PoLiX Posted November 13, 2007 Report Posted November 13, 2007 So far, from admin perspective, A LOT BETTER. Even has a way Aileron can add a faq, and answers to that faq. Also all sorts of battle scenes, elements, etc. Lot better than AmrySystem Core's admin side, and even player side from my perspective. Skin needs minor work though, due to text colors (yellow primarily depending on skin), but can be fixed. Lemme know whatcha think, is default settings at the moment.
Suicide_Run Posted November 13, 2007 Report Posted November 13, 2007 Oh yea, nice polix. First Char btw =D Rep+ for Polix
JDS Posted November 13, 2007 Report Posted November 13, 2007 laugh, 1> cant even get into it to see 2> better graphics doesnt mean better game
Suicide_Run Posted November 13, 2007 Report Posted November 13, 2007 Polix, somethings odd. I cant equip weapons lol..... Also, when you click one of those tabs like Others/Battle/Marketplace/RPG Controls. Then you choose a place to view, the side bar changes and you cant click the same tab to open it up again.
PoLiX Posted November 13, 2007 Author Report Posted November 13, 2007 Well, it is a beta. But gimme all bugs, and i'll send em to creator. JDS: If you saw the admin side of the SS RPG, you'd know why I say it is a lot better. Lots more control, and cleaner editing for us. The graphics, not really graphics, just the layout really. Although his Ajax needs work, something I might look into fixing myself. passing bugs I'm finding on, and Suicide, noticed all yours too.
Suicide_Run Posted November 13, 2007 Report Posted November 13, 2007 I think you dled the older version of the VRPG mod Polix. Since I registered at the demo link and tried playing there, there wasnt the issues I have when I played here. O I think the main problem is that theres no gfx for the inventory and stuff. In the demo link, you are post to click the picture of the weapon and it will automatically equip the weapon you click in ur inventory. Where clicking the weapon picture that you have equipped, it unequips that weapon.
Dav Posted November 13, 2007 Report Posted November 13, 2007 looks awesome how do i get gil and such then? err i think it messed my money up in ssrpg after trying to make a character, buy some stuff and fight a bot. yep my gil in Vrpg and money in ssrpg are exactly the same and change in both whenever i do something in vrpg. I thought i had about 200mil a moment ago :S
Dav Posted November 13, 2007 Report Posted November 13, 2007 thankfully i can delete my Vrpg character without affecting my SSrpg account.
Dav Posted November 13, 2007 Report Posted November 13, 2007 cant remember, its in a menu you wouldn't expect though so look through them all.
JDS Posted November 13, 2007 Report Posted November 13, 2007 LOL what the !@#$%^&* i attacked rasta in some long !@#$%^&* battle that took 4ever... and i gained like 50million whewt im rich !@#$%^&*
Falcoknight Posted November 14, 2007 Report Posted November 14, 2007 Are the battles just supposed to sit there and constantly refresh and never actually do anything?
Suicide_Run Posted November 14, 2007 Report Posted November 14, 2007 No, if u fight bots. Your post to be able to choose different skills and stuff on the left (under ur name) if you have skills/spells. Otherwise, you just click Attack Also, for some reasons. When I try to accept falco's challenge for battle, It says "Your Not In Battle" or something like that.
Sound Posted November 14, 2007 Report Posted November 14, 2007 Yeah, i can't equip a weapon, so i can't fight. It looks good, but it does need work. I like the idea of being a Nuclear Swordsman.
Aileron Posted November 14, 2007 Report Posted November 14, 2007 Default settings do seem to be lacking some things...the reason why there appears to be no spells available for the mage-types is because there aren't any spells available. Polix, I'm getting non-critical error messages when I open up the edit page for any of the items, but yeah this is nice. Everything can be edited. Heck, there's enough tools here to actually use a Subspace theme (Ships as classes, weapons as weapons, specials as spells), though that would be a bad idea. One of the nice features is the "ores" are pieces of recipes to create other items. The pity is that it is always 2 items to 1. I don't know if I could make it so that one could create one ore from another, and thus make a fiendish scheme of complicated combinations of dozens of ores needed to form some ultimate weapon. Though I will admit that options for spells leave something to be desired. It seems that spells will always only do straight up damage, while I would have liked to see options to heal oneself, suck life, lower opponants' MP so that he can't cast spells, lower opponant's stats, and increase one's own stats. Potions are similar. They can restore HP and MP, but there are no options to create "buffing" potions. And, I don't know if this is what's supposed to be happening or if its just my slow internet. Do you people see images of the scenery?
