RPG Inferno Suggestions Thread

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.

Offtopic:
I do agree with Refia! Also there would be no fun in playing an easy game! it increases the spice. About Mag-Def, they reduce the magics. More your Magdef less demage you get!Anyway the price they give out is not that much! I also saw scorpions having 25% chance of dropping ore and after killing over 40 of them, I got none at all! there should be some accurate numbers! 25% just does not work! or am I the most bad luck guy!?




On Topic Suggestion:

1- multi-enemy attack: When I carry dual weapons, there be an option to attack two different enemies or one depends on my choice in a turn!

2- Selling fusioned potions to marchants: Ether=100 Gil and WP=50. we should be able to seel them for a bit less price like 130 for times we need gil!

3- Add an option to trade potions too. same as wielding, that you can craft items and sell trade them, Alchemy should be given a chance to trade mixed potions too! after all, those who spend points on alchemy should run a life ;-]


4- No limit for magic demages. MAG stat x Magic base demage / 15 or something like that. like warirors who have more STR with same Weapon can deal more demage and there's no limit for them! It's not just fair to have 300 MAG stat and just deal 90 with aero!
 
1. - It's impossible unless we understand the coding of RPG Inferno and write that in ourselves.

2. - No option to do that. Only way is to do what I said in number 1.

3. - See number 1.

4. - Remember spells stack up, so if you casted Thunder, then Aero, then Fire, on the third turn, you'd deal the effects of all three spells at once. At this moment in time, not even Warriors can deal that amount of damage. Also, Mage's are more versatile - you'll get stat reduction/raising spells, healing spells, stack spells, etc. Just remember, the basic first level spells which are available at the moment don't really need the limiter off, it was like this in every previous RPG - first 5-10 spells you get are weak and have limiters, then later on, even when your MAG is maxed out, you can't reach the limiter with certain new spells.

As for the Desert Scorpion, I may have added the percentage drop chance as 25%, and made it drop a minimum of 0 Iron Ore, and a maximum of 0 Iron Ore. Unfortunately, this laptop is incredibly slow, so I can't change that at this very moment..
 
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I also saw scorpions having 25% chance of dropping ore and after killing over 40 of them, I got none at all! there should be some accurate numbers! 25% just does not work! or am I the most bad luck guy!?
Unfortunately that even happens with 100% chances of drop, other annoying problem is some equips that ARE supposed to have mods and being colored, yet when yo got them, you don't have either. A way to fix it was to sell those equips somewhere OR if any of the RPG mods would be willing to help by giving us them on a appropriate thread with screenshot proof of defeat.

Other suggestions:
- Include some spells that lower opponent status to variate from all the offensive spells so far, bring Beacon of Light (MP Recovery spell but with the addition of Mag boost?) and Berserk (Str/Dex increase spell) at some point? I think every class be them mages or warriors would benefit from these ones.

- Pets, this may be a little earlier for that. But I hope to see some for the future. :P

- Labirinths with traps anyone? :P
If you fail, you fall into Alexander hands or something like that. Or certain challenges that require to beat the opponent using only magic/physical strenght or some invincible enemy that the only way to beat it is through instant kill, of course with some sorta reward(s) at the end.

I miss going through trials and that sorta of challenges.
 
What about the problem with the desert bars, there is no way of collecting them so i cannot make sun bars (BIG PROBLEM AS I AM A WEAPONS MERCHANT) so is there any way you could add a componant combine thing that allows me to make them, Please?
 
when're we getting potions that do more than 200 hp? Im going through them like they are going out of fashion, by the time I get to where them stupid cave bats live Im all out and have to go back to town again, cant you stick a travelling merchant in the oasis or some shit? Im not getting enough exp spending hours travelling back to that point just to have to head back to town to get more bloody potions...... grr

Im only in desert 3 and Ive already used over half of my potions, stupid fucking sidewinders ¬.¬

edit* PLEASE don't tell me to get cure, I dont WANT to have to use magic ....or is this summat I have no choice in? -grumbles-
 
The oasis is on the world map. So you only have to fight one Cactaur and one harpy.
Cure would be pointless with your lack of magic so buy your 12 potions then return to the oasis.
Also when will we be getting more class specific armour/weapons?
 
