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JFA Orpg (v2.6fixed)

Wait for the Reforged update. I was inactive but i have returned.

Main Thread

Features

Changelog


JFA Orpg
by JFA

Foreword and about the Mapmaker
Greetings from Turkey. JFA Orpg is my 8'th map and always i wanted to create my own world with save and load system and after a long time i've decided to make. Actually it it my last and final map. I have created many maps in my Warcraft III career (Since the 2002 with RoC i was 17 and now i am 30) and it is my final :(
Back in the days i was tried to make JFA (my main map, aos style) as a game like the HoN (there was no lol, dota2 or hots in these days) but in my country, no one supported me and i've created another maps. Here is my another map Risk Forever (v1.8c) and this time let me honest, at least i want to see someone plays and interest because every map makers needs morale. Map is only 25% ready (still i have lot of things to do) but getting max level and finish all areas requires minimum 10-12 hours. Anyway that's all. After completing this game, maybe i'll hid my Warcraft III history as a good memories :(

Now let me tell you about the map.


Numbers of Editor Objects
Abilities: 490
Items: 501
Units: 267


Story
Morbid Darksoul. Evil Mage wants to conquer all of the Lumidia with his evil magic because Titans wants to huge chaos at the Lumidia. In the year 182, he started to corrupt most of the Lumidia but the Monks of the Purify obstruct most of the destruction with sacrificing themselves. When all of the Monks died, Morbid finds himself to weakened after the Holy Explosion and some of the brave Lumidia Heroes decided to stop his evil plans.



Please Note:
If you find skins, models, icons that created from someones please let me know. I'll give credits for all of them.
We need players. Development goes slow because map size is HUGE and still we need to open new areas, towns, add new items and we need players for the current systems.


Feature Name
Information


Announcement about difficulty
This is an ORPG map and most of the versions you will encounter very tough enemies, you will gain low bounty, low drop, low experience. Because my logic says "if you make something easier than you expect, peoples will use it as advantage and if i balance it, new players will not lucky than others because old players already abused the system."

This is why i'll make this
Do something difficult. If it's very difficult, nerf it to next version. If something is cheap, previous version players have a huge advantage. I don't want to make this.

This is why you should report ANYTHING you will find powerful, useless, expensive, cheap etc etc.

Game Document
JFA Orpg Classes.xlsx Warning: I am focused on the game and document is very old i will tell you when i update it

Level Cap
This is beta version and level cap is 45 and skill levels are 10. But if our players shows interest this map we'll gladly increase level cap, skill levels and start to open new areas with new monsters, items, quest, unique and even the new systems.

Screenshots






























How can i save and load my character?
Type -savef "file name" and JFA folder creating at your Warcraft III folder. Example; If you type -savef MYHERO you will see MYHERO.txt in the JFA folder. Just copy the your save code and type -load "paste code" IF your code very long and does not fit the screen, type -load1, paste half of your code and type -load2 and paste rest of your code.

Newbified Items
You can select your starting item of your choice. Items are not great but at least you can select anything you want

Credits

Wood Elf Assassin by Legal Ease
Emerald Amulet by PeeKay
Heart Amulet by PeeKay
Sapphire Amulet by PeeKay
Oak by Fingolfin
Wood Wall by Mephestrial
Banshee Necklace by Darkfang
Watery Shield by Darkfang
Moonchant Wisdom by Apheraz Lucent
InjusticeRing by JollyD
Ring of Reckoning by Gwen Stefani
HardBow by NFWar
MythrilHammer by NFWar
Katana by TurtleRacingCar
Improved Mage Armor by LiOneSS
Round Shield by UnholyDobry
Barbarian by Kuhneghetz & Mr.Goblin [Kuhneghetz]
TigeroshMale by Mr.Goblin
HeroDreadlord by shockwave
Ghost And Wraith by Callahan
Nathrezim Sage by Direfury
Shandris by Black Stan
Monk by Radagast
Templar Exemplar by Direfury
Draenei Archerby levigeorge1617

Attributes
There is 3 type of attributes in the game.
Power, Speed and Tactic.

Each power point provides
+28 life
Each speed point provides
1 movement speed, 0.03 attack speed
Each tactic point provides
13 mana, 0.03 mana regeneration[/SIZE]

Attack and Defense types

Heroes have a Scale Armor and they have no advantage or disadvantage against all type of attacks. But of course if you select your character as a Tactical, that means your normal attack deals 150% damage against the enemies have a Metal Armor but 50% reduced damage against Light Armor.

Gold/Exp Distribution System
JFA Orpg have it's own Experience and Gold system. When your friends kills a npc, it's experience and gold distributes everyone within the 1000 range (750 for gold) and there is few conditions for the gain experience and gold.

You will gain experience if the killing units level is greater or lesser than 6. That means you can't boost level for someone. And there is a few things you need to know. Here is the example how the experience system works [/SIZE]


As you can see, Level 15 Hero gains full experience to the Level 15 and 16 monsters and starts to gain lesser experience below to it's level
And again, you don't need to kill the monsters below the 6 level but of course you can kill them for the find good items and for the help your friends

Gold System is similar to the Experience system. If your friends kills the monster within 750 range, it's gold bounty distributes everyone within the range. So you don't worry about lasthits and talking about "I AM THE MONK I NEED MONEY TOO, SO LET ME TO MAKE LAST HIT" and there is one thing you need to know. Like the experience system, you will NOT gain gold from monsters above level 3.

Battle Academy System
You can use teleport gates for the reach Battle Academy. You will learn spells depending on your stat (include bonuses) and better stat means, better spells. For an example if you have 100+ any of your stat, you can learn all master spells! Here is the spells qualities.

Novice
Apprentice
Adept
Expert
Master


In the academies, you can learn spells of your choice. These spells are not permanent, so you can change anytime.

Stash system
Stash system. You have an extra 6 more slots. You can call your stash with pressing F2. And of course your stash is saving too with the -savef

Item sharing system
You can and can't trade your items. Let me tell you how. First, you can give any item find on the ground (i mean items dropped from monsters). For an example you've found Staff of Wind and one of your friends wants this item but he is in the different location. You can give it when he returns.

But there is a few conditions you can't trade items
First, you can't give any items from the loaded character, if you find an item very useful for your friend but if you will save your character before giving the item to him, and items from purchased from shops and vendors.

Trade Center System
Under the development. Let me know if you have a good idea about the trading items between the players.

