RPG Inferno Suggestions Thread

Hey Gabranth why not let the members create the tournament monsters in design and then you guys decide what level they need to be by that design?
Good idea V
Weapon cup.
You fight until you lose then you can't fight anymore. Basically only one try.
First fight.
Diamond Weapon
HP: 6000
MP: 9999
STR: 400
DEF: 150
MAG: 100
SPD: 250
EVA: 125
DEX: 400
MAG DEF: 500
2nd fight
Ultima Weapon
HP: 7000
MP: 9999
STR: 100
DEF: 500
MAG: 400
SPD: 250
EVA: 125
DEX: 400
MAG DEF: 150

Emerald Weapon
HP: 10000
MP: 9999
STR: 500
DEF: 200
MAG: 200
SPD: 300
EVA: 300
DEX: 300
MAG DEF: 500

Ruby Weapon
HP: 10000
MP: 999
STR: 200
DEF: 500
MAG: 500
SPD: 300
EVA: 300
DEX: 300
MAG DEF: 200

Master Weapon (black form of Ultima Weapon)
HP: 99999
MP: 9999
STR: 700
DEF: 300
MAG: 700
SPD: 400
EVA: 300
DEX: 700
MAG DEF: 300
 
Those weapons would die very very fast.
Their have been monsters with over 1mil hp that people have killed, those would not last 5 seconds.
And having one battle be primarily attacking, next magic, attacking, etc, would just annoying. The weapons are well rounded machines designed for defending as well as attacking. They will not be pushovers, i'll say that much :D
 
Well those are my suggested stats you can make them however powerful as you want. The only one try would make it near impossible for racers to win because they would try it early and lose.
 
Racers like Ruka...
How about adding more Tools and making them available to everyone? I know that there were only 3 tools before: Small Hammer, Assassin's Tool, and Ghost Knife. Add ones for a wider reach of levels... say, a new tool for every 10 Welding levels.
2: Crafter's Tool
10: Crafter's Chisel (+5 bonus)
20: Mythril Hammer (+10 bonus)
30: Enchanted Hammer (+15 bonus)
For every 10 levels for a tool's Welding requirement the bonus goes up by 5. I'll give more suggestions to Gabranth today.
 
Well those are my suggested stats you can make them however powerful as you want. The only one try would make it near impossible for racers to win because they would try it early and lose.
Ultima Weapon is already black and the "Master" of weapons has already a name, Omega Weapon.

No they aren't, I agree with Tiel, WEAPON's aren't weaklings like you suggested, Ruby Weapon 10000HP? Even some random weak enemies on the RPG had more HP, you don't want WEAPONS to end that quick. They shouldn't have very high Def/Mag Def or Eva. But they need a lot of HP and extreme powerful attacks.

They should be reserved for much more later on the RPG not planning to make them even before you start the game.
 
Definitely. WEAPONs all have amazing power and health, 10000 HP, and even less, is a joke. Weapons in FF games have had millions of HP, they should have several tens of thousands in this RPG.

The first (and only) WEAPON in the past RPG, Ruby, had 30000 HP, I would dare to say that be the bare minimum HP for any WEAPON to have, I'd not mind seeing one up to at least 100000 HP, if players get strong enough to survive so long against such a strong monster (having powerful stat boosting spells would be crucial).
 
If you're going to add Omega Mark Twelve, give it about 10 million HP and a spell called Omega Laser with a monstrous damage cap. It should also have a side effect that nullifies your Magic stat as the real laser from FFXII had a chance to cause Berserk.
Oh, and in the last RPG the Warrior area had excessive bonuses on the equipment. Sure, Warriors are supposed to specialize in those stats, but Assassins and Mages need boosts too! As an example, the Kitimer Heavy Armor had +30 DEF and +20 DEX (or the other way around). Now, compare that to the Armor of Casting (Mages, +50 MP) and the Reinforced Chainmail (Assassins, +30 EVA, +10 SPD). It goes to show just how easy Warriors were able to speed through the game *looks at Ruka*. Berserk also had too big of a boost cap (+100 STR and +100 DEX), where Haste had a max of +60 SPD and +60 EVA (and Mages weren't able to boost their MAG stat at all).
 
