RPG Item Suggestion: (For the next game…)

Dean Winchester

Keeping you alive by killing what's in the Dark...
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Here's something I've made a few minutes ago after listening to the Jukebox for a long time (mostly FFVII -AC songs XD)

Side Note: I think, and I guess that some of the RPG Mods agree, that it would be better to the RC1 Updated instead of waiting for the, ever delayed, Gold Version which is not that different from RC1 at all (more details DB, ask Koloth)


RPG Item Suggestion: (For the next game…)<o:p></o:p>
*Side Note: the bonus are not modifiers, let’s just hope we have more freedom in Gold Version or the RC1 Update.
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Tiny: Can dual wield but are the weakest of equipment and offer little to none protection sometimes.
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*Knives: A small 9 inches long 1 inch wide blade that is excellent for stealth assassins, SPD based warriors and dual wielding. Though it has great speed due to its light weight, it is rather a weak type of weapon and offers little to none protection to the wielder’s hands.
-Adds 10% SPD
-Weakest STR
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Light Equipment: Weapons that can be dual wielded. Although weak in power, this weapon class allows the wielder to exchange strength for speed and more attacking opportunities. The class gives an advantage for Attack Type users because it shortens by half the amount of time that ADR points are obtained. Among the weapons included in this item class we have:
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Weapons: Rapiers, Daggers, One Handed Swords, and Katanas.
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*Dagger: A sharp 1 foot long 2 inches wide small blade which is great for SPD based warriors but is fairly weak.
-Adds 8% SPD
-Must be 10 Points stronger than Knives.
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*Rapier: A sharp 4 feet long sword with a thin 1 inch blade. The blade includes a hand guard which provides some protection to the wielder’s hands.
-This weapon adds 3% to the DEF due to the hand guard protection.
-This weapon adds 6% SPD due to Light Equipment Class.
-Must be 10 points stronger than Daggers.
]
*One Handed Sword: Cross shaped, one handed 4 feet long 2 inches wide sword that is lighter than a medium sword and faster, but slightly weaker. Has great speed and it’s the best choice for starting players.
-Adds 5% to SPD
-Must be 10 Points stronger than Rapiers.
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*Katanas: 5 feet long 1 inch wide sword that is stronger than the One Handed Swords and faster. Though it’s one of the preferred weapons by the elite, finding it can be rather difficult and if found in a shop, it will be fairly expensive than other Light Weapons. Some katanas are exquisite pieces of fine craftsmanship, and there are some that were enchanted.
-Adds 9% SPD
-Must be 10 Points Stronger than One Handed Swords.
-Could have little stat boost (like + 2 to DEX or a special enchantment designed for Katanas)
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*Armor: Fairly weak but does not limit movement giving more speed.
-Adds 2% SPD.
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*Helms: Fairly weak but its light weight does not limit movement.
-No Bonus
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*Boots: Offers great speed due to the light weight though the protection is rather weak.
-Adds 1% SPD
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Middle Weight Equipment: Weapons can’t be dual wielded in this class but offer more strength and more accuracy, depending on the weapon. Though it doesn’t have much of the quick attack advantages of Light Weapons, the Middle Weight Weapons possesses a more powerful strike. Since they are heavier than Light Weapons, they offer no SPD bonus and are excellent for warriors that prefer more balanced equipment.
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Weapons: Medium Swords, Large Katanas, Spears, One Handed Axes, Staffs, and Long Bows.
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*Medium Swords: 4 feet long 2 inches wide cross shape long sword that has an excellent reach and moderate attack power.
-Adds 1% to STR
-Adds 3% to DEX
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*Large Katanas: Stronger than normal katanas but heavier which reduced the speed boost to none. They have long reach and are the stronger of the Middle Weight Weapons. Also they are the hardest to find and the most expensive.
-Adds 4% to STR
-Adds 2% to DEX
