thing that is offered, that I previously bit my tongue on, was the use of specific attack forms with specific weapons -- this is like gold. I really think that with some tinkering and testing you could make a whole slew of interesting attack forms that would help promote the use of different types of weapons such as forms that push the use of staffs or daggers. You could make ones that are only available with shields! That has huge potential to help fix the things you consider problems. This can get even better too. Lets look at a dual-wield-able weapon. Since you can attack twice you can use a form twice. With that in mind you could make up some really cool combinations such as a something that cranks Eva, thanks to the extra sword, but lowers Def or something to that extent -- make dual wielding risk with a high pay off. Admittedly this is limited because someone using a dual-wield-able weapon isn't forced to dual wield it. You should ask yourself what is it that would make a person dual wield weapons and what would it grant them.

Attack forms are annoying because you can only use one of them at a time, and since players will ALL just use the most powerful attack type, you might as well just give the combat boost to all weapons in the first place and not even bother with the long and boring "fumbling" session that occurs every time you want to use a new attack type.

About the weapon specific attack types, if you had gotten to Gagazet Dojo, you would realize that I had made SEVERAL attack types specific to certain item classes. However, if you want to make attack types a major part of the game play, they would have to be a whole lot more complicated. To adjust to them, the components and item setups would have to be a lot more complex so it all fits together in the game, and the spells would have to be made even more confusing so people using shields or one handed swords would actually have a fighting chance.

What you end up with is a convoluted mess that not only makes it more difficult for new users to play, it fails to address the basic issue of top players all picking virtually identical stat setups and weapons.

For example:
Two swords equal two blades that can cut so that's double dmg (two attacks) and double the sword vs sword defence (+eva). But having a blade in your right and left hand suddenly forces you to use both sides of your brain in tandem therefore you could penalize Int, Int Def, and more importantly Dex as it is much harder for a person to wield weapons in this way. To counter this the user would need more training that would be represented but them putting more points into their Dex stat. Maybe it could lower their Spd too. Initially I was going to say ut a negative on Str but I revoke that because with the other penalties the users is going to have to penalise their potential Str to fix their weaknesses.


But since items modify stats by a fixed amount, this wouldn’t possibly work in the current RPG setup, now would it? You’d need a complete overhaul of much of the battle system to make this even feasible, and that seems very unlikely.

Something I was thinking about while I was brushing my teeth. If you don't have any way of implementing job classes then you can use the attack forms, in a way, as job classes. This would require that you make some forms of equipment (like chest) quest based.

Could work, but it would require class specific areas or bypassing stores, which are messy and inconvenient.
 
Thats too bad -- I just assumed there was some way to kill the trade offs you make when using multiple attack forms. Admittedly from my experience the actual drain on the exp bar isn't so bad that you couldn't use two different attack forms intermittently.

And whats with this inability to load weapon images? I understand their is a default list but the previous Armored Core Website I went to before I came here had a sub site that had an Inferno RPG -- Armored Core being the theme. They had a whole different set of weapons -- a set that befit Armored Core:

Rifles, cannons, laserblades, and they even had the Karasawa -- a famous laser rifle in the Armored Core world.

That being said there must be a way to change it or amend it. If you want to take a look http://www.ArmoredCoreOnline.com though for a few days its rerouting all traffic to an official AC4 website that is in its closing days in hopes to keep it alive or something. Funny enough its the site I was at BEFORE the AC site I was previously. Anyway once it is back to normal I urge you to take a look at their RPG. It has no post requirement so you can just join, try it, and maybe ask there GM some questions.

I keep trying to upload weapon images everyday and each time the *trys not to insult the RPG Uploader) RPG Uploader says that I can't. It's something about Admin Permissions (not RPG Admins) so we need the guys with the blue name (hallo there guys!!) to help us with this little problem and check that.

I have some many small item pics from previous RPG Inferno as well as some different gunblades besides the "Lion Heart". You don't know how much I wish to upload them......*sighs*.....also we are running out of pics for weapons or else we'll end up using the same old ones again....:dry:
 
I don't really think the game should be restarted from scratch just a littel touch ups here and there. I will admit though being a freakin mage is a pain but once you get use to it it's no big deal anyway. If you can't fix these vast problems....then so be it.
 
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