Mega Man RPG Prototype Community

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Ageman20XX
Ageman20XX
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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 upset!

This update will not include the MM5 robot masters, or any other new robots or fields!

I'm making these changes in the name of balance and diversity, and while I will do everything in my power to make the conversion feel fair for veteran players, it's something that must be done regardless of hurt feelings. It is a prototype, after all. I will completely understand of some people stop playing the game after these changes, but I hope you'll be able to see where I'm coming from and enjoy all the other good stuff this update plans to bring.

With that said, I'm excited to share some of the new content and features with you.

Let's get started, shall we?

Screenshot #1

Screenshot #1 Screenshot #2

  

Changes to Stat Limits
Mega Man's min and max stats at key levels, without a 9999 in sight Roll's min and max stats at key levels, with energy notably higher than Mega Man's

There's some good news, and some bad news regarding stats. Let's rip off the band-aid!
Say goodbye to 9999 stats (kind of)...

Each robot will now have limits for each stat somewhere below the 9999 limit of the system. The math for the limit it a bit complicated, but it works out to about 7.49 times that stat's max unassisted value. This predefined limit of about 7499 in any stat (on average) allow for the player-based stat boosts of 25% to take effect without going over the system's 9999 limit.

This means no more robots with all 9999 stats from the get-go, no matter how much grinding you've done. Robot masters will be unique once again. A Mega Man at level 100, for example, can have a minimum Energy value of 595 and up to a maximum of Energy value of 4462 (via KO stat bonuses). This limit is imposed outside of battle to base stats only, and stats can still be increased or decreased normally during the course of the fight via abilities, items, and/or player-based stats boosts (like Dr. Light's +25% Defense). In this way, it is still possible to get a robot with 9999 in something, but only under special circumstances.
Life Energy now boosted by Stat Bonuses!

Oh, did I forgot to mention that Energy can now be boosted as well? Energy was only limited to give purpose to the Heart Tanks, but now that Heart Tanks are scrapped there's no reason to exclude them anymore. Now, robots can download stat bonuses for Energy the same way they download any other stat. With this change, a support robot like Roll can get an Energy rating as high as 6697.
But... what about all my hard work?!

So, if all stats are being "nerfed", what's going to happen to players like MegaBossMan and TailsMK4 and Shadownnico wgo went through tons of grinding to get the strongest robots with 9999 in all three stats? Not to worry. Players that worked hard to get their bots to max stats will still technically have "the strongest robots" - it's just that the definition of "strongest" will change slightly.

To be clear - a robot that had been raised to 9999 stats prior to the update will have all its stats floored to whatever the new limits are, transferring any overflow to the newly-changed Energy stat (up to its own max limit, of course). And any overflow from that? We'll see. I'll either convert it to BP or Zenny unless veteran players have a better idea? Maybe at a rate of 1 overflow stat point for 100z? Or maybe 100 BP? 1000? Let me know.

  

New Alternate Costumes
Roll's robot editor screen, with new summon counter and alt costumes Disco's robot database screen, with all alternate costumes viewable

Now that the bad news is out of the way, on to the good news!
(Almost) all robots get new alternate costumes!

All unlockable robot masters and support robots will now have alternate skins or outfits, with the only exceptions being Mega Man, Bass, and Proto Man (because they already have a different colour for each element). How many does each robot get? That depends. As mentioned, the three hero bots do not have unlockable outfits, but all other robots unlock new skins based on how many times they've been summoned to battle! Standard robot masters like Cut Man will unlock one new skin for every 100 summons up to a maximum of two new colours (for now), and support robots like Roll will unlock them even faster at one new skin for every 50 summons up to a maximum of five new colours (for now).

Robots that are not yet unlockable in-game do not have alts made, but I will likely do so in the future. Any alts unlocked in the game can also be used as your avatar on the community and leaderboard, so I expect to see lots of high-level players with new mugs. :)

I should mention that all alternate skins for the support robots were made by Rhythm_BCA and he did a fantastic job. All other colour swaps were done by myself.