Suicide_Run Posted November 14, 2007 Report Posted November 14, 2007 No aile, there is no gfx for anything wat so ever. Theres post to be scenery and images for weapons, your character, potions, armor. !@#$%^&*, even the "World Map" doesnt work but I dont really see the point of the World Map when I did demo play.
JDS Posted November 14, 2007 Report Posted November 14, 2007 fighting is REALLY boring, and in order to fight player versus player , the other person needs to be online. a typical fight scene jds> *clicks mouse button on attack*..*waits*..--message appears in middle of screen with amount of dammage i did--..*waits*..rasta> *clicks mouse button on attack*..*waits*..--message appears in middle of screen with amount of dammage i did--..*waits*..jds> *clicks mouse button on attack*..*waits*..--message appears in middle of screen with amount of dammage i did--..*waits*..rasta> *clicks mouse button on attack*..*waits*..--message appears in middle of screen with amount of dammage i did--..*waits*..jds> *clicks mouse button on attack*' (rasta is out of hp and i am quickly taken back to my "base" page with victory +1and money +x fighting bots is the same, but with out another person and simply a bot to control the attacking .. and there is no way to see other playrs you have to 'search up a name... i hope this is not even CLOSE to the final project. Entertaining though..
Aileron Posted November 14, 2007 Report Posted November 14, 2007 I've added a few things for testing:-Ail's Test Spell-Ail's Invisible Dog - Pet-Ail's Invisible Super Dog - evolution of pet-Invisible Dog Biscuit Tried to add a help file, encountered a bug. I've also announced openings for artists. The annoucement is in the Media Development forum. I don't know if I'll do this in a "I tell the artist what to make" or a "All of the artists submit what they want and I work with what they give me" approach...though it will probably be a combination of the two. On one hand, I don't want to be a jerk. On the other, if I leave it entirely up to the artists, I'll have two dozen images of uber-powerfull swords and no images of basic health potions. My Mas!@#$%^&*ly Plan Regarding what the V RPG will be like: Theme:I've thought of the theme, and come to the conclusion that doing a strict Subspace theme would be a mistake, but doing a strict fantasy theme would make this too generic. Thus, I'm thinking of a post-modern fantasy with a "World of Subspace" theme...still not creative but atleast more creative than the other two. Stats:As far as I can tell, there are five stats I can work with: HP, MP, Strength, Defense, Intelligence. Classes:The class system seems to have a tree system, where classes can be available from the start, while other classes require over classes and levels as a prerequisite. I haven't come up with a specific tree yet, but the classes will focus on post modern needs, thus expect to see a lot of gunfighters, pilots, scientists, etc. In a blatant rip-off of realultimatepower.net, I'll also have pirate and ninja classes available. However, there will still be swordsman and wizard classes for people who are big fans of those things. Gender, Alignments, and Elements:These things seem to give bonuses to the five stats, but have no options beyond that. Thus, I can't make a sword not usuable by evil characters, classes which are restricted to women, or a fire spell only usuable by a fire elemental character. Thus, don't expect me to care much about what happens here. The only restriction possible is by class. Items:Items can be resticted by class or stats. Expect a lot of restrictions here. The best items will will probably have downsides. To add to the theme, most items will be named after a 'famous' Subspace personality, such as "The Axe of ShadowRipper" or "Dock's Big Gun". Items can only boost the five stats, so you won't see any items which steal life, regenetate MP, etc. Ores:I can't make an ore out of two other ores, and I can't make potions, spells or pets out of ores. "Two ores = 1 permanent equipable item" is the only formula. I might be able to make commodities here by manually changing the value of the ore periodically. Potions:We got HP and MP options. Don't expect anything fancy. Spells:The only option is spells that do varying degrees of HP Damage, so don't expect much. Scenes:There will be various Subspace-like scenes, such as "A Javelin Hanger" or "Extreme Games' Safety Zone". This will mostly be left up to the artist, but I will insist that they be high-quality 3-D images. Bots:Don't know what's going to be here, but they will definitely be cooler than simply Greek Letters. I might name them after various zone bots. I don't think I can make bots drop items, which extremely limits my options, because if I want a player to have access to an item, it must be from the store. Pets:Various animols, robots, and aliens. So, at first glance there appeared to be a lot of options, but it might require a certain amount of core editing to get the combat up to where its not as JDS just described.
