Old 01-9-2013, 12:05 AM   #1301
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O. Very hard mob
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Old 01-9-2013, 04:36 AM   #1302
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Default Re: The Unofficial FFR RPG [Beta]

Images weren't cropped and it irritated me, so I deleted and reposted, haha.


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Old 01-11-2013, 07:32 PM   #1303
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Default Re: The Unofficial FFR RPG [Beta]

Updated.

v1.9 update coming very soon.
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Old 01-11-2013, 07:41 PM   #1304
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v1.9 update coming very soon.
Sweet, can't wait!
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Old 01-11-2013, 08:12 PM   #1305
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(For the purposes of coherent storytelling, we will assume that this happened sometime after the first appearance of daily mobs and before the happenings of Story Mode. Timeline coming soon. Maybe.)

Yet another lazy day in the mysterious FFR Land. The archers sat at the round table in Ribbon Hood’s house, snacking on a 10-pound bag of extra-salty potato chips. They were all wondering why their lives were filled with so much doldrums. They thought back to the days when the beastly mobs first terrorized their world. To the struggles to defeat a mere Baby Bowser. To the time when they misfired their arrows battling a simple level 27 fiend. In retrospect, those were the good ol’ days, filled with excitement and tension.

But those days were long past.

Over the last few years, the archers have developed tremendous accuracy with their shots. Most of the archers have even self-taught themselves advanced techniques. Nocking and blasting away up to 4 arrows at once. Bursts of rainbow-colored arrows. Rapidfires of arrows they liked to call “streams.” Machine-gun style firing they named “rolls.” Some archers have trained to the point where they can take down a level 70, 80, or even a level 90 beast on command. If there’s one thing that none of the archers have been able to do, it was figuring out why these mobs kept pestering FFR Land, even after countless defeats.

Quite frankly, they were becoming nothing more than pesky, feeble creatures.

*pound!* A large-headed archer who went by the name of Monty smashed his fist on the table. “Freaking out of chips again. Who’s going to get us another 10-pounder?” he bellowed, giving a slight glare to Ribbon Hood.

“Hey, don’t look at me, bud. I went the last three times.” Ribbon Hood waved his Bon-chan pink ribbon around in defense.

Reading the atmosphere, an archer who was relatively a rookie raised his hand shyly. “I... um, I can go buy us another bag if you guys want,” he volunteered. He was already at the front door, turning it, when suddenly...

“EEEEEEEEK!!!”

The rookie let out a shriek. It was a moderate-sized beast, floating right outside. Not too big, but menacing enough to startle an apprentice.

“Oh, come on,” Ribbon Hood sighed. “This one should be cake for us. Everyone got their bows and arrows ready?”
“Yeeeeeeeeeeeeees,” the other archers replied in a monotone. In a second, they were all gathered at the doorstep, ready to defeat yet another monster.
“Fire!” Ribbon Hood ordered. At once, hundreds of arrows flew into the sky, blocking their view of the monster for a second, but striking it directly afterwards. K.O.

Or was it.

To everyone’s surprise, the mob was completely unaffected by the serenade of arrows - and it seemed that the archers made it very irritable. The monster let out a loud cry, and began long-range attacks of throwing spiky tetherball-like objects at the door. The archers began to panic. Panicking for the first time in years.

“Quick, close the door first!!” someone shouted. In the middle of all the sudden chaos, an archer managed to close the door, which was struck by some of the mob’s long-range weapons just after - leaving gigantic dents on the door they could even see from the inside.

After catching his breath for a few, Ribbon Hood gathered himself. “O--okay. It’s alright... nothing to be worried about. We... we just have to take it easy.”

Luckily, Ribbon Hood knew how to find the exact attacks needed to defeat ANY mob, using a spell with his ribbon. He simply had to set his sights on the mob in question and wave his ribbon in a circular motion. (By this time, most of the archers could tell how to defeat mobs anyway, but sometimes they needed Ribbon Hood’s help.) Ribbon Hood stepped towards the window to get a clear view of the monster, then started using the spell with his ribbon. Waving... waving... waving...