  

More Challenging Player Battles
Target robots in player battles are now hidden until the battle starts! Once you enter the battle though, the actual targets are revealed...

Target robots in player battles are now hidden!

Gone are the days when a player battle was as simple as selecting your opponent's weaknesses, now all target robots are hidden until the battle starts! This will undoubtedly make player battles more difficult, but having the other player's robots on display before the match was akin to letting the opponent see your hand before a game of Poker (obviously not fair).

Given the prototype's similarities to Pokémon and TCGs, I think borrowing some of their rules for player battles is okay. No items, no experience, and no idea what your target is bringing into battle until the cards are turned face-up. Now, if only there was a way to level the playing field further...

Robot levels in player battles are now dynamic!

From now on, robots on both sides of a player battle will have their levels "flattened" to the same value. The value will be mission-wide and affect all robots on the field. If the player battle's level is 20, all robots that take part in the battle (even your own) will be either increased or decreased to Level 20 (with level boosts and bonus stats adjusting accordingly).

The exact level that player battles appear in your game is determined by the highest level robot on that doctor's team at the time (rounded to the nearest 10). So, if the highest robot on my doctor's team was at level 32, then all player battle options would be rounded to Level 30 and all robots appearing in the battle would be raised or lowered to Level 30 at the start of the fight.

This will put both players on more even footing, and make for more interesting battles. Bonus stats will still take effect, of course, so robots that have been stat-trained will still be considerably stronger than their untrained counterparts overall. Even so, this level-flattening will make it much easier to use your favourite robots in battle - even if they haven't been trained much.

  

Core Guard, Star Force, and Dark Spires
The trinity of elemental forces in the prototype interact in strange and mysterious ways...

The elemental forces in the world of the Prototype are quickly getting out of control, but a new mechanic looms in the distance...

Robot Cores - conceived and programmed by Dr.'s Light and Cossack - act as the energy sources for the robots that appear in the Prototype. They allow a robot to use abilities that match their core, and grant a +1% defense boost to received elemental damage of the same type. When collected by the player, their combined Core Guard can boost the elemental resistance of a given type by up to 99%!

Field and Fusion Stars are a powerful, alien energy source introduced into the Prototype by Slur as a means to revive her fallen army and prevent our heroes from escaping her plan. Field Stars grant a +10% attack boost to dealt elemental damage of the same type. Fusion Stars work in much the same way, but contain the power of two different Field Stars in one. When collected by the player, their combined Star Force can boost the elemental effectiveness of a given type by over 9000%!

Overwhelmed by the players' ability to harness the powerful elemental forces within the Prototype, Dark Spires are mysterious and monolithic entities created by Slur as her last stand effort to take out our heroes. Dark Spires appear in battle alongside enemy forces and completely nullify the effects of all elemental forces, rendering Star Force and Core Guard useless. Dark Spires absorb all other elements, so players will have to defeat enemy forces without the aid of their Robot Cores, Field Stars, and Fusion Stars - or - destroy the Dark Spires using only Neutral-type attacks and restore elemental powers to the battlefield.

A trinity of forces balancing each other out is something I've wanted to do for a while but I (once again) needed to wait until other pieces were in place. In the mean time, please enjoy the concept artwork I whipped up demonstrating how the Core Guard, Star Force, and Dark Spires will work together in tandem. :P
  

Miscellaneous Screenshots

Mega Man's elemental core armors Bass' elemental core armors Proto Man's elemental core armors Ice Man's unlockable Mint Alt The timeout for what is considered

  

Questions and Answers

These are answers to questions I am most likely going to get for this update. This may be updated as the thread progresses. If your question is not answered by below, please post a comment. Thank you!
Q : Will the Mega Man 5 robot masters be added in this update?!

A : No new robots will be included in this update, and the MM5 robots are still very far away.
Q : Am I going to lose my progress? Will be 9999 stat training be for nothing?