Sound Posted November 14, 2007 Report Posted November 14, 2007 I'm not sure i'll like this just yet. It sounds like a game where the guy with no life wins, just chill at the comp raping bots - I mean, is there going to be skill involved? Technique?Heh Pets:Various animolsXD nice.
Suicide_Run Posted November 14, 2007 Report Posted November 14, 2007 (edited) You can always try to rip some stuff from Ragnarok Online lol. They seem to have character, weapon, armor gfx and other sites tend to use them. And yea sound, the person who sits here the longer practically wins. Just kill monsters --> Use money from monsters to heal --> Repeat. Apparently, every post you make gives you 5 gil/points. Also something I noticed.....why isnt mage class getting intell bonus? Mages are post to have tons of intell arent they? Instead....they get str and def bonus as well as hp+mana....... Polix should try installing IBRPG too and see if they like it better or VRPG. Edited November 14, 2007 by Suicide_Run
Aileron Posted November 14, 2007 Report Posted November 14, 2007 Alright, I've composed a big wish list for this game. I'll see if I can submit these things to the developers directly or via Polix. If my suggestions are used, then combat and bot-busting atleast won't be boring. Combat would be solved simply by adding more details than "both parties keep clicking on "Attack" until the guy with the biggest sword wins". With the proper tools I could create "quests" by creating a chain of bots for players to defeat, with the final bot offering some sort of reward. As for the people with no life busting bots all day, the solution to that is to simply make the PvP rewards much higher than what is available for bots. Again, a lot of development is still needed, so its unfair at this point to compaire this thing to completed games. IBRPG is better no question because IBRPG is finished while VRPG is Beta. Look, I'm not going to rip-off other people for graphics. Especially when there are a lot of talented people in the SS community who have done a lot more than create .gif files. Heck, anyone here who's created a shipset, an .lvz, or a sig has already done something more difficult than creating a scene. The items such as potions, gloves, belts are even easier, and I'm good enough to do those myself. But, I'd rather recruit some artists because a team can get more accomplished than an individual. Besides, my art sucks. Besides the besides, nobody else is going to have a Subspace themed images.
Suicide_Run Posted November 14, 2007 Report Posted November 14, 2007 With the proper tools I could create "quests" by creating a chain of bots for players to defeat, with the final bot offering some sort of reward.See, IBRPG's bot battling system is quite different. You enter a "dungeon" instead and you move left, right, up, down and everytime you move. Theres a chance of encountering a monster or not. And in every dungeon, there is a boss that you can defeat and it says the approximate location of the boss (like Top/Bottom of Dungeon). I haven't tried PvP yet since I hardly go to the site that uses the ibrpg. And yea, I am pushing for IBRPG over VRPG cause I personally find it a much better mod than VRPG or at least the version of IBRPG I was playing was better.
PoLiX Posted November 14, 2007 Author Report Posted November 14, 2007 Problem is, IBRPG stopped at 1.3 maybe did a 2.0 version (IPB).And another big one, URPG I think it was called, stopped at version 2.1. I can only install 2.2 (with some fixes) and 2.3 forum version mods.
