Attention! This is a legacy build of the Mega Man RPG from 2017 and is no longer being maintained.
Reported bugs will not be fixed and any progress made here will not be saved.
Return to the archive index for more legacy content or
play the current version of the game for all the new stuff.
It's been almost two years since the last major update to the prototype and I apologize for the extended delay. Planning and programming our incredibly long list of new ideas and features for the game has been very taxing and time consuming, and the pressures of real life have unfortunately slowed my progress considerably. Even so, I have a few things to share with you today.
- Upcoming Robot Sprites -
Over the course of the last several months MegaBossMan has been helping me curate and update new robot sprites on our development server. Now that the update process on the new server is fully fleshed out, I can start bringing these sprites over here to the prototype server. These sprites are not being updates as playable characters, but as "preview" encounters much like the other robot masters from MM5+.
One new robot will be uploaded each weekend for the months of April and May until there are no more left to upload. The first was Slash Man - uploaded this morning - and the rest will follow in the coming weeks. Here is the schedule of new sprites:
New Starforce Resistance Mechanic An update has been made to the Starforce mechanic that should finally balance the relative power levels in Player Battles. Read more
New Core Throwing Mechanic I have removed the previous in-battle functionality for the elemental Robot Cores and replaced it with something else entirely. Robot cores can now be thrown at targets for percent-based elemental damage! Read more
The Future of the Prototype A new version of the prototype has been in development for the last two years and it has been working under the new title "Mega Man RPG World". Read more
These are other small updates made to various components of the website or game since the last update. This list will be added to as time goes on rather than creating a new update thread.
April 10th, 2016 - Incomplete robots, abilities, etc. are now hidden from the main database page, though they can see be seen in each specific sub-page - Database page headers now show a counter for how many sprites are complete vs. the total amount planned - Separated the field multiplier and star force logic so that than can be turned on or off independantly - Rain Flush has been nerfed so that is it no longer affected by Starforce, also damages user now unless immunity or affinity
April 12th, 2016 - Updated omega factors to fix an issue with Strike Man not appearing in fusion battles - Un-nerfed Rain Flush a bit, ability no longer damages the user
April 16th, 2016 - Fixed an issue with personal messages where you couldn't switch pages - Fixed an issue with threads that had no comments (they wouldn't load and crashed browser)
April 17th, 2016 - Grenade Man uploaded to database and added to list of omega factors so he'll appear in-battle (thanks MegaBossMan!) - Kalinka's Shop updated so her wish-list changes more frequently and is based on currently mission fields - Robot stats have been capped at 5x their base at level 100 and can no longer reach 9999 outside of battle - Any overflow from previous grinding on existing robots has been converted into zenny for the player - A new "System Bot" was created to PM players of important news and patches applied to their save files - Updated the chat with new Mega Man themed emoticons (thanks MegaBoyX7!)
April 19th, 2016 - Updated the numbered page links on the leaderboard to fix the overflow issues preventing proper navigation
April 24th, 2016 - Tornado Man uploaded to database and added to list of omega factors so he'll appear in battles (thanks again, Boss!)
April 29th, 2016 - Battle Point Reboot of 2k16 patch applied to the game and all save files, battle points are now equal to the sum of all the best mission records in a player's game rather than something you grind infinitely. - Any battle points lost during the update have been converted to zenny, so please check your PMs for a message with the details of the conversion. - Leaderboard loading has been optimized slightly to speed up load times. - New section added to the leaderboard listing all missions completed by a player and their records. - Updated the stat booster items to have permanent effects after battle, permanently incrementing a robot's bonus stats by the boost amount. This should make it much easier to max a robot's stats, though the price of these items has gone up considerably... - Bonus Missions and Player Battles no longer reward battle points and instead reward zenny now, so hopefully this helps with the above a little.
April 30th, 2016 - Updated the robot select menu with better tooltips, showing whether or not the robot has maxed out any stats - Updated the stat booster items to show a victory message to the user when they've maxed out their base stat, also revised coding a bit to fix a few calculation bugs - Updated in-battle stat display to also be aware of max stats and dynamically show the star when the base stat is or has been maxed - Updated the starforce menu with the improvements already made to the World build of the game where robot mugshots are shown in a grid and can be scrolled through to find which stars you already have and are missing
May 8th, 2016 - Magma Man uploaded to database and added to list of omega factors so he'll appear in starforce battles (thanks Boss!)