A : Not entirely. See above for details, but any stats that are in excess of the new limits will be transferred to your energy stat, and anything in excess of that will be converted to either zenny or battle points.
Q : How do I unlock the new alternate costumes for my robots?

A : Once the update comes out, alts will be added to your robot editor automatically when they are unlocked. New alts are unlocked once every 100 summons, or once every 50 summons for support characters like Roll, Disco, and Rhythm.
Q : When will the update be ready? I want it now!

A : As the title of the thread implies, sometime in the winter. Hopefully by December January but we'll have to see how long it takes to pull the last few strings together. Please be patient with me. :)
Winter Update Preview : Stat Limits and Alternate Outfits
Posted by Ageman20XX on September 21st, 2014 at 6:27pm
Viewed 4917 Times
cyber
 
cyber
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Posted on November 28th, 2014 at 8:25pm
Posted 2014/11/28 at 8:25pm
#1
when is gonna be out
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MegaBossMan
 
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MegaBossMan
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Posted on November 28th, 2014 at 8:27pm
Posted 2014/11/28 at 8:27pm
#2
It'll be out in Winter, likely next month or January.
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ShuGen
 
ShuGen
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Posted on November 29th, 2014 at 5:57am
Posted 2014/11/29 at 5:57am
#3
Then Winter update looks really intresting i can wait to see it :D
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MetaKirbSter
 
MetaKirbSter
12,770,493 BP
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Posted on November 29th, 2014 at 9:33am
Posted 2014/11/29 at 9:33am
#4
Ey, if it can get me to stop ranting then im all for it! :D
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on December 20th, 2014 at 2:30pm Edited on 2014/12/22 at 12:11am
Posted 2014/12/20 at 2:30pm Edited 2014/12/22 at 12:11am
#5
The elemental forces in the world of the Prototype are quickly getting out of control, but a new mechanic looms in the distance...

Robot Cores - conceived and programmed by Dr.'s Light and Cossack - act as the energy sources for the robots that appear in the Prototype. They allow a robot to use abilities that match their core, and grant a +1% defense boost to received elemental damage of the same type. When collected by the player, their combined Core Guard can boost the elemental resistance of a given type by up to 99%!

Field and Fusion Stars are a powerful, alien energy source introduced into the Prototype by Slur as a means to revive her fallen army and prevent our heroes from escaping her plan. Field Stars grant a +10% attack boost to dealt elemental damage of the same type. Fusion Stars work in much the same way, but contain the power of two different Field Stars in one. When collected by the player, their combined Star Force can boost the elemental effectiveness of a given type by over 9000%!

Overwhelmed by the players' ability to harness the powerful elemental forces within the Prototype, Dark Spires are mysterious and monolithic entities created by Slur as her last stand effort to take out our heroes. Dark Spires appear in battle alongside enemy forces and completely nullify the effects of all elemental forces, rendering Star Force and Core Guard useless. Dark Spires absorb all other elements, so players will have to defeat enemy forces without the aid of their Robot Cores, Field Stars, and Fusion Stars - or - destroy the Dark Spires using only Neutral-type attacks and restore elemental powers to the battlefield.

The goal is to have these new mechanics ready for the Winter Update... but we'll see what happens. Either way, a trinity of forces balancing each other out is something I've wanted to do for a while but I (once again) needed to wait until other pieces were in place. In the mean time, here's some concept artwork I whipped up demonstrating how the Core Guard, Star Force, and Dark Spires will work together in tandem. Thanks again for your patience and please bare with me if it takes a little longer to get everything finished. :P

The trinity of elemental forces in the prototype interact in strange and mysterious ways...

And for anyone who wants to run the numbers and don't mind getting into depth with calculations, you can review my in-progress findings at the following pastebin link. Please excuse my writing style and any typos you find, I'm more concerned with concept and numbers right now. Calculations are rounded to no more than six decimal places in these calculations, though in-game values may use more precise floating numbers.

