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Posted

Please state anything you think is unfair, unbalanced, or buggy with the V RPG here.

 

For instance, my case involves an unspecified PvP match where a bug caused a spell which should have been fatal to do a measely 4 damage. (Yes, that was an actual bug, I noticed later that the loser of that match had a spell level go from 1 to 0 before the match, which is supposed to be impossible)

Posted
A page with the following text:

 

IPS Driver Error

There appears to be an error with the database.

You can try to refresh the page by clicking here

 

Ok, i'll look in the error logs and see what is causing that.

Posted
Some of the Armor (Gloves) say they can be worn by a GunSlinger but when trying to equp them I get an error message that says can't be worn by my class.

 

If you are talking about some Mercury Gloves, double check your level.

Posted
A page with the following text:

 

IPS Driver Error

There appears to be an error with the database.

You can try to refresh the page by clicking here

 

Ok, i'll look in the error logs and see what is causing that.

 

Seems an error in the rpg code itself... gonna look more into this. It's not getting the spell id to continue.

Posted

!@#$%^&*, leveled up spells are everything in this game. I just blasted the High Twop. I cast level 3 Wizard's Lightning on him and he went down with one hit.

 

I seem to have made many false !@#$%^&*umptions about the settings. I !@#$%^&*umed that spells won't double, triple, quadruple, etc. in effectiveness if you use them for a few levels. Also, it seems the experience bots give are dependent upon their win/loss record, as the experience I got from the Twops decreased rapidly as I defeated them.

 

Gives me a case of 'What were they thinking?' really.

Posted

Well, here are the balancing issues so far...

 

First of all, Str, Def, and Int after items are too powerful relative to HP and MP. It is too easy to kill a bot with one shot, and in PvP the challenger always wins merely because he gets the first shot. Since the player has to load a whole page for every battle, individual battles are too much of a hassle.

 

Secondly, spells are in major need of balancing. I honestly didn't know about the 'spell level' stat until after the game restarted and after I had used spells like nuts in the game. With it, spells have potential to get really powerful. MP cost of spells is about right for the world map (where you would have to endure several battles between rest and restocking opportunities), but far too cheap for single battles.

 

Bots are a problem. Currently the first problem of the one-shot kill battles is really hurting the bots' effectiveness. However, on a fundamental level, players always get to choose the bot they wish to challenge, and players are always going to choose the strongest bot which they aren't going to lose to. Experience gained seems to be dependent most of all on the target's W/L ratio, and since players don't lose to bots, all of the bots give out lousy XP. The good news is that this rewards players who play PvP. The bad news is that we want the bots to win matches once in a while.

 

How to fix them:

Base stats, as well as stats boosts from inventory need to be adjusted.

 

Spells need to be weaker with a higher MP cost.

 

Gold payout of the bots needs to increase dramatically, as well as cost of high level inventory items. So much so that the player could never reasonably be expected to afford a plasma weapons by taking out anything weaker than a twer. Beefing up the bots' offensive capability probably wouldn't hurt.

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