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Wtf...Ive never SEEN it on the world map D:

Inoe thats why I refuse to get it or raise my stats, I dont want to waste my skill point son magic D:<

EDit* aww wtf, Ive been trcking from the guild ALL NIHT and Ive jsut found it. Its no wonder I missed it though, its WAY west and it SO blends in with the fucking map -__-

cant they be made clearer?! Some of us are too stupid to notice them
 
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You see the Oasis after Desert5.

Btw if you want we could team up and get to the Oasis together, i'm going to head to the Desert right now.

I'm a Mage, so you won't have to worry too much about HP. If you want just say it and i'll be waiting at the Heroes guild. :monster:
 
I'll make the Desert Bars a rare drop by Necromancers and a combineable component.
 
1. - It's impossible unless we understand the coding of RPG Inferno and write that in ourselves.

2. - No option to do that. Only way is to do what I said in number 1.

3. - See number 1.

4. - Remember spells stack up, so if you casted Thunder, then Aero, then Fire, on the third turn, you'd deal the effects of all three spells at once. At this moment in time, not even Warriors can deal that amount of damage. Also, Mage's are more versatile - you'll get stat reduction/raising spells, healing spells, stack spells, etc. Just remember, the basic first level spells which are available at the moment don't really need the limiter off, it was like this in every previous RPG - first 5-10 spells you get are weak and have limiters, then later on, even when your MAG is maxed out, you can't reach the limiter with certain new spells.

As for the Desert Scorpion, I may have added the percentage drop chance as 25%, and made it drop a minimum of 0 Iron Ore, and a maximum of 0 Iron Ore. Unfortunately, this laptop is incredibly slow, so I can't change that at this very moment..

You are RPG director, shouldn't you be able to understand the coding? :)

Anyway, mage specific equipment would be welcome :D
 
As soon as your usergroup changes you can :wacky:

does it automatic like so you will just nee to be patient, could take a few hours though :gasp:
 
dbl post

Its unbalanced in favour of mages

Ive already ranted about it on msn, cba repeating myself other than more potions that ARENT in the pub and are extortionately priced, yet mages have potions that heal hp and mp, whats that all about, it should be one or the other or a mix for BOTH. Im going through potions like they are going out of fashion. I shouldn't have to be doing all that alchemy bollocks, Im a warrior first and foremost, wanting decent potions isnt a big ask.

Ugh
 
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Agreed with Kelly. It's very biased in favour of mages, especially with the new proposed spells that Damon's been boasting about on MSN.

Also, agreed on the Alchemy thing, it sucks balls that we're meant to be raising it to get better potions, when Mages have better and easier access to potions. Like Kelly, I go through a LOT of potions =/
 
If I get done over for like 3/4 of my hp, i get stuck in a healing loop or worse, Il heal, it'l give me half my hp back, next hit il die off the same attack.....

It makes me angry -chucks rose thorns about-
 
As i said on MSN, i've sorted out the potion issue so hopefully that should have that issue sorted out. Any more problems you find, feel free to let us know so we can get on the case as soon as possible.
 
for the power attack skill could it be done so that when we use it, it is 20% more powerful than our regular attack instead of it increasing our next attack 20% only if we get a turn right after we used it. becasue with the way it is, i would use it, then it would always be the enemy turn so basically using that skill is pointless since all it does is lower my def for the enemy and i never get to see the power bonus cause i never get two attack in a row.
 
Offtopic:
I do agree with Refia! Also there would be no fun in playing an easy game! it increases the spice. About Mag-Def, they reduce the magics. More your Magdef less demage you get!Anyway the price they give out is not that much! I also saw scorpions having 25% chance of dropping ore and after killing over 40 of them, I got none at all! there should be some accurate numbers! 25% just does not work! or am I the most bad luck guy!?




On Topic Suggestion:

1- multi-enemy attack: When I carry dual weapons, there be an option to attack two different enemies or one depends on my choice in a turn!

2- Selling fusioned potions to marchants: Ether=100 Gil and WP=50. we should be able to seel them for a bit less price like 130 for times we need gil!

