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  1. View Conversation
    ...

    Okay, then, I guess I'll come up with some idea for the fusion, then. I'll start with the basics, for now.
  2. View Conversation
    Hello! I'm just trying to drum up more competition for this sketch contest I've created in the art forum. If you're interested, here's a link. Oh, and please ignore that 2011 title, I forgot what year it was
  3. View Conversation
    I'd like some ideas just thrown out there. Since I pretty much have no clue what the limits are, and you do, you're the best one for this task. Just toss as many ideas as you can think of.
  4. View Conversation
    There, problem solved.

    Now, if you could, please list all the things that could be synthesized. I can imagine the basics, but are there any advanced attritbutes that can be added? Perhaps permanent status effects or immunities?
  5. View Conversation
    Well, if you can receive Potion x5, I don't see how this is such a problem. Just lie with the text.
  6. View Conversation
    Um... weren't you listening? I said when you get "one" recipe, you're actually receiving dozens of recipes. Rather than specifying to one weapon, you obtain the base recipe, and the other ones you also obtain are for the weapons that are related to that recipe.
  7. View Conversation
    I have a potential solution.

    When you receive a recipe to add the fire element to weapons, for instance, you are given a single recipe. In reality, several dozen recipes were just added to the synthesis list to compliment each weapon that is compatiable with this recipe.

    Or maybe, the synthesis list just updates or whatever. It's all there, you just need to unlock it somehow. Or maybe all the "basic" recipes are available from the start. You'll get plenty of recipes to add other properties to equipment, once again going with the idea of invisibly obtaining hundreds of recipes when you seem to only get one. The recipes aren't added to your inventory in any event, so the player shouldn't catch on.

    Perhaps YOU see a simple solution, but I see trouble on the horizon unless something like this is done.
  8. View Conversation
    Um... how is this gonna work, then? You said we can't mix materials unless we DO have the recipe. I can hand out recipes, yes, but not 1000+. There's not enough chests and shops in the world that can fulfill that condition.

    Consider, now, that we need a recipe for one weapon about 20+ times. A recipe for fire affinity, a recipe for wolf-type advantage, a recipe for unleashes, and who knows what else.

    If anything, this process is becoming more complicated the further we delve into it.
  9. View Conversation
    So... if anything, that would just make the enemy even easier to kill as opposed to harder? (I suppose enemy-type advantages would just be a 50% increase of damage or something. I have plans for an elemental chart where the weakness to certain elements varies, like 25% or even 100%.)

    Could equipment have a dismantle option? Or somehow get rid of the weapon outside of selling it? Maybe we could "extract" a recipe out of it, somehow...
  10. View Conversation
    Of course.

    Isn't that a little... complicated? Then what category would the Werewolf be? If it's not fully weak to Wolf, does that mean it has some second attribute? Wouldn't this overcomplicate things? Not that it's a particurarly bad idea.

    So, a Synthesis Wipe? I can get behind that. It will remove all added effects and return it to it's original form. Useful if you mess up. Though I would more prefer something that takes away the "most recent added effect."

    Very well, so that can be the key.

    Forgive, I am unfamiliar with that series, but I draw comparisons to FFX's customization system. And yes, no guessing. Everything must be laid out in order to start. Have the recipe, gather the materials, and start. This makes me wonder just how many recipes we'll actually need. I mean, we'll need ones for adding elemental properties, ones for enemy-type advantages, ones for basic added effects. Not to mention the name changes and transformations that occur due to said synthesizing. Which reminds me, could a recipe that combines weapons with materials to add an effect work for ALL weapons? So...

    Cool Recipe
    Teaches how to combine a weapon with a Fire Gem.
    (insert weapon name here) x1
    Fire Gem x2, 3, whatever

    Would that work for any weapon you use? Or is it specific? Because if it is, we're talking 200+ recipes at least. o_O
  11. View Conversation
    Let me confirm something.

    If I did add Strength +15% to a Barong, it wouldn't show in slots, but it would definitely be there. Could I still add more even if I can't "see" the change?

    Okay, let's see what we have.

