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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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109 Comments

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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on April 3rd, 2015 at 6:23pm #61
gemini-man ...I do suppose some items before stood out more than others, so I understand the changes made to held items, disappointed as I am (guess I'll probably resort to either using Weapon Tanks or the 1-Ups, or Cores, we'll see). As for the AI, I keep thinking personally how the AI in the game could be much better, so I'm interested to see what changes to the AI happen in Hard Mode. ring-ring
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on April 4th, 2015 at 9:12am #62
Maybe we could still have the Copy Change gimmick, with them changing to the Core's type when they hold one. That way if someone doesn't like any of the available Water Core Robot Masters, for example, they can slap a Water Core on Bass or someone and use them again.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on April 4th, 2015 at 8:02pm #63
@TailsMK4 : Regarding the AI, we just talked about this briefly in chat but I'd love to hear more ideas on the subject here so we can discuss. You suggested having the enemy switch out when WE is low, which I totally agree with, so I'm interested to see what other ideas you have. I have my own, naturally, but I'd love to hear yours and everyone else's so I can review and see which are possible.

@Reisrat : Fantastic idea. That way you the same mechanic is present but it doesn't waste a turn activating it AND you can pre-meditate their abilities better when you're equipping stuff. Unless there are any objections, I think this is a great alternative and will probably use it in the update. Thanks.
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Plug Man
2,000 BP
0 TP | 11 PP
Posted on April 4th, 2015 at 8:27pm #64
@Adrian Marceau : To me (Yes i actually am meta) I'd like to see AI use better weapons.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on April 4th, 2015 at 10:20pm #65
I just added a link to the bottom of the first post with a preview of the entire database page. This is the version of the database I am working with at this moment on my home computer and I will update the link occasionally to show you my progress on the update. Please check the link below and hover over any of the icons for more info. :)
mmrpg-database_2015-04-04.html
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on April 5th, 2015 at 1:17am #66 ( Edited : 2015/04/05 at 1:21am )
Hah! So the MMKs are still bosses! I win case closed :)

Also Poison is spelled wrong on Posion? Snake.
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on April 5th, 2015 at 9:32am #67
@Adrian Marceau : Oh We still have the Score Balls! XD Then we get like 3 Freeze bosses then cold man... suprising.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on April 5th, 2015 at 2:29pm #68
@Adrian Marceau : 2 things:
1. I like how the types of the Killers are changed so they aren't forever neutral. Lol
2. So when will the NORMAL database be updated with the new sprites? I want a little humor thing based upon my Celebration Post for the Super Bowl. You know, for comedy reasons.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on April 5th, 2015 at 5:56pm #69
I've updated the preview link again to fix a few spelling mistakes (thanks TheDoc) and rename a few other abilities. Please see this link for the most updated version (and yes, the first post has been revised with the new link as well):
mmrpg-database_2015-04-05.html
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on April 6th, 2015 at 12:33pm #70
I just wanted to publicly announce that I've made two early changed to the prototype well before the update is complete because I felt they were necessary and - more importantly - they were very easy to implement. The changes take effect immediately and you to not have to wait for the update to benefit from them.

1. Roll, Disco, and Rhythm now have a base WE of 15 instead of the usual 10. They are and will be the only unlockable robot masters to have this distinction and I believe it will further solidify their role as support robots in the game. Boost, break, and swap away my friends!

2. Target robots in Player Battles are now hidden until the fight starts and appear as dark, generic robots instead. No longer will you be able to select your opponent's weaknesses and gain the advantage before the battle has even begun, instead needing to rely on other strategies. Will you select your strongest? Your most versatile? Your most defensive or speedy? It's a long way from making Player Battles as balanced as they'll be in the update, but it's a start - right?

Let me know your thoughts if you have 'em, otherwise enjoy! :D
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on April 6th, 2015 at 12:47pm #71
Feature 2 is confirmed.

Who is who?

I think this setup will work...

Ah, my strategy should work pretty well. (Finished in 3 turns, btw, as expected)
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on April 6th, 2015 at 1:17pm #72 ( Edited : 2015/04/06 at 1:27pm )
@TailsMK4 : Which brings me to the next early change...

3. Effective immediately, Rain Flush now damages all other robots on the field just like it's description has suggested the entire time. The only robots that will not be affected by the Rain Flush damage are the user and any benched robots that have affinities or immunities to the Water type. Now the ability is much closer to the double-edged sword that is "Surf" from the Pokémon series (which is what I had imagined for the ability in the first place). Rain Flush can still be exploited by bringing in a specific team, but much less so than before. Enjoy (or not)!
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on April 6th, 2015 at 1:29pm #73
@Adrian Marceau : Yea, it never really made sense to me how it only hit the enemy (up 'til now, that is). This probably won't halt Rain Flush abuse, but it at least nerfs it moderately and makes it more realistic.
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on April 6th, 2015 at 1:40pm #74
gemini-man ...Sure enough, it affects my Bright Man now, which makes either Toad Man solo or both robots risky. Maybe for safety measures I should bring Bubble Man along as well. On the other hand, I can use this to my advantage as well...the other Toad Men love spamming Rain Flush too. ring-ring
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on April 6th, 2015 at 1:50pm #75
@Adrian Marceau : Cool! Also, Gonna face a PB opponent, i see it hidden! :P I've faced you a couple times when i was like 40th... NOW IT's a Mystery.
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