MMRPG / Elemental Trinity / Calculations V2
MMRPG / Elemental Trinity / Calculations V3
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MegaBossMan
 
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MegaBossMan
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Posted on December 20th, 2014 at 3:04pm Edited on 2014/12/21 at 12:41am
Posted 2014/12/20 at 3:04pm Edited 2014/12/21 at 12:41am
#6
This Prototype never ceases to surprise me......

But yeah! I like this general mechanic here, as it adds a new level of strategy to the game for players who just speed through missions like it's no one's business with Star Force. It introduces tactics that most players don't usually try, and it makes the Support-bots(Roll, Disco, and Rhythm) more useful than they have been in the past. I also love the trinity idea here, and it really opens up a lot more for the game. We're really building a solid base here, and the foundation is sure to get better as these ideas, and all ideas, get expanded on. I just love it when things come together :)

Anyway, Dark Spires, Star Force, and Coreguard are turning out to be one of the most original ideas in-game, and the game is slowly evolving into something better with this. I feel like this is a forward step in the right direction, and I hope mostly everyone agrees with me too here. Of course, some players might not really be affected by this, but to players who hold a lot of Star Force with them, this could be a game changer for them, and me as well.... I wonder if there would be any chance of this being in a Player Battle, who knows? Each step of the Update seems to hold more and more surprises....

Can't wait to see what comes next for us, and what follows in the next year....

You know, I think I've seen those dark spires before....

P.S-Have a picture that perfectly captures my reaction to this idea.
I didn't make this, by the way
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Mikey76500
 
Mikey76500
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Posted on December 20th, 2014 at 3:34pm Edited on 2014/12/20 at 5:33pm
Posted 2014/12/20 at 3:34pm Edited 2014/12/20 at 5:33pm
#7
@Adrian Marceau : This was precisely what I meant when I said that, "If you're not careful, you'll end up having a mechanic regulating a 2nd mechanic meant for balancing out a 3rd mechanic meant for normalizing a 4th mechanic, etc, and STILL not achieve the desired result [and have yourself even MORE broken game mechanics as a result]" in my response to you in my Ideas #5 thread.

You've created a unneeded game mechanic to moderate 2 other unneeded game mechanics. Dark Spires will be absolutely useless during the storyline, as Star Force--from what you, yourself has told me previously in the Xat--is only available after you beat the mandatory storyline. If that's still the case, these Dark Spires will only matter AFTER we Prototypers beat the outer space robots to begin with; You'll have a bunch of storyline Boss battles with big, dark crystals in them that happen to be completely and utterly useless, and not influence the battle in any way.

Of course, you can remedy this by including Star Force in the storyline, too, but, as you just said, "Field Stars grant a +10% attack boost to dealt elemental damage of the same type. Fusion Stars work in much the same way, but contain the power of two different Field Stars in one. When collected by the player, their combined Star Force can boost the elemental effectiveness of a given type by over 9000%!"

It's actually more like than 12,000+ or 13,000+% for some types [Cutter, for example] after all 10,000+ planned Star Force stars are input into the game, but, I digress: My point is that, judging by that explanation, you don't plan on changing Star Force **at all**, so, including Star Force in the mandatory storyline will only make regular storyline battles even EASIER than they already are.

If you're trying to make memorably challenging boss fights using this Dark Spires system, it's only going to make the game insanely simple. Not to mention that it's more coding and programming for you, what with inputting a formula that's just as unneeded as both the insanely overpowerful Star Force AND the insanely useless Core Force. Even if the 3 ARE somehow properly and evenly moderated, it's impossible to KEEP it that way, with over 10,000 planned Star Force stars, now. It's only a matter of time before this idea becomes just as moot as Core Force is.
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on December 20th, 2014 at 6:16pm Edited on 2014/12/20 at 6:24pm
Posted 2014/12/20 at 6:16pm Edited 2014/12/20 at 6:24pm
#8
@Mikey McScrooge :

For the love of all that is fun and colourful in the world, would you please just back off for once? I get that you're a Fox-only, Final Destination kind of guy but I'm not and you need to get over that.

