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Old 05-03-2008, 05:04 PM   #151
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Default Re: Inferno 3.1 Suggestions

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Originally Posted by Magus Fitzgerald View Post
Just discussed this with Neo and it kinda makes sense if thought of. Currently, the Inferno cannot do this(Or at least I don't think so from the way it seems).

In some RPG games, the only way to continue on is to lose, or you have an option of losing. An example of this is in Breath of Fire 3 when you first fight Balio and Sunder in the Cedar Woods. The battle is a must lose battle and the only way to win is to hack the game itself and give yourself a 1 hit kill code. The 2nd battle against them does not have to be won, as the result is still the same, though winning nets you higher rewards.


A similar effect can be used in the Inferno. Example in C++ format(Sorta).

Player fights against Cloud
If player defeats Cloud
Cloud gives player an ability and gives access to the next area.
Else
Cloud does not give player an ability but grants them access to the next area.



Hopefully you understand x_x
You stole my old idea!!!!..... punk >>

lulz nah yours is a bit different. I still think some bosses you shouldn't be able to win against them but you can continue after you lose and it's part of the story or something.

>>

Axie's idea is better though and it leaves things open for stuff like the thing I just said.
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Old 05-03-2008, 06:00 PM   #152
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Default Re: Inferno 3.1 Suggestions

Quote:
Originally Posted by Magus Fitzgerald View Post
Just discussed this with Neo and it kinda makes sense if thought of. Currently, the Inferno cannot do this(Or at least I don't think so from the way it seems).

In some RPG games, the only way to continue on is to lose, or you have an option of losing. An example of this is in Breath of Fire 3 when you first fight Balio and Sunder in the Cedar Woods. The battle is a must lose battle and the only way to win is to hack the game itself and give yourself a 1 hit kill code. The 2nd battle against them does not have to be won, as the result is still the same, though winning nets you higher rewards.


A similar effect can be used in the Inferno. Example in C++ format(Sorta).

Player fights against Cloud
If player defeats Cloud
Cloud gives player an ability and gives access to the next area.
Else
Cloud does not give player an ability but grants them access to the next area.



Hopefully you understand x_x
I concur with this idea. I do. I do. I do. BAH BAH BAH.
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Old 05-03-2008, 08:58 PM   #153
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Default Re: Inferno 3.1 Suggestions

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Originally Posted by Marluxia's rose View Post
You stole my old idea!!!!..... punk >>

lulz nah yours is a bit different. I still think some bosses you shouldn't be able to win against them but you can continue after you lose and it's part of the story or something.

>>

Axie's idea is better though and it leaves things open for stuff like the thing I just said.

I actually did mention that there should be a few bosses that you must lose against though >> Just not as a prime example. I couldn't of stolen it if I didn't see it from you first Heh I know you're kidding about the punk thing. XD


Oh yeah I wanted to ask about the in-battle chat idea. Would it be possible for it to say if a user signs off that way one of the people isn't going "Hello? You there?" constantly cause the other person left? Or did you already have the idea?


Ah and one more thing, more of a non-suggestion but its mainly for you and ZT. Since you two are the owners of the Inferno, would it be alright if I made a video walkthrough of this site's new Inferno once its released? It will mainly be for new players and stuff.
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Old 05-03-2008, 09:20 PM   #154
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Default Re: Inferno 3.1 Suggestions

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Originally Posted by Magus Fitzgerald View Post
I actually did mention that there should be a few bosses that you must lose against though >> Just not as a prime example. I couldn't of stolen it if I didn't see it from you first Heh I know you're kidding about the punk thing. XD


Oh yeah I wanted to ask about the in-battle chat idea. Would it be possible for it to say if a user signs off that way one of the people isn't going "Hello? You there?" constantly cause the other person left? Or did you already have the idea?


Ah and one more thing, more of a non-suggestion but its mainly for you and ZT. Since you two are the owners of the Inferno, would it be alright if I made a video walkthrough of this site's new Inferno once its released? It will mainly be for new players and stuff.
Idle turn skipping in 3.1

If players are AFK or got lagged out, kicked off suddenly their turn just simply skips.

>,> I dunno how much the new inferno will need a video walkthrough, but you're more than welcome to on our end. Just wait for word from ZT and Decado x3
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Old 05-04-2008, 03:41 AM   #155
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Default Re: Inferno 3.1 Suggestions

walkthrough is fine, the dying thing isn't something we're interested in because Inferno is an MMORPG not a consoel RPG

The dying thing is a very bad game dynamic which is an ancient hangover from the early JRPG days.

