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Old 03-01-2008, 09:20 AM   #31
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Default Re: Inferno 3.1 Suggestions

The element system looks ace. :D
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Old 03-01-2008, 11:45 AM   #32
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Default Re: Inferno 3.1 Suggestions

Glad you like it

To those of you making suggestions, i suggest you check the thread each week, because there are a lot of things planned which i'm not at a liberty to go into
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Old 03-01-2008, 11:54 PM   #33
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Default Re: Inferno 3.1 Suggestions

I'm actually still in Chapter 1, so I don't know whether some of these next-mentioned are in effect in the other chapters yet:

- As Battle Commands, we have Attack, Arts, Items, Escape; perhaps there could be another command such as Skills that don't necessary fit under the other commands. With this I'd most have to allude to Final Fantasy X with skills and special abilities such as Auron's break strikes in which he used his physical strikes to reduce other's stats, and Rikku's use ability which she could use items others could not.

- The add a little to the first suggestion, perhaps we could augment/enchant Skills and magics as well, adding poision to a fire magic or adding a NON-ELEMENTAL magic, speaking of which...

- could there possibly be ways to:
1. add elemental weakness and resistance to enemies and characters in the system. it would be nice to actually be able to improve your own character's guard against a certain element; I remembered this as I was battling on of the many annoying Red Nocturnes and noticed that they could actually be hurt by Fire Spells
Kingdom Hearts acknowledges these as 'elements': Fire, Blizzard, Thunder, Light, Dark, None
I remember that water was considered Blizzard Damage (Dumbo) in COM and None (Demyx) in KH2
As with Dark Riku's Dark Firaga/Aura, KH (Dark), COM (None), KH2 (Dark)

2. improve the accuracy and power of enchanted items once they are enchanted. This in the same sense as how magic upgrades the enchantment of the item should upgrade as well.

- I suppose this one is more of a request than anything else; my character was inspired from my fic character who is a Heartless, are there weapons and magic which would look suitable on Darkness and Heartless characters in future Chapters such as:
Soul Eater, Dark magics or skills, armor that protects against darkness or light, Heartless pets

- In customization, perhaps we could make a name for the weapon as well

- When enchanting weapons thus far, there's a certain chance that the weapon will cast speels. Are there also enchantments that simply increase strength/defense/etc. or are there any that actually add magics and skills to your repetoire?

Thank you
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Old 03-02-2008, 12:00 AM   #34
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Default Re: Inferno 3.1 Suggestions

This isn't about the next chapter on this website, it's about the RPG Inferno system in whole, and suggestions on what could be done for it. But, like you said about the elemental resistance thing, it is being done in the next update.
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Old 03-02-2008, 12:06 AM   #35
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Default Re: Inferno 3.1 Suggestions

Again, these suggestions should be for changes to the Inferno engine itself, not the particulars of what our dev team does with it.
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Old 03-02-2008, 12:28 AM   #36
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Default Re: Inferno 3.1 Suggestions

Is there a certain topic already for the particular changes, or would you rather not have us suggest them period?
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Old 03-02-2008, 04:10 PM   #37
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Default Re: Inferno 3.1 Suggestions

Probably a system where u can sell and buy AP and SP would be cool
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Old 03-02-2008, 07:36 PM   #38
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Default Re: Inferno 3.1 Suggestions

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Is there a certain topic already for the particular changes, or would you rather not have us suggest them period?
Yeah, there's a thread titled "What would you like to see more of in the Inferno" floating around in the Inferno Related section. You can bring up suggestions about what we've done with our Inferno there.
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Old 03-06-2008, 10:02 AM   #39
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Default Re: Inferno 3.1 Suggestions

I just remembered something while retooling my magic list to fit the new elemental stuff, which is making me sooooo giddy with the possibilities, by the way...

I would love to see spells able to deal percentage damage to players and cut stats by a percentage as well instead of always being forced to make them deal strict damage. That way, you can make a monster who could simply cut its opponent's stats to 0 rather than making them into abnormally large negative numbers, or you could make a spell reminiscent of Demi from the Final Fantasy games; a spell that deals a specific percent of the enemy's HP. It would also allow for a spell like Death to take full form in that it would simply deal 100% of the opponent's HP rather than a number so large that the player simply won't survive it.

I don't know if that would be too difficult to implement or not, but it would be greatly appreciated if it could somehow be done. Thanks again. ^^


Ugh, wow. Ignore my stupidity, thanks. Completely forgot that this was already asked and answered since it was literally the first question in the thread. XD Sorry.
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Old 03-06-2008, 12:42 PM   #40
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Default Re: Inferno 3.1 Suggestions

As long as pets can equip weapons or something, I'll be happy :3 even if they're not upgradeable, it would be an improvement over them fighting with fists x.x

*thinks he's mentioned this before*

Also, when do you think that thread on Inferno Tech's site will get another update? :3
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Old 03-06-2008, 04:48 PM   #41
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Default Re: Inferno 3.1 Suggestions

probably monday

Might be a bit earlier though so
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Old 03-07-2008, 08:45 AM   #42
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Default Re: Inferno 3.1 Suggestions

Yeah...I have a suggestion that could save people like me a one day ban...

What about a verification notice that you actually want to rob the bank?

I accidentally clicked the button yesterday, not even knowing what i clicked. Then I scrolled down and it said there was a fight and I needed to proceed to the battleground, so, I get my butt handed to me by that guardian (Is he impossible to beat?). After that, it said I robbed the bank and was robbed till 6:17 tonight >.>

So, can there be a message that says something like "Are you sure you wish to rob this bank? There is a one day ban period for doing so." or something along those lines...It could save accident prone people like me -.-
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Old 03-07-2008, 01:15 PM   #43
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Default Re: Inferno 3.1 Suggestions

Nah, as i said, we want to keep some logical realism in the game to an extent.
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Old 03-07-2008, 01:35 PM   #44
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Default Re: Inferno 3.1 Suggestions

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Nah, as i said, we want to keep some logical realism in the game to an extent.
There is logical realism. People tend to think and plan if their going to rob a bank >.> And then their conscience tells them that they will go to jail, so they don't do it, or their a retard and try anyways, so, by adding a warning, the warning can act as their conscience, or a reminder in case they accidentally click it like I did. >.>
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Old 03-07-2008, 02:01 PM   #45
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Default Re: Inferno 3.1 Suggestions

I have a quick question about the elemental system, Decado. As an admin, when designing elements and the players being able to raise/lower their elemental attributes to 100/200%, can we choose the consequences for leveling one elemental attribute?

For example, if I wanted it so that the higher players rose their Fire elemental prowess, their weakness to the Ice element would go down so that they'd take more damage from Ice, can I do it?

Basically three questions:

1. Can we choose which elements are lowered when a certain one is risen
2. Can elemental compatibility ever go negative? (negative i would assume would be taking extra damage)
3. Can we set limits as to how high players can train their elemental prowess? For example, if I don't want players to be able to absorb fire damage, can I set it so that the highest it can go is 100%? Also, can we set individual limits for the elements? Like can I choose to make Fire able to go to 150, but Ice to only be able to hit 100?

Sorry if I'm wording it a bit weirdly >_>
Basically I just want to know the absolute limits of the elemental system and what the craziest thing we can do is. The team is very interested in pushing the elemental system to the highest it can go.
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