May 11th, 2016 - Unlocked player abilities have been merged into a single array so they are shared across all players - Reggae's shop simplified, only necessary to purchase each ability once now instead of 3x like before - All shops now have an experience level that raises as you purchase and sell goods for various effects - Shops remember your buy and sell history which will be used later when Reggae starts selling weapons - Higher level shops sell goods at lowered prices and/or expand their inventory of purchasable goods - Attack/Defense/Speed Burn and Blaze have been removed from the game and save files updated to unequip - Zenny counter has been added to the main menu of the prototype and updates automatically while shopping - Updated bonus missions to dynamically generate targets, include new robots automatically
May 12th, 2016 - Added Gyro Attack to the game, a two part attack that loops around to the back of the battlefield
May 15th, 2016 - Added Commando Man to the game so he can be fought in bonus and starforce fields (thanks again MBM!) - Fixed a display bug with stationary ability attachments like the super arm - Fixed a typo in the Hard Knuckle ability that prevented it from working sometimes - Updated bonus mission generator so that a certain elusive robot might appear - Fixed a display bug in the demo mode that would appear because the user did not have any zenny - Buffed Search Snake to make it hit three times with perfect accuracy at any distance, deal more damage overall - Updated Rhythm's sprites to V3 more closely matching her concept artwork (thanks Rhythm_BCA!)
May 16th, 2016 - Added Star Crash ability to the game - Changed Ring Man's core type to Space
May 22nd, 2016 - Updated Slash Claw to a pure Cutter type ability and completed its assets, added to ability generator - Added Sheep Man to the game so now he'll appear in bonus and starforce mission (more thanks to MBM!)
May 29th, 2016 - Added Solar Man to the game so now he'll appear in bonus and starforce mission!
June 5th, 2016 - Added the final queued robot master, the shadow type magician Magic Man! Thanks BossMan for all the wonderful sprites! :D - Also added the Magic Card ability to the game so shadow robots will have another attack option
- Reference Links -
If you would like to track the development process of either of the two games, see the links below :
So, now starforce is USELESS in player battles (I mean, in high bp 7th place guy vs 6th place guy, and both have max stars). Well, that's gonna make grinding even eorse than it is. But oh well, it seems.
As for the rain flush nerf, thatmeans I have to use flash stopper now! Yaaay....ugh.
And "The prototype everyone is currently playing will not be taken offline and will occasionally receive small updates or patches, but once the new game is complete and online then prototype sign-ups will be closed and the game will transition into read-only legacy mode. Legacy users will be able to import some progress into the new game and may be elible for other bonuses, but for all intents and purposes they will start fresh like everyone else." That means New game+ for everyone now? I'm kinda confused just what this means, but this is kinda like reseting in this game, I guess. Where resetting in this game lets keep your starforce, but resets everything else. This is going to auite interesting!
Now, one last thing, well MMRPG become Mobile? When everyone could still play the dev version in late 2015, it was very mobile friendly, so i'm better this will be as well. That's awesome, since (as of right now) I have no form of a computer.
Oh, and might as well mention it since tails has been wanting it, why can't we (currently) find Strike Man anywhere in Prototype?
Yeah, the sprites seem to be a fine update for the next month or 2... But the Starforce Nerf has came, guys... So I guess player Battles will be a lot harder to progress through. ...And Im assuming Legacy users are gonna be the ones around for a year or more. Which means quite a few of us would be able to test the new text only thing, whenever that comes out.
As far as I remember, you can not use Player Battles to grind any more (no EXP or stat bonuses) so the Starforce nerf shouldn't affect grinding in that context. Unless you mean grinding for BP, in which case I'm sorry for the inconvenience. :|
Regarding Rain Flush, I'm going to keep playing with the values until I get the balance right but I want it to be as similar to Pokémon's "Surf" as possible. That move is widely used and well liked, so they've gotta be doing something right. I'll get there eventually.
The "New Game +" idea is something I definitely like, but what I'm doing with world is more akin to unlocking bonus content in the final version of a game by playing the demo. You'll have to start at the beginning on the campaign like everyone else, but I may allow you to import certain items or carry over specific progress or records - maybe even unlocked robots or some of your battle points - but the exact details are still pending.
