Improvements For D5

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Re: Improvements For D5

Postby Rhuen » Tue May 08, 2012 2:54 am

If they did the vehicles and armor transformations, what I could see being done.

Desco: Grappler Ship; an homage to "Outlaw Star", a purple ship in her design, her claw things become the grappler arms, and there is a fluid filled control pod at the back with Desco's humanoid body in it.

Prinny: Rocket Ship (would kind of resemble more a kiddie ride)

Alraune: Hopper (kind of simplistic, but its more for the :shock: factor), your humanoid character would be standing in the flower as it hops while the Alraune's body is bent over in front of them, their hands straight out forming a "Flower cannon" (like Lillymon from Digimon).

Sludge: Body Armor, body coated in slime and wearing its skull.

Orc: Motorcycle; old school and you get the helmet.

Spirit: Body Armor, you wear its coat and have white body armor.

Shroom: Mech-suit, very Motango like, or kind of like a comical version of Zeram.

Dragon: Tank, dragon head for the cannon, two little wings, scaley tank body.

Sabrekitty: Armor, you are wearing the fur and claws like a tribal warrior.

Zombie: A bi-plane, bone propellor, green rotting body, zombie head for the gun.

Mothman: Jet, claws on wings, color, so kind of a yet.

Cu Sith: Zoid like rider, it barely changes, except now it is mechanical and you ride on it.

Succubus: A drill car or a Motorcycle, I am partial more to the drill car, would have a batmobile feel to it.

Gargoyle: Helicopter (large civilian design)

Roc: Hopper, its tail is the spring and your humanoid is riding inside its mouth using the antlers as a steering bar.

Nekomata: furry motorcycle.

Shinigami: Black Helicopter with sychte blades. (military Apache Helicopter design)

Baciel: Tank, cannon arm is the cannon of course.

wood golem: armored vehicle, kind of like the one in the new Bat-man movies.

Skeletal Dragon: Mech-suit, its wings are now jet wings, skeletal armor, the horns, kind of evil Gundam like.

Some DLC

Priere: Going with a sleek black and red Akira style motorcycle.

Gig: Armor, like serious evil Gundam god armor.
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Re: Improvements For D5

Postby dood » Tue May 08, 2012 4:12 am

Rhuen you beautiful bastard you!
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Re: Improvements For D5

Postby Laharl2nd » Sun May 13, 2012 10:32 am

a nice improvement would be allowing us to store our dlc or extra story chars in the support area or perhaps at least give us more spots when you buy dlc chars.

another improvement would be nice is with the items its a good thing i saved cause i had feeling this would happen if you fuse the innocents in an item make sure they dont exceed 300 or you will be wasting them they fuse into one solid 300 regardless how many they were, I would like if they would just fuse up to 300 and not overwrote each other.
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Re: Improvements For D5

Postby ZekeFreek » Sun May 13, 2012 11:32 am

a nice improvement would be allowing us to store our dlc or extra story chars in the support area or perhaps at least give us more spots when you buy dlc chars.

another improvement would be nice is with the items its a good thing i saved cause i had feeling this would happen if you fuse the innocents in an item make sure they dont exceed 300 or you will be wasting them they fuse into one solid 300 regardless how many they were, I would like if they would just fuse up to 300 and not overwrote each other.


Also, go back to NOT making us Reverse Pirate to get Statisticians. Ugh, that is so annoying.
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Re: Improvements For D5

Postby Rhuen » Sun May 13, 2012 12:02 pm

Yeah the store area should increase when you buy DLC characters. It is why in D4 I havn't been creating any extras (not creating the higher tiers, but waiting this time to reincarnate the older ones into them) as D3 I maxed out the storage space (Did D2 and D1 have a limited store area? I remember easily having all the playables and making one of every monster/humanoid) so I havn't bought any DLC as I don't know where I could put them...
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Re: Improvements For D5

Postby Laharl2nd » Sun May 13, 2012 12:29 pm

ugh i bought them all and im continuing to do so but its getting so crowded lol. anyway another good improvement would be LESS RNG REQUIREMENTS, i mean some is fine and all but man this game goes way to far with it lets name them all that i can think of.

