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Old 08/29/08, 05:37 AM   #256
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Default Re: RPG Inferno Official Demo Discussion Thread

How exactly do I play this RP.
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Old 08/29/08, 06:00 AM   #257
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Default Re: RPG Inferno Official Demo Discussion Thread

RPG is at the top of the KHI forum page, theres a tutorial at the beginning so it shouldn't be hard to start.
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Old 08/29/08, 06:06 AM   #258
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Default Re: RPG Inferno Official Demo Discussion Thread

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Originally Posted by KeyMaker View Post
How exactly do I play this RP.
Click on the RPG link near the top of the screen. It should say RPG ._.
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Old 08/29/08, 06:29 AM   #259
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Default Re: RPG Inferno Official Demo Discussion Thread

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Originally Posted by thekeyblademaker View Post
ugh yea....i really like this RPG...except for one thing:

why is the experience is so low????? i like training like the next person but seriously
Uh... the experience isn't low. You only need to be like level 6 to beat the first mission, which is the extent of the current game, and the Soldiers in second district are level 4 and often party with multiple shadows. Translation: You can average 5-8 exp per fight in second district if you get Soldiers in the battle. Getting to level 3 on the ship takes 50 fights against the Training dummy with 1000 def/res, or you could spend your time getting 100 wins against the shadow to get to level 3 and then use the 100 AP to master Blue Mage and use that Arc in Traverse Town. Just because YOU think it's hard to level doesn't mean it IS. You should be training your Jobarcs, not your level, anyway, so you're clearly doing it wrong.
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Old 08/29/08, 01:20 PM   #260
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Default Re: RPG Inferno Official Demo Discussion Thread

Idk if anything has been said about jobarcs yet. But how do I use one like Keyblade Novice?
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Old 08/29/08, 01:27 PM   #261
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Default Re: RPG Inferno Official Demo Discussion Thread

What is the minimum requirements to leave the Insider?
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Old 08/29/08, 03:41 PM   #262
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Default Re: RPG Inferno Official Demo Discussion Thread

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Originally Posted by Gavin View Post
What is the minimum requirements to leave the Insider?
Minimum requirements to leave are that you have to be >__> level 2. It used to be level 3, but I know grinding out a level with 1 exp isn't everyone's idea for fun (even though getting that level gives players adequate munny/AP they need to succeed, but I disgress).

Just talk to Captain Monkeybutt about your first mission, then head to the Gummi Bay to speak with Digital Gopher and he'll send you to Traverse Town.
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Old 08/29/08, 04:06 PM   #263
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Default Log of Inferno Demo Changes [Updated 8/29]

Alright, once in a while I see some complaints and tweak things here or there. Instead of changing things and letting people find them on their own, I'll set up a sticky log here for you guys to check on. Be sure to check back often to see what was changed.

  1. 8/28 - Some Battle Arts MP cost lowered to 10 instead of 20
  2. 8/29 - Changed Faux Large Body to Level 1, lowered AP yield to 1 at maximum.
  3. Fixed Traverse Town Second District. Gizmo Shop is reachable from Balcony Stairs on Left Side. Fix Area Descriptions

Last edited by Raeneth; 08/29/08 at 04:25 PM.
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Old 08/29/08, 04:24 PM   #264
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Default Re: RPG Inferno Official Demo Discussion Thread

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Originally Posted by Raeneth View Post
Minimum requirements to leave are that you have to be >__> level 2. It used to be level 3, but I know grinding out a level with 1 exp isn't everyone's idea for fun (even though getting that level gives players adequate munny/AP they need to succeed, but I disgress).

Just talk to Captain Monkeybutt about your first mission, then head to the Gummi Bay to speak with Digital Gopher and he'll send you to Traverse Town.
I don't see what's so wrong with the minimum being level three? If anything I'd want to prolong the progression of the game. Anyhow thanks mate.
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Old 08/29/08, 05:08 PM   #265
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Default Re: RPG Inferno Official Demo Discussion Thread

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Originally Posted by Waters_Memory View Post
Idk if anything has been said about jobarcs yet. But how do I use one like Keyblade Novice?
You need to master the Jobarc first and then you're given an "Arc" which can be equipped. Master for all of them so far is 9 besides Bluemage which masters at level 3.
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Old 08/29/08, 07:40 PM   #266
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Default Re: Checklist of What to Fix for 3.1

GFC i think thats lag...

1 ) well i want the keyblade sprites from the old inferno because a)they look cooler and b)the current one looks like a toothpick...