I am the lead developer of this game, and at the end of the day I make the calls even if they're unpopular with a small minority of users. I've heard your arguments and suggestions, and I am well aware of all the circumstances you mention, but once again you forget that I am infinitely more knowledgeable about what's going on behind the scenes, what is or isn't possible withing the framework of the game, and what ideas of mechanics are coming up in the future. Add to that the fact that a whole lot of what you're saying is based on assumptions. You assume that all 102 robot masters will be added to the story and affect target enemy levels, you assumed that Neutral stars would be a thing, you assumed that Cache had something to do with Star Force and spent weeks writing a fanfic that is likely now all messed up, and you assume that the "post-game" as it is now will always be considered "post-game". I've been building this thing in layers for years, and many things have changed over that time both in purpose and utility.

Sometimes I know that all the parts of a certain feature or relationship will not be completed together in the same time frame, so I temporarily give them a purpose or stat or mechanic to make them at least a little useful until their true meaning is revealed. Star Force is getting a nerf, Robot Cores are getting a buff, and a new sub-mechanic will start to take place in the latter stages of the game. And no, not just the "post-game" as it is now. When this is all fleshed out, what we refer to as the "end" now may actually only be the middle, and I've long anticipated adding maybe one or two more chapters to the game after the final destination battles and the Slur events, but that's a long ways away it's really not worth fussing over right now.
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on December 20th, 2014 at 6:16pm Edited on 2014/12/20 at 6:23pm
Posted 2014/12/20 at 6:16pm Edited 2014/12/20 at 6:23pm
#9
@Mikey McScrooge :

You've created a unneeded game mechanic to moderate 2 other unneeded game mechanics.
I created the third pillar in a game mechanic relationship that you don't like. From a visual perspective, it all fits together nicely, from a narrative perspective, it makes sense, and from a player perspective it makes you feel super awesome and mega powerful but only in specific situations. Once again, if you want a plain-vanilla Mega Man RPG without lots of moving parts and mechanics, you have other options than the Prototype. I and many other people love when multiple, seemingly straight-forward mechanics come together to balance each other out to provide new contexts and gameplay scenarios.

Of course, you can remedy this by including Star Force in the storyline...
I am. What you consider the storyline and what I do are obviously different things. If it happens in-game and doesn't say otherwise, you can consider the events part of the storyline. Even the player buying new fields from Kalinka is storyline. What we refer to as post-game is really just post-final-destination. Things aren't as rigid as you constantly assume.

It's actually more like than 12,000+ or 13,000+% for some types [Cutter, for example] after all 10,000+
I know that Mike, I was making a fun Dragon Ball Z reference with the "over 9000". I clearly said "over", so I'm not sure how many credit points you expect to get by correcting that specific value. And if you want to get technical, only 102 robot masters are playable and only 96 of them are elemental and capable of producing field stars. Using this handy tool or a little bit of math, you can see that there will be a total of 9120 fusion stars plus the initial 96 field stars when this is all over (9216 total). Because only 8 of the 96 robots in question are Cutter Core, that means the absolute maximum amount of Cutter type Star Force is 7680% (8 field + 760 fusion * 10% boost).

More complaining
I'm sorry if you don't like the way the game is developing, but if you really hate my ideas then you should wait until I upload the game's source code to GitHub. Once it's up there and publicly available, and you can download and tweak settings and features to your heart's content then upload to your own server and run the show there. Maybe even reskin the game with other characters. Might be fun. But so long as you're playing this particular Mega Man RPG, you need to accept that I'm not always going to agree with your ideas and I have no obligation to.

