Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-21 04:48:19 (edited 2007-02-21 05:17:28)
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@Xaro: Right, gotthem edited into the adder listings post. @ Karuzo: Going to add the ones you suggested later, kinda short on time here unfortunatly. @all: Just so you guys know I might not be around as much as usual in these last couple of weeks, got a ton of projects that got assigned last minute, however I'll check by and comment when I have a chance. You guys are free to debate other things ou wanna add and such. ^^ (but then agin I odnt really spend to much time on projects but heh, just so ya know...) EDIT: Just one last question before I go, you guys think I got all the weapons down? look in the weapons and armor post You think I have everything listed (aside from armors made of difft matirial), or you guys wanna add to it? |
Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-21 21:01:51
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@ ugo: himmmm dosen't seem to be missing antything... but wait.... Swords, spears, staves, bows, guns, himmmm.... where are the axes.... weaponry can't be complete without axes.... especialy throwing axes.... |
Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-22 00:40:14
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@ ugo- the armor and weapons are ok but syill we need the list edited but its alright i edited my characters i implemented the Armor on head body and lower so pls criziie it.. @ all- status ailments so far that i thinks of now poison sleep confuse charm [?] paralyze doom [?] freeze stop or stone [?] berserk flight burn ... ... ... well thats all pls feel to critize it..
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Re: Legacies of the Divine Rite: Development Thread
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on 2007-02-22 01:37:01
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@ kazuro: chrm and confuse are almost the same. as for wether Stop or stone better go for stone. and as for doom well it's acceptable for me at least... |
Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-22 05:09:20 (edited 2007-02-22 05:09:39)
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@ Xero: YOu're right! How did I forget axes!? @ Karuzo: That's a pretty good list, Stop is one since one of GIn's attacks, actualy does affect time. Mind giving a better decription about what exactly Flight, Doom, and Burn does as status ailiments? |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-02-22 05:43:31
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lessee....here's what i suggest: Burn -increase damage done when being attacked. when attacked by fire element attacks, damage is doubled Flight -remove this, since my character has the ability to fly Doom -character will receive the K.O status after 3 turns. status cannot be removed with 'Cure' magic. it'll be removed only after battle |
Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-22 10:55:46 (edited 2007-02-22 11:02:12)
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@ Karuzo: I'd like to critisie your new armor, but however all I know is their names. Please put in their armor values, and any other special properties. Fine, that seems acceptable. However the "DOOM" ailiment seems to be a bit much. I'm not going to add it unless it's toned down a bit or somone gives a good reason to keep it. |
Re: Legacies of the Divine Rite: Development Thread
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by Noh Seyako
on 2007-02-22 11:14:42
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How about Doom gets another effect? Say, after 3 turns, player is heavily cursed and cannot act until end of battle? |
Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-22 14:01:08 (edited 2007-02-22 14:21:33)
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@ Noh, that might fy, but I need to be clear on one thing, what exactly does curse cause? (forgive me if it's been said before, some smaller details got flushed away from work at school and watching Gintama ^^') |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-02-22 21:19:38
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heres one for doom... Target takes damage till it dies. damage recived can be healed normaly but the status can't be removed. better that instant K.O. I guess... |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-02-22 23:20:42 (edited 2007-02-22 23:51:49)
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thanks for that.. well as for the doom i think about this thing in final fantasy game ... i did like noh's suggestion along with xerovlade's but i will try contibute @All- armor values?? hmm..... ok will try to insert that as of now editing will be more implemented thank you @ALL- due to public demand now i put the description and their effects on my character's armor so feel free to critisize it.. again thank you
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Re: Legacies of the Divine Rite: Development Thread
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on 2007-02-23 05:45:29
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@Karuzo: Armors seem alright, but the increase of speed by 50% a bit much(increases that go as far as 50% seem more like buffer spells). Besides that everything else is alright. I'll go with Xero's idea. Alright, if that's all, I'll edit in stat ailements later on. |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-02-23 06:31:12 (edited 2007-02-23 07:05:02)
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@ ugo- so how much shall i decrease? about from 50% to 20% is that ok? well i need help here regarding that increase in movement speed i think i will go also for Xero's idea its fair enogh the berserk thing... i think this is implemented if you are a berserker or something that can "berserk mode" here about some status ailemts Burn -increase damage done when being attacked. continues damage until the "burn" will be healed Flight- increase in movement speed and has high chances to evade attacks Curse- for me one cannot use skills for a period of time it may need "curse breaker" but this spell is HARD TO FIND Axes proposal Dual Axe Polar Axe Battle Axe Double Blade Polar Axe Double Blade Battle Axe Tomahawk Axe Ice Axe Electic Axe Wind Axe Sacred Axe Blitzkrieg Axe hey about hammers??? Sledge Hammer Sacred Hammer Intense Hammer Blitzkrieg Hammer Chaos Hammer Mjolnir well thats all thank you........ ... ... ..... ... ...