Aileron Posted November 14, 2007 Report Posted November 14, 2007 Alright, I've done a little work. This is the class tree I've thought of: Pardon the ugly image, but I figure that people will *probably* have suggestions, so I'm not counting on this being the final tree. Note that the theme is a futuristic fantasy. The number on the left represents a level requirement. Gold classes are good, purple ones are evil, red ones are nuetral. Spells will be sorted in catagories of holy, unholy, or neither. Neutral spells will be available to all classes, holy and unholy spells will be restricted to the proper classes. There will probably also be good and evil items. Currently there are no restriction options based upon alignment nor are there options to change one's alignment, so that issue will have to be compromised, probably with alignments changed to Order vs. Chaos. Highlighted classes are considered "end classes", a factor in deciding which items they will have access to. Item Classes: Light Melee: Daggers, Plasma Knives, Shock Sticks, etc. Available to all classesSwords: Swords, Plasma Swords, Laser cutlass etc. Available to Swordsman Tree and Pirate.Asian Swords: Wakizashi & Katanas of both metal, plasma and laser variety. Available to Samurai, Ronin, and Ninja Pistols: .45 Cal, .44 Magnum, Plasma Pistol, Laser Pistol, etc. Available to all classesHeavy Ranged: Rifles, Plasma Rifles, Rocket Launchers, etc. Available to Soldier Tree, Pirate, and Mad Scientist Light Armor: Available to all classesHeavy Armor: Available to Soldier Tree, Swordsman Tree, and Mad Scientist. All of the above will have a strength requirement. Belts, Gloves, Boots, Amulets, and Rings: Available on a case by case basis. Staves: Available to Wizard Tree Intelligence RequirementDeath Rays: Available to Mad Scientist: Strength and Intelligence RequirementCybernetic Limbs: Available to Mad Scientist: Intelligence Requirement I don't have any specific items in mind, but this is stated so as to imply which classes are going to get which items. The Life of a Swordsman: Swordsmen will start as a generic class at level 0. Their primary attribute will be strength, and will have access to swords and heavy armor. At level 5 they get to decide if they want to become a Samurai or pursue the path of a High Paladin. Samurai get Asian weapons, while High Paladins have some access to holy magic, though spell requirements will be intelligence. However, a High Paladin must receive training as a knight first. After level 15, swordsman can turn to become Ronins or Fallen, and get access to a dark magic. However, once they start down the dark path, forever will it dominate their destiny... Paladins and Fallens will get Intelligence bonuses, while Ronins will get an intelligence penalty relatively speaking. The Life of a Soldier: Soldiers are trained in ranged combat. Their primary attribute will be strength. At level 5, they can decide to leave their military and do freelance work as a mercenary. Over time, the mercenary will be less trusted by his fellows until he can only find work as a paid hitman. However, if they resist the easy path they can become a commando at level 15. I know !@#$%^&*asin is lower than commando on the chart, but they will actually be about equally powerfull. The Life of a Thief: Thieves will have access to less items, but will have higher base defenses than the soldiers, while still having about the same strength. At level 5 they get to decide if they want to become a pirate and get access to ranged weapons or a ninja and get access to asian swords. The Life of a Wizard: Wizards will have high intelligence, allowing them to access spells much sooner. At first they will have access to only neutral magic, but at level 5 they get to decide if they want to specialize in Light or Dark magic, in which they would retain their nuetral spells but gain new ones. Additionally, a Light Mage must be wary not to give into the tempation of dark magic... The Life of a Scientist: Scientists for a long time will be the weakest of the classes. They won't have access to good weapons nor good spells, and their primary attribute will be intelligence so they won't even get to use the good pistols. They will be beaten on and abused by players and bots alike, until level 20 when all of that abuse drives them to madness. Then they can gain access to powerfull strength and defense augmenting cybernetic limbs, and get sweet revenge on their oppressors with both heavy weapons and armor as well as specialized power armor and death rays. Another idea I came up while writing all of this is a "Shapeshifter" class, which will actually be three or four radically different classes that would be all accessible from each other so that the player could go back and forth between them.
Suicide_Run Posted November 15, 2007 Report Posted November 15, 2007 Should try to make Class Skills too. Btw, i think you should space out the level for class change out abit. Like 10, 20, 40, 75. Like in most Class system rpgs, the first class change usually lets you only 1-2 extra skills and the later ones gets more. For class system make it so you HAVE to start out as a Peasant or Apprentice class where Peasant goes to the more physical classes and Apprentice goes to the intelligent classes. Example: Peasant --> Swordsmen/Thief/Specialist ---> Knight/Berserker/Ninja/Hunter ---> Sword Saint/Paladin/!@#$%^&*!@#$%^&*in/Commando Btw polix, I found out the site that I play IBRPG in was using Version 2.5 but it was a private released version that only they have lol
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