By the way, I'm not the kind of guy who would ban someone or take away their posting privileges for (aggressively) disagreeing with me but you really need to stop with the disrespect and talking down to me like I'm some kind of inexperienced flake. I promise I'll be using that downvote button when it's implemented and I imagine there will be others who have been waiting for it too.
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MetaKirbSter
 
MetaKirbSter
12,770,493 BP
54 TP | 1665 PP
Posted on December 20th, 2014 at 7:46pm
Posted 2014/12/20 at 7:46pm
#10
@Adrian Marceau : I cant argue with the More complaining part, also, thanks for giving us more detail to stuff!
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TheDoc
 
TheDoc
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3 TP | 717 PP
Posted on December 20th, 2014 at 7:57pm
Posted 2014/12/20 at 7:57pm
#11
@King DeDeDe : "I can't argue with the More complaining part" Was that really necessary?

@Mikey McScrooge : I'm going to have to agree with Adrian here. I understand that you have a lot of ideas and vision for the game, but you keep repeating the same things over and over to the point where I feel like you're trying to shove it down my throat. If Adrian says no to an idea, emphasizing the same point again won't help. Are you familiar with the definition of insanity? :P

At the end of day, it's Adrian's game; he's merely allowing us to play it. For free. Even with this in mind, Adrian still listens to the community and considers its opinions. If he hasn't followed suit with your ideas, it's not because he's ignoring you. When Adrian says no, just accept it and move on. Who knows, maybe you'll come up with an idea that Adrian agrees with in the future?
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TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on December 20th, 2014 at 8:12pm
Posted 2014/12/20 at 8:12pm
#12
gemini-man_alt ...Yet another mind-blowing secret revealed by the man himself. I do know there was mention at some point that Starforce would possibly even be required to finish the main story, but the dark spire idea...I'm at a loss for words. If this thing showed up in Player Battles, it would basically come down back to robot stats...and for me, it would be like a trump card that would benefit my hand. I am really curious as to what else might be in store for the future, even after the Winter update (and here I was going to be content with alt skins and promises of rebalancing some abilities like Rain Flush).

I got to hand it to you, Adrian, you've always been full of surprises, and that's another thing that keeps me going in this game. The next time you perform a server backup, btw, my account should have level 100 mechas for you to experiment with. It's looking very likely I will be finished with the mechas by Christmas time. ring-ring
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MetaKirbSter
 
MetaKirbSter
12,770,493 BP
54 TP | 1665 PP
Posted on December 21st, 2014 at 9:46am
Posted 2014/12/21 at 9:46am
#13
@TheGrinch : Meh... i just agreed there.
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Shadownnico
 
Contributor
Shadownnico
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Posted on December 21st, 2014 at 1:22pm
Posted 2014/12/21 at 1:22pm
#14
I like the new mechanics, and the Dark Spires seem like they'll bring a new challenge. It seems the Winter Update is gonna be real nice and real big. Just 1 little thing, unless I'm missing something in the calculations pastebin I think you did a small calculation error: You say cores add 1% resist each one and there are 99 ones, giving a total of 99% resist, however you say that makes the attack go down to x0.999999, when it's actually meant to be x0.01, as x0.999999 would imply 0.0001% resist for all 99 cores. Doing the calculations with the actual x0.01 resist gave me a total damage of 2.07526529 .
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Mikey76500
 
Mikey76500
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Posted on December 21st, 2014 at 2:27pm Edited on 2014/12/21 at 3:10pm
Posted 2014/12/21 at 2:27pm Edited 2014/12/21 at 3:10pm
#15
@Shadownnico : If I'd have pointed that out, Adrian would've assumed that I'm taking a stab at his mathematical skills.

Actually, I pointed this out in the Legacy Chat meeting where he introduced Core Force, too.

@TheGrinch and King DeDeDe : I know who makes the game; It says on the bottom of every page on the site who made the game. I've suggested things for almost all of the 3.5 months I've been a part of this site, and yet, Adrian seems to take every 2nd thing I disagree with and/or correct him on outside of a Legacy Chat as disrespect. I only try to address what wrong with Prototype and give the most sensible, constructive and simplest solutions possible; Adrian is, after all, ONE guy doing all the programming by himself, so, it shouldn't be a crime to try to save the man some extra work.