To tell the truth I forgot the max hp amount allowed I was thinking 10 times that amount to begin with. And with them at the start it would make it harder to see people get to the last one, simply because they would have attacked them too early and gotten annihilated. My aim was a level set like this 50, 50, 100, 100, 200. That would make it to where people would have to wait before attempting them, and with the last one being the only one that gives anything it would be very hard to see people beat him.
 
How about a tournament where you can go as long as you want? The level of each monster will be half of the one before it...
First monster: Level 1
Second: Level 2
Third: Level 4
Fourth: Level 8
Fifth: Level 16
Sixth: Level 32
Seventh: Level 64
Eighth: Level 128
Of course, you could make it a bit more customizable, and you could also throw in a rare drop for all the monsters whose drop rate is half of its level, and the drop would be the same for all of the monsters, so that the further you go the bigger of a chance you get the drop.
 
You mean double.
As for the set up that would be nice, but they should make it to where it is limited in the number of times you can fight them. That would make it to where it would enable it to be rarer for people to get the items.
 
Since this can't be misc how about for a stance...

Defend
STR: -100%
DEF: +100%

Willwall
MAG: -100%
MDEF: +100%

Dancing grace
DEX: -100%
EVA: +100%

As you can see, all the stances are purely defensive and could be useful for outlasting buffs and aid healing when in a team etc.

Ally
What about at the start (or shortly in) Make a boss too difficult to beat in a 1 on 1 and have a mercenary or something to aid you against the boss? (for a price, and alternates for different classes)Making the boss unfightable in a team ;)
 
Are you talking about having an NPC that would join you just to fight a boss? If so, surely that can't be possible, is it...?

An NPC could trigger a fight, but it could never be in your team for a fight, to add team members, one would either need a pet, or the cooperation of another player. No other exceptions, of that I am sure. :/

Well, there could at least be a boss early on that players would have to at least team up with one other player, if not more, but I'm fine without a boss like that too, as to not have to wait for some other players to get online to team up with, I know what that is like...it can be patience testing.
 
Ally
What about at the start (or shortly in) Make a boss too difficult to beat in a 1 on 1 and have a mercenary or something to aid you against the boss? (for a price, and alternates for different classes)Making the boss unfightable in a team ;)
Its possible to have ally in a advanced version of the RPG Inferno, as far as I know they are uncontrable but I doubt this version supports it.

As for the Defensive attack types I'd say they aren't worth too much, I remember Dark Knights having something that added 200% or 400% Eva, tough no one used it. Now if it lasted for various turns it would had been good.
 
I mean them becoming a pet, there would be 3 mercenaries, swordsman, spellcaster and bladedancer for the 3 starter classes. They would be shops and cost 500 gil maybe?

@Ruka I thought of that but warriors and assassins would struggle to get the full effects if it was a spell.
 
Oh, a permanent pet, right at the start? I don't know, it seems like something to useful to have so soon, any ally is far better than no ally, so having a pet from the start, even if weak, would still be really useful, especially for just 500 Gil... >.>
 
I am pretty sure Julius wasn't going to bother with making this RPG harder than the last, but as we know, sometimes things change, but I wouldn't care much for this change, no thanks to potentially nearly impossible RPG. :wacky:
 
He could make the mercenaries only gain 1 or 2 stat points per level to balance them too.
 
Then it would just cause turns to get really messed up later on when enemies are quickly becoming strong enough to consistently make short work of the mercenary, thus meaning the "pet" would become useless very quickly, and end up making battles harder.

I guess it could be kept around when it is useful, then boot it when it gets to the point it inevitably gets pwned in moments.
 
By such times though you could boost the mercenaries stats with buff spells, and they could have stances and pet unique spells, too.
 
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