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Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-23 07:56:04 (edited 2007-02-23 07:58:51)
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Wahhh how the heck did I forget the hammers... @ kazuro: I guess ugo will agree if it's around 15% that way it won't be to overpowering but Im guessing that that's to low... well ugo will decide anyway... @ ugo here are some more adders that I thought of... Geoforce adder: adds earth element to attacks. has a small chance of petrifing enemies. Malestrom adder: has a small chance that attack will release a 150 damage lighning that jumps from one enemy to another 4 times. each jump dealing 5% reduced damage. Maim adder: has a small chance that attack will deal double damage and reduce target's speed by 5% will post other adders i thought of when I got the time im kinda grounded for god knows how long... only snuck out to post these ideas |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-02-23 09:02:22 (edited 2007-02-23 14:52:36)
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@ Karuzo: Oh... I forgot about those two! (even though Ken himself uses a hammer ^^') The ones you listed are pretty good suggestions, unbfortunatly I cant really tell what exactly is the difference between some of the weapons (like Intense Hammer and Chaos Hammer). Mind giving some sort of small explination? Finally I'll accept your explination on how the "Curse" ailement acts. HOwever I'm planning to keep the other ailiment description for burn. And flight... I'm still debating over that. PS: Ah and about the speed thing. Anything 1% to 30% is acceptable. 31-40% is limited to legendary weapons and such (or if you can give me a nice little story as to why it gives such a boost) but for your speed thing I'll recommend 25-30% for your armors. @ Xero: Some pretty good ones, hoever the malestrom adder would class off more as a type of spell. The Geoforce amd Maim adders are acceptable though. @all: I ran out of things that might need redoing... *pokes head* oh right! Still havent gotten how exactly the turn based system will work in a fight. Time to finalize it. (now I'm pretty sure Kay was in charge of this department...) |
Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-23 21:57:08
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@ ugo- thanks for that i will try to edit that just i remember a game that uses hammers ^^ dscription on hammers Sledge Hammer- basic hammer has the ability to stun Sacred Hammer- Hammer of Light Dark elment creatures beware Intense Hammer- Good against HEAVY ARMORED creaturs Blitzkrieg Hammer- Fast attackin Hammer Chaos Hammer- Dark Elemented Hammr Mjolnir- Lightning elemented hammer OK i will decrease the speed on ther Gears aka Boots
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Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-23 23:43:38
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@Ugo, for the battle sequence, wait for abit. i'm still finalizing things a little. |
Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-23 23:51:54
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@Karuzo: Thanks... but one more request, I cant tell between some of the axes. (mostly between Blade Polar, Blade Battle, sacred axe, and the Blitzkreig axes) Gome... but a small description is unfortunatly mandetory for new items proposals. I'm still accepting new items, armor, etc. @ Kay: Alright, I'll allow for a mock batttle when it's finalized to see if it flows alright. |
Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-24 01:28:42
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@Ugo, kk. it's not all that great, but it's based on the formation here |
Re: Legacies of the Divine Rite: Development Thread
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by
on 2007-02-24 01:32:16
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@ Kay: Yep, the formation is acceptable. And we already have decided tyhat turns are done according to each individual character's speed. Now onto the stats, now I know this is might be a dumb question, but where does Special Attack and Special defense help at? |