As far as the website and game being optimized for mobile, my answer is "yes". I also enjoy checking the website and playing the game on my phone and other mobile devices and the current version of the prototype is not very mobile friendly. As you mentioned, I already started improving on this in the dev version and those changes will absolutely carry over to the mmrpg-world.
Lastly, thanks for mentioning Strike Man! I didn't realize finding him was a problem so I looked into it and found that it was a code issue. The robots from MM10 were not being included in the mission generation functions, so he nor anyone else from that game would appear. I've since updated the code and he should start appearing in battle normally. Let me know when/if you find him. :P
@Meta : @StupidStudiosN : @DaCrashBomber :
Thanks to the rest of you for your feedback as well and I'll let you all know of any future developments. :)
Posted on April 10th, 2016 at 9:52pmEdited on 2016/04/10 at 10:07pm
Posted 2016/04/10 at 9:52pmEdited 2016/04/10 at 10:07pm
@Adrian Marceau : So I did in fact find and scan Strike Man. Yay!
So yes, I did mean grinding for BP. I do have one extra backup plan for this though! Well, thhat being my old way of bp grinding, Ring boomerang spam! (Though I wont get as much bp from it due to it taking more turns. Oh well.)
But anyways, the robot core throwing thing is pretty neat. Though probaly only early players will use, since starforce doesn't help, and it doesn't do much damage.
Besides all of that, I covered most if my points of this update. I am kinda excited for the mission creator idea that was mentioned as well. Thanks for addressing my things I have said.
*adds Adrian to list of senpais that have noticed me*
Also trying to sound professional is really weird for me. AaaaaaaAAAAAAAHHH!
I'm, uh, unfortunately a little late in typing out my response despite being part of the staff myself, but hey, save the mods for last! That's how that phrase goes, right? :? Terrible jokes aside, I'm so glad that we were finally able to ease everyone regarding development and get the point across that the MMRPG site isn't dead! Granted, perhaps I could've been doing a lot more to help getting that point out, but in any case I feel like this thread did a wonderful job regarding that. Much better than anything I could've done, haha!
Hey, the sprites are officially getting released now! Woohoo! Judging from the reactions in Chat today it's great to see that everyone seems to like Slash Man and come back to the game to find him, and I hope that the other sheets that'll be added throughout the following weeks will bring back the same reaction! Just remember, if you don't like the sprites, I'll always be here to throw your rocks at! Just don't chuck 'em too hard and I'll harbor no hard feelings, alright?
Honestly in my own personal refined opinion, I think the Starforce resistance mechanic ROCKS! It gives the motivation to collect your stars in order to surpass and stand a chance to outside challengers, but also bringing the Player Battle system back to balance a bit if you happen to even out with someone else. It favors stats in that circumstance, and I absolutely love that. As much as a process grinding Starforce is, grinding stats is an entirely other process altogether but because it's a new focus the players that put the hard work behind it and they're rewarded. I think the only problem I've come across with the system is that there appears to be a bug where evening out the Starforce also completely weakens Elemental moves. I know that sounds like common sense, but moves like Bright Burst will only do a measly total of 8 damage points, even with close stats and a Bass Crush in hand. Honestly it might be a problem on my part where possibly I didn't notice some other factor, but neutral moves seem to be doing proper amounts with damage that can result up to 100, which makes the elemental moves that should be doing a bit more than something like Wily Buster and then do such small amounts of damage is confuzzling.
Moving on, I really like core-throwing. That's it. There's nothing that I can point out that I dislike about it. I think it's a viable option for players getting into a game where Starforce isn't there to catch them when they fall. Really, the only thing I can do with this paragraph is just praise the idea, but that's problematic because hey, how is that helpful? The thing is, it's just so simple and it's a great option for when you don't have as many options as you normally do. Experienced players will find it works because it sells for a hefty price, but for new players it doesn't have that price boost and yet it can be used in a way that's pretty helpful. And because it's an item, it doesn't discourage choosing between that and a regular move. I really want to try to find something to criticize with this, but I like it so much that I really can't. Even in a narrative sense it's sorta funny. Enemy approaching you? Just chuck whatever's closest to you!