Gamble System
During your adventure, sometimes (if you're lucky) you will find a small coins called as Gamble Coins. If you don't want to risk, you can sell it to good price. Or if you try your luck you can find gold, items or even unique items.[/SIZE]




PvP System

Revive System

Yes i told you i'm an oldschool Ultima Online player and dying is similar to Ultima Online. Your spirit appears and you need to go and revive one of the towns. But you need to gather your corpse. If you will die in the dangerous place, your friends should help you for the gather your corpse.

Arena System

Players can battle with each other even they're in the same Clan. It's just for fun. You will not rewarded when you win or you will not lose when you lose but everyone will see announcement about the winner and loser. Yes it's important :)

Character System
When you started the game, you will realize every hero has in 3 different forms. Strong, Agile and Tactical. For an example you've decided to choose Monk but you will see Monk in 3 different forms. Strong based characters have a good hit points, Tactical characters have a much more mana and mana regeneration and the Agile characters have a better attack speed, movement speed and armor.

Difference is not their primary attributes.Also some of the skill more powerful or additional effect than others. But beware. If you select Tactical character, your weapon type is Magical.

For an example, Claw Mastery skill is more effective for Agile Vampire or Tactical vampire not just drains life with his Drain ability. He also can drains a few mana too.







Champion Point System You can gain Champion Points in 2 ways. First is, selling unique items and second is killing special bosses

Item System
During your adventure, you will find too many item types in the JFA World. Now let me tell you about the item types

Weapons, Armors, Rings, Shields Enchanted Items, Quality based items, Stat based items, Stat based weapons, Unique items and Ancient items.

Item Restriction



That means you can carry only 1 type of these items.

Your character can carry only 1 type of Weapon, Armor, Shield, Necklace and Ring

Armors

There is 3 different type of armors available.
Light Armor Heavy Armor and Runestone Breastplate you can carry only 1 armor type.

Heavy Armor is far better than Light Armor but the problem is, Heavy Armor lowers movement speed.


Quality Based Items

There are 6 quality types available

Low
Medium
High
Epic
Legendary
Ancient

Enchanted Items

You can purchase or loot Enchanted items. They are actually quality based items but you can upgrade this items. There is too many kind of enchantable items.

Stat Based Weapons

Some of the items requires minimum particular stats and you can't use these weapons if you don't have enough required stat. For an example you have Strong Monk but you want to use staff for it's abilities but your main stat is power and your power grows up better. But of course you can focus your tactic stat with items. That means you can create hybrid characters (Strong Monk + Tactical build provides good tank and support)

Unique Items

There is too many kind of Unique items. Stat based items, weapons, armors, rings etc etc and it's hard to find Unique items. And like the Weapons, Armors and Rings you can carry only 1 weapon, 1 armor and 1 ring.

Legendary Unique Items

If you are lucky, there is a small chance you can drop very powerful items from the bosses. These items are the best items after the Ancient Unique

Ancient Items

There is no information about these items. The only thing is you need to know, it's very hard to find.

Difficulty
Game difficulty is not static. Monsters becomes powerful by the number of players. If you are good team, more players makes the things easier

Custom AI Combats
After the beta versions we'll starting custom triggered ai bosses. Most of the bosses sometimes gets annoying because it's hard to defeat if you don't have proper equipment



Version History (old changelogs)



JFA Orpg (v2.3fixed) Changes

About the 2.3 we need to inform all of you. We are small community with few players and this is why we've recently discovered many bugs and exploits. Few of my players informed me and this version is the last version with code-wipe (2.2 saves is forbidden to use in the new version) and this is why changelog of this version is huge. I have worked hard as you can see. I have worked hard and now i think i can reward myself with a good coffee. Here is the new version.

General


New game system: Anti-afk
New enemies: Shadow Golem, Lich, Vampire, Bandit Enforcer, Bandit Rude, Skeleton Archer
New areas: Unholy Path, Shadow Forest
New defense type: Supreme Armor (5% damage from physical and magical attacks 250% damage from spells)
Experience gain level difference is increased from 6 to 7
Gold bounty from lower level creature difference has increased from 8 to 10
All of the armorsmith's items rearranged
Creeps no longer sleeps during the night
Light Armor buff&debuffs has removed
Added notifications the items if they can be upgraded
Corruptor, Ice Troll, Red Lizard, Ferocious Snow Wolf, Ogre Lord, Scorpion defense type replaced with Supreme
Runic Shields has changed into a Wooden Shield
Wooden Shields now blocks ranged attacks
Tower Shields no longer blocks ranged attacks
Added a notification message to Purify the Bandit Forest quest that shows when player kills a boss
Added "-heal" command

Abilities

Reinforced Bow damage has increased from 10/30/60/100/150 to 20/40/70/130/200
Fire cooldown has lowered from 12 to 5 for strong and tactical elementalist
Fire cooldown has lowered from 7 to 3 for agile elementalist
Fire stun duration has lowered from 1 to 0.1
Lightning cooldown for tactical and strong elementalist has lowered from 6 to 5
Elemental Hit cooldown has lowered 30 for strong and agile, 15 for tactical elementalist
Entangling Shoot cooldown has lowered from 18 to 10
Battojutsu Stance additionally recovers hit points
Amakakeru Ryu No Hirameki damage increased from 400/900/1400/2200/3600 to 500/1000/1600/2400/3600