It's not like I speak gibberish or make non-sensical arguments and points. It's a FACT that the game and Player Battles will be broken if Star Force is kept the way it is [and even MORE broken if Dark Spires are input into them]. It's a FACT that the game is currently hardest at the MM1 bots. It's a FACT that Level 100 won't cut it with over 130 confirmed opponents leveling up at least once for every storyline win the player attains. It's a FACT that there are better ways to unbreak the game than to add more things. These aren't opinions.

I don't call anyone derogatory names, I don't downgrade Adrian's programming skills, I don't curse, either. There aren't even any rules posted that AREN'T just unspoken, and I don't break those, either. If I'm supposed to believe Adrian's claim that I'm being aggressive, that's something else we're not gonna agree on. I believe I've already proven that can make very logical arguments without even coming close to breaking a single rule, so, I'm not disrespecting anyone. Never have. ADRIAN's rules say so.

Showing my work as to why I disagree with an idea--instead of just, you know, saying I don't like it--does not constitute breaking a rule.

@Adrian Marceau : Then, why are Copy and Neutral Stars sellable in Kalinka's shop?

See, you can't blame anyone for making an incorrect assumption when already released information is then deemed incorrect itself via new decisions you make. You end up with glaring inconsistensies, like that, and you even end up getting things wrong, yourself, such as what Shadow just mentioned, as well as the fact that there are *103* planned RM's, once you add the 10 PCR numbers into it. And yes, that 1 missing robot accounts for ~100 Stars, so it makes a difference in the Star Force count, which will STILL be in the neighborhood of 9,300-10,000. STILL impossible to put a lid on with the combinations of those and Critical Hits and Robot Weaknesses and Field Multipliers, even WITH both Coreforce AND this Dark Spires mechanic in place: 1% of 750,000 damage still slaughters any currently playable robot in the Prototype.

I don't disagree with ideas like this Dark Spires thing just to be......some word I can't say on this site. I show my work as to why I don't without breaking any posted or UNposted rule, even, so, I'm sorry, but, I don't see where I'm being aggressive and disrespecting you.
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ThatOneEnderMan
 
ThatOneEnderMan
126,598,150 BP
12 TP | 703 PP
Posted on December 21st, 2014 at 7:12pm
Posted 2014/12/21 at 7:12pm
#16
You know I was going to tell my thoughts on the update but it logged me out before I could do so...also **** Dark Spires...Long story short, YOU DON'T GET ANY THOUGHTS THE UPDATE FOOOOL...*ahem* remove Dark Spires please
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Spinstrike
 
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Spinstrike
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Posted on December 21st, 2014 at 8:06pm
Posted 2014/12/21 at 8:06pm
#17
Well I, for one, think the update is coming along nicely. This "Dark Spires" thing actually seems like a nice idea. Though they look a bit familiar. Almost like I know them from somewhere....wait...

Uh-oh.
image
Uh-oh.
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on December 22nd, 2014 at 12:11am Edited on 2014/12/22 at 12:23am
Posted 2014/12/22 at 12:11am Edited 2014/12/22 at 12:23am
#18
@Shadownnico : Thanks for the heads-up. I adjusted the sheet with the x0.01 values and cascaded the results, see the new numbers here:
MMRPG / Elemental Trinity / Calculations V3

Now these make a lot more sense to me. The ideal scenario would be that if two players are evenly matched - both robots are fully trained, all available starforce/coreguard is collected - the damage from their abilities should be pretty low and close to zero. In these scenarios, players are forced to come up with alternate strategies and/or use the available field multipliers and weakness/resistances to their advantage. This is yet another reason why Neutral type abilities are not and will not be as useless as people keep saying they are. Just be patient and all will become clear.