2 ) is the AP per lvl gonna stay at 2? because i think thats not enough

3 ) there are too many areas in traverse town left side balcony, right side balcony, 1st/ 2nd district stairs, i know its a demo and all but using so many areas is a waste of space, stick to the a normal traverse town

thats all and thanks for lislening
drmasterzero
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Old 08/29/08, 09:08 PM   #267
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Default Re: Checklist of What to Fix for 3.1

Quote:
Originally Posted by drmasterzero View Post
GFC i think thats lag...

1 ) well i want the keyblade sprites from the old inferno because a)they look cooler and b)the current one looks like a toothpick...

2 ) is the AP per lvl gonna stay at 2? because i think thats not enough

3 ) there are too many areas in traverse town left side balcony, right side balcony, 1st/ 2nd district stairs, i know its a demo and all but using so many areas is a waste of space, stick to the a normal traverse town

thats all and thanks for lislening
drmasterzero
1) Theres only been one keyblade, how can you judge everything on that one alone?

2) Yes, it was lowered from 5 for a reason. To keep things balanced and keep things low. The inferno starts to break so to say with high numbers. In chapter 2 alone we were hitting 300+ str. Thats way too much. And 2 AP is fine. We have mods from weapons and Arcs that more then make up for it. Also, your level 2. Not even 50 wins. Probably don't have an Arc yet. Wait till you get better equipment, plus an arc. Then say whether or not 2 AP is too low.

3) The Traverse town you see basically is the "Normal" traverse town. The demo isn't complete. So not every area have something like it will in the new inferno. Every world in the inferno will be rather large now. We won't have 10 worlds with 15 areas in it. More like 4-5 worlds with 30-50 areas in it. Every area in the new inferno will be used, I'm fairly sure of that. There wasn't much to the old inferno. People could blast thru it in a day or two. Now you'll have to figure out where to go, what area to go down, plus there will be a heck of a lot more to do. I applaud the team for making worlds as big as they are. They shouldn't be small. The traverse town in the game was nowhere near small at all.
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Old 08/29/08, 09:16 PM   #268
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Default Re: RPG Inferno Official Demo Discussion Thread

Quote:
Originally Posted by Raeneth View Post
Minimum requirements to leave are that you have to be >__> level 2. It used to be level 3, but I know grinding out a level with 1 exp isn't everyone's idea for fun (even though getting that level gives players adequate munny/AP they need to succeed, but I disgress).

Just talk to Captain Monkeybutt about your first mission, then head to the Gummi Bay to speak with Digital Gopher and he'll send you to Traverse Town.
Eh, I'd say keep it at level 3. There's probably a fair bit of level 2 people that complete the tutorial then just go straight to TT and get owned by the heartless then complain that the heartless are too strong. You should at least get a level before moving along. Getting a level isn't that hard either... 50 battles against the trainer? Not hard, plus it gives a good bit of munny for equips, arcs and potions. I say change it back to level 3. It gets people prepared, at least a bit, for TT. But, I really don't have a say in the matter.
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Old 08/29/08, 09:17 PM   #269
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Default Re: Checklist of What to Fix for 3.1

Quote:
Originally Posted by drmasterzero View Post
GFC i think thats lag...

1 ) well i want the keyblade sprites from the old inferno because a)they look cooler and b)the current one looks like a toothpick...

2 ) is the AP per lvl gonna stay at 2? because i think thats not enough

3 ) there are too many areas in traverse town left side balcony, right side balcony, 1st/ 2nd district stairs, i know its a demo and all but using so many areas is a waste of space, stick to the a normal traverse town

thats all and thanks for lislening
drmasterzero
  1. All items were redesigned so that they stuck to the single style present in FFTA. When working on this, we decided that it would be best if everything looked as if they actually belonged together.
  2. Yes. AP will stay at 2. This is so that the Arc system is best implemented. We want the inferno to revolove around jobs/arcs and in order to do that, we need them to have the biggest impact on the player. The second biggest impact comes from equipment, which can be used to either strengthen the already strong points of an arc, or make up for weaknesses. And lastly, leveling up gives you the least impact out of these three. Again, this is done to allow arcs to be the deciding factor in gameplay.
  3. No. Traverse Town will stay the way it is. We wanted you players to have a long and enriching experience. We didn't want you blowing through these tiny little areas so easily/quickly as you have been before. In order to give you a longer game, we've increased the size of ALL areas. Every area you'll be coming into contact with is going to be huge. We've stressed this idea even before the release of the demo. If you had been keeping up with the Dojo, you would have known this.
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Old 08/29/08, 09:18 PM   #270
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Default Re: RPG Inferno Official Demo Discussion Thread

I think it should be allowed to stay at level 2. If people complain, then they're obviously too stupid to try and party up with other players.
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