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Old 03-15-2008, 02:41 AM   #61
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Default Re: Inferno 3.1 Suggestions

but sham said teleportion on top of a mountain all we have to do is "hike"

yep just one mountain>>
it just has to be the hard oneD;
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Old 03-16-2008, 01:04 AM   #62
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Default Re: Inferno 3.1 Suggestions

Quote:
Originally Posted by bizness86 View Post
EDIT: read the inferno development thread and the last post; so elements will level acoording to how much they are used, is this only restricted to Arts, or will this include the special "items" that are to be used and enchantments that are triggered?
The way I understand it is simply the more you use arts of an element, that attribute would go up. However, if an item like a sword was given a fire elemental attribute, using it would more than likely raise your fire compatibility and lower your ice resistance.

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i know that ID skipping is a bad and annoying thing but..
if you take that away is there going to be an easaier way of getting around
Moving from place to place is how the game was designed to work. >_> ID Jumping made everything much easier, but the ease makes everything harder on the team to make things challenging.

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<<its getting harder and harder to party now>>

but hiking sounds fun to bad mt.Gagzet will freeze ya before you reach half way>>
where do you think the search ghosts come from;D
Well when ID Jumping is removed, clearly the maps and all from here on out will have to be thought out better and implemented better. Different system = different way to go about creating things.

Quote:
Originally Posted by D Athier View Post
Well, really, this 'hard way' was indeed the actual intended way to travel. ID Skipping was a problem from the start, and even though I used it when I was a player, I still agree that it's mostly for the best now that it's gone.
ID Jumping clearly makes the game not hard at all. It turned into a "Oh, moving to a new area, fight the heartless, QUICK RUN BACK TO DJ FOR FREE HEALING. Damn, this game is SOOOOO easy!" Whereas what it should be is you trekking through more and more heartless on your way to more safe areas. Once ID Jumping is removed, expect smaller heartless sizes, slightly weaker ones, and more pots/ways to heal easier between battles so that you can go through an area in one go.
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Old 03-16-2008, 03:19 AM   #63
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Default Re: Inferno 3.1 Suggestions

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Originally Posted by Neo Ragnarok View Post
Moving from place to place is how the game was designed to work. >_> ID Jumping made everything much easier, but the ease makes everything harder on the team to make things challenging.


Well when ID Jumping is removed, clearly the maps and all from here on out will have to be thought out better and implemented better. Different system = different way to go about creating things.


ID Jumping clearly makes the game not hard at all. It turned into a "Oh, moving to a new area, fight the heartless, QUICK RUN BACK TO DJ FOR FREE HEALING. Damn, this game is SOOOOO easy!" Whereas what it should be is you trekking through more and more heartless on your way to more safe areas. Once ID Jumping is removed, expect smaller heartless sizes, slightly weaker ones, and more pots/ways to heal easier between battles so that you can go through an area in one go.
Perhaps there could be arbitrary save points within each world (or most worlds) which is a safer haven. Either midways or near the end the player can acquire some plot tool that will enable her/him the chance to return to previous worlds (airship, boat, gummi ship, Warp/Teleport Art, or something of the sorts)
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Old 03-16-2008, 01:03 PM   #64
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Default Re: Inferno 3.1 Suggestions

Yep, I like the Save Point idea, and if we can think of a good way to include it without completely cluttering the map too much, I believe that it would be a good idea to implement it.
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Old 03-16-2008, 02:39 PM   #65
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Default Re: Inferno 3.1 Suggestions

I may be suggesting too much with the next idea: Depending on how many save points you have in a world, you may not even need to worry about the current map. If the Map feature will be obsolete eventually, then people wouldn't even be seeing the map until mid- or end-game. The Save Points would serve two purposes: To replenish Health/Mana, and to respawn the player when that die somewhere.

These save points should only save location, however, and not progress. The thing is,if a player doesn't save when they have the opportunity, gets really far and then dies, I'd rather for them to start at the last save with their progress intact and not having to retrain...that would suck worst then simply having to go back to the last save point.

If you were to actually have more than one save point in an area, then (here is where I'd be suggesting too much) you may be well to consider mini-maps. Let's say I'm near the end of the game, and I have my...Teleport Art from...uh after beating Xigbar or something (example plot device from going bac kto previous areas).

*spoilers*

While in DJ, I wasn't strong enough to beat Ifrit, so I'd like to go back to DJ to do so. There happened to be 3 saves in DJ: the Burlap Tent (of course...), the Treehouse, and the Waterfall Cavern. So, going to the current map, I could select DJ...then, upon selecting DJ, a smaller mini-map is accessed from which you can go to a save point that you've saved at (also this could simply be a list of the save points which you've saved at in the area, if finding a map graphic is too much). Let's say I've saved at all the save points...so then I'd be able to go to the Waterfall Cavern with ease and set my path to defeating Ifrit.

