RPG Inferno Suggestions Thread

That was something I didn't consider. They would need DEX in order to not miss. Well it looks like we are back to a book which has a mag boost as a modifier. It could also have an mp boost.

There would probably be only one Mage Book and it would probably have to be obtained by doing a difficult quest. Which would be in the Mage class section of the Tunnel of Trials. An area which will be opened the next section of the RPG. Just the sections to earn being a full mage. There will be Tunnel of Trials for Assassins and Warriors as well.

Also some Necromancer type spells could be included in this quest as well.
 
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Well think about this. Mages no matter what have been given the ability to have a set % chance to hit. This comes at an advantage and a disadvantage given that they could be loads of levels higher then another mage and the battle turns to mostly luck. While if the requirement for mp for mages was removed and replaced with a need for dex it would balance out the entire inferno.
 
Look at it this way, warriors need str and dex to succeed in an attack.
mages need mag and mp to succeed in an a as well as have a spell trained. So it is actually tougher to train mage. Can be more time consuming. Granted if we added spells which could do multi turn damage, they can stack spells. This will not be done because of that problem. All effects that lower hp will only be 1 turn. The higher spells will just do a lot of damage in one turn. Similar to what warriors do with melee. So the same will apply to enchantments with spells that damage hp.
 
^ agreed. Warriors and Assassins can't have an opponent taking damage on a turn beyond when the action is taken, same should go for Mages, it is just another class, none of them get royal treatment to have the big advantage of multi-turn damage.

And about Mages needing DEX, sorry, but just no. Any suggestions are appreciated, but some just don't work. Warriors and Assassins build STR and DEX to dish out the damage, while Mages build up MAG for powering the spells they cast, and MP to cast them, they balance each other out.

Similarly, Warriors have their Attack Types to build up their compatibility rating for, otherwise it will often fail, just as Mages must level up their spells by casting them to reap the full benefits each individual spell has to offer. ;)
 
Warriors and Assassins have a choice over their accuracy whereas Mages don't. There lies the big advantage with those two classes. However, Mages have the ability to stack spells up, but those spells will have set accuracy, so there lies the advantage with Mages. Unfortunately, spells take much longer to master than attack types do.
 
Although, when you change to using a different attack type, unlike with spells, compatibility rating for the previously used one will gradually drop, so that compensates for an Attack Type rising to 100% effectiveness pretty quickly.
 
There isn't much of a reason to use two or more attack types though. Usually there's one attack type that's stronger than the rest...and most of the time, when judging between classes, you'd engage in a PvP. in this case you'd use the attack type for which the opponent is more vulnerable against.
 
Unless that attack type's compatibility rating is 0%. :wacky: A possible case where one may switch between attack types may be a player that doesn't hesitate to go from dual wielding to wielding a single weapon (with the change of item class being to one that is incompatible with the weapons of the previously used item class, having to use an other, compatible attack type).

A player that does this may not have really high DEX, just enough to get by, so say he/she is about to face an opponent with quite high EVA, they might not want to try landing hits on it with cut down accuracy from dual wielding, so switches to one weapon, possibly with a shield. :P

Anyways, all in all I'd say that stuff balances out pretty well overall. :monster: Beyond that, just a matter of working out the strengths of equipment, attack types, enchantments, and spells so that none of these get out of control with some overpowered content.

So far I haven't been able to really see anything much wrong to complain about (like to keep that to a minimum anyways, as not to be a whiner. >.>), just one thing was that for a while battles were unnecessarily long.

This meaning that the monsters were of no threat, no danger of killing me, as they consistently dealt 0 damage to me very early on despite me not exactly having risen my DEF stat through the roof, but they soon had several hundred HP, and appearing in groups, battles took a painfully long time, chipping away each monster's HP, one at a time. >.>
 
Well...why would go into a battle using an Attack Type with compatibility 0%? It makes no sense, so you'd train it, which would take a few minutes, if that. You'd obviously scan that player first, quickly train the preferred type and then battle. xD
 
True enough, point taken. =P But if the person doesn't have time to wait for the other player to "do something quick before they battle", then that would be problematic.

Anyways, glad to hear Katanas return, and it could really go either way of letting Katanas be dual wielded or not. Most characters who use them only wield one I guess, so I suppose that is the most sensible way to go, it is the Sephiroth way. :seph:
 
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Mages will not be able to stack spells, that take hp, in this game because they will all be single turn. An old Adamant idea from games back. To avoid abuses or overpowered attacks remove the chances of it happening.
 
That was something I didn't consider. They would need DEX in order to not miss. Well it looks like we are back to a book which has a mag boost as a modifier. It could also have an mp boost.

There would probably be only one Mage Book and it would probably have to be obtained by doing a difficult quest. Which would be in the Mage class section of the Tunnel of Trials. An area which will be opened the next section of the RPG. Just the sections to earn being a full mage. There will be Tunnel of Trials for Assassins and Warriors as well.