!!!

Ribbon Hood abruptly stopped waving his ribbon, taken aback.

“So? What kind of arrows do we have to fire this time, chief?” Monty asked eagerly. Ribbon Hood turned back to look at him, and murmured quietly...
“I... I don’t know. The spell doesn’t seem to work like it usually does, for some reason. But this is what my Bon-chan is telling me...”

Ribbon Hood grabbed a pen and a sheet of paper and wrote something down quickly. When he showed his fellow archers what he scribbled down, everyone... EVERYONE looked bewildered.

*crash!*

Thanks to Ribbon Hood’s intent staring, the spiky tetherballs were now targeted at where the window was, not the door. Shards of glass flew all over the house as the window shattered into a million pieces, and the archers had to snap out of their bewilderment to take temporary cover.

The doldrums were gone.


===================================

We are proud to present the v1.9 update of the FFR RPG [Beta]:

FFR RPG Mystery Mob Mode

In this newly added mode, you folks will be battling an upgraded form of mobs, which are a bit more elusive and will probably require more effort to defeat. But with tougher battles come better rewards! Here’s a rundown of specifics for this release:

Mode Basics:
Everyone will be given an ambiguous hint (in text, image, video, audio, or real-life letter form) to the “attack” required to defeat the mob (song/requirement for victory). Your task is to decode the hints and PM a score / scores needed to defeat the mob TO THE FFR RPG ACCOUNT. Simple, right? Think riddles and arrowfest in one convenient package!


Rewards:
A badge and bonus EXP are awarded for each Mystery Mob defeated. (Each Mystery Mob can be defeated only once, but Mystery Mobs will often give you much more EXP than regular, Daily Mobs!)
Some quests may require certain badges / a set number of Mystery Mobs defeated.


Specific Rules:
1. In your PM’s, you must specify which Mystery Mob you are trying to defeat, along with a screenshot of the required score, gotten AFTER the “spawning” (creation) of the mob. You can take on Mystery Mobs at your convenience - there are no time limits.

2. Everyone is limited to ONE guess (a single PM) for each Mystery Mob every 3 days (72 hours). This is to prevent brute-forcing/guessing-in-the-dark methods. Any extra guesses will be ignored. Multiple failures to follow this rule will result in a suspension from the mode for a set amount of time, determined at the admins’ discretion.

3. Sometimes you will only need to figure out the song(s) or the requirement(s), while other times you will need to find both.

4. Some mobs will require multiple scores; if you catch only a part of them, you will be notified that you “damaged the mob but haven’t defeated it yet” (i.e. you still need to find the remaining songs and get the required scores). You will also be notified via PM for victories and wrong answers. Note: You will get MORE EXP for defeating a Mystery Mob on your first attempt.

5. DO NOT POST THE SONG OR THE REQUIREMENTS TO ANY MYSTERY MOB IN THIS THREAD. Posting the requirements to any Mystery Mob in the FFR RPG Thread will result in a BAN, with the length determined at the admins’ discretion. Banned users will be unable to partake in any method of play in the thread for the ban period. Speaking of, a PERMABAN means a COMPLETE AND ETERNAL removal from the roster. Light hints are fair game (though we may ask you to remove/edit posts if we feel your hints make the answer too obvious).

6. To make it fair, the RPG admins will not be able to gain EXP from defeating Mystery Mobs. The badges are free though. FREE!!!!!

===================================

That being said, try taking on the first Mystery Mob - using what Ribbon Hood jot down on his paper!
To celebrate the release of this new mode, we’ve set the EXP fairly high for this one. Fight!


Haunter of the Shadows
Level: ?? / HP: ???????



This is your clue, courtesy of Ribbon Hood:

“Read into the thoughts of the thread master, and victory shall be yours.”

Last edited by The FFR RPG; 01-11-2013 at 08:19 PM..
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Old 01-11-2013, 08:23 PM   #1306
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got it, PMing score(s) now.
well, not via PM, but Mystery Mob completed =D
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Old 01-11-2013, 09:09 PM   #1307
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Awesome! Mystery Mob defeated on first try!
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Old 01-11-2013, 09:14 PM   #1308
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Updated Mystery Mob EXP gains to this post.