Academy

Items

Damage Block has returned to armors
ALL drop chances, drop areas, minor drops re-designed
New items: White Spear, Scaled Necklace, Gargoyle Ring, Necklace of Fury, Jade Ring, Thorium Spear, Necklace of Detriment, Necklace of Power, Necklace of Quickness, Skeletal Bow [Unique], Heart of Fury [Recipe], Triple Spirit [Recipe], Orb of Essence [Recipe], Orb of Energy [Recipe], Claws of Attack [Ancient][Recipe], Ring of Detriment [Legendary], Ring of Wisdom [Legendary], Ring of Speed [Legendary]
Added Jewelry Shop
Staff of Wrath now upgradeable item
Ring of Regeneration costs and stats has changed
Iron Plate [Medium] cost has lowered from 1500 to 1200
Iron Plate [High] cost has lowered from 3000 to 2400
Iron Plate [Legendary] cost has increased from 5000 to 7500
Runestone Breastplate [Legendary] cost has increased from 10.000 to 15.000
Iron Plate, Rockscale, Runescale and Rune Armors now blocks damage
Rockscale, Runescale armors costs has increased
Katana, Mithrill Hammer and Void Staff stat requirements has increased
Leather Armors now blocks spells and reduces spell damage
New shield type: Metal Shield
Round Shield no longer blocks melee weapon damage
[Normal Item] Round Shield no longer requires level for the use
[Normal Item]Cracked Shield now blocks melee attack damage
[Normal item] Shield now blocks melee and range weapon damage
[Normal item] Spiked Shield now blocks melee weapon damage
[Legendary Unique] Keg of Thunderwater hit points regeneration increased from 18 to 40
[Legendary Unique] Holy Shield now blocks melee weapon damage
[Unique] Shield of Titans now blocks melee weapon damage
Ring of Wisdom [High Quality] mana bonus has increased from 150 to 200
Ring of Quickness [Medium Quality] attack speed bonus has increased from 17% to 20%
Ring of Quickness [High Quality] additionally gives +10 speed
Ring of Quickness [High Quality] attack speed bonus has increased from 22% to 28%
Ring of Wisdom [Epic] mana bonus has increased from 120 to 200
Medium Quality shields damage block has increased from 14 to 16
High Quality shields damage block has increased from 21 to 24
Skull Shield [Unique] damage block amount is reduced from 35 to 25.
White spear [Minor Drop] level requirement decreased from 18 to 14
Gold bounty of level difference has increased from 6 to 7
Troll Amulet [Unique] life regeneration has increased from 8 to 10
Armor of Champions [Unique] attack damage bonus has increased from 40 to 60
Bleak Spear [Unique] level requirement has lowered from 25 to 20
Bow of Titans [Unique] damage bonus has increased from 200 to 300
Dragonskin Armor [Unique] evasion chance has increased from 25 to 33
Flesh Shell and Flesh Skin [Unique] changed to Rune Armor instead of Light Armor
Gidbinn [Unique] attack speed set to maximum
Gidbinn [Unique] attack damage has increased from 240 to 330
Ring of Detriment, Quickness and Wisdom abilities changed, costs has changed
Added Sakabato [Unique] enchant to first camps
Tower Shield and Wooden Shield epic enchant has added to Greenpeak Town
Slippers, Gauntlets, Mantle [Ancient] stat bonuses increased from 82 to 100
Circlet [Ancient] stat bonuses increased from 55 to 66
Stone Skin [Unique] additionally regenerates 10 hit points per seconds and armor bonus has increased from 44 to 50
Spiritual Staff [Legendary Unique] cooldown has lowered from 180 to 60
Shield of Titans [Unique] damage return percentage has lowered from 50 to 33

Heroes

Tactical Archer Entangling Shoot cooldown bonus has removed
All of the Beastmaster's summons ignores damage block abilities of monsters
Fury now can be useable on Spirit of Water [Academy Spell]


Fixes

Fixed a bug that causes some of the players drops from the game
Fixed a bug of armor amount of Iron Plate [Ancient]
Fixed a problem of Bandit Spellcaster bounty
Added missing ability to Reinforced Lightscale
Added missing descriptions of Ancient Circlet, Slippers, Nobility and Gauntlets
Fixed incorrect attributes of Katana [Epic]
Fixed a problem active abilities of Katana [High Quality] Mithrill Hammer [High Quality] Katana [Epic] and Mithrill Hammer [Epic]
Fixed a problem about save code of Round Shield [High Quality]
Fixed a tooltip of Globe of Terror
Fixed incorrect abilites of Holy Shield [Legendary Unique]
Fixed a bug which lets player get a free legendary unique
Fixed incorrect description of Amakakeru Ryu No Hirameki
Fixed incorrect description of Battojutsu Stance
Fixed a bug about Spiritual Staff cooldown
Fixed incorrect description of Shield of Titans [Unique]
Fixed incorrect stats of Ring of Wisdom Medium and High qualities

JFA Orpg (v2.5d) Changes

2.5e: Gold bounty of many creeps between levels 2-10 increased by 25-50%

General

Experience gain rate between level 11-19 increased greatly
Overall drop rate increased for all areas between the starting camps and Sunken Ruins. (Because drop rates was too low for low level characters. Specially unique drops)
Unique drop rate of bosses and mini bosses has increased
Now you can sell Bandit Sword and Wand of Apprentices for 250 gold
Brian attack damage decreased by 33%
Shark Brute hit point decreased by 25%
Bandit Leader mirror images numbers increased from 1 to 3
Bandit Leader mirror images damage taken has lowered from 200% to 100%
Bandit Leader mirror images duration increased from 40 to 3600
Necromancer Death Coil damage bonus increased from 400 to 500
Necromancer Death Coil now have 2.5 second casting time
Corruptor hit point decreased by 33%
Fixed incorrect costs of Leather Armor low, medium and high qualities
24 hour in-game duration increased by 50%
Greenpeak and Seaside return portal level requirement removed
Created town portal for the Greenpeak <> Seaside

Abilities

Assassination cooldown decreased from 20 to 10
Assassination duration decreased from 15 to 5
Dagger of Venom damage delay decreased from 1.5 to 0.75
Inner Strenght (Agile) Speed bonus increased from 4\8\12\16\20 to 6\12\18\24\30

Items

Epic and Legendary Ring of Regeneration enchant added to Greenpeak Town
Wooden Shield upgrade costs halved
Low quality weapons stat requirements lowered from 15 to 5
Medium quality weapons stat requirements lowered from 25 to 15
High quality weapons stat requirements lowered from 45 to 30
Epic quality weapons stat requirements lowered from 60 to 45
Arcanite Shield block amount lowered from 36 to 24
High quality tower and wooden shields block amounts increased from 24 to 30
Epic quality tower and wooden shields block amounts increased from 36 to 45
Legendary quality tower and wooden shields block amounts increased from 60 to 70
Ancient quality tower and wooden shields block amounts increased from 100 to 125
Triple Spirit bug while trying to get fixed (2.5d)
Saves deleted before 2.5d (still you can play on old versions but there is gold exploit available in previous versions)






Keywords:
JFA, JFAMAP, JFA ORPG, ORPG


JFA Orpg (v2.6fixed) Changes


Increased experience and gold bounty rewards of the Bandit Forest, Corrupted Lands, Troll Forest
Corruptor and Ghoul movement speed lowered by 33%
Ring of Regeneration low, medium, high, epic qualities regeneration amount increased from 1/3/4/6 to 2/4/6/8
Ring of Regeneration [Medium Quality] upgrade cost increased from 500 to 1200
Ring of Regeneration [High Quality] upgrade cost increased from 1000 to 2400
Ring of Regeneration [Epic] upgrade cost increased from 2000 to 4000
Ring of Regeneration [Legendary] upgrade cost increased from 4000 to 8000
Unique drop rates of Bandit Forest, Corrupted Land and Troll Forest increased
Assassination (agile) cooldown lowered from 20 to 12
Assassination (all variations) duration lowered from 10 to 8
Quick Maneuver [Assasin] durations increased from 2/2/2/3/3/3/4/4/4/5 to 5
Flaming Arrows [Archers] mana cost lowered from 3 to 1
Contents

JFA Orpg (v2.6fixed) (Map)

Reviews
26th Jul 2016 @StoPCampinGn00b: -Updated review- So I just finished an hour 10 minute session of the map and I was impressed out the amount of depth this map has. If you're looking for a complete RPG map, this is one you should try. Now it doesn't...