It might get thrown in thought, since we're re-doing the quest system in a major way, the idle thing is something we've sorted .
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Old 05-04-2008, 01:12 PM   #156
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Default Re: Inferno 3.1 Suggestions

could it be posible to make it so when u reach a certain level u learn a certain spell this would make it easier for a lot of people and same for spell upgrades Example: You have reached level 5. You learned Fire. You reached level 19. You learned Fira. You reached level 32. You learned Firaga. you get the point
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Old 05-04-2008, 10:16 PM   #157
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Default Re: Inferno 3.1 Suggestions

Short answer: not gunna happen
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Old 05-05-2008, 04:39 AM   #158
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Default Re: Inferno 3.1 Suggestions

is the agility system going to be different any? So that someone with a higher speed and eventually enjoy an extra turn (many examples from FF, namely FFX, where if an enemies base speed was 10 and mines was 16 then I'd have an extra turn after every two turns.)?

I think it would work something like:
Tidus
base speed 18
Dingo
base speed 10

(18 > 10)
18-10=8)
Tidus attacks
(8+8=16
10+8=18)

(16 < 18)
18-16=2)
Dingo attacks
(16+2=18)
(2+2=4)

(18 > 4)
18-4=14)
Tidus attacks
(14+4=18
4+4=8)

(18 < 8)
18-8=10)
Tidus attacks (again!!)
(10+8=18
8+8=16)

and so on...
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Old 05-05-2008, 06:58 AM   #159
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Default Re: Inferno 3.1 Suggestions

If i remember right it already works like that, if it doesn't it's because Zero decided it would take too many resources
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Old 05-05-2008, 03:36 PM   #160
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Default Re: Inferno 3.1 Suggestions

I believe that he did that then, because if i recall, you only get a second turn if your character has 2*x + 1 of the of characters speed. This means that if 5 enemies had 10 agi, the player has 20 and the boss has 21, then the boss would be able to attack 5 times while the player gets no love at all...which sucks. So, I'd hope that this would not be true for the next installment. Should I suggest this somewhere else as well?
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Old 05-05-2008, 03:39 PM   #161
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Default Re: Inferno 3.1 Suggestions

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I believe that he did that then, because if i recall, you only get a second turn if your character has 2*x + 1 of the of characters speed. This means that if 5 enemies had 10 agi, the player has 20 and the boss has 21, then the boss would be able to attack 5 times while the player gets no love at all...which sucks. So, I'd hope that this would not be true for the next installment. Should I suggest this somewhere else as well?
If you have over twice the speed of your opponent, then you get a second turn. If you had over four times, you would still just get 2 turns. Don't worry about getting FIVE TURNS, because the maximum is two.
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Old 05-05-2008, 04:03 PM   #162
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Default Re: Inferno 3.1 Suggestions

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If you have over twice the speed of your opponent, then you get a second turn. If you had over four times, you would still just get 2 turns. Don't worry about getting FIVE TURNS, because the maximum is two.
I'll reiterate. In that example the boss got one turn for each enemy. So, he got FIVE turns. The player got no turns each enemy. And that sucks, because there speed is practically the same. So yeah, I can worry about that, because its a viable concern.

I'll reiterate once again, My point wasn't to have more than two turns if the player has over 4 times the speed of an enemy. My point was to eventually have an extra turn if AGI wasn't over twice the speed over your opponent, because there is the obvious flaw I alluded to above.

Summary:
if a BOSS is in a group with five monsters with less than half of its AGI, then that BOSS is going to get ONE turn for each of those monsters PLUS his initial turn, THUS having in fact SIX turns, while the player, who has nearly equal speed, will get NO turns for the monsters and will only have his initial turn. And that sucks. And this is a Suggestions Thread. So, I've bring it up in hopes of viable suggestions.
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Old 05-05-2008, 06:51 PM   #163
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Default Re: Inferno 3.1 Suggestions

Iggy pointed out to me that your numbers are slightly off. 20 speed versus 10 will grant 2 turns for the 10's 1. However, your complaint would work if the player had 19 speed. Then again, that would be the player's fault, don't you think?


A more pressing concern would be negative speed. It's possible to not only negate an opponent's 2nd turn they gain with speed, but to make them never take a single turn because of how turn processing works.
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Old 05-05-2008, 10:53 PM   #164
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Default Re: Inferno 3.1 Suggestions

In fairness, if you reduced someones speed to 0/negative, they shouldn't be able to move
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Old 05-05-2008, 11:33 PM   #165
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In fairness, if you reduced someones speed to 0/negative, they shouldn't be able to move
lolz, I get that, I do. But then again... nevermind. My point was made because of stupidity I myself created in the Inferno. All I have to do to fix it is... not ... replicate... the mistake .-.

w00t. It seems like we may be getting 3.1 sooner than I thought D: or... well.. part of 3.1. Here's hoping we get some trigger conditions :3
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