The normal mob o. will end in a little less than 3 hours; hoping we can get a special mob up afterwards.

~kjw
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Old 01-12-2013, 05:20 AM   #1309
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such a sweet idea! gj
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Right after sex, it skillboosted me by +10 levels from like a 35-45 about. (Which then 15 min's later I got really tired and couldn't play anymore)

But then my lady friend got pissed off I was playing FFR instead of playing her. Then for the rest of the night she played the 'Only want me for my body' card and I didn't get to sleep with blankets that night.
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friend: hey bro can i tell you something
dynam0 yeah man whats up?
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Old 01-12-2013, 09:36 AM   #1310
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Default Re: The Unofficial FFR RPG [Beta]

Sweet, I'll defeat this mob when I can play later =p
I feel like a telepath
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Old 01-13-2013, 07:49 PM   #1311
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Nice mystery mob. Very clever idea!
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Old 01-13-2013, 11:42 PM   #1312
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Updated. New mob tomorrow.
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Old 01-14-2013, 12:48 AM   #1313
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Default Re: The Unofficial FFR RPG [Beta]

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If total games played is taken into account for experience total, I'm gonna be a sad panda (which I'm thinking it probably is).

Punished for sticking with Legacy for so long after erryone's already switched over to Velo and their fancy Restart button ~_~
I think it's GTS + your level ranks + your performance on songs as you play them. I think you get bonuses for AAAing/FCing songs, but I'm not sure - it was something I think I noticed when playing earlier.

Don't play anything obscenely easy if your level is high -- I played Excite Bike and lost some EXP.
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Old 01-14-2013, 12:54 AM   #1314
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Default Re: The Unofficial FFR RPG [Beta]

Oh wow - how did I miss this all this time? Can I play?
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Old 01-14-2013, 01:04 AM   #1315
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Default Re: The Unofficial FFR RPG [Beta]

The RPG Beta is open to everyone. You can join at anytime and start working on the quests/mobs/events you see on this page or on the front page on posts 7, 8, 9 or 10.
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Old 01-14-2013, 01:06 AM   #1316
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Default Re: The Unofficial FFR RPG [Beta]

Welp, just submitted my mystery mob in. Awesome stuff guys, I really like where this is heading!
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Old 01-14-2013, 03:51 AM   #1317
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I think it's GTS + your level ranks + your performance on songs as you play them. I think you get bonuses for AAAing/FCing songs, but I'm not sure - it was something I think I noticed when playing earlier.

Don't play anything obscenely easy if your level is high -- I played Excite Bike and lost some EXP.
Well, what we have is quite flawed in multiple ways.

1. New releases will decrease your exp. It's a slight incentive to keep playing and play released files. It can have a dramatic effect on upper levels (something around 200m loss I think).

2. Gameplays were factored in but we forgot to check people with massive gameplays compared to GT. This is an error of about 400m exp. This is what happens if you play a song with low counts like Excite Bike (you lose more than you gain [don't know how it pans out like that since you get 50k from playing and gameplay bonus is very small and requires large factor changes to have any effect]).

3. When FFR hits 1400+ songs (or around there), exp gains will be outrageous (even from easy files). We aren't sure if it's ok or we're doomed (or if YOSHl will be making badges as a hobby).

4. The current exp is partially biased towards skill. It has a harsh beginning before it starts going. You can tell that it gets exponentially greater (but our ClEvEr methods of FoRmUlAtIng have a slight effect like post 1). Your reward increases with each token, AAA, and FC you obtain.

We've been messing around with reformulating it so it doesn't escalate so fast but we have a conundrum:
Black is current rate
Red is our 'rework'


1. Basically, upper levels (people with over about 900 AAA's/FC's particularly) are going to lose exp while people below will gain quite a bit. Depending on how we work it, the degree of both can be anywhere from 8b exp gained to 11b exp lost simply from implementing how we have it laid out.