Moderator

M

Moderator

26th Jul 2016
@StoPCampinGn00b:
-Updated review-

So I just finished an hour 10 minute session of the map and I was impressed out the amount of depth this map has. If you're looking for a complete RPG map, this is one you should try.

Now it doesn't have the awe inspiring visuals and action as the absolute top stunning ORPGs out there, but it isn't your basic RPG ripoff. This map is unique and has a lot of work put into it. It's visuals are good and well above average. And while its spells and systems are quite basic (though sometimes unique such as the revive system) at first, there's just so much variety to choose from with a plethora of heroes, items, abilities, and quests. There's just a lot of everything to keep players trying out new things! Everything is informative and easy to learn, so yes, this is a noob friendly map.

One major gripe that few would complain about is the slow pacing, but that's a very subjective preference that I won't delve into much. Basically, the map feels significantly slower than most with things like a collecting 70+ meat or grinding to get to level 5 for quite a while. But again, that's a preference people have and it's not a negative point. A positive to this is that it keeps the progression of the game won't fly by too quick, as there I barely scratched the surface of exploring the map. If I were to nitpick, it would be the amount of advertising for the map's community, but I know where you're coming from. It'd probably be better to remove the sad faces in those messages.

Overall, I give the map a 4.2/5 and it definitely doesn't deserve to be in the substandard section. Map moved to approved.


01:52, 7th Apr 2016
Rufus:
profilepic210991_9.gif
Rufus Review
Map Score
Gameplay:13 / 30
Aesthetics:7 / 20
Total:20 / 50

Rating Chart
45-505/5 Highly Recommended
35-444/5 Recommended
25-343/5 Useful
15-242/5 Lacking
0-141/5 Unacceptable

mapdev.gif
Gameplay
First of all I have to say that I believe that this game requires a lot of time to finish. I simply cannot put all the time into this map so that I could finish it. I will give my opinions based on the ca 30 minutes of gameplay I spent on it.

Good things:
-You could repick your hero unlimited number of times as long as you don't reach level 2.
-Each "class" had agile, strong, or other variants of themselves.
-Before getting out in the real world, you got to choose a special item, that extended character customization further.
-There was a vast amount of shops in the first base, allowing the player to explore and find cool stuff to gather money for.

Bad things:
-The health regeneration fountain was too slow for no appearant reason.
-It takes pretty long before you can finish one quest, since you need to be pretty powerful. Perhaps you should add a quest like "Kill 15 bandits and get a reward"?
-The quest given to me by the magnataur wasn't really clear on what to do, so i just forgot about it until a few bandits dropped piece of meat. You should add more info here.

In general I found of lot of cool small details in this game that really shows that the author has put a lot of thought and effort into this game.

I would have liked to see more interesting enemy encounters such as large bosses that cast abilities that you need to move around a little to avoid for example. Perhaps a few puzzles or riddles aswell. I'm not sure if this appear later in the game, but I didn't encounter any in the time I spent on the map.

Since you are supposed to put a lot of time into this game you really make it interesting, I can't say that I found it superfun just farming gold and experience from level 1 bandits. This is acceptable only because it is such a large game.

terrianforum.gif
Aesthetics
The terrain is ok, but not perfect. It is not as bad so that you react to it, but if you look into it there are a lot of things that could be improved. The terrain is pretty flat. There are efficent use of blizzard cliffs, not always in the best ways. For example the first gateway you can go through to the place with bandit spellcasters. That areas only decoration is a few trees surrounded by cliff height 2 cliffs. Not very appealing.

There could be more doodads, but since there is a limit to how many doodads that can be placed and the map size is huge, I understand the desicion of not making each area perfect. Tile variation was not very nice, but then again, you are limited to a few tiles over a large amount of areas. The tiles that was used in the starting area could be used more smartly though.

I used "iseedeadpeople" in order to look more at the terrian:
All the areas have very basic blizzard terrain. There could be added more doodads in most places, and higher/lower tool has not been used much at all, leaving the areas very flat with the exception for cliff ramps.

The base looks good terrain and doodad-wise. The areas outside it doesn't look as good.

triggersandscriptsforum.gif
Bugs
I could buy a "Circlet [Ancient]" from a Jason the Weaponsmith in the first village/base giving me +54 all stats, for no cost at all.

updatesandnewsforum.gif
Summary
It is an impressive amount of effort that has gone into this game. Hats off for that! :)

This game is good for the patient people that want to spend some time building up a powerful character over time. There are not too much eye-candy going on around the map, but it can be entertaining none the less.

It is fully functioning at the moment but not super entertaining. Although, you seem to have quite a lot of fans that disagree with me, so it might just be becasue I'm not an RPG type of player.

Before I approve this map I would like to see at least a few special encounters such as empowered hero enemies with special abilities and a some terrain updates.

Reading the comments, I can see that you have a few supporters of the project that seem to really like your idea and concept. I suggest you listen and discuss a lot with them in order to improve your map further.

Status set to Awaiting Update.
 
Last edited by a moderator:
Level 12
Joined
Feb 22, 2010
Messages
1,115
Great map but needs more/better quests instead of pure hack/slash !, 5/5

Also more interesting boss fights, not just huge and powerfull monsters attacking players.
 
Last edited:
Level 1
Joined
Dec 23, 2015
Messages
2
I think we take great pleasure in playing nice and not a simple map as ORPG.but labor expended on a map really nice.Playing map and live longer.

and I believe it will occur at a time when increasingly supported.
 
