RPG Inferno Suggestions Thread

The first bank gives 10% every 24 hours? Whoa...I remember the first RPG, where things got quite out of hand...people were amassing tens of millions of gil because of bank interest. At that point, too many people played the RPG so it was impossible to round everyone up and take in money. xD
 
wouldn't it be better and more fair for the mages of the RPG if the level 2 spells (Fira, Thundara, Icera, and watera) damaged for 2 turns instead of 1? and also the stat drop could last for longer as well
 
Actually having a lot of money will not help you much. Since it require higher skills as well. So just making stuff expensive is not enough. It will require some skill as well.
 
is there a way to make the second stage spells damage for two turns instead of just one, as it would make it fairer for the Mages, as the Warriers can deal more damage over longer periods of time, with them not having to consume MP to attack ?
 
But since Welding is highly recommended in this version of the RPG, players will create shops and sell goods which would be purchasable by everyone - owning large amounts of Gil would eliminate player-made shops altogether.

And as for the above post, the Directors have made the decision to not add multi-turn spells to balance the game out. Spell stacking is rather overpowering.
 
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It would be better for the mages, but certainly not more fair. :wacky:

The spells do plenty of damage on their own as is (cap of somewhere between 80-100), which is a good bit of damage compared to even the heaviest hitters at this stage. If it weren't for MP consumption issues with Mages, they would be way overpowered and everyone would be a Mage. It's this that keeps the classes balanced and makes a more interesting game...in my opinion, of course.
 
is there a way to make the second stage spells damage for two turns instead of just one, as it would make it fairer for the Mages, as the Warriers can deal more damage over longer periods of time, with them not having to consume MP to attack ?

This might in turn make their damage output really high, especially this early in the RPG. Maybe once more levels are introduced, the Mods may make this happen, although I sincerely hope not.
 
But since Welding is highly recommended in this version of the RPG, players will create shops and sell goods which would be purchasable by everyone - owning large amounts of Gil would eliminate player-made shops altogether.

And as for the above post, the Directors have made the decision to not add multi-turn spells to balance the game out. Spell stacking is rather overpowering.

Players have been told that they cannot sell weapons or armour with enchantments added. So I don't think people will be trading overpowered stuff because there won't be any overpowered stuff to sell. Plus items will be designed in a way that they cannont handle more than one enchantment anyway. As well as attack types will be very specialized.
 
im not sure if this is possible or not, but the next area, could there be like armors that has like no weight so mages could get some armor. the armor doesn't have to be that strong or anything but atleast stronger than the first area armor. that way maybe they could use like a piece or two with no weight/little weight and still could use weilding to make stronger equipment for the other parts, if not wieding could become useless for mages. cause right now, im at my weight limit and probably won't be able to improve my equipment unless i waste points in str.
 
Good idea. Wonder if they've already taken this into account... :hmmm: If not, then I agree with Hightower.

On behalf of Mages, there should be some weightless, or next to no weight equipment or components for equipment specifically for Mages, with sufficient Defence, seeing as Defence has been encouraged over Evasion. =P
 
Bring the weightlessness!
I do have some suggestions for the RPG. The Fairlow Outskirts 2 (with the seagulls) was a tough area for me. I'm pretty sure that the only possible monster party is 6 Seagulls, which was quite a rude surprise for me. I was able to beat them on my second try, but can you make another possible party of, say, 3 gulls?
By the way, I love the Christmas event. Any chance of divulging the number of presents I need to make Santa's list? ;)
 
i gotsa idea :monster:

Spell trainer in the start area. With a catch. He wants your money to let you train with him. He could continually cast a spell on you that replenishes your MP, but his mp won't last for very long. Say, 500g for one training session? Perhaps more? 10-15 casts before he's out of MP then your on your own. When your done, you can run away from him, just set his escape chance to 100%. Simple enough :ness:
 
Actually having a lot of money will not help you much. Since it require higher skills as well. So just making stuff expensive is not enough. It will require some skill as well.

Well I don't think I'll have to worry about that too much either, since I also put a lot of time into leveling up skills, too, as those who scan me can see. :monster:

And Tiel, I'd like to suggest the end of that idea be tweaked...instead of escaping it, how about it just has really low HP, STR, DEF, and EVA, so when you've run out of MP, you just take him out with an attack instead.

Since you would have to have Gil on you to enter these battles, it would suck to have to lose some at the end of every session, as well...not to mention accumulating losses. I take my battle record very seriously. xD
 
Enchantment idea for assassins!
Name: Poison Knife
Classes: Dagger
Spell Cast Chance: 10%
Spell Cast upon Contact: Venom (the spell that the Snakes have)

And for Mages...
Name: Life Syphon
Spell Cast Chance: 10%
Spell Cast upon Contact: Drain (takes HP from foe and gives it to you)
There could also be enchants called Fire, Ice, and Thunder Edge which cast the spell in their name (very light on enchant points, but cast only 5% of the time)

Even for Warriors.
Name: Blood Crest
Spell Cast Chance: 10%
Spell Cast upon Contact: Berserk (increases STR a lot but lowers DEX a lot)
 
I really wish each of the classes could have an enchantment or two, but it sounds like it is going to just be an Assassin thing. :ness:

That's the one class I have never tried, and don't plan to, so that kind of sucks, a Warrior could really make use of an enchantment, since they do rely on attacks with weapons to dish out the damage to opponents...
 
Problem with that is that your spells would end up killing em :D unless ya give em quite a bit of HP and make the spell heal himself and give you mana, but give them 0 for all their other stats.
 
Problem with that is that your spells would end up killing em :D unless ya give em quite a bit of HP and make the spell heal himself and give you mana, but give them 0 for all their other stats.

Tiel, that's actually not a problem you see. If you give the Spell Trainer a monstrous amount of Mag Def (let's say 9999) then the player will never, ever, deal DMG. I remember this works because I did made once both melee and spell proof boss fights. :math:

You give it 1 HP and 99999 Mag DEF and make it cast a spell it heals the players MP (like setting it to target enemies >.>) and it should do the trick.
 
You getting quite rusty aren't you? It's ok to grow old Tielknight. Anyways I have an idea for spells being able to be cast in two targets, at least it is only possible for party members. Give the spell both the effects of target combatant/party member and the effects of caster to some kind of healing spell. That way when you cast the spell on a party member, you heal both yourself and the target party.

This could work for spells such as:
Curaja (heals two party members)
Shellja (Casts Shellja on two party members)
Berserkra (Casts Berserkra on two party members)

and so on.... ;)
 
Those are nice. I hope some enchants are added soon, partly because I have given both icons and ideas for them.
Imbune, Mana Boost, and the warrior enchant from 2 RPG's ago could also be brought back. They were quite good enchants.
EDIT: Mage enchants would need to be a high percent, as they almost never attack with weapons. However, it would have to be only for Staves because Warriors could milk the high rate of activation.
 
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