I hope that example worked; reply with any kinks you've found in this concept

EDIT: A way to actaully make that work is listing the saved save poitns in the drop box when selecting the area to go to. For instance, I'd click on the DJ dot, and then the drop box opens with the usual setting info with the list o saved save points in underneath. So this would prevent having to find mini-maps (unless someone would want to find new graphic for the worlds)

Last edited by bizness86; 03-16-2008 at 02:58 PM.
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Old 03-16-2008, 03:28 PM   #66
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Default Re: Inferno 3.1 Suggestions

The save point idea isn't viable. It would be too much strain on the server running it.
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Old 03-16-2008, 03:35 PM   #67
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Default Re: Inferno 3.1 Suggestions

What would be the alternative? Or, what makes it too straining to work and exactly in what ways could it possibly be made to work.
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Old 03-16-2008, 04:31 PM   #68
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Default Re: Inferno 3.1 Suggestions

Is it at all even possible to have a chat box during your fights, so that you don't miss people talking to you, but you can still fight? I mean something that you can unlock in chapter 3 anyways.

Also, what about a way to sacrifice your pet to add to your HP? Just a thought though, Kinda stupid, but could be really cool
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Old 03-16-2008, 06:29 PM   #69
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Default Re: Inferno 3.1 Suggestions

Chat box thing will be done, and saves are just too stressful period.

The file sizes would be too large, the amount of data that would have to be collected and written is too large, the amount of data that would have to be changed is too large, to to mention that the ACP would have to be completely re done for editing characters...

Theres a reason no MMORPGs have save points - the reason is it's just totally impractical.

Saves couldnt be made to work *at all*
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Old 03-16-2008, 07:52 PM   #70
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Default Re: Inferno 3.1 Suggestions

Okay then. That seems reasonable; then perhaps at the very least, there would be more places to heal. And to reiterate, I wasn't referring to saving people's progress (as I stating in my post earlier), but I guess you're referring to my whole preposal.

Then I'd have another question: let's say the that the ID jumping is dropped, and the heartless are gimped slightly, but someone has found themselves in an area where they're still liable to die easily, would they still be left with 1 HP in that area where that'd be most likely attack by Heartless when they try to leave? The escape option counts as a loss, so that's have no way of advancing to a safer area, and as Decado stated, there's no way for the program to take you to a another spot when you die. Would they be stuck in that area?
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Old 03-16-2008, 10:01 PM   #71
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Default Re: Inferno 3.1 Suggestions

The ability for the admins to do something like you are asking is in place now; They could just make it so you can jump (via world map) to one place, and that one place is a place you can get healing for X amount of gold. If you die, you can just go there, and do some posting etc till you have enough gold to heal and head back out.

Alternatively, they could make it so healing is free, but you have to travel through lots of places to get back to where you were
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Old 03-16-2008, 10:20 PM   #72
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Default Re: Inferno 3.1 Suggestions

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Originally Posted by Decado View Post
The ability for the admins to do something like you are asking is in place now; They could just make it so you can jump (via world map) to one place, and that one place is a place you can get healing for X amount of gold. If you die, you can just go there, and do some posting etc till you have enough gold to heal and head back out.

Alternatively, they could make it so healing is free, but you have to travel through lots of places to get back to where you were
^^ this is exactly what I was talking about when I said that we could add in save points, but the map would get really cluttered unless we made a new map symbol that was small to designate 'save points'. It's possible that it'll get implemented.

The current reason there aren't more free heal spots, or heal for x munny spots is because everyone ID/map jumps back to DJ for free healing anyway, so there's no real point to add new heal spots in. When ID jumping is gone, expect more healing areas to pop up naturally.


However, I have a question about 3.1

I know that it is far from being ready for release.. but how far exactly? Months? That question is less important than this follow up... will we lose what we currently have in the ACP, or will we simply get new things added into the current one? Will we need to reset?

Last edited by Neo Ragnarok; 03-16-2008 at 10:41 PM.
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Old 03-16-2008, 11:17 PM   #73
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Default Re: Inferno 3.1 Suggestions

It'll be done when it's done We're not putting a timeframe on it. If i was to guess, i'd say a couple of months.

We're working on the basis that no one should *have* to add or change anything, and that their games will work fine as is. Whether or not we'll be able to maintain that will have to be seen, and obviously if you want to fully utilise some features, you might need to modify some of your current settings around
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Old 03-16-2008, 11:41 PM   #74
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Default Re: Inferno 3.1 Suggestions

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Originally Posted by Decado View Post
It'll be done when it's done
:3 I saw that coming, but I had to try. Alright, well we want to take advantage of a few of the new features of 3.1, definitely...
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Old 03-19-2008, 06:12 PM   #75
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Default Re: Inferno 3.1 Suggestions

Okay, my input on save points:

You can do it how the Inferno is currently without any sort of new map places. Simply put an NPC in a safe area accessed from the map (DJ - Camp) and he sends you to the other "Save Points" within DJ once you have visited there (Trigger Conditions :D). So, once you have gotten to, say, the Treehouse, Raito in the Camp could send you back there by simply talking to him and perhaps paying a small fee for places that are farther along in an area.

That brings up a question:

Without ID jumping being allowed, will those Triggers where an NPC sends you to another area still work?

I only ask this because in myffnet, when we put in an NPC to send someone somewhere, we needed the target location to be set to "Visible Once Visited" aka visible from the map, in order for the NPC to successfully send the player there.
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