Out of all these, the "Future of Prototype" is probably packed with the most new information out of the bunch. I don't want to just reiterate what Adrian's already said--You can read that in the actual thread--But I am looking entirely forward to the future of Prototype. As mentioned above, I've already played around with the Admin panel and the ease of adding new content into the game now is absolutely astounding. Also really looking forward to the user-generated content. I feel like it works within the context of Prototype, and giving the players the ability to create their own sandbox, create the missions they want, and possibly even sharing it to other users of the Community. I'm really looking forward to the contributions of the Community when that day comes!
Ooh, and I should mention, while Rain Flush ignoring Starforce is a welcome change and I'm excited to see how we can apply that idea to future moves, the own-user damage is a bit buggy at the moment. For example, when Toad Man uses it, he himself will be damaged despite his immunity to it. I know it's being tweaked though, so it's completely understandable.....Oh and thanks Ender for mentioning Strike Man! A bad move as an administrator on my part for not reporting it sooner! >_< Uh....If anyone's still mad about that, you can always throw your rocks at me to relieve stress?
.......Hmmm, maybe next time when I'm writing up a post, I should try easing off in turning it into an essay. In any case, I feel like it's only fair to thank Adrian for all the work he's done on the project so far. Thanks to the Community members as well though for continuing to be present and being patient regarding the Update, and for being a great source of motivation and reception! I mean it!
...Thanks again for the changes, Adrian. While I think elemental-based moves on an even playing field have kind of been nerfed a bit too hard (though greatly improved compared to Player Battles and Starforce in the other beta), I do like the fact that I am now forced to think in terms of how I must prepare my own bots for a longer fight, enabling some strategies like Field Support or even Energy Support to come in play. Rain Flush was definitely hit too hard this update, though, for the reasons that other people have already mentioned, plus I consider the damage it does to be lackluster, making Rain Flush honestly not a good choice anymore for serious Player Battles.
I figure while I'm on the topic of Player Battles...there could perhaps be other reasons to participate in Player Battles other than gaining BP. That system was quite abusable and made me dislike Player Battles in general. It should instead be a system of how well a player can defend oneself against attacking players. After all, defending players win if their own bots defeat the attacking team. I talked about this a lot in the past, but improved AI for robots is a must. I think AI in Player Battles should think more like an actual player. If there's a super effective move that could be used, make the robots favor it more, but do not make it consistent, or players can just switch to a robot that resists the move to take advantage of this. Perhaps players should win items instead of BP from battles like these. I do like Player Battles as they can be a true test of strength and smarts, but at the same time it shouldn't be used for personal gain. If there's a system that can work like that, then I think Player Battles should stay. If that doesn't seem to be possible, I'm ok with that.
Posted on April 11th, 2016 at 12:18amEdited on 2016/04/11 at 12:19am
Posted 2016/04/11 at 12:18amEdited 2016/04/11 at 12:19am
@Adrian Marceau : Adrian! First, I'd like to say it's good to see you alive and well on the forums, and I'm glad that you still have a big vision for this game and community. Imma try and chug this response out before Mikey so that I don't get drowned out :P
Firstly, I see that Starforce has gotten changed again, and for the most part it looks like it works (although BP is basically going to have to be reset due to the gargantuan deflation this will have). This gives you more incentive to work for Starforce, but not ridiculously OP once you reach that point...on the PB front, that is. Starforce still gives me a ridiculous advantage in single player; I just did a battle against CPU with my same level and roughly the same stats, and I found that I could one-shot just about all of them with abilities that were the LEAST boosted by Starforce and not boosted by Filed Multipliers at all. Perhaps you could have the opponent CPU have some "Starforce" of their own to counteract this?
Secondly, Rain Flush has been nerfed once again, but I do have to agree with everyone else that it's a bit too much this time. Having it hurt the user is unnecessary; Almost all water types already have an immunity or affinity to it (in which case they'll just heal themselves), and the copy types that use it already have the exhaustive WP cost to balance it out. On top of that, to support MBM's point, there's a bug where Rain Flush always hurts the user even if they do have an immunity/affinity (MBM reported it hurting his Toadman and it also hurt my Bubbleman) even if it doesn't hurt an opponent with the same imm/aff. Honestly, I think the Starforce rebalance alone should nerf Rain Flush enough.
I'm very glad you distributed development power with the admin panel. As someone who's slowly learning Comp. Sci himself, I'm hoping that I can help with the game at some point and this makes that possible for me and anyone else that shares your passion for this site.