Level 2
Joined
Jan 11, 2015
Messages
12
Map is pretty good, but bosses are made pretty bad... some areas have no bosses while some have 3... pretty unbalanced if u ask me... u made item type restricrion i like... but still not even half of items have this restriction whats kinda dull for me... either u make restriction or u dont... u cant go half way... now the next point... open pvp... players can meet 2 early... u should fix routes a bit... or add [PVP] state to players... so if they wanna they can pvp everybody else from other clan who is wearing [PVP] tag... 1 who dose and 1 who dose not or 2 who dose not wear this tag cant pvp each other... now to the next point... slippers/gauntlets//mantel/crown items are pretty much destroying the game type restriction as well as slippers/gauntlets/mantel are more less useless... im suggesting something else instead... adding a soul type item... some undrobable orb looking item spawned on start on each hero, giving +1 to all stats... now how to upgrade this item? killing bosses, harversting therese soul drops and enchating urs soul with it... CHANGE RINGs/AMULETs TYPE TO ACCESSORY. Maybe addindg perks/tears? U can pick like 1 perk per each 10 lvl... some perks: DOUBLE SKIN: enables a hero to wear 2 armors reducing his speed by 15% (+25% per heavy armor(if u have 2 heavy armor total speed that is reduced is 65%)), DUAL WIELD (enable haveing 2 weapons for a price of a shield), FANCY RICH BRAT (enables 2 accessory items), BORN IN NATURE (15% moment and attack speed), USED TO GO TO GYM (20% attack dmg)
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
We've encountered problems on Gameranger many times this is why we're using bnet :/ yes on the Gameranger game causes some of the problems this is why i've replaced cinematic transformations with simple text messages because players causes desync but i really don't have a little idea about this problem :(

no problem if you play on lan or bnet (maybe hamachi, we haven't tried hamachi)
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
Guys i tought no one was interested but i saw moderator made comment. Yes maybe i will enable single player playing (without -save of course) and i have a problem with my JFA account. For a long time i can't get my forgotten password code :(
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
profilepic210991_9.gif
Rufus Review
Map Score
Gameplay:13 / 30
Aesthetics:7 / 20
Total:20 / 50

Rating Chart
45-505/5 Highly Recommended
35-444/5 Recommended
25-343/5 Useful
15-242/5 Lacking
0-141/5 Unacceptable

mapdev.gif
Gameplay
First of all I have to say that I believe that this game requires a lot of time to finish. I simply cannot put all the time into this map so that I could finish it. I will give my opinions based on the ca 30 minutes of gameplay I spent on it.

Good things:
-You could repick your hero unlimited number of times as long as you don't reach level 2.
-Each "class" had agile, strong, or other variants of themselves.
-Before getting out in the real world, you got to choose a special item, that extended character customization further.
-There was a vast amount of shops in the first base, allowing the player to explore and find cool stuff to gather money for.

Bad things:
-The health regeneration fountain was too slow for no appearant reason.
-It takes pretty long before you can finish one quest, since you need to be pretty powerful. Perhaps you should add a quest like "Kill 15 bandits and get a reward"?
-The quest given to me by the magnataur wasn't really clear on what to do, so i just forgot about it until a few bandits dropped piece of meat. You should add more info here.

In general I found of lot of cool small details in this game that really shows that the author has put a lot of thought and effort into this game.

I would have liked to see more interesting enemy encounters such as large bosses that cast abilities that you need to move around a little to avoid for example. Perhaps a few puzzles or riddles aswell. I'm not sure if this appear later in the game, but I didn't encounter any in the time I spent on the map.

Since you are supposed to put a lot of time into this game you really make it interesting, I can't say that I found it superfun just farming gold and experience from level 1 bandits. This is acceptable only because it is such a large game.

terrianforum.gif
Aesthetics
The terrain is ok, but not perfect. It is not as bad so that you react to it, but if you look into it there are a lot of things that could be improved. The terrain is pretty flat. There are efficent use of blizzard cliffs, not always in the best ways. For example the first gateway you can go through to the place with bandit spellcasters. That areas only decoration is a few trees surrounded by cliff height 2 cliffs. Not very appealing.

There could be more doodads, but since there is a limit to how many doodads that can be placed and the map size is huge, I understand the desicion of not making each area perfect. Tile variation was not very nice, but then again, you are limited to a few tiles over a large amount of areas. The tiles that was used in the starting area could be used more smartly though.

I used "iseedeadpeople" in order to look more at the terrian:
All the areas have very basic blizzard terrain. There could be added more doodads in most places, and higher/lower tool has not been used much at all, leaving the areas very flat with the exception for cliff ramps.

The base looks good terrain and doodad-wise. The areas outside it doesn't look as good.

triggersandscriptsforum.gif
Bugs
I could buy a "Circlet [Ancient]" from a Jason the Weaponsmith in the first village/base giving me +54 all stats, for no cost at all.

updatesandnewsforum.gif
Summary
It is an impressive amount of effort that has gone into this game. Hats off for that! :)

This game is good for the patient people that want to spend some time building up a powerful character over time. There are not too much eye-candy going on around the map, but it can be entertaining none the less.

It is fully functioning at the moment but not super entertaining. Although, you seem to have quite a lot of fans that disagree with me, so it might just be becasue I'm not an RPG type of player.

Before I approve this map I would like to see at least a few special encounters such as empowered hero enemies with special abilities and a some terrain updates.

Reading the comments, I can see that you have a few supporters of the project that seem to really like your idea and concept. I suggest you listen and discuss a lot with them in order to improve your map further.

Status set to Awaiting Update.
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
I have a huge problem. JFA account is no longer mine and i can't edit this section. I am changing the name and upload it like a new map. I will inform you when i am ready.
Edit: Ok it seems problem solved. I will update the map soon.
 
Last edited:
Level 1
Joined
Jun 15, 2016
Messages
7
Hi there,

So i played this map for few hours with maker himself and here is my opinion:

1)Needs comand -roll or -dice to prevents ninjas
2) I think 1st area of bandits needs to be changed from meat quest to certian amount of kills like 20-30 and that reward needs to be shared trough whole party.
3)Also I'm a big fan of quests of bosses so think taht would be nice to have also for some extra money
4)Str chars atleast some of them need ability to taunt monsters so you can control argo for your group and have less deaths as a group
5)Mad bandits lvl 7 creeps need to have lower stun % 100% is too much and Melee chars can do nothing about it but standing still and take damage
6)Inscrease drop rate of uniques on normal creeps
7)Free teleports between towns so that player can have easier time to craft items over towns

That's it for now i only reached lvl 9 cuz we had to end more info in future.

i coppy this since i wrote it on other link so other people don't get confused
 
Level 1
Joined
Jun 15, 2016
Messages
7
Ok so last night i made it from 9 to 25 with group ofc cuz it's a team map and needs a group to advance so:

1)Areas need names when you enter them or rather signs at road or something to let you know where you enter since it's 5v5 map and you can't ping to your enemys locations on map i think names will make comunication easier betwen 2 teams.
2)Areas needs extra details Houses of monsters and more rocks or some details that fit in in that area example bandits bandit tents and human houses, undead area undead baracks and ziggurats, necroboss massive graveyard and tons of skeletons on floor since he spams them as crazy, trolls troll huts and orc spirit houses etc so i don't need to write for each special but you get a point
3)New difficulty but i heard that's already in progress but it's worth mentioning
4)Magic spells needs to be limited to Magic classes i find my barbarian broken with fireball i slice trough bosses also i wanna taunt so badly as academy spell so i can hold argo easier and would be nice if that taunt would lower enemy attack dmg for some time like demoralizing shout
5)Models:I'd like Barbarian str model changed from paladin, simple paladin model just don't fit into babrarians, big fan of assasins so i just can't see agi assassin as an range char make her like either Warden model or just remove attack range from this standard model and make her melee
6)Starting area before enterint 1st town needs some signs or sth i hosted game for new people they were walking around houses but not entering circle LOL
7)Crab boss in Seaside area(20Lvl) needs loot i killed him 10-15 times no items
8)To be able to repick to Lvl 8 so i see my ultimates and see if i wanna actually play this char since lvl 1 cap is too much to ask for people do decide to they wanna play that char
9)Some high lvl fun like spawning world boss let's see somethere on map drops and egg and you need to hatch on special spot on map but that hatching takes like 15-20min and that boss drops legendary unique items high tier
10)I think traveling with ships from area lvl 20 to 22+ is too long needs to shorten or just add portals from towns with lvl Required
11)Academy areas needs pillars and skytowers as like it's some high place with knowledge as it shows it is so more content there also npc mages and elf priests to see like populated place radiating with knowledge
12)I think game should be maded into 1 team with 6 to 8 players with 1 intersting lore to make a bound betwen players but that's up to you and rest of players to decide

That's all from me for now

Hope others gets to see map as i do, because map has potential and has plenty of stuffs to still be made :)
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
Hi there,

So i played this map for few hours with maker himself and here is my opinion:

1)Needs comand -roll or -dice to prevents ninjas
2) I think 1st area of bandits needs to be changed from meat quest to certian amount of kills like 20-30 and that reward needs to be shared trough whole party.
3)Also I'm a big fan of quests of bosses so think taht would be nice to have also for some extra money
4)Str chars atleast some of them need ability to taunt monsters so you can control argo for your group and have less deaths as a group
5)Mad bandits lvl 7 creeps need to have lower stun % 100% is too much and Melee chars can do nothing about it but standing still and take damage
6)Inscrease drop rate of uniques on normal creeps
7)Free teleports between towns so that player can have easier time to craft items over towns

That's it for now i only reached lvl 9 cuz we had to end more info in future.

i coppy this since i wrote it on other link so other people don't get confused

1) Actually i was planned to players who actually knows what is the rpg. But of course i can do but i don't know what it means exactly and how to make :D
2) Hmmm. Actually it was 20 and 30 but not all the players wants to stay in same area but maybe you are right. I need to think about it because first moments of the game is so important AND it is really very difficult to make EVERYONE happy :(
3) It actually gives good amount of money but first you need to be same level with boss.
4) I was planned to add it as academy spell
5) Yes i have decided to remake it :)
6) Yes in the last versions i have realized. During the game we haven't found any unique from normal creeps
7) Already have but one way portals
8) Yes you have completed only 10% of the game :)

Thank you so much for your feedback
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
Ok so last night i made it from 9 to 25 with group ofc cuz it's a team map and needs a group to advance so:

1)Areas need names when you enter them or rather signs at road or something to let you know where you enter since it's 5v5 map and you can't ping to your enemys locations on map i think names will make comunication easier betwen 2 teams.
2)Areas needs extra details Houses of monsters and more rocks or some details that fit in in that area example bandits bandit tents and human houses, undead area undead baracks and ziggurats, necroboss massive graveyard and tons of skeletons on floor since he spams them as crazy, trolls troll huts and orc spirit houses etc so i don't need to write for each special but you get a point
3)New difficulty but i heard that's already in progress but it's worth mentioning
4)Magic spells needs to be limited to Magic classes i find my barbarian broken with fireball i slice trough bosses also i wanna taunt so badly as academy spell so i can hold argo easier and would be nice if that taunt would lower enemy attack dmg for some time like demoralizing shout
5)Models:I'd like Barbarian str model changed from paladin, simple paladin model just don't fit into babrarians, big fan of assasins so i just can't see agi assassin as an range char make her like either Warden model or just remove attack range from this standard model and make her melee
6)Starting area before enterint 1st town needs some signs or sth i hosted game for new people they were walking around houses but not entering circle LOL
7)Crab boss in Seaside area(20Lvl) needs loot i killed him 10-15 times no items
8)To be able to repick to Lvl 8 so i see my ultimates and see if i wanna actually play this char since lvl 1 cap is too much to ask for people do decide to they wanna play that char
9)Some high lvl fun like spawning world boss let's see somethere on map drops and egg and you need to hatch on special spot on map but that hatching takes like 15-20min and that boss drops legendary unique items high tier
10)I think traveling with ships from area lvl 20 to 22+ is too long needs to shorten or just add portals from towns with lvl Required
11)Academy areas needs pillars and skytowers as like it's some high place with knowledge as it shows it is so more content there also npc mages and elf priests to see like populated place radiating with knowledge
12)I think game should be maded into 1 team with 6 to 8 players with 1 intersting lore to make a bound betwen players but that's up to you and rest of players to decide

That's all from me for now

Hope others gets to see map as i do, because map has potential and has plenty of stuffs to still be made :)

1) Actually there is signposts at the roads didn't you noticed? Just click them and they are telling you where are you going
2) I am adding doodads every versions don't worry. My only problem is some of the computers running slow in specific areas. Yes i am adding (you can see the difference when compared with old versions) and i am continuing
3) Yes i will return to experience split system with stable difficulty. I think it is the best choice
4) It actually little pointless to choose fireball for the characters have a low mana cap. But yes maybe i can make arrangements about academy spells
5) Noted.
6) Lol yes today i've realized it too. What a shame :D
7) Noted, fixing in next version
8) Uhm can you explain this? I don't understand :(
9) I already told you i'm working on dungeons. Don't worry new actions coming soon
10) Uhm it is not far it takes just 15 or 20 seconds
11) Approved
12) Actually game has a Lore based on my 2 maps. JFA (my aos map) and Revenge (my multiplayer campaigns map) and yes i think i need to release 11 players version too