    We can add monster type advantages to weapons, increasing damage when striking said enemy types. We can also add element attributes accomplishing the same effect for elemental weaknesses.

    Once a weapon is fused, it cannot be unfused. The change is permanent. The weapon's name may change, or it may even transform into another weapon entirely.

    There may be synthesis limits added to equipment for... I guess the prevention of making the game too easy.

    So, if one cannot see slots on a weapon, how can we better categorized fused weapons? Does the description of the weapon change? Such as:

    Barong
    STR +whatever
    SPR +whatever
    DESCR: Strength +15%, type advantage to wolves, fire element

    Is that possible? And if not, then what's our solution?
  12. View Conversation
    The weapon name changes as well? Interesting.

    Okay, maybe instead of stat upgrades, we could just add stat abilities? Like, Strength +15%. It's just like adding an ability, something that was already calculated. As it says, it would add a flat 15% to the weapons current Strength. Perhaps weapons even have slots, or limits if you prefer.

    A Barong with something like this coud exist, then:

    Barong:
    Strength +15%
    Strength +15%
    Strength +15%
    Strength +15%

    I'm not sure how that would affect naming. Maybe the name would stay the same. I think I like this route beter than pure stat raising. We already have methods to raise the characters' natural stats, anyway.
  13. View Conversation
    Well... of course. They don't level up with you or anything, they just receive a flate stat upgrade. As a result, they're best taken on when you can handle them.

    Very well, then we can skip that part.

    So, you're suggesting all weapons have equal capability?

    So, by your reasoning, applying stat boosts will transform it into an entirely separate weapon. Even if the name and appearance are the same, the weapon is different. That's right?

    Would the system simply not allow two "Barongs" to exist, even if there is a definite difference between them?
  14. View Conversation
    Can you refight bosses? Like some kinda rematch device or something? Or is that not possible?

    Maybe the stat upgrades weaken after a certain number of uses. Like, the first upgrade is like, Strength +10. Then after so many upgrades, it becomes Strength +5, or just straight down to Strength +1. Those are just guesstimated numbers. I imagine the real upgrades will probably be much bigger and more worth the effort. But if you want, weapons can have upgrade limitations. Can you combine a synthesized weapon with a blank weapon to transfer the stats?

    I see, so accessories should have a single, balanced effect. Alright.

    Alright, then. I guess Recipes will just have to come in spades throughout the game. Can recipes offer more than one result to utilize? Like a "Basic Elemental" recipe teaches how to add fire, ice and thunder properties?
  15. View Conversation
    So, what results is a "new" weapon with the increased stats? Okay. If it can be synthesized again, there's really no problem. It'll just become Barong + or something.

    Like, they use super rare materials that can only be obtained from difficult enemies or from side quests? (This sorta reminds me of Dream Drop Distance, where there are these Special Portals, and if you beat the battle, you get a material. Some materials can ONLY be obtained this way, leading to frustration.)

    So, again, it becomes a new weapon? No problem. Maybe an Unleash makes it Barong ++. But, it's still possible to increase stats, yes? Does that mean having materials devoted to increasing those stats won't work?

    Neat, but items will probably remain the same. Can you boost the effect of accessories? Like increase the Item Proficiency of the Philosopher's Stone from 50% to 75%? And, can they be increased multiple times as well? (They probably also turn into new items?)

    Interesting for you to say that, because I was thinking the same thing. You'd get plenty of recipes, of course, from chests and such. Some require a little more work, so we'll have to balance out what recipes won't break the game at that point. But, there isn't a trial and error part, where you combine materials without knowing the combination to experiment? Again, Dream Drop Distance had this feature, where you can select one material, then check all the others to see if it creates a Dream Eater. So, none of that? Not a HUGE loss, but the sense of adventure in this prospect is lost.
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About Elyon Seraphim

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August 29, 1990 (34)
About Elyon Seraphim
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I am a male human(?) being coming from the world of Tellus. While i am quite positive that i am chaotic good in both mind and soul. My flaw is that i am kind of anti-social, but i assure you that i just mean everything well, and that i like conversations and speculations, or even just mindless philosophizing.

But i digress, i am a person who is naturally good-willed.
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