I'm not good at endings, so I'll just say I love the work you continue to do and welcome back!
This looks amazing! Just one teeny tiny question: WHEN ARE WE GONNA OBTAIN SOME NEW ROBOTS?! I mean, it's been over a year since the new update, and, even though this is fine and all, really, all of us are really looking for to new robots to own, like Enker, Trill, etc. I'm not complaining, but, Adrian, please, just make at least ONE robot available! I don't know how long it'll be, but, at least squeeze one in between!
I'm sorry if I sounded whiny, but it's disappointing to me that we waited around 2 years to not get any new playable bots. Just saying.
I'm still debating what will and won't be transferred to World as much of it might be too different and incompatible with the new structure. I need the freedom to rename images and move files around in the new system before launch, and if I tried to import legacy posts that reference those file names... we'd have a lot of broken posts. Not to mention the fact that almost every thread in the mechanics, strategies, and bugs forums would be outdated and irrelevant (and confusing to new users).
I'll try to import some stuff, but expect a mostly clean-state as far as the community is concerned. Remember, I'm not taking the MMRPG Prototype offline so your posts won't be lost - they just won't carry over to the new MMRPG World. :P
Yeah, thanks again the Strike reminder. ^_^ And the core throwing may be fairly weak overall, but there will definitely be instances that it makes sense. At the very least it's a great option when the opponent has ridiculously high life energy or defense and you can barely make a dent otherwise. A super-effective core throw would deal 20% plus an Energy Break would knock off another 15% all in the same turn. At 25% damage output each turn it would take only 4 turns to theoretically knock out any target - no matter how big. Who knows, there may be other instances where throwing cores is the only way to complete a battle...
It's okay, I kind of sprung the launch dates on you last-minute. At least you made it out in time to party with us! We definitely owe you a huge thanks for the sprites as they are fantastic, though that will become more apparent to everyone else as each week rolls on and they are released. ;)
I'm glad you like the Starforce changes and the core throwing mechanic - they're both such simple ideas and yet it took years of over complexifying to get it right. At least, I feel like we got it right or - at the very least - closer than we've been before. Player battles are the true test of "balance" in mechanics as both sides have access to the same power. The single-player is a lot easier to adjust to compensate - as mentioned it wouldn't be a horrible idea to have some targets hold their own Starforce levels. I need to find a better way of displaying Starforce levels in-battle without it being too overwhelming, but once I do I'll be able to incorporate it more into the main game.
Yesterday I looked into the bug you mentioned and made some adjustments to the code to fix. I turned on the debug mode and watched each calculation in real-time to make sure things were making sense. There were a lot of oddities regarding which modifiers were being applied when, but I think I have it all figured out now. One of the biggest things I noticed were the percentage-based secondary effects being way off. An ability might say "10% chance of boosting speed" but when it actually happened it would apply Starforce and core boost other things that turned into sometimes >100% values. Not good. This has been corrected in all abilities that have secondary effects so you might notice some changes in battle. It's also worth noting that I removed the damage-to-self mechanic of Rain Flush. It's too buggy and Pokémon doesn't do it with Surf so why should I? (jokes!) :P
As mentioned I un-nerfed Rain Flush a bit. Hopefully it's not too horrible now. If you (all) could play around with it and maybe suggest any numeric tweaks? Like, maybe the damage amount? Maybe it should only hit the target side? what do you think? Or is it viable know? Let me know as I honestly wanted this ability to be way cooler than it turned out to be. :|
I know we've all gone back and forth about better incentives for player battles and it's hard to come to a complete consensus, but I really like the item idea. I'm not sure if it should be a current item or a new one, but I like the idea of distancing player battles from BP grinding. We could even have different tiers of items based on how well you do in that battle and/or how difficult it was, which robots appeared, etc. It would have to be an end-of-battle thing, as robots dropping items is turned off in player battles at present. Either way, excellent idea. while thinking about this I realized how cool Party Balls from MMPU would be as enemies in battle...
Regarding battle points, it's really quite sad how out-of-hand it's gotten and I'm sorry for that. I mean, I should have foreseen it happening - obviously players were going to use player battles to grind when they have the highest BP in the game and the flavour text flat out encourages you to do so - but I guess I didn't realize the extreme devaluation effect it would have in the long run.