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*Spears: they have the longest reach and therefore provide a greatest chance of a successful hit. Although they don’t have STR bonus, the boost in accuracy (DEX) is really useful while dealing with enemies with high EVA.
-Adds 12% to DEX.
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*One Handed Axes: Stronger than Katanas but have a low range therefore making it more susceptible to miss attacks.
-Adds 8% to STR.
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*Long Bows: <st1:place w:st="on"><st1>Long</st1> <st1>Range</st1></st1:place> weapons that boost precision though this doesn’t mean a secure hit since it has a low successful hit percentage boost.
-Adds 5% STR
-Adds 1% DEX
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*Staffs: long enchanted staffs specially made for mages and spell knights. They offer little offensive power but add a boost to a spell caster’s magical abilities.
-Adds 5% to MAG
-Adds 5% to MAG DEF
-Adds 100 points to MP.
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*Armors: Stronger than Light Equipment but heavier which means none SPD advantage.
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*Helms and Boots: Provide greater protection than Light Equipment.
-Adds 2% DEF.
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Heavy Equipment: The strongest item class which offers the best boost in terms of STR and DEF though it sometimes spends SPD. They are heavier than most items which require a significant amount of strength to use them. If combined with Light Equipment, it could help you to partially nullify some of the negative effects of this heavy class.
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Weapons: Large Broadswords, Huge Katanas, Large Axes, Crossbows, Gunblades, and Scythes and fire weapons.
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*Large Broadswords: 5 feet long 3 inches wide long sword which provide long reach and greater STR. Though they are greatly stronger than most weapons, they possess one disadvantage, the require energy to wield which sometimes limits movement.
-Adds 9% STR
-Adds 5% DEX
-Gets -3% SPD
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*Huge Katanas: The strongest and rarest of weapons. Bigger and stronger than Large Weapons it is rather mere luck finding one of these magnificent weapons and getting it is far more difficult due that they are really expensive. It has the same strength of a Large Broadsword but with none negative effect on speed.
-Adds 9% STR
-Adds 6% DEX
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*Large Axes: Stronger than Large Katanas and Large Broadswords, but heavier which means a negative effect on SPD and partially on DEX.
-Adds 12% STR
-Adds 1% DEX
-Gets -6% SPD
<o:p> </o:p>
*Crossbows: a more automatic version of a bow which is heavier than its original model but offers faster shooting and great accuracy.
-Adds 4% STR
-Adds 3% DEX
<o:p> </o:p>
There are some villages, towns and cities that offer special enchantments for these weapons which could include:
-Poison Arrows: 5% of inflicting poison.
-Fire Arrows: 5% of inflicting Fira
-Ice Arrows: 5% of inflicting Blizzard
-Iron Arrows: Adds 5% to STR and costs 100 Enchantment Points
-Fast Arrow: Adds 5% to SPD and costs 100 Enchantment Points
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*Gunblades: Large broadswords that have the advantage of being both close range and long range. They are stronger than Large Broadswords and also more difficult to find. A permission to buy these weapons is required and they are most likely found in secret weapons scattered across the world.
-Adds 9% STR
-Adds 5% DEX
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Also there are shops that have specific enchantments or attack types for these weapons.
=+Attack Types+=
-Rough Divide: Adds 10 STR no ADR
-Fated Circle: Adds 15 STR with 1 ADR
-Blasting Zone: Adds 18 STR with 1 ADR
-Lion Heart: Adds 100 STR with 2 ADR
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=+Enchantments+=
Normal Ammo: Adds 20 STR to Weapon
Hyper Ammo: Adds 45 STR to Weapon
Pulse Ammo: Adds 60 STR to Weapon

These enchantments may work with fire weapons as well such as <st1:city w:st="on"><st1:place w:st="on">Irvine</st1:place></st1:city>’s Valliant or his Ulysses which are Shotguns that use this ammo in FFVIII.
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*Scythes: Long staffs that have a large crescent moon blade attached to one of its ends. The scythes have a moderate strength and has magical bonus (not modifiers) for spell casters. Though great power demands a great price, for both SPD and DEX are sacrificed for this weapon’s power.
-Adds 2% STR
-Adds 5% MAG
-Adds 5% MAG DEF
-Gets -5% on DEX
-Gets -6% on SPD.
 