Also some Necromancer type spells could be included in this quest as well.


was thinking if possible, could we make a spell that increases a character dex that cost little mp and a high hit rate, but inorder to learn it, you have to have really high arcane so that should hopefully make it so that warrior/assassin can't use it but mage should be able to. so then we could have those books with those things on it
 
Dex shouldn't be needed for mages and you shouldn't need a spell to cast every battle. Should just have an item to hold which gives these boosts like the book. And i agree with koloth with the stackable spells. You should have them because it will overpower the mage. With what i've seen so far, the classes are fairly even right now.

Good idea Hightower, but to have to cast it every battle.. that's too much.
 
There isn't much of a reason to use two or more attack types though. Usually there's one attack type that's stronger than the rest...and most of the time, when judging between classes, you'd engage in a PvP. in this case you'd use the attack type for which the opponent is more vulnerable against.
In 2 of the previous 4 versions there have been times where using 2 attack types that dealt reverse effects would be best. Like in the first one there was a def and a atk attack types that when used together would reap roughly a 10-30 point increase on all stats. While it is not common right now it could happen again. That being said it drops the ability to successfully get in 2 hits while trying to protect yourself from the blanks created.
Kyle in effect if they did make the books force mages to use the books and not majorly learned spells it would open up points that can be spent on dex so it wouldn't need a spell to raise it. It also makes it to where the mages could have a good spell that they can use while they are out of mp, seeing as how in many games and series that is mainly what books do.
Game and series that uses scrolls and books to cast spells.
Elder scrolls
Slayers
final fantasy 2
warcraft 3 has it for heros
others.
With it being the way to enable mages won't have to carry 12 high mp raising potions just to not be able to finish the job. Seriously right now every mage that is fighting vlad had to retreat just to heal up and get more potions. With them having a spell that allows them to go without mp it effectivally removes the need for them to spend every dime on their potions. (seriously right now the mages are the best potion makers.

Furthermore I would like to point out that to mages there are 2 kinds of books. Tomes and spell books. Tomes increase knowledge thus increasing the power of their spells. While spell books (like the grimoire) are commonly just a book with multiple chants to the same spell thus allowing a person to temporary utilize the spell while the book is still readable.
 
You wouldn't use two attack types with 50% compatibility when contesting between classes....man...it's a severe disadvantage towards the Warrior. You might gain some stats but it's far too risky. Oh and last game showed the most overpowered attack type in RPG history...I highly doubt we'd get something like that in this RPG. xD
 
Yes, the last game got way out of hand with overpowered attacks, spells and enchants. Note: I wasn't around for most of it. Also, I can't believe that in a low level area, with no pets, there were monsters with death type spells. Either you guys were pushing teaming or just liked making crazy stuff. You can make a game challenging and fun without making over powered stuff.

Ok back to suggestions.
 
Yeah...it sets certain standards when RPG Directors do something like that. When I saw that Bomb Baby monster in that first battle in this RPG Inferno I half expected it to self-destruct on me, I always killed them first. X_x

I was stunned that the first bank gives 10% Interest of Gil every 24 hours, that's pretty generous for the very first areas.

I have nothing against being able to get lots of Gil like so, just thinking that if any player has any much Gil built up, they could get rich off of interest, and Gil would be no object when purchasing anything, I already have well over 60k Gil (might be near 70k now).

I don't generally discourage a lot of a good thing, just Gil is coming really easy, and everything is really cheap in cost (selling 34 Bat Wings and a couple of Hungry Wolf Legs to Sean netted me 10k, too. :P).
 
Yeah...it sets certain standards when RPG Directors do something like that. When I saw that Bomb Baby monster in that first battle in this RPG Inferno I half expected it to self-destruct on me, I always killed them first. X_x

I was stunned that the first bank gives 10% Interest of Gil every 24 hours, that's pretty generous for the very first areas.

I have nothing against being able to get lots of Gil like so, just thinking that if any player has any much Gil built up, they could get rich off of interest, and Gil would be no object when purchasing anything, I already have well over 60k Gil (might be near 70k now).

I don't generally discourage a lot of a good thing, just Gil is coming really easy, and everything is really cheap in cost (selling 34 Bat Wings and a couple of Hungry Wolf Legs to Sean netted me 10k, too. :P).
"Easy come, easy go."
They are properly making a very expensive area in the future so it could just be a sign of what is to come.
 
In that case, the bank shouldn't have interest lowered to 5% or something. But I don't know for certain that things in upcoming areas will be so expensive, one can only assume, but I have that feeling...just a matter of time till things get pricey.
 
Things will become expensive the easier people get the RPG currency. On the other hand, if money is harder to obtain, things will be cheaper yet equally difficult to obtain. In my opinion, the less players are allowed to amass millions of the RPG currency, the better. In most games, money is quite hard to obtain so I say that the average player should reach a million within three weeks by killing monsters and selling items. Make money hard to get, that way you won't have to worry whether or not to make an item expensive.

Monsters shouldn't give more gil than the average value of the items they drop. Say, if a monster drops a sword sold in an Item Shop, if the sword is worth 750 gil, then the monster gil drop should be around 500 to 750 gil.

You know what? How about making item shop items available as rare drops by humanoid monsters? That would be something new. It is quite commonly used in RPG games. Also, this time I strongly believe that component usage to be more encouraged in this game. Drop a book or two about how to make strong weapons for people who left the site for weeks (months?) and somehow have forgotten most of the RPG.
 
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