The RPG Status

Status
Not open for further replies.

Dean Winchester

Keeping you alive by killing what's in the Dark...
Veteran
Joined
Oct 7, 2006
Messages
5,601
Location
The blazing paradise of the Caribbean
Gil
5
I know that most people are quite anxious and impatient due to the amount of time that the RPG has been offline. My sincerest apologies for the unexpected delay, but the RPG Inferno Team has been passing through certain situations that have limited the amount of time we have here. Fortunately, we will have more time now to concentrate on the game again, so that's good news for you, players. Right now, we have a possible storyline to follow, and the first areas were created and are waiting to be revised and tested in order to have them ready for opening. I would like to thank you all for your patience, and your understanding.

Now, I know you all want a possible date, and if my calculations are correct, and after analyzing the time necessary for monster creation, area testing, NPC testing, and other issues, I dare to predict the opening to be next Monday, if nothing bad happens.

I will not give spoilers, but I would like to inform you all that the job/class choosing will start in the third section. Two sections were already created, and are just waiting for monsters to be added.

The following jobs are available: assassin, warrior, and mages. We still need to set the differences between these classes in order to balance them. They consist on:
-Assassins: Greater SPD and EVA, low STR, and HP, and moderate MAG DEF. Can dual wield, but weapons will not have STR Boost, although they can possibly have other boosts such as SPD and EVA. The spells of this class focus on SPD and EVA, turn based spells such as poison and absorb. Can use Curaga.

-Knights/Warriors: Greater STR, DEF, and HP. Can't dual wield. Weapons will have STR and DEX Boost. The spells for this class focus on STR, DEF and DEX. Can use Curaga.

-Mages: Greater Mag DEF, and MAG, balanced DEF, and will have average HP. Can use all spells. Only class that will have Curaja.


As for the first two areas, you will start in a village, and that's all you need to know for now :wink:

At the second section, you'll be able to buy 2 basic spells. Of course, all of this is submitted to be changed anytime, so we are open to suggestions now more than ever.


Once again, thank you for your cooperation, ideas, and most importantly, for your patience.


The RPG Team wishes our players to have a Nice Day :monster:
-Julius Aurelius
-Marshy
-Koloth
 
Last edited:
IMO, each classes specific weapons should have a small chance to cast a class-related spell.

For assassins, a poisoned blade that has a chance to caste poison.

For Warriors, a Blade that invokes primal instincts, boosting their str.

For Mages, a staff that can cast any number of spells, based on the staff. Or, the staff could boost their magic with a spell kind of like Arcane Intellect (yeah, from WOW).

Examples.

Poison Blade (Assassins Only)
10% chance to cast Poison.
5-10% chance to boost DEX or EVA.

Primal Blade (Warriors Only)
10-20% chance to cast Primal Shout, a spell that raises STR at the cost of DEF. (STR boost of 10% and DEF decay of 5% or so)

Ifrit Staff (Mages Only)
10% chance to cast Fira/Firaga
AND
5% chance to cast Arcane Intellect, boosting MAG or MAG DEF.

Just meh 2 cents.
 
Last edited:
IMO, each classes specific weapons should have a small chance to cast a class-related spell.

For assassins, a poisoned blade that has a chance to caste poison.

For Warriors, a Blade that invokes primal instincts, boosting their str.

For Mages, a staff that can cast any number of spells, based on the staff. Or, the staff could boost their magic with a spell kind of like Arcane Intellect (yeah, from WOW).

Examples.

Poison Blade (Assassins Only)
10% chance to cast Poison.
5-10% chance to boost DEX or EVA.

Primal Blade (Warriors Only)
10-20% chance to cast Primal Shout, a spell that raises STR at the cost of DEF. (STR boost of 10% and DEF decay of 5% or so)

Ifrit Staff (Mages Only)
10% chance to cast Fira/Firaga
AND
5% chance to cast Arcane Intellect, boosting MAG or MAG DEF.

Just meh 2 cents.

Thanks Tielknight, I will add your suggestion to the RPG HQ asap. We will work on these new classes next week :gasp:
 
How about mages that can choose they element they control (e.g fire mage). They can cast higher spells (e.g firaga/ja) than other mages who DONT control the element and only cast the lower spells (e.g fire).

The ways you could balance this is by: weaking other elemental spells; not being able to cast other elemental spells at all other than your chosen one; The option of picking to be an elementalist mage when you become an experienced mage (which included being able to cast other spells with normal power)
 
There would be little point to that, considering the varying elemental spells aren't actually elemental at all. The only variant is [at least, in the last version] the spells would inflict damage in different ways as opposed to harming in accordance with the target's weakness [which is not incorporated on an elemental scale].
 