I'd really like to implement that monthly "event" I foreshadowed in the chatroom before. Some kind of global event like a dark pulse or comet or something that comes around once a month or once a year (pending) and "drains" battle points from all players. The amount that it drains would be percentage-based and uniform across the entire leaderboard. Every single player's total BP would go down by 1% (for example) which would - over time - fix this problem without shuffling anyone's relative rankings. I'd program it so that your BP could never drop below 1 point, but it would never get that way unless you flat-out stopped coming to the RPG. And if you did that... maybe it's better that your rank slowly falls over time while newer players have a chance to rise up? Veterans could stay on top by continuing to play, which is only fair. Of course, I feel like I'd need express permission from the community to do this and I'm not sure everyone would be okay with it... hint, hint, someone should make a poll...
Thanks for the kind words! It's hard sometimes but no matter how much I try, I can't stop thinking about the RPG. I've been working on this thing for what - over 6 years now(?) - and I can't stop relating everything I do in my day-to-day life back to programming this project. Every new game I play my mind is flooded with ideas for the prototype and sometimes it's enough to make me stop playing the new game all-together and run back to my computer. It's unfortunate that the back-end portions of the MMRPG World took so long as there's been very little to show the community, but I'm glad that I'm finally getting close to finishing that portion of the update. A complete rewrite of the mission and battle system is up next. >_>
Regarding BP, see my response to TailsMK4 above - I don't know if a full "reset" is the answer (incoming pitchforks and all) but a more gradual, soft-reset might be the answer. I also addressed the Starforce mechanic in a previous reply but was definitely thinking about your comment and testing. I'm going to see what I can do to boost enemy defenses a bit or at least make the post-game more difficult (as that's when you start collecting Starforce and overpowering yourself). Oh, and Rain Flush has also been kind of un-nerfed a bit. Test it out and let me know what you think.
I look forward to your future assistance in playing around with the new admin panel and adding new content. I'll take screenshots of the thing sometime and post it - right now MBM and I are the only ones who can access it as it's only Admins/Developers. I'll probably open it up to mods and contributors too, but not until things are more complete and less prone to accidentally deleting stuff. :P
@Tom Light :
Thanks for your comment! As for your question... uh... you see... :S
Now that the Prototype and World projects are completely separate, I guess I can start considering other content options. No promises, of course, but the MM5 robot master sprites are all complete at this point and the MM9 ones will be very soon. If it weren't for the abilities still needing to be created, the field backgrounds needing to be designed and animated, appropriate support mechas to be selected, animated, and given their own abilities, then we'd be ready to go! :P
But seriously, it does require a lot of work to add new characters. I'd prefer to only release character when all the ones in a set are complete, but who knows... maybe I throw a curveball and group them some other way. Abilities would definitely need to be created first, and with the MM2 - MM4 robots only having a T1 ability each it feels wrong to move onto MM5+
Sorry if it sounds like I'm the one whining - I kind of am - I just dread the amount of work it takes for even just one new robot. Oh well. I'll figure it out and I'll try to give you guys something new this year. Something... Thanks for playing either way! :P
The new update is pretty great and is made game even more interesting and star force balance made the game be more interesting and fun to play Continue your hard worship on prototype big Thank you word form me
Only 3 overall options in order to keep things relatively simple, but I'm sure that if anyone really felt the need they can always discuss what they think about the "Dark Comet" in great detail. As mentioned above, if you are unaware of what the event is, you can read Adrian's post marked #14, specifically in response to TailsMK4. ...... Actually, now that I begin to think about it, I'd love to try out a weekly-reception sort of thing in regards to what's been revealed in this thread! Granted, I don't want to start something and quickly lose steam on it, hehe....Sorry, just typing to myself!
EDIT: Due to the new pages system in the Community unfortunately, I've been getting reports that a few PMs have been broken, one of mine included. From what I'm aware of, the results of this have been pages from a PM being cut out entirely or even the entire page not being able to be viewed. Adrian, would you mind if you were able to look into this issue? :S
Well, time to put my two cents in that are probably rendered mute by previous users.
Upcoming Robot Sprites: I always have a horrible track record with finding these guys, but it's awesome to see more come in. You know what they say, the more the merrier!
