Eh, don't get me wrong, the shop works, its the items you've added that screws with game balance. You've also basically just added numbers onto things not really considering how they would affect your system in the long run. When stats get to breaking point, how do you fix them?
As I said, I won't use it myself because I don't have a solution to the major glaring issues, that doesn't mean you can't. I've RP'd a long while now, so I'm harder to convince than any newbie, it's an obstacle you'll deal with eventually when you get to the crossroads of "What Type of RPG Do I Want?". I don't see it as an RPG honestly, just fantasy Bey Battling.
Bluntly, the "Role Play" part of your "RP"G is severely lacking. Mostly it's an online stat battle with little substance for the characters or Role Players to really interact and develop. You've got the "Game" part down fairly well, it's good it works, and like you said the RPG is still in progress.
Honestly, I haven't seen many... "substance" posts from browsing, I don't know what you're talking about there. I see lots of one-liners, random "bumps", and obvious "I want money" posts. It's clutter, annoying, and damaging in the long run.
Imbalance wise, money and the economy of the game is topsy-turvy, there's no check and balance system and very little incentive aside from spamming posts to stimulate the non-black market.
This'll about end my input for you guys. As it stands, not enough appeal for me to join, and frankly, more experienced RPers won't join either.
Suggestions you might be able to work off of money/balance wise:
- Offer money for services, get community assistance (avoid rewarding recruiting heavily, recruiting is great but shouldn't be garnered by monetary rewards).
- Item Re-Release; $100 for a $20 part at the stage the RPG is in is another slap in the face of new/future members.
- Use of ONLY 1 Special Item/Accessory once per battle. One item is fine, when you have players with 4+ and can stack them stats break and new players don't have a chance.
- Lottery System on Character Generation, random dice roll = pre-set item as a bonus to character generation, allows players to start off with something they can either use or barter with other players right away.
- Starter Package; $15 + 1 starter MFB (consisting of basic parts) and 1 launcher only makes sense IMO. It gives players the chance to customize right away and perhaps jump into things without making major mistakes at the shop, something I noticed was rather easy to do.
As I said, I won't use it myself because I don't have a solution to the major glaring issues, that doesn't mean you can't. I've RP'd a long while now, so I'm harder to convince than any newbie, it's an obstacle you'll deal with eventually when you get to the crossroads of "What Type of RPG Do I Want?". I don't see it as an RPG honestly, just fantasy Bey Battling.
Bluntly, the "Role Play" part of your "RP"G is severely lacking. Mