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Community  »  Game Development  »  2015 Update Preview : Stats, Alts, and Elemental Forces March 21st, 2015 at 6:34pm

Hey! Remember the "Winter Update Preview" thread? Mind-blowing, right? Yeah? Now forget that! That's the past! Shut it off, Zhu Li! A lot has changed since I created that other topic and I'd like to start fresh. Some screenshots will be re-posted, some will be new. All will attempt to be more rel… Read More
2015 Update Preview : Stats, Alts, and Elemental Forces
Posted by Adrian Marceau on March 21st, 2015 at 6:34pm
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on March 21st, 2015 at 6:37pm #16
Are experience points or the leveling system being changed in any way?

First and foremost, overkill bonuses will be capped. The maximum overkill possible on any robot/mecha/boss will be equal to the max LE and no more. A Mega Man with 100 LE, for example, would have a max overkill value of 100 damage, meaning you'd have to deal 200+ damage to him in order to get the full reward. This will prevent most instances of 9999 experience points simply for hitting a level 1 Met with a level 100 Buster Shot.

Additionally, the experience required for the next level will no longer be equally 1000 indefinitely. At level 1 you'll need exactly 1000 experience to get to level 2, but from level 2 to 3 it will require exponentially more until you get to level 99 where the required amount to reach the level 100 will be insanely high. This will definitely prevent players from easily reaching level 100 in just a few battles, but I believe it will also allow users to build up more bonus stats before the next reward cycle and make the process feel more impactful.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on March 21st, 2015 at 6:37pm #17
What about the other robot master fields? I see ones for Crystal Man and Jewel Man, but what about the others?

Eventually all unlockable robot masters should have fields, but there are no plans for any more in this update. The two crystal fields were only created as placeholders now because I wanted to carefully plan out my use of crystalline nouns and adjectives. The other types are important too, but Crystal is so rare I wanted to give it special attention. Mega Man 5+ fields will be a thing, but I think it would be best to save the straight-forward content updates like those until I have a better development pipeline worked out with more people. Thank you for your patience.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on March 21st, 2015 at 6:38pm #18
About the Boss Database? Will any of the robots in it be unlockable?

No, they will not. Most if not all of these targets will reward you with their special weapons, but I do not believe any of them will be unlockable. The killers were a very tough decision me, but in the end I decided to lean in the direction of making them more interesting and challenging rather than more balanced and compatible with the other characters. Maybe in the year 20XX I'll add some special code to allow unlocking bosses but with some kind of limit, but not for this update and not anytime in the near future. Sorry everyone.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on March 21st, 2015 at 6:39pm #24 ( Edited : 2015/03/21 at 7:45pm )
And that's it for today. I'm going to be reviewing the posts I just made for spelling and grammar and other typos, but that's the state of things as they are right now. Please feel free to read over them at your own pace and consider discussing them in tomorrow's development chat. I may or may not make it there myself, but as always I will be reviewing your feedback there and here on the community and taking it into account as development progresses on the update. Thank you!!!!
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on March 21st, 2015 at 6:54pm #25
gemini-man ...Wow, even if we aren't getting any new fields or content like that, this still seems like a huge update. But yeah, ultimately I felt it was too hard to defend in Player Battles, but some of the new content and changes might make it much easier...if that happens to be the case, you can bet I'll return to be among the most dedicated of the players on here (though crazy high BP would make the climb interesting to say the least). ring-ring
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on March 21st, 2015 at 7:03pm #26 ( Edited : 2015/03/21 at 7:11pm )
I told you all! I told you! I had a feeling big news was coming today....Hmmm...

Anyway, I can't go too much into detail about what I think atm, but to give it a quick overview? All of it is awesome. I honestly cannot wait for these new/edited features. This isn't even an Update anymore, this is a Version 2 of Prototype! Could I even dare to call it moving up a development stage? My hype level is WAAAAAY up in the clouds. I also like the three types of mecha support-so cool ^_^! Anyway, it looks like we have quite a few things to discuss tomorrow :)

Speaking of cool, who's that new bot in the MM7 section of the database?[I just had to sneak that in there!]

-Mobile MBM
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on March 21st, 2015 at 7:07pm #27
@Adrian Marceau : Woah. this seems amazing.
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on March 21st, 2015 at 8:36pm #28 ( Edited : 2015/03/21 at 9:16pm )
I'm glad that Adrian decided to focus on this first and foremost; new content isn't nearly as effective if the mechanics are flawed. Now for comments ^_^:

1.) I see that Reggae still keeps track of which doctors have bought which abilities. I never really saw the point of this as you can transfer robots to the doctor with the ability instead of buying it for the doctor that has that robot.
2.) Regarding holdable cores, can there instead be a power reduction (idc about the WE)? If you don't have some kind of drawback to equipping a core as opposed to using a same-Core robot, then you're doing the opposite of diversifying the robots by making them more like a Copy bot. I'm not demanding you use my originally proposed drawback (that might take awhile...), but there definitely should be some limitation of sorts so that a.) The primary core is still being emphasized more and b.) You aren't overshadowing Neutral abilites. I understand the whole Dark entities thing, but every ability should be useful in normal combat, not just scripted story missions (in other words, that shouldn't be the only/main reason Neutral-abilities exist). Speaking of which...
EDIT: Thinking about it again, the opportunity cost acts as a drawback itself, so the most I would recommend is a slight power decrease or none at all. Still don't think there should be a power boost, though.
3.) The only difference between Dark Frags & Spires being immunity/affinity is not significant enough of a difference. If people know that they both aren't hurt by elemental attacks, they're not going to hit them with elemental attacks. I know that it's possible that someone might damage a Spire and then use a field-sweeping attack to heal it back, but creating two different dark entities just for that one possibility isn't necessary. I would suggest either scrapping one of the two or making a difference that isn't circumstantial, like different abilities, stats, etc. However, I definitely like the general concept; this is an excellent monkey wrench to throw at a Starforce-happy player who's trying to blow through the story.
4.) I'm personally glad you made the MMKs unplayable bosses. I feel like people underestimate the boss-like potential they have to stand out among the other RMs. Can't wait to see what kind of challenge they provide >:).

This looks very nice, and I actually can't wait to see what Mikey says about it (besides his opinion on Starforce -____-). Although I disagree with 75% of what he says, he does help put things in a different perspective. MBM's right; tomorrow will be interesting...
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on March 21st, 2015 at 9:24pm #29 ( Edited : 2015/03/21 at 9:54pm )
@TailsMK4 @MegaBossMan @MetaKirbSter :

Thank you for your posts, I'm glad you're excited! :D I look forward to uploading these changes some day and once again dramatically shifting the direction of the game - it will be a fun day indeed. ^_^

@TheDoc :

1. It's not done yet, but I plan to remove that restriction going forward. Unlocked abilities will be shared with all doctors once you reach a certain point in the game and I will update Reggae's shop top remove the Light/Wily/Cossack buttons and employ a single "Buy" button instead. Purchasing an ability via Reggae's shop will add it to the global pool and allow all doctors to equip it to their robots without transferring back and forth. Much easier than before.

2. I'm going to ask that you trust me on this one until the update is out and you're able to test the mechanic for yourself. After it's in the wild and people have some hands-on experience I'll be open to revising it again. Allowing a robot to equip other elemental abilities may seem crazy, but it's really not that bad. Robots only have 10 WE to work with, as you know, and a 25% reduction in cost is not that much in the end. Thunder Beam, for example, is an 8 WE ability that deals a respectable amount of damage. When equipped to someone like Elec Man, the cost for Thunder Beam is reduced to only 2 WE, allowing him to use it again and again. A robot like Roll on the other hand - using an Electric Core to grant access to the ability - would still require 6 WE to use. That only let's her use it once before needing to wait for a recharge or using something else. Couple that with the fact that they only get a +25% damage boost instead of +50% damage boost and the effects are further balanced. Besides, opting to give your robot a core means not giving them some other item - something that has it's own pros and cons.

3. I've amended the post to include this information, but in the Dark Frags and Spires also differ in their abilities and stats. Frags are much weaker in stats and use the Dark Boost ability to raise their own stats, while the Spires are more powerful in stats and use the Dark Break ability as well to lower the target's stats. I know this isn't a major difference, but they're not supposed to be incredibly deep characters. They're not even sentient, really - just automated objects that seek out elemental energy. I can understand your concerns though.

Thanks for your post, it helps me pin down what people are most worried about and quell any fears before we move forward. :)
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on March 21st, 2015 at 9:52pm #30
@Adrian Marceau : I can't Wait to get more Update info. I'm so excited! Q3 or Q4, or Q1 2016, most likely, correct?
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