What do you mean there is no elemental spells...its custom to have all the fira and waterjas and thunder...

No game is complete without them :(
 
Yeah, but that means the coder, one of em is our own Decado, would have to recode the a nice chunk of the game to put in a system that would allow something like that.

Getting a good solid system that allows you to add certain things, like spells and items, that are affected by the status or type of other items/monsters/etc. might take some time.
 
I wouldn't mind having the elemental spells and that BUT If it meant sacrificing the RPG for more time then there is no point just leave them out. after all i would rather play game without the elements than have to wait for a game with them in
 
There would be little point to that, considering the varying elemental spells aren't actually elemental at all. The only variant is [at least, in the last version] the spells would inflict damage in different ways as opposed to harming in accordance with the target's weakness [which is not incorporated on an elemental scale].

I modified all the spells to make them somewhat elemental. Added some special spell effects for fire and ice spells. So the spells would act like they are supposed to. I guess you never noticed. :neomon:

I did it on the last game. I could even add null effects to null spells so it could make a character immune to certain spells.
 
I modified all the spells to make them somewhat elemental. Added some special spell effects for fire and ice spells. So the spells would act like they are supposed to. I guess you never noticed. :neomon:

I did it on the last game. I could even add null effects to null spells so it could make a character immune to certain spells.

Go Koloth, *dances*
 
I modified all the spells to make them somewhat elemental. Added some special spell effects for fire and ice spells. So the spells would act like they are supposed to. I guess you never noticed. :neomon:

I did it on the last game. I could even add null effects to null spells so it could make a character immune to certain spells.

Dude...i love you. But not in that way sadly:neomon:
 
I modified all the spells to make them somewhat elemental. Added some special spell effects for fire and ice spells. So the spells would act like they are supposed to. I guess you never noticed. :neomon:

I did it on the last game. I could even add null effects to null spells so it could make a character immune to certain spells.
Was this the slow effect, and the dexterity/evation thing?
 
Well yes, while a complete elemental weakness/strength setting can not be accurately set in the current version of the RPG Inferno that we have, we can, at least, mimic the spells' effects to a certain point.

Of course, I've heard that Inferno Technologies is working on a new RPG Inferno that might include the ability to choose your aligned attribute, which would determined your elemental weaknesses and strengths.
 
Reminded of the null effects, that could be used like in the actual games. A status effect will stay with you until you rid of it with a corresponding spell or a cure-all spell like Esuna or the battle ends. Poison could be rid of by casting Poisona and so on.

Also, If a monster casts haste on itself, casting slow on it should null the haste effect instead of causing it's own stat reduction, makes more sense to me at least. Same idea applies to stat-boosting spells that can be reversed by casting a opposite spell.

Such as you cast Temper on yourself, raising your STR, a monster could cast Weaken, which instead of lowering your already boosted stats, it would null the Temper spell. Or something like that..


Too much rabble floating around in my head at the moment...
 
Hmm, I was not sure of using Null Effects, but since I see it is greatly encouraged, I'll see what the team can do. I am sure we can arrange the basic Nullifying spells in a few days.

Oh and for the record, the first area is complete, but of course, once open, you'll come up to a Dead End, for the game itself is far from being completed.
 
Was this the slow effect, and the dexterity/evation thing?

Yep and I am aware that it was your suggestion. :neomon: It did work quite nicely. Also, we discussed the idea of the alignments for characters. :neomon:
 
Yep and I am aware that it was your suggestion. :neomon: It did work quite nicely. Also, we discussed the idea of the alignments for characters. :neomon:
Yes, since this idea was greatly encouraged by members, and besides, it would be something quite different to see.

Well so far we have:
Esuna: to null the effects of "Poison", and "Disease".

It sucks that we can't make a "Zombie" status effect....
 
I haven't played any Final Fantasy in a while. But I don't remember any of the games having Zombies. I wonder how we could do a "Crumble the Undead" Spell. It might be possible if we did certain things to the monster and the spell.
 
I haven't played any Final Fantasy in a while. But I don't remember any of the games having Zombies. I wonder how we could do a "Crumble the Undead" Spell. It might be possible if we did certain things to the monster and the spell.
The Zombie status effect is quite known in most FF games, specially FFVII, VIII, FFX, and so on.

The spell consists on shifting the beneficial effects of healing items and spells. So in summary, if a Curaga would heal you normally, by being a zombie, Curaga would damage you instead, the same works for resurrecting spells. A spell like Revive would be an instant kill on a monster with zombie status.
 
Status
Not open for further replies.
Back
Top