1. In order to get certain enemies mostly post game bosses to have legendary or rare equips you have to keep resetting the battle and going back in. This one is acceptable as its not really needed and is just a bonus if you care to get it.

2. the damn meowkins... needing to get a pirate piece from a fucking rare as hell pirate crew to access LOC was PAINFUL it took me a freaking week to get them to show up!. Granted i know i should be lucky considering how long its taken some but damn.

3. needing to get pirate ship parts from chests to access LOC, this again required RNG it didn't take as long but was still annoying.

4. during reverse pirating you are constantly stuck resetting to get the right innocents you want to show up or level up sphere -_-. Its bad enough to get staticians we have to reverse pirate but making us reset over and over to just get one is overkill sometimes you get lucky and get 2, then theres the level spheres which brings me to the next one.

5. to max out an item to level 300 you have to get lucky thats all there is to it. its ridiculous that it doesn't max out just from beating all the floors. You have to keep resetting floors in the higher up levels to get level up spheres to randomly show up. Then during reverse pirating you have to keep resetting to get the super level spheres... THIS IS INSANE. Why do we have to rely on luck to max an item out if we put the work in to get to the last floor it should do it by itself -_-.

6. The damn fortune teller has an rng chance of a yes or no or great or horrible. now you can use this to your advantage if again you keep resetting the floors to find one and he says yes and save each time. Also even if you beat the crap out of him if he gives you a horrible fortune it still goes down. just not as much as before if you did not.

7. MORE RNG on the tickets. wtf in order to access LOC again we had to find the scalper who again was a RNG chance of showing up in a mystery room worse yet we had to find 2. they were also terribly expensive but w/e i could afford it due to post game.

8. I could complain about the rng for geo blocks in the item world but thats just completely random can help or completely fuck you up and sometimes if you try to fix it with your onmyo he makes it worse lol!

9. this is a minor one but kind of annoying i had to go through this. why did i have to go through finding the painter and music shop for days so i could change my music. Why not just give us the bills after we get to post game alredy why did we have to find them? just annoying.

10. RNG in char world. granted I know this one kind of makes sense so i won't go into to much but it is a bit annoying i barely find heart conservatives.

MAN i love this game but the RNG required here is completely ridiculous i lost track of how many resets I did to do multiple things. I could go into the puppy paw stick but really thats a glitch and was probably not intended the way ppl use it.

so in short in the next one PLZ lower the amount of RNG required to do things.
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Re: Improvements For D5

Postby ZekeFreek » Sun May 13, 2012 12:35 pm

ugh i bought them all and im continuing to do so but its getting so crowded lol. anyway another good improvement would be LESS RNG REQUIREMENTS, i mean some is fine and all but man this game goes way to far with it lets name them all that i can think of.

1. In order to get certain enemies mostly post game bosses to have legendary or rare equips you have to keep resetting the battle and going back in. This one is acceptable as its not really needed and is just a bonus if you care to get it.

2. the damn meowkins... needing to get a pirate piece from a fucking rare as hell pirate crew to access LOC was PAINFUL it took me a freaking week to get them to show up!. Granted i know i should be lucky considering how long its taken some but damn.

3. needing to get pirate ship parts from chests to access LOC, this again required RNG it didn't take as long but was still annoying.

4. during reverse pirating you are constantly stuck resetting to get the right innocents you want to show up or level up sphere -_-. Its bad enough to get staticians we have to reverse pirate but making us reset over and over to just get one is overkill sometimes you get lucky and get 2, then theres the level spheres which brings me to the next one.

5. to max out an item to level 300 you have to get lucky thats all there is to it. its ridiculous that it doesn't max out just from beating all the floors. You have to keep resetting floors in the higher up levels to get level up spheres to randomly show up. Then during reverse pirating you have to keep resetting to get the super level spheres... THIS IS INSANE. Why do we have to rely on luck to max an item out if we put the work in to get to the last floor it should do it by itself -_-.

