RPG Inferno Suggestions Thread

Well thats a bit shit. Who's gunna want to buy my old crap, I mean srsly, its just taking up room and looks untidy, cant we just sell it back to the merchants? I dont care how much for I just want to be abloe to get rid of it
 
Well thats a bit shit. Who's gunna want to buy my old crap, I mean srsly, its just taking up room and looks untidy, cant we just sell it back to the merchants? I dont care how much for I just want to be abloe to get rid of it

I believe you can discard it.
 
You can discard it. There's no option for us to allow merchants to buy your equipment.
 
Orite.....I shall do this tomorrow. Cheers love

what about the whip idea?
 
Kelly and I were talking about the whips on MSN. 8F

Chakram -cough;- >_>


And Kieran, you CANNOT trade potions. Ruka and I tried and Potions doesn't appear in the Trade Center, meaning we can't trade them.

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Can I ask if there's anywhere to get Iron Ore besides the Vanir King? :gasp: I can't up my Welding with other stuff cos my welding skill is crap. ;__; probably can't work with Iron either but I was just wondering cos others seem to be looking for Iron too.
 
Could you please make it so we can make desert bars out of like 5 desert ore or something?
Because at the minute i cannot make Sun bars because i cannot find any desert bars.
 
I suggest to not change magic and item's stats so much.
I used to buy blizzard and it's maximum damage was (60) HP. Then got so many troubles to gather 16500 Gils to buy Aero which has a maximum damage of (90) HP! and now Blizzard does a damage of +90 HP!!! If it was so why should I be arsed to buy a useless spell that has higher miss chance- more MP usage and less power! This changes suck. Last time there was so many of these changes that caused me leave the game, cause whatever I planned were going to waste so far.
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The leasr Moderators can do is to put a thread there and inform us about any changes!
 
Well, that's unfortunate Shahab, there's been a couple of BS things I've come across too.

For one, anywhere that has those Sidewinder monsters, I always encounter two of them, and they always are taking turns casting Poison Bite and Wrap, so every single turn I'm losing an exceptionally huge amount of my Max HP to be trying to manage to survive, while trying to fit in damaging one of them, but then I die every time. >_<

So I just find myself having to keep Curing and wasting potions until they've all used up their MP...if they had loads of MP so they wouldn't run out, I'd be absolutely screwed, and to be honest, I still am with just them having 200 (I think) MP. >_>'

Something else is that increasing my MAG DEF to the point that it was 50% higher than it was previously (from 20 to 30...), I still was almost always taking the same damage from any spell, whether it a spell deals great damage, or not quite as much, but still brutal, since that would mean it lasts like 10 turns! -__-
 
The biggest difference from this Rpg and the last is that in this one we are very weak and the bosses/enemies are too stronger.

In the past Rpg we would get Energy Focus sooner and we all would had powerful equips/spells, Mages would get Fira, Thundara and Blizarra soon too (even before hitting lvl 15-20) warriors had Berserk and Assasins, Poison, Freeze and others spells such as Haste. The enemies were fairly weaker and didn't gang us up, at least at start. :P

I strongly suggest mages to obtain some decent spells, Warriors such as me can easilly deal over 200 damage while mages struggle(d) to deal 100.

Also having equips with mods would be something needed, specially since almost of what is added are monsters that are tought to beat, give no decent rewards and they have 1-hit ko's moves. I know they are supposed to be team battles. But due the massive lag forming teams we would need 2-3 hours to beat a boss with +8000 HP.
 
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I don't compline about bosses. I managed to beat them on my own, Too hard, but possible. I liked it, this way you should have strategy to face them. but what I compline about it. 1- they don't give much reward as they should do! 2- why a team of necromancers are stronger than the bosses. boss only were strong in HP-MP! I did not lose to any of them, but have lost to many normal enemies!
3- Bats. when they use haste, it sucks in turning. Here was the formation I and another member faced.
I had 44 speed and bats 45 and my pal 50. 2 bats and 1 shadow neo VS us 2

1 bat used haste, and then turns were as bellow.

Bat (1)
my friend
Bat (1)
bat(2)
y friend
Bat (1)
Anigraphuse (ME)

this repeated three times till we managed to survive!

I suggest to balance this problems. also add potion trading.

Also I suggest to let us Mix (mixed potions) with other potions, or three potions. but requires more alchemy level.
 
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Oh Rikku, you're such a dirty girl!

What about spread damage spells? Is that a possibility? It would add some depth to the combat.
 
Can damage/healing caps be taken off spells for good? It annoys me to know that Warriors can dish out major damage while Mages have a limit to their power.
 
Well, I haven't even been able to reach the cap of any spell, since the spell caps are so much higher than the next-to-nothing base damage each spell deals...and my MAG isn't that high, at least not yet anyways...

I do think each class should get a stat boosting spell for the class's primary stats. For example Warriors would get a boost in STR and DEX, like in the previous RPG, while Mages could get a boost of MAG, and possibly MAG DEF too.

I also think any class that makes much use of spellcasting, beyond just whatever stat boosting spell it gets, should have an MP restoring spell. The players can't get strong enough in comparison to the steep rises in difficulty from areas players have passed, which had tough monsters as it was, then they get a lot tougher, it is nearly impossible, bosses are easy in comparison, that just isn't right.

Bosses should be tougher, and like Shahab said, you should get more for beating one, it should be a pretty nice reward for beating an extra tough monster you only face once, you know... :/
 
I already have most of the spells mentioned in mind already. Stat raising spells have already been added for later areas, Osmose will be the main MP restoring spell (may have Regen style one as well). Spread damage isn't possible.
 
3- Bats. when they use haste, it sucks in turning. Here was the formation I and another member faced.
I had 44 speed and bats 45 and my pal 50. 2 bats and 1 shadow neo VS us 2

1 bat used haste, and then turns were as bellow.

Bat (1)
my friend
Bat (1)
bat(2)
y friend
Bat (1)
Anigraphuse (ME)

this repeated three times till we managed to survive!
You can't fix this. Increasing speed will always screw up the turns. It's just the way Inferno was made. The only way to fix it is to get rid of haste.

For a suggestion, is there any chance to increase to power of our enchantments? Whenever i hit with Fire Soul and it casts fire, it deals -0 damage.
 
is there any chance to increase to power of our enchantments? Whenever i hit with Fire Soul and it casts fire, it deals -0 damage.
The spell effect is determined by your Mag stat, so the only way to increase damage would be if you raised your Mag. Works the same way for every other enchantment.
 
is there any way for more combinable componants to be added into the RPG, i know that there aren't very many people who use the welding ability, but i do, and i would like to be able to raise my Welding at a similar rate to my arcane to keep things nice and even. and considering to make sun bars you must combine 2 coal with 1 desert bar, it would be nice to be able to make desert bars so we can actually make Sun bars.

Also, i believe that the sun beam sspell is overpowered, it took around 115 off of my HP when i had like 20 mag def, and now my mag def is 50 and it is still taking off over 100 damage. Thi spell is to strong, and can cause major problems for somebody with only 10 mag def
 
I noticed this as well, the mag def stat in general is making enough of a difference at reducing spells, I'm a mage with good mag def and I'm still getting knocked about by the spells of the desert enemies.

Oh I'm back and playing the RPG, its good what I've seen so far but mages need there spells dmg to be affect mroe by there magic stat and mag def needs to be more effective, those are my only complaints.
 
Sun Beam is only used by Bosses and monsters which (should/might) require teaming up. A maximum of around 140 isn't that powerful - simply raise your HP at level ups if need be.
 
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