Very nice.
I do hope that the uplander will be fixed so we can add some awesome new pics to go with these weapons.

I see longbows, but how about a crossbow category?
This would enable them to use it and wield a shield at the same time.
Although they will be light, they should have a dex boost of a few percent, like 3-5%, seeing as they are easy to aim and reach there target generally faster than normal bows do.
Just my suggestion.

Otherwise, I like your ideas.
 
WOW, you and Adamant sure do go into detail. From our discussion on MSN, I think you have come up with a pretty solid setup.

Now what should we do? Fix the existing game or work on a new one. Adamant has some valid complaints about the present default setup. We probably should think of going to a setup that is more decimal. It would be easier to work with.
 
Tielknight: I totally love the crossbow ideas. We could come up with something good after discussing this. I agree with adding crossbows a DEX combination.

The whole purpose of this idea was that players could learn to combine the advantages and disadvantages of item boosts in order to have a more balanced character (if only DB could lock the stats....NO CHEATERS!! HAHAHA!!)

As for Koloth: We can start as soon as ..we...can ...:sad:
Since there's not a huge difference of features between RC1 and Gold (according to what Koloth explained to me) I say we should get once the server problem gets solved.

Also, yeah...maybe using the decimal system. The percentage is quite a pain to deal with at school since it could be a % of any number...lol...the easier we can make this the better :lol:
 
Gold is supposed to be released today. So, DB, time to get ready to download.
 
Zt himself said that the only difference between RC1 and Gold is a few fixes and stuff like that. Nothing major.

And if gold is being released today, woot!
 
Nothing was really done with triggers. Which really does not change much with the NPC situation. I imagine ZT will devote a version to trigger mods and additions. Gold was mainly a completion in terminology.

So a new game, at this time, is not a good idea.

But it will help with issues like trade not working. Also, DB, please make sure that all the pic directories are Chmod 0777.
 
Since the RPG Inferno was temporarily taken offline (check the Global Announcements' section for more details) I say we use this free time to set a plan on what we are going to do for the RPG. Since the lack of apparent difference between both versions, I think it's not necessary to restart the RPG and start from zero, but I agree that we must eventually create a new game someday (perhaps somewhere close to the end of the year to offer a new gaming experience).

The following sections of the game that we should check are:
Areas: Since we are going to edit weapons/spells, the overall difficulty of the areas must be adjusted. Also we should make regions like non city/town areas invisible, this will help us to avoid to make really strong enemies.

We should do it like this, every four non-town/city/temple areas should be visible each every four or five areas (unless if the only way to access it would be through a NPC granting access to an area)

Weapons/Items: Yeah weapons were made very strong, alright I did some strong ones too, so now it's the time to get serious XD. We should get rid of all those weapons (aside from quest items, those will be left untouched) and fix them. We should follow a set plan to arrange them.

Spells: Like Koloth mentioned before, Spells should be twice as strong than normal attacking items, so we should take a look around those spells (yeah we all made our little spells once so now it's ok, no need to remind us that).

PS: Remember that curing spells can't be used on dead characters from now on according to what I've heard about Gold. Also with the new version, we will be able to lock stats so this will help us to avoid the same old tedious story of "X member changes stats to pawn Y group of monsters :dry:"

Now it's the time to relax and wait until Gold is ready. We can use this time to discuss new ideas, consider old suggestions and provide new ones.

So, any one wants to add something that we could discuss now?


I wish I had photoshop to make us a cool "FFF RPG Inferno Team" signature for us :sad:, that would be cool :cool:
 
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