Thank you so much again for your feedback
 
Level 1
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Jun 15, 2016
Messages
7
By

8)I meant that it would be best if players would be able to see whole set of spells of their character that's lvl 8 with ultimate and then if you don't like you can repick it so make a -repick option limited to Lvl 8 not to lvl 1.
10)I wrote 15-20minutes not seconds
 
Level 1
Joined
Jun 15, 2016
Messages
7
OK i had some free time so i seached trough models here on hiveworkshop and i found rly nice models think about some of them i think would be nice addition, also i wanna know if you plan to limit map to 8MB or you plan to exceed that if you find nice models and inspiration to make map big cuz 8MB-bybass solves 8MB problem :)

http://www.hiveworkshop.com/threads/icicle.275300/-ice town model
http://www.hiveworkshop.com/threads/ice-spike-stump.268513/ http://www.hiveworkshop.com/threads/icecliffs.268512/ http://www.hiveworkshop.com/threads/icecliffs.268512/
Ice area rework with new surrounding?
http://www.hiveworkshop.com/threads/citizen-house.275160/-could be used for 21lvl area town
http://www.hiveworkshop.com/threads/blacksmith.274296/-shop for weapons and you can put mountain king infront of it because he looks like blacksith,
also here is a cool looking anvil http://www.hiveworkshop.com/threads/anvil.273416/
http://www.hiveworkshop.com/threads/pond.274196/-possible decoration in forest?
http://www.hiveworkshop.com/threads/pond.274196/-instead fontains maybe make a church with priest infront to heal you?
http://www.hiveworkshop.com/threads/cottage.270013/-Maybe some quest betwen areas like a guy living betwen areas need you to do something for him?
http://www.hiveworkshop.com/threads/hq-chest.269605/-For dungeon loot maybe add chests instead boss drop just drop loot?
http://www.hiveworkshop.com/threads/storm-thrasher.253334/-maybe something like this for str barbarian?
http://www.hiveworkshop.com/threads/heronobunagaoda.254963/-think because of this model every1 would just go samuria lol
http://www.hiveworkshop.com/threads/haradrimassassin.248077/ http://www.hiveworkshop.com/threads/ninja.264366/
http://www.hiveworkshop.com/threads/flaming-raven.245386/-One of these agi Assassin model?
http://www.hiveworkshop.com/threads/dark-soldier.245141/-think this would be cool str assassin
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
OK i had some free time so i seached trough models here on hiveworkshop and i found rly nice models think about some of them i think would be nice addition, also i wanna know if you plan to limit map to 8MB or you plan to exceed that if you find nice models and inspiration to make map big cuz 8MB-bybass solves 8MB problem :)

http://www.hiveworkshop.com/threads/icicle.275300/-ice town model
http://www.hiveworkshop.com/threads/ice-spike-stump.268513/ http://www.hiveworkshop.com/threads/icecliffs.268512/ http://www.hiveworkshop.com/threads/icecliffs.268512/
Ice area rework with new surrounding?
http://www.hiveworkshop.com/threads/citizen-house.275160/-could be used for 21lvl area town
http://www.hiveworkshop.com/threads/blacksmith.274296/-shop for weapons and you can put mountain king infront of it because he looks like blacksith,
also here is a cool looking anvil http://www.hiveworkshop.com/threads/anvil.273416/
http://www.hiveworkshop.com/threads/pond.274196/-possible decoration in forest?
http://www.hiveworkshop.com/threads/pond.274196/-instead fontains maybe make a church with priest infront to heal you?
http://www.hiveworkshop.com/threads/cottage.270013/-Maybe some quest betwen areas like a guy living betwen areas need you to do something for him?
http://www.hiveworkshop.com/threads/hq-chest.269605/-For dungeon loot maybe add chests instead boss drop just drop loot?
http://www.hiveworkshop.com/threads/storm-thrasher.253334/-maybe something like this for str barbarian?
http://www.hiveworkshop.com/threads/heronobunagaoda.254963/-think because of this model every1 would just go samuria lol
http://www.hiveworkshop.com/threads/haradrimassassin.248077/ http://www.hiveworkshop.com/threads/ninja.264366/
http://www.hiveworkshop.com/threads/flaming-raven.245386/-One of these agi Assassin model?
http://www.hiveworkshop.com/threads/dark-soldier.245141/-think this would be cool str assassin

Can you check the link? It says "resource not found" most of the links :(

JFA Orpg (v2.1fixed) released. Check the changelog.
 
Level 1
Joined
Oct 16, 2015
Messages
283
1)I dont see the point of the same hero with 3 different attributes.
2)It always better when skills scale with stats instead of flat amounts.
 
Level 32
Joined
Apr 2, 2013
Messages
3,953
Hey JFA! It appears your map was caught in a mess when needs fix maps we're auto-moved to substandard during the Hive 2 import. Are you thinking this can be approved after you've made these more recent updates? I think I'd rather have @Rufus revisit this, but if he's busy I could try to put some time into testing this.
 
Last edited:
Level 17
Joined
Jun 2, 2009
Messages
1,112
in the last version 2.3 all recipes from shop vendor 2 are not working!:ogre_frown:

I am checking now but i don't think so :D i will check and edit post

Yes i have checked 8 items, 7 of them working but yes it seems Orb of Essence recipe is broken.

Slippers [Legendary] working
Gauntlets [Legendary] working
Mantle [Legendary] working
Circlet [Legendary] working
Heart of Fury working
Triple Spirit working
Orb of Energy working
Orb of Essence not working

Edit: Both of them working actually. You can use same recipe for the Orb of Energy and Orb of Essence. "Everything" is same cost. Pick items on your inventory and clicl Orb of Energy instead of Orb of Essence.

Thanks for the report. I will fix it next version.
 
Last edited:
Level 17
Joined
Jun 2, 2009
Messages
1,112
Yes but it is multiplayer rpg map and i can't allow anyone to save their characters on singleplayer and play with other players but if you want, check the warcraft 3 fakeplayer on google. You can easily create and play with bot on ent gaming.

Besides if anyone wants to test it, i can sent test version but you can join our group and can ask someone for the play

https://www.facebook.com/groups/jfaorpg/?fref=ts
 
Level 32
Joined
Apr 2, 2013
Messages
3,953
So I just finished an hour 10 minute session of the map and I was impressed out the amount of depth this map has. If you're looking for a complete RPG map, this is one you should try.

