Hey sethmachine1,
I was just wondering if the breeding will be more like Dragon Quest Monsters(DS) where there isn't many specific combinations but your monsters will always become a higher tier (you can look it up of you are confused) or Dragon Warrior Monsters (GB) where there are a lot of combos but most of them are not specific on two monsters needed. I am guessing that you will go more along the lines of the Dragon Warrior Monsters breeding and would prefer that.
It won't be exactly like any of those, actually. I plan on making the breed system a little "probabilistic" in the sense that just because X + Y --> Z the last time, doesn't mean X + Y --> Z next time (you could get W, U, T, etc.).
Imagine a genealogical tree or graph, and each monster connected by an edge/line to some other set of monsters. Monsters which take the fewest lines to reach from one monster are the genetically closest species, while those monsters furthest away are the most distant.
Breeding will then be some function of each of the parent's genetic distances from similar species. So there will be a higher chance for the offspring of two parents to be a monster species those two parents are closest too. But this isn't always the case since it's probabilistic.
Finally, the genealogical tree will be unique and different for each player. This is because as you (the monster master / breeder) learn more about the universe, you will build your own tree based on your unique experiences. There might not be a lot of variation (I am still working this idea out), but what else does it mean?
(1) Breeding is not completely deterministic
(2) Learning successful combinations must be done by yourself.
In other words, breeding charts won't exist or won't be effective, since you'll only be following the specific tree for that player and not yours. There are probably some combos which usually have the same result across all players, but I would not rely on it (especially if you are breeding prized/rare monsters).
Note that this does not mean it's possible to get any monster from any two--if the distance is too far genetically then it's never going to happen.
@Deathly_God and hopop
When I first was designing the monsters, I intended there to be generic combos, like:
Beast + Water = Seal (100% probability).
However I found that it actually constrained the breeding system, because I had to dedicate around 9 monsters per family to this specific breeding formula. So I threw it out half way in.
Nevertheless there will be some combinations are close to universal, e.g.
Beast + water = seal will probability have a high probability in general.
Also, there will be items or a mechanic to influence the offspring. These might be in the form of drops from dungeons or bosses (e.g. an item that when equipped on a monster being bred increases the chance of the offspring being a monster you have never had before). I think this adds another dimension to gameplay.
There may also be very powerful breeding items, like one that lets you keep one of the parents (obviously this would be a very rare item).
@Deathly_God and hopop
When I first was designing the monsters, I intended there to be generic combos, like:
Beast + Water = Seal (100% probability).
However I found that it actually constrained the breeding system, because I had to dedicate around 9 monsters per family to this specific breeding formula. So I threw it out half way in.
Nevertheless there will be some combinations are close to universal, e.g.
Beast + water = seal will probability have a high probability in general.
Also, there will be items or a mechanic to influence the offspring. These might be in the form of drops from dungeons or bosses (e.g. an item that when equipped on a monster being bred increases the chance of the offspring being a monster you have never had before). I think this adds another dimension to gameplay.
There may also be very powerful breeding items, like one that lets you keep one of the parents (obviously this would be a very rare item).
Hello sir, you said as latest the game will be released in the end of February but is already March, is everything ok or you didnt complete it yet? Thanks, and take your time it will be a great project for sure![]()
no updates receantly ,hmm anything new ?
no updates receantly ,hmm anything new ?
Hey Seth, I've been meaning to ask this for a while! (Quick reply is being a dick and deleting my messages.) How will the inventory system work in MM RPG 2? I know in DQ M you can only really equip a weapon, but in later ones you can equip armor and special other things at times too. Will you be keeping it to a two inventory system, or binding it so that only 1 weapon and 1 armor? Or more slots and keeping the original MM's style of any-two-items? Also, will there still be the stats incentive added on to Fusion Levels, or what is your plan for those? Still eagerly awaiting the alpha or beta versions!!
A very good set of questions! The exact make up of the item system is quite malleable, since of all the things I've worked on, the item system is something I've barely touched (there is code, just very little). This is because I plan to have a complex item system for both monsters and their monster masters.
I am thinking of sticking with the 2 inventory slots of monsters but make no requirements (e.g. a monster can wield two shield items or two right hand items, etc.). The item system will be subject to extensive testing and re-design, and will perhaps be changed constantly, even when the betas are released. This is because even with alpha testing, there is no way to predict how to balance and design the full item system.
That being said, I have an outline for the kinds of items.
1) Battle items: These are your vanilla items from MMRPG I that you equip to a monster to improve its health, mana, armor, damage, etc.
2) Growth items: This is a little controversial, but essentially these are rings that promote stat growth for the monster carrying them. E.g. "War Ring" promotes HP growth--everytime the monster levels up and is equipped with the "War Ring," it receives a small bonus to its overall HP gain that is permanent. Suppose monster X usually gains 5-7 health per level, but with War Ring it will be guaranteed an extra 1-2 hp, so if it has the ring equipped when it levels, it will gain 6-9 hp instead. I will likely limit it so a monster cannot equip more than a single ring. Rings will likely be incredibly rare items because of how powerful they are.
3) Breeding items: These items have effects when equipped to monsters that are being bred. E.g. "Divorce Papers" allows you to keep one of the mates when usually both go away forever. Obviously it would be very rare. Other items might be stat inheriters (higher chance the offspring inherits a good I.V. from either parent) or move inheriters (higher chance the offspring inherits a higher tiered move, e.g. aura vs single point damage). Others might even double the offspring (two eggs instead of one).
