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Re: Vortex Wars RPG 2

Postby Vortex_Master » Tue Jun 04, 2013 7:24 pm

Unless I can get good ideas for weapons and armour by next Monday, I am lowering the height of the Level bar. (It currently goes to 30, it will lower to 15 if I do not get ideas.)

On the old version, I tried going as if through time, guns came along, etc. I did not like that.
I am thinking maybe about introducing an enchanter to the Market, so that when we reach the end we must get out weapons enchanted and it only lasts so long, then you can get new ones and better ones.
Another possibility is having it where you can choose to have an attack bonus or a defense bonus every time you level up.

Please give me your ideas as well.
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Re: Vortex Wars RPG 2

Postby chris1726354 » Tue Jun 04, 2013 7:41 pm

Players might want to give shards to others instead of items.

I don't think the monsters are strong enough. They don't slow anyone down at all.

There is no advanced ranger class.

I think there should be some armor-piercing weapons.

I think there should be different kinds of arrows.
I always read read as read first before I read read as read instead.

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Re: Vortex Wars RPG 2

Postby chris1726354 » Tue Jun 04, 2013 11:08 pm

I bought a wolf a while back but you never gave him to me. viewtopic.php?f=7&t=3782&start=100
Could I get all the damage and xp I should have been getting?

I smash the tutor with my club.
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Re: Vortex Wars RPG 2

Postby Vortex_Master » Wed Jun 05, 2013 12:31 am

Sorry. I will fix it tomorrow.
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EFFACÉ

Postby Ozserf » Wed Jun 05, 2013 3:38 am

EFFACÉ
Last edited by Ozserf on Wed Nov 26, 2014 5:19 am, edited 1 time in total.
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Re: Vortex Wars RPG 2

Postby neoexdeath » Wed Jun 05, 2013 8:15 am

Well I guess its my turn to take down teh boss so...

Before attack:
Nothing.

Attack:
I use slash on treant for 43 dm (2(base)+20(weapons)+7(attack)+6(race)+10(tomb)+8(ring)+8(pet)+2(class)=63dm-20(null))
+126 exp/shards (+86 exp for pet)
Treant strikes back 2 dm (2(base)+16(weapon)-7(head)-4(wrists)-5(armor))
Treant's hp:107/150
My hp:93
My sp:27/30
exp to level 6:391/600
Pet's exp to level 6:294/500
Shards:32-->158
Tomb of destruction:8 turns
Premium:6 days

After attack:
I buy 2 jewel encrusted staffs for 60 shards (total)
I epuip those 2 jewel encrusted staffs in the secondary weapon slot (since they stack)
Shards:158-->98

Also vm, can witcher use spells? I mean, you didn't said in the rules that the witcher can't use spells. ;)
Last edited by neoexdeath on Thu Jun 06, 2013 7:37 am, edited 1 time in total.
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Re: Vortex Wars RPG 2

Postby neoexdeath » Wed Jun 05, 2013 8:19 am

Some "bugs" in my stats on the player page:
I have in the storage the aliens race
My tomb of destruction has 8 turns remaining now (Maybe you when u added the attack that killed the werewolf you forgot to say that the tomb of destruction had 9 turns remaining)

And under the enemy page:
The werewolf is dead and I am not fighting him anymore so please remove him. ;)
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Re: Vortex Wars RPG 2

Postby neoexdeath » Wed Jun 05, 2013 8:32 am

Vortex_Master wrote:Unless I can get good ideas for weapons and armour by next Monday, I am lowering the height of the Level bar. (It currently goes to 30, it will lower to 15 if I do not get ideas.)

On the old version, I tried going as if through time, guns came along, etc. I did not like that.
I am thinking maybe about introducing an enchanter to the Market, so that when we reach the end we must get out weapons enchanted and it only lasts so long, then you can get new ones and better ones.
Another possibility is having it where you can choose to have an attack bonus or a defense bonus every time you level up.

Please give me your ideas as well.

I think that when you reach a level (like level 15 or something) you receive a special weapon that can level up just like you, excepting that it will level up ONLY if you feed it with shards (like 4shards-->1exp point) or when you kill an enemy it receives the same amount of exp you gain by killing that enemy. I think this weapon's name should be "mysterious stick" that will take a form of your choice (staff for mages, 1h weapon, 2h weapon). And a reward of an item when you level up would be nice, but the reward will vary depending on your class (guardians get 1 deffence boos, rogue gets 1 attack boost etc) or 3 items for them to choose between (a boost, a potion or some shards and exp). This way you can choose to get 10x the level you just got shards and exp or an item. Also look up for my move for today. :D
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Re: Vortex Wars RPG 2

Postby Ryankill » Wed Jun 05, 2013 5:12 pm

i buy attack boost 40s

I power attack the Human Berserker for 44 dmg (2(base)+(Steel short sword + steel short sword 14 dmg) + (aliens 3 dmg) + (rogue 1 dmg) + (dog 6 dmg) + (tomb 5 dmg) +
(attack boost 6 dmg) + (Internal Damage +2 dmg) + (Power Attack: 8 dmg) + (ring 4 dmg) - (7 null)
the Human Berserker is dead!
My new hp : 90/90
My new sp: 25/25
xp : 147/600
i leveled up!
Pet's: lvl 5 » 383
Shards: 180 » 462
0 days left : premium
4 days left : tomb
-Damon, sure as hell doesn't look like it

You too lucky
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Re: Vortex Wars RPG 2

Postby Vortex_Master » Wed Jun 05, 2013 6:10 pm

Yes Witchers can use magic. I used magic didn't I? The rules (Rule 21) state all classes that may not use magic. Plus with a name like Witcher, how could I not let them cast spells?
I am sorry, I will fix the tomb, and the werewolf.

That is an excellent idea! I will have it once you get to level 12 that you gain a weapon(s) based on your class.
Berserker/Brute - Becs de Corbin (+50 dmg) (2-handed/Heavy) (Melee) (Remember Brutes get +5 extra with 2-handed weapons)
Rogue/Buccaneer/Witcher - Flamberge x2 (+(25+25) dmg) (1-handed) (Melee) (Remember Buccaneers get +4 extra when dual-wielding)
Etc.
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