2. It's less skill based. The reward does increase with the more songs but at a indefinitely better rate. It doesn't get insane at 1,500+ files. It's rewarding more along a linear rate (like a set reward for any/each AAA/FC/Token you get). This goes on par with the linear-esque level requirements.

3. Exp gains will be harder. You won't be getting that huge bonus for having a large amount of FC's/AAA's/Tokens.

We have a slight reason this is ok: it would incline people to participate in mobs, events, and such. You can get anywhere from 3m-100m exp from the mobs we post (ranges from a couple plays to 2+ hours of effort from 1-4 songs WITH exp gained just from playing the songs).

What we haven't looked at:

1. Rescale exp to make it fit the ridiculousness of our formula.
2. Ragequitting (spreadsheets klasdjfl;ksjwe;ekgjasdlkgja;wkrhjt)


Your thoughts, questions, ideas, and opinion would be so appreciated if you posted them.
We've worked the past couple days on trying to fix our short-lived formulas (there's an inside-joke behind this).
Mostly because we aren't entirely sure if you guys would want it.


EDIT:

Added PriestREA to the roster.
PriestREA Exp: 3,506,120,986 Level: 18.725
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Old 01-14-2013, 04:16 AM   #1318
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o.


o.

Type: Normal / Level: 83 / HP: 8,444,725 / Req: 35 goods
=================
Lawn Wake II (82)
11Eleven (81)
Storm Raid Battle (84)
ooo
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Old 01-14-2013, 06:15 PM   #1319
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Bumping.
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Old 01-14-2013, 06:32 PM   #1320
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Default Re: The Unofficial FFR RPG [Beta]

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Originally Posted by ~Zeta~ View Post
Well, what we have is quite flawed in multiple ways.

1. New releases will decrease your exp. It's a slight incentive to keep playing and play released files. It can have a dramatic effect on upper levels (something around 200m loss I think).

2. Gameplays were factored in but we forgot to check people with massive gameplays compared to GT. This is an error of about 400m exp. This is what happens if you play a song with low counts like Excite Bike (you lose more than you gain [don't know how it pans out like that since you get 50k from playing and gameplay bonus is very small and requires large factor changes to have any effect]).

3. When FFR hits 1400+ songs (or around there), exp gains will be outrageous (even from easy files). We aren't sure if it's ok or we're doomed (or if YOSHl will be making badges as a hobby).

4. The current exp is partially biased towards skill. It has a harsh beginning before it starts going. You can tell that it gets exponentially greater (but our ClEvEr methods of FoRmUlAtIng have a slight effect like post 1). Your reward increases with each token, AAA, and FC you obtain.

We've been messing around with reformulating it so it doesn't escalate so fast but we have a conundrum:
Black is current rate
Red is our 'rework'


1. Basically, upper levels (people with over about 900 AAA's/FC's particularly) are going to lose exp while people below will gain quite a bit. Depending on how we work it, the degree of both can be anywhere from 8b exp gained to 11b exp lost simply from implementing how we have it laid out.

2. It's less skill based. The reward does increase with the more songs but at a indefinitely better rate. It doesn't get insane at 1,500+ files. It's rewarding more along a linear rate (like a set reward for any/each AAA/FC/Token you get). This goes on par with the linear-esque level requirements.

3. Exp gains will be harder. You won't be getting that huge bonus for having a large amount of FC's/AAA's/Tokens.

We have a slight reason this is ok: it would incline people to participate in mobs, events, and such. You can get anywhere from 3m-100m exp from the mobs we post (ranges from a couple plays to 2+ hours of effort from 1-4 songs WITH exp gained just from playing the songs).

We've worked the past couple days on trying to fix our short-lived formulas (there's an inside-joke behind this).
Mostly because we aren't entirely sure if you guys would want it.
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Sounds like a good idea, we're going to have at least 48 new songs released for the tournament. I remember when there were only about 700 public songs. Also, more mobs please? Maybe three a week instead of 1 at a time?
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