For monster masters, they will also have items as well. Monster masters will likely have an inventory size of 4-6 (class might determine that) but also a virtual backpack capable of carrying up to 20 items.
3) Consumables: Meat will be back for recruiting monsters, and things like potions, town portals, etc.
2) Class items: Items specific to the monster master class (there will be classes players can branch into). E.g. a staff. They can be used to help in battle, recruit monsters, heal the team, and many other possibilities. Or even allow your monster master to fight in combat!
3) "HM" items / Artifacts: These items are quest items that allow players to progress into new areas. I call them "HM" items because they are functionally equivalent to Pokemon's HM moves (e.g. surf). So you might see an area you cannot reach in world 1, but in world 3 you get the item you need to use to melt the ice wall to access that bonus area. These items are permanent in the sense you can't get rid of them, but luckily you can put them in the virtual inventory or bank.
So for Fusion Levels (FLs), I will follow the original purpose. All monster species have their natural growth limit, e.g. Kobolds cannot level beyond lvl 30. But for each FL a monster has, it can level that much higher. So while a Kobold FL +0 caps out at lvl 30, a Kobold FL +20 can level as high as 50.
FLs will also be required to make some powerful breeds. But I do not see it having an impact on a monster's stats/growth other than determining their max level.
Oh yea, you really should not have fl to lvl increase be 1 to 1. make so that at 15 fl can go up to lvl 40 and at fl 30 can go to lvl 50 or something like that.I like the ideas for some of these items, but the power stat items seem a little odd to me, in that they are quite clearly the best items in the game. I suppose it's balanced by the fact that it takes up an item slot when you're leveling your monsters though. Going back to what you were talking about with Fusion Levels though, I (personally) feel that having the FL determine the max level in such a 1 to 1 way seems pretty strange and even more grindy than MM RPG 1. In DQ Monster Joker 2, 5 FL's grants up to level 75 (previously 50) and 10 FL's granted up to 100. In MM RPG 1, fusion levels were only needed for the tier 4 and 5's, and getting sub-max didn't influence your game a whole lot (it helped but missing 10 FL's wasn't a make-or-break kind of thing). With this however, you'd be missing tons of levels unless you grind up your fusion levels. Either this will be even more time-consuming than breeding (not to mention all the spells that will be coming and going due to this system, along with initial stats and other things you'd have to track) but it would also take forever to catch and stabilize your monster party under these conditions (or so it seems.) I'm wondering if you want to maybe take Joker's approach, where the FL's needed for the monsters are relatively low, but then you could continue to gain FL's for the stats like MM RPG1, which was personally a big and immediate incentive to get the FL's, rather than just a vague max-level that I'd only achieve anyways once I finished fusion leveling. I guess my rambling is just trying to point out the immediate incentive to try to fusion level, and how with a rising max-level ,the level tier system for monster fusions would be frustrating for people to try to work out (in MM RPG 1 it was, for those who don't know, the total level taken in a piece-wise function, where 0-9 was one tier, so 10-19 was +0, 20-29 was +1, 30-39 was +2, etc.) With the rising levels, if you were to say, get to level 70 because of your fusion levels, the wild monsters you would encounter would be wayyy lower and would probably be a waste of your time to fuse with at this point because two 70's would help you a lot more than say, a 30 and your 70 (assuming monsters level cap is set along the same lines as tamed monsters levels).
@Deathly_God
You can easily circumvent the growth items taking up an item slot but still get the stat bonus. Keep the item(s) in your vault and equip them on your monster right before they level up. Switch the items back after they level up.
Well maybe for later levels yeah, but I for one would probably be annoyed if I had to run back to town or w/e to pick up the item to swap before it leveled. I mean if it missed a few levels that would drive me nuts! Ha ha![]()
Not sure if this question has been asked yet.
Is there going to be a code wipe?
So are the promo codes for the version that is coming out?
I believe it will be a -save feature, as for swapping computers, I don't know.
Personally, I'd find it a little refreshing for a new(ish?) set of monsters to play.
I also would like to play different monsters but I think some of the previous monsters should stay unless there is a part of the lore that causes the monsters to disappear.
To be honest, and I feel like a lot of players, especially ones who never really got into MM RPG1, don't particularly care about the lore reasoning. You could essentially make the story a stand-alone concept and I think most people would be absolutely fine with it. I'm not saying trash all the monsters, but if you simply swap a few models and slap some slightly different spells onto the monsters the game would be essentially a code-wipe of #1, with minor tweaks, rather than it's own off-shoot game. Just my thoughts on the subject.
Also, is it planned to keep the armor system how it is, or something closer to Gaia's RPG where armor is just = -dmg, so 12 armor is the same as -12 dmg per hit.
Yea, if someone is going to get into the map they will make sure that they save their team and get the code for the next time they play.You shouldn't bother too much with a codeless save/load, Wc3 barely supports it.
Not to mention all u have to do is make a copy of the file then you can do exactly what you can do with string-based save/load's. Only difference is lack of knowledge for the first little while. You also have to tell everyone to enable local files which already gives them the location. The only way to do this is on a server-based game or map with the help of TriggerHappy's project without cheating that is. Because you can load data from the server instead of requiring players computers.
The worst part is the sync rate.
Otherwise sounds like a fun map, good luck.
In any case I had long decided to remove the ability for players to breed monsters with each other, share items, share gold, or anything to gain an unfair advantage because there doesn't seem to be a work around without a server based approach or me managing each player's load individually.