3- Add an option to trade potions too. same as wielding, that you can craft items and sell trade them, Alchemy should be given a chance to trade mixed potions too! after all, those who spend points on alchemy should run a life ;-]


4- No limit for magic demages. MAG stat x Magic base demage / 15 or something like that. like warirors who have more STR with same Weapon can deal more demage and there's no limit for them! It's not just fair to have 300 MAG stat and just deal 90 with aero!
For such, we would have to understand the coding used within the RPG Inferno, let alone have a permission to modify this since, regardless of Zero Tolerance and his Inferno Tec being online or not, I wouldn't dare to step in those grounds without the proper knowledge nor his approval.



Unfortunately that even happens with 100% chances of drop, other annoying problem is some equips that ARE supposed to have mods and being colored, yet when yo got them, you don't have either. A way to fix it was to sell those equips somewhere OR if any of the RPG mods would be willing to help by giving us them on a appropriate thread with screenshot proof of defeat.

Other suggestions:
- Include some spells that lower opponent status to variate from all the offensive spells so far, bring Beacon of Light (MP Recovery spell but with the addition of Mag boost?) and Berserk (Str/Dex increase spell) at some point? I think every class be them mages or warriors would benefit from these ones.

- Pets, this may be a little earlier for that. But I hope to see some for the future. :P

- Labirinths with traps anyone? :P
If you fail, you fall into Alexander hands or something like that. Or certain challenges that require to beat the opponent using only magic/physical strenght or some invincible enemy that the only way to beat it is through instant kill, of course with some sorta reward(s) at the end.

I miss going through trials and that sorta of challenges.

Dude, the RPG Inferno DOES have an option to SCAN items before buying. Click it. :monster:

when're we getting potions that do more than 200 hp? Im going through them like they are going out of fashion, by the time I get to where them stupid cave bats live Im all out and have to go back to town again, cant you stick a travelling merchant in the oasis or some shit? Im not getting enough exp spending hours travelling back to that point just to have to head back to town to get more bloody potions...... grr

Im only in desert 3 and Ive already used over half of my potions, stupid fucking sidewinders ¬.¬

edit* PLEASE don't tell me to get cure, I dont WANT to have to use magic ....or is this summat I have no choice in? -grumbles-
1. Potions with stronger effects will be added in the next area.
2. Clan Areas will have their respective custom Potions. (but the restorative effects will basically be, somewhat similar).
3. Sometimes working on stats other than the basic STR, SPD, DEX can be benefitial. I do admit the Deserts were hard, but they are not impossible.

You are RPG director, shouldn't you be able to understand the coding? :)

That is quite a very unaccurate assumption without any sort of basis. Yes, we are RPG Directors, but we are not Coders. We can not change the Codes of the current RPG Inferno Hack (regardless of how much I would like to). I admit to be quite interesting in being able to do so, but before such happens, I would first consider referring to the founders of the RPG Inferno, or at least, the one who is most accessible.

Agreed with Kelly. It's very biased in favour of mages, especially with the new proposed spells that Damon's been boasting about on MSN.

Also, agreed on the Alchemy thing, it sucks balls that we're meant to be raising it to get better potions, when Mages have better and easier access to potions. Like Kelly, I go through a LOT of potions =/

Yes, I do concurr with Kelly and you, however; Monsters with spells will rarely be able to Stack UP Spells. Players with spell will most likely NOT be able to stack spells because I am firmly against it. I would rather give them Hard Hitting 1 turn spell to mimick the STR of an average Warrior.

The reasons why I am against spell stacking is because of what I have seen in a battle against three monsters with Curse. The three multicast curse on me and I spent like 10 turns healing while they kept bashing against me with attacks and spells. That is highly unfair.

Again, before any other spells are added, rest assured that at least 3 out of 4 Directors will revise said spell.
 
Power attack IS meant to give you 20% more attack power and 10% defense lowering, I just checked it and it is still set that way. If you find you miss when you use it, just increase your dex. Unless you mean you fumble it, in which case you need to keep using it till you gain more exp in it to get the attack in.
 
so when you used the power attack it is 20% more powerful than your regular attack because it seems the same or weaker when i used it. but after i use it, i see my attack power increase by 20% and my defense decrease by 10%. then its the enemy turn and it would revert back to normal after the enemy turns. maybe it do increase it by 20% when i used it, i just didnt notice it being stronger, just always noticing when its weaker.
 
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