Now it doesn't have the awe inspiring visuals and action as the absolute top stunning ORPGs out there, but it isn't your basic RPG ripoff. This map is unique and has a lot of work put into it. It's visuals are good and well above average. And while its spells and systems are quite basic (though sometimes unique such as the revive system) at first, there's just so much variety to choose from with a plethora of heroes, items, abilities, and quests. There's just a lot of everything to keep players trying out new things! Everything is informative and easy to learn, so yes, this is a noob friendly map.

One major gripe that few would complain about is the slow pacing, but that's a very subjective preference that I won't delve into much. Basically, the map feels significantly slower than most with things like a collecting 70+ meat or grinding to get to level 5 for quite a while. But again, that's a preference people have and it's not a negative point. A positive to this is that it keeps the progression of the game won't fly by too quick, as there I barely scratched the surface of exploring the map. If I were to nitpick, it would be the amount of advertising for the map's community, but I know where you're coming from. It'd probably be better to remove the sad faces in those messages.

Overall, I give the map a 4.2/5 and it definitely doesn't deserve to be in the substandard section. Map moved to approved.
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
So I just finished an hour 10 minute session of the map and I was impressed out the amount of depth this map has. If you're looking for a complete RPG map, this is one you should try.

Now it doesn't have the awe inspiring visuals and action as the absolute top stunning ORPGs out there, but it isn't your basic RPG ripoff. This map is unique and has a lot of work put into it. It's visuals are good and well above average. And while its spells and systems are quite basic (though sometimes unique such as the revive system) at first, there's just so much variety to choose from with a plethora of heroes, items, abilities, and quests. There's just a lot of everything to keep players trying out new things! Everything is informative and easy to learn, so yes, this is a noob friendly map.

One major gripe that few would complain about is the slow pacing, but that's a very subjective preference that I won't delve into much. Basically, the map feels significantly slower than most with things like a collecting 70+ meat or grinding to get to level 5 for quite a while. But again, that's a preference people have and it's not a negative point. A positive to this is that it keeps the progression of the game won't fly by too quick, as there I barely scratched the surface of exploring the map. If I were to nitpick, it would be the amount of advertising for the map's community, but I know where you're coming from. It'd probably be better to remove the sad faces in those messages.

Overall, I give the map a 4.2/5 and it definitely doesn't deserve to be in the substandard section. Map moved to approved.

Thank you so much. Yes about the messages because i started to feel hopeles because nobody plays :D and about the meat quest. This quest actually for the players who wants to stick in the first area before venturing far. Besides 2 or 3 good players doesn't care this meat quests because they can find more precious things during their adventures.

I have read your suggestions and noted. Thank you so much again and have a nice day.
 
Level 1
Joined
Oct 16, 2015
Messages
283
Ok man i tried to play but see what happens.

1) I pick up a shield that says Block melee damage 8 and i pick up a shield that says block 12 melee and range damage.
Against the same creep with the shield that block 8 dmg i take 2 dmg.
Against the same creep with the shield that blocks 12 dmg i take 3 dmg.
Why? Is it because 12 block shield also blocks range damage? which means 6 for melee and 6 for range?

2) So i stopped in town to read armor/shield formulas and after some minutes my hero died and i couldnt revive him. I dont know wtf happened.

3)Skills. So i tried vampire.
Skills duration last very short. Life Steal 4 seconds is nothing. Because at first the attack speed is so slow that u barely do 3 attacks. You can make Life steal last 15 seconds at first lvl but have low life steal amount or give low dmg because low duration is very very bad. It makes the skill useless.

Also, it would be good if skills scale with stats instead of standard values, but i understand that a change like that requires a lot of work to balance things again.
 
Last edited:
Level 17
Joined
Jun 2, 2009
Messages
1,112
Ok man i tried to play but see what happens.

1) I pick up a shield that says Block melee damage 8 and i pick up a shield that says block 12 melee and range damage.
Against the same creep with the shield that block 8 dmg i take 2 dmg.
Against the same creep with the shield that blocks 12 dmg i take 3 dmg.
Why? Is it because 12 block shield also blocks range damage? which means 6 for melee and 6 for range?

You can actually read it at F2. All of the block items have a minimum block amount. If you have a 42 damage block, you will take 14 damage. If you have an item that blocks 12 melee damage, it will not block any ranged damage but you will take minimum 4 melee damage.


2) So i stopped in town to read armor/shield formulas and after some minutes my hero died and i couldnt revive him. I dont know wtf happened.

It was a bug about new afk system and i have fixed it now. You can download new version and you can use your load without any problems.


3)Skills. So i tried vampire.
Skills duration last very short. Life Steal 4 seconds is nothing. Because at first the attack speed is so slow that u barely do 3 attacks. You can make Life steal last 15 seconds at first lvl but have low life steal amount or give low dmg because low duration is very very bad. It makes the skill useless.

It was actually overpowered for early game and of course not all skills is very useful for early game, mid game and late game

Also, it would be good if skills scale with stats instead of standard values, but i understand that a change like that requires a lot of work to balance things again.

Yes you are right actually but it is impossible to re-create everything for me for now. With very low players we barely reached level 32+ areas and even myself don't know how to handle after level +32 and i need to get reach level 32 and play like a player for the balance level 36+ areas


New version (v2.4) is released sorry about the new afk system. You can use your old saves or even when you lost your ghost you can save and use your code in new version without any problems.
 
Level 1
Joined
Oct 16, 2015
Messages
283
Ppl play your map and none tells you how to improve it? shame on them :)

These are things i consider u must do:

1)Add store room where we can deposite items, at least 12 slots. Your RPG has mannyyyy items and thats good but we dont have slots to keep the ones we like. Every good rpg gives u slots.

2)Healing potions should be used from backpack, none wants to sucrifice item slot for healings. Or you can simply remove healings from game?:)

3)Specify what items take what slot. For example, one-hand sword = mainhand slot. shield = offhand slot. helmet = helmet etc.

4)I think we lose too much gold on death.

5)Make Backpack be useable outside of towns. We pick up gamble coin and we cant use it unless hero pick it..

6)As i said above.. Heroes' skills are very similar, you have to make the skills feel more unique for each class. It would be great.

7)Tower Shield doesnt work. block doesnt reduce any dmg.

8)does magic protection stuck? 25% + 25% = 50%?

9)Is it possible to add a board with all our stats?

10)could you add Teleport to town?

11)Add -roll !!
 

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