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Community  »  Game Development  »  Winter Update Preview : Stat Limits and Alternate Outfits September 21st, 2014 at 6:27pm

Hello everyone! I know I'm supposed to be taking a break but like always I can't stop working on this game. :P Now, before I go into the details, let me make some things absolutely clear: This update will bring big changes to how stats are calculated in the game and some players are going to be up… Read More
Winter Update Preview : Stat Limits and Alternate Outfits
Posted by Adrian Marceau on September 21st, 2014 at 6:27pm
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104 Comments

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Shadownnico
910,033,180 BP
13 TP | 174 PP
Posted on September 22nd, 2014 at 3:13pm #31 ( Edited : 2014/09/22 at 3:31pm )
I love the new features, and as much as it hurts, I think the Stat capping is for the best. However, I don't know if Zenny is the best option, seeing as I have a lot and if I even need I have lots of items. I would preffer either BP or the leftover points being passed over to any other robot. Still, I love the new alts and I love that now the game will be a lot more diverse.
Also, I was a bit scared at first because I though "Wait, isn't winter in June/August?" but then I remembered hemispheres and stuff
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on September 22nd, 2014 at 4:03pm #32
I'm excited to say the least, and the stat-capping doesn't affect me. I mean, I'd feel the over-flow points(That overflow from energy)should still go to other robots. To be honest, I have too much BP and Zenny as it is. Besides that, it looks pretty good and I can't wait! Especially for the alt-costumes!
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on September 22nd, 2014 at 6:20pm #33 ( Edited : 2014/09/22 at 7:09pm )
Thank you, everyone. Your understanding and kind words mean a lot. I'll definitely try not to burn myself out - I'm still not that good at pacing myself and taking appropriate breaks when I program, but I'm much better at it than I was in the beginning and am getting a little better every year. Luckily, I'm also getting a little bit more efficient in my programming each year so I think it evens out. :P

For the overflow conversion, I'm glad I asked - it looks like there are a lot of different opinions and ideas on this one but I want to make sure everyone walks away happy. There's another, unrelated idea I was throwing around last week, but now I'm thinking it might be the perfect solution to this problem. Let me explain...

Score Balls are an item that appeared in Mega Man 1 on the NES and were never heard from again. Only briefly re-appearing in Powered Up, the items have long since been forgotten and why wouldn't they be? Mega Man games haven't had points or scores for a long time now (sadly). You know what does have points? The MMRPG.

I want to add several varieties of Score Balls to the RPG, but I'm going to twist the purpose slightly into something much more appropriate for our game. Please understand, these are just ideas right now and might not make it into the final update, but I wanted to bounce the idea off you guys all the same.
Red Score Ball 2000z
A small red sphere that glows with a mysterious power. Using this item in battle increases the point reward for the current mission by 500!

Blue Score Ball 2000z
A small blue sphere that glows with a mysterious power. Using this item in battle increases the point reward for the current mission by 5%!

Green Score Ball 4000z
A large green sphere that radiates with a mysterious power. Using this item in battle increases the point reward for the current mission by 1000 for each active robot master on your opponent's side of the field!

Purple Score Ball 4000z
A large purple sphere that radiates with a mysterious power. Using this item in battle increases the point reward for the current mission by 10% for each disabled robot master on your opponent's side of the field!
I was originally going to have these items be dropped by robots/mechas and be much weaker, but there are already plenty of in-battle drops to collect and sell and high-level players need something more meaningful to spend their money on. As such, these items will be sold in Auto's Shop post-game as a fun way to play the system and boost your BP for non-player-battle missions. I think it will be fun, and using the right ball at the right time will add another layer to BP grinding that isn't so rinse-repeat.

How does this solve the stat conversion problem? Well, I'm thinking that if I convert everything to Zenny, you guys could either keep the zenny, or buy Score Balls from the shop and do your own conversion into battle points. It'll be up to each individual what they do with the reward that way, and could easily be chained for a whole buttload of BP.

Let me know what you guys think of this idea, and thank you again for all your support and ideas and everything else you great people do. :)
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on September 22nd, 2014 at 6:39pm #34 ( Edited : 2014/09/22 at 6:52pm )
gemini-man ...I did some math just now using Adrian's Mega Man example, and my Mega Man has a total of 30,592 stat points placed on him (9999 for Attack, Defense, and Speed, plus 595 for Energy), and considering the scenario that my Mega Man gets his stats changed to 4462 for each stat, that leaves my Mega Man with 12,744 overflow points, and that's just Mega Man. For Roll's example, she actually has 30,890 stat points attached to her, because of the extra Energy she has. Doing the math here according to the example up above, I would end up with 13,026 overflow points. So, simplifying the math, let's just say that my support robots would have 13,026 points each, for a total of 39,078 overflow points. Add that to having 35 robots with 12,744 points a piece, and the absolute total overflow points I would have on my account is a crazy 485,118. So yeah...I'm not sure how those extra points will get used since my other robots will have a crazy amount of overflow too, unless perhaps I start with level 100 "max" stat future robots, I guess. Or perhaps the extra points could be applied to free level ups for the mechas? I have no idea...but I imagine my math is not too far off... ring-ring
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on September 22nd, 2014 at 7:07pm #35
@Adrian Marceau : Wow, sounds pretty good! I'd definitely like to see this included!
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Shadownnico
910,033,180 BP
13 TP | 174 PP
Posted on September 22nd, 2014 at 7:08pm #36
I like the idea of turning them into Zenny to buy Point Balls more than turning them directly into BP, and I like the concept of the Point Balls, but I would still preffer the overflow to be spread across my other robots. Still, I'm fine either way, as long as it doesn't go to nothing.
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Beta Man
167,684,436 BP
32 TP | 930 PP
Posted on September 22nd, 2014 at 7:09pm #37
What about ones for robots and disabled robots on your side?
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on September 22nd, 2014 at 7:15pm #38
@Adrian Marceau : Cool, seems like this would work for FDII and III.
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on September 22nd, 2014 at 7:39pm #39
I think the overflow should be reduced some, with Tails' maths. With the score balls, it'll make the gap between the top ranks and the lower ones even bigger. Without them, it's the worst kind of cash; meaningless cash.