6. The damn fortune teller has an rng chance of a yes or no or great or horrible. now you can use this to your advantage if again you keep resetting the floors to find one and he says yes and save each time. Also even if you beat the crap out of him if he gives you a horrible fortune it still goes down. just not as much as before if you did not.

7. MORE RNG on the tickets. wtf in order to access LOC again we had to find the scalper who again was a RNG chance of showing up in a mystery room worse yet we had to find 2. they were also terribly expensive but w/e i could afford it due to post game.

8. I could complain about the rng for geo blocks in the item world but thats just completely random can help or completely fuck you up and sometimes if you try to fix it with your onmyo he makes it worse lol!

9. this is a minor one but kind of annoying i had to go through this. why did i have to go through finding the painter and music shop for days so i could change my music. Why not just give us the bills after we get to post game alredy why did we have to find them? just annoying.

10. RNG in char world. granted I know this one kind of makes sense so i won't go into to much but it is a bit annoying i barely find heart conservatives.

MAN i love this game but the RNG required here is completely ridiculous i lost track of how many resets I did to do multiple things. I could go into the puppy paw stick but really thats a glitch and was probably not intended the way ppl use it.

so in short in the next one PLZ lower the amount of RNG required to do things.


That's kind of how Disgaea has always been though. It's just D4 kind of made it more obvious.
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Re: Improvements For D5

Postby Laharl2nd » Sun May 13, 2012 12:36 pm

you have to admit it was never THIS bad in the older ones i mean 3 was getting there but 1 and 2 were nothing like this lol.
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Re: Improvements For D5

Postby ZekeFreek » Sun May 13, 2012 12:42 pm

you have to admit it was never THIS bad in the older ones i mean 3 was getting there but 1 and 2 were nothing like this lol.


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Re: Improvements For D5

Postby King_Krichevskoy » Sun May 13, 2012 12:49 pm

They could still patch D4....maybe haha.
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Re: Improvements For D5

Postby Laharl2nd » Sun May 13, 2012 1:34 pm

i highly doubt they would ever do that.
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Re: Improvements For D5

Postby King_Krichevskoy » Sun May 13, 2012 2:49 pm

I can dream. ahaha
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Re: Improvements For D5

Postby Lord Starfish » Sun May 13, 2012 5:49 pm

Laharl2nd wrote:I could go into the puppy paw stick but really thats a glitch and was probably not intended the way ppl use it.

Maybe not when it was first introduced in Disgaea 3, but NIS has been aware of the PPS duping for ages, and they still left it in (albeit with a much lower success rate) in 4, so yes, I'd say by now it probably is intended to be used specifically for item-duping. Though I wouldn't complain that cloning your perfected equipment is too hard though... I mean, the fact that this is even possible to do at all is already pretty insane.
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Re: Improvements For D5

Postby Laharl2nd » Sun May 13, 2012 6:06 pm

well it is insane and i was just including it because it does have to do with rng im not upset about it. it makes sense honestly. just alot of the other stuff that require rng is annoying.
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Re: Improvements For D5

Postby mario_0345 » Wed May 30, 2012 5:15 am

I couple of improvements I thought of

Forte/Magichange purchasing- Basically instead of just going to class world to purchase skills you just purchase the forte and voila once your character reaches the required level they can simply purchase the skill for the weapon. For example you have a mage and purchase her the Sword Forte, now when she hits the required level she can just go and buy the specials like unique characters did for their specials. For monsters they can purchase new Magichanges like say you want the spear magichange for a prinny go to class world purchase the spear magichange for the prinny and voila you now have a prinny that can change into a spear. It would take some work to make it all go right but it would be interesting.

Facility Leveling- an component that was in Makai Kingdom and Z.H.P, but something that I could see really bloom. Basically lets take the Item world, at level one it only has "Go to the Item World", "Transfer Residents", and "Combine Residents" but as you level it up you gain access to things like "Store Resident", "Special Route", "Resident Boost", and "Duplicate Item" and similar things for when you level up class world.
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