@Santastrike : I was actually making more a reference to Control Spires in terms of function and to the Dark Crystals and Crystal Tokyo of Sailor Moon in terms of appearance, but that works too. :P

Oh, and BossMan has another piece of concept artwork to share with everyone so look forward to that. It will explain the Dark Spire mechanic a bit more and how they'll appear in battle. Pretty exciting stuff!
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MegaBossMan
 
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MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on December 22nd, 2014 at 1:14pm Edited on 2014/12/22 at 4:17pm
Posted 2014/12/22 at 1:14pm Edited 2014/12/22 at 4:17pm
#19
So, a few days back, some people asked if I had anything screenshots to share like I did back in the Mega Man goes Shopping Update. Like Adrian said, I do have another exciting piece of information to share. Consider this piece of news, your Holiday gift from MBM.

As said before, Slur is peeved at our heroes for defeating all her first measures. However, it seems she's not only throwing Dark Spires at us! Ladies and gentlemen, may I introduce.......Dark Fragments!

It appears Dark Spires aren't the only threat facing our heroes....

Dark Spires and Dark Fragments (smaller versions of the spires, may be referred to as "Dark Frags" in-game) can both appear in battle and both suppress all Star Force and Core Guard, but how they behave is very different. Spires appear in the center of the battlefield and cannot be targeted or destroyed, so players will have to finish missions containing spires without the aid of their stars and cores at all. Dark Spires will mostly likely appear in key story missions and player battles[Tails, you may rejoice]. Fragments on the other hand come in two different sizes and appear among the target robots on the other side of the field. These floating crystals can be targeted like normal enemies and destroyed with Neutral attacks. Dark Fragments do not have any abilities and typically stay on the bench out of harm's way, but benefit from incredibly high stats and absorb damage from all elemental attacks. They must be defeated before Star Force and Core Guard can be used again in the mission. Fragments will likely appear in groups, randomly throughout the other robot master and fusion field missions. Maybe in other places as well............
And a little something extra for you, a more current picture of the last concept art Adrian revealed, but with the new revisions to star force and core guard values:
The trinity of elemental forces in the prototype interact in strange and mysterious ways...
Also, one last thing to share, but at one point, the Dark Dynamic Duo was *originally* going to have eyes like the Reavers of Mega Man Legend! Check the Facebook page to check out this image! Check the comments of the latest timeline post, and you'll find it(no account needed). Do you think the right choice was made? :P

Enjoy, a MerryBossMan gift.
So yeah, if you guys have any questions, feel free to ask away. Likely, either me or Adrian will get to you.
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TheDoc
 
TheDoc
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Posted on December 22nd, 2014 at 4:48pm
Posted 2014/12/22 at 4:48pm
#20
This is something I think Mikey brought up iirc, but currently it's really easy to level up because the necessary xp needed to reach the next level doesn't increase as you level up: you always need 1,000 more xp. Because it's so easy to level up, you can honestly just keep doing the intro field on each campaign and reach a high enough level to defeat all 8 RMs with just the one robot (usually your starter). I repeated the intro stage to get the Mecha and Field Support (which is 9 times total), and by the end of it, my Mega Man went from Lvl. 2 to Lvl. 21, which made the MM1 bots an absolute joke.

Not sure if you're already aware of this/doing something about it, but I thought I'd voice it on the Dev thread just in case because the update is coming out soon and this has been something that, at least for me personally, has made the whole level climbing experience short-lived and less rewarding.

But enough about me, let's talk about the elemental modifiers.

Regarding Dark Structures, I'm very interested to see how difficult it's going to be to suddenly be stripped of my Starforce. I mean...I've always had my Starforce with me, so this'll be new. Also, we finally have a use for the underused Neutral abilities. I like how you worked that in there :)

From what I can see, it looks like Coreguard should balance out great. Of course, it'll be easier to see that when I actually play it, but I have high hopes that it'll nerf Starforce effectively. Now I have a bigger reason to not just farm Cores, but a variety of Cores. One thing, though: the way it is now, it's a LOT easier to get Cores than Starforce, or at least a lot quicker. I understand that there's 2x as many Cores as Starforce but still. For example, picture a single Starforce mission. If I bring along the right bots and get lucky enough, I can farm up to 5 Cores in that one mission while only getting one lone Star. Are you going to lower the Core drop rate or something? Or do you plan on keeping it the way it is?
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