On the other hand, ranking is just bragging rights anyways.
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on September 22nd, 2014 at 8:07pm #40
So, i am making a random estimate, but i am guessing around Dec. 23rd maybe? if not much bugs then maybe the 17th. i am making random estimates so... XD
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uraccountcrashed
108,917,004,527 BP
11 TP | 105 PP
Posted on September 23rd, 2014 at 6:24am #41 ( Edited : 2014/09/23 at 6:26am )
Here's an idea not everyone will get: make a silver alt. costume for Clash Man! Ha!
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on September 23rd, 2014 at 10:05am #42 ( Edited : 2014/09/23 at 10:32am )
Compared to the Purple and Green Score Balls, the Red and Blue balls seem UP to me. I mean, 500 is barely enough BP to even be considered, and even though 5% is better, it PALES in comparison to 10% increase PER ROBOT. I would say that Red and Blue make for good beginner items, but I don't think beginner are going to care a lick about points until they get much stronger robots. I think you should either buff the Red and Blue by giving them the "per robot" perk or lower the price.

Another thing; 1000 per robot and 10% per robot are VERY different. Imagine if the point reward for a certain battle was 1,000,000 BP. Using the Green ball with 8 robots would result in a reward of 1,008,000, but using the Purple would result in 1,800,000. Why would I ever use the Green?

In this regard, I suppose you could consider the Red and Green balls as "beginner" items (even though, as I said before, beginners may be less interested in points than veterans), in which case you could make the Red and Green substantially cheaper than the Blue and Purple (although I still think you should add the per robot for the Red and Blue). The final result is:
Red = 500z
Green = 1000z
Blue = 1,500-2,000z
Purple = 3,000-4,000z

What do you think?

EDIT: Actually....I'm stuck between whether Green is better than Blue or vice versa...
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on September 23rd, 2014 at 5:48pm #43 ( Edited : 2014/09/23 at 5:49pm )
I don't understand the connection between whoever this Clash Man jerk is and the color silver. Does Clash Man have mind powers? Is that the connection?

Yea, percentage increases are always better at staying relevant. I think the static boosts need a bit more of a bonus to them.
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ThatGuyNamedMikey
541,618,343,272 BP
25 TP | 321 PP
Posted on September 28th, 2014 at 12:45am #44
Score Balls should ONLY EVER be dropped by Mechas, to prevent MAHOOSSIVE overscoring.

Over the multiple times I've played MM1 over the last 11 or so years, I've noticed that there are only red, blue, yellow and green score balls [I seem to encounter them in this order, seeing as I almost always go in serial number order].

Their BP values should be added onto the end-of-battle BP bonus if they are victorious. And ONLY static values:

Red = +1,000 BP Reward Bonus
Blue = +10,000 BP Reward Bonus
Yellow = +100,000 BP Reward Bonus
Green = +1,000,000 BP Reward Bonus

Reds should have a chance of being dropped by all Mechas with combined stats of 200 or lower.
Blues should have a chance of being dropped by all Mechas with combined stats of 201-300.
Yellows should have a chance of being dropped by all Mechas with combined stats of 301-499.
Greens should have a chance of being dropped by all Mechas with combined stats of 500 and higher.

After the end of battle BP bonus has been added [+####%], all dropped score balls should then be added to the final total.

Why static values? Because Final Destination III is high enough as it is. Over 28,000,000 BP is possible for OHKOing Cossack's version of it, and if you add 80% to that, it comes out to over 50,000,000. That's too much for simply fighting a group of Level 55's with no Star Force boosts.
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Moderator
TheDoc
879,149,490,028 BP
3 TP | 461 PP
Posted on September 28th, 2014 at 2:44pm #45 ( Edited : 2014/09/28 at 2:57pm )
So you can't buy them? B...but I have so much dang money...
I was hoping for some kind of item that anyone could buy and usefully use no matter how far along they are in the game/leaderboard, and the score ball is EXACTLY that. Saying that it can only be dropped in-battle would be a great idea imo if there wasn't a spending problem for people far along in the game (and by spending problem I mean that there isn't ENOUGH spending). Idk if you would want to do this for score balls in specific, but how about having some items that are store-exclusive? As it is, there's no point in buying anything except fields for veterans bcuz they get dropped like crazy in battles.

But yea, even though Mikey's idea for Score Balls is great and corresponds with how they were in the original game, my only qualm is that the problem with too much zenny still remains.
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