Starforce Resistance: I have never really done research into the exact sciences used in Starforce calculations, so I can only give a surface level analysis, but any idea of balancing seems like a good one. I just hope this doesn't reduce the pace of Player Battles too much.
Throwable Cores: Having an attack do an amount of percentage rather than a static damage amount adds some extra variety for attacking, which is always a plus. It is a shame we don't have any big HP baddies to truly test this with, but this is something I look forward to testing some day.
Future of the Prototype: Alright, I'm sorry, but I see a red flag. Once World comes out, there are going to be the occasional updates here along with maintenance on World, but as the Prototype has already shown, it is exceedingly difficult for this entire game to be ran by one man (with some help from others, of course). Imagining there now being TWO games to update and manage doesn't exactly give me the best impression. I understand that World will be built around a more easily uneatable system, but that really only removes one factor of the creation of new content (granted, a big one). However, Adrian would obviously know what he can do more than any of us, so if he is confident in this plan, than I suppose my worries are a little extreme.
The other points in this section excite me. Fully dynamic missions will be an exponential (literally and metaphorically) addition to the games re-playability, and a fresh start would be a nice way to entice users to become more active whilst still keeping most veterans.
Miscellaneous Updates: Yadda yadda yadda, I like the updates the the database, yadda yadda yadda, Rain Flush is nerfed enough with Starforce nerf, same old song and dance, same feelings as others. It's all good here.
Dark Comet: Not much to say that hasn't already been said, but I am for the idea. I don't know how much of an effect 1% will have over a month's period, but it sounds great to a goof who doesn't want to crunch the numbers.
So, uh, yeah. Overall thoughts are really just glad to hear you are still trucking along, Adrian, and the updates on both the near and distant horizons are exciting.
...I'm just glad you're back and keeping in contact with us, Adrian. It has been an interesting few months trying to get people coming back, when I knew that updates would be the easy way to do so, but you were not capable of that due to real life issues.
I was around when you mentioned the Dark Comet idea, and I think part of that happened due to my constant "whining" about the inflated BP, especially since I was worth so much BP back then. As selfish as that might have sounded on my part, I felt it was something we really needed to address. I'm personally all for the Dark Comet idea. The people that like to BP grind can still do so, and it also allows the Leaderboard to reflect the top users in the game being active. I just wish there was a way to let the inactive or dormant users know this game is still alive and (becoming) well.
Posted on April 13th, 2016 at 9:52pmEdited on 2016/04/13 at 9:59pm
Posted 2016/04/13 at 9:52pmEdited 2016/04/13 at 9:59pm
@Adrian Marceau : All right, that's it. I've held my tongue, long enough. :P
Upcoming Robot Sprites: I was actually here, in-site, on the Chat, when you released the [please, forgive me, but, it's true] MINI-update on Sunday. This is just like every other "update" released where new RM's can be fought. It's like, yaaaaay, more awesome sprites I can't see in-game 'cause extremely luck involved, and we know how AWESOME I am at being lucky. Currently, for me to fight Slash Man, I have to first hope that Kalinka wants the right Star from me; one from a field that is Double-Nature-type; Slash isn't showing up, otherwise. Period. Forget it. Seeing as how I have all 1,024 Stars, of them, and Kalinka only ever asks for 14, max, that's a high chance of happening, ain't it? Then, you have to hope that the planets align and that your desired RM shows up on that stage, even though there's only FOUR NATURE BOTS, NOW, SLASH MAN. More luck even when it doesn't make sense at all; why is Ice Man appearing in a DOUBLE-NATURE FUSION FIELD WHEN THERE ARE CLEARLY 4 NATURE BOTS, NOW?!
New Core-Throwing Mechanic: We already know how I feel about Cores in general; holding Cores, and throwing them, and having them, and their being in the game in general wouldn't be needed were it not for Star Force being in the game in the 1st place. Actually, I rooted for these things to be just as gone from this game as Star Force should be. This percentage-based way of dealing damage is gonna make bosses look like cake in the future, mind you. Just imagine it--"Just need one more Flame Core, and then I can CRUSH Cosmo Man! HAH!". You could crush all bosses and superbosses with just 10 cores, max, really, as it is, now.
More on the next post. Had to split this into 2 parts 'cause it's original 4,993-character length was still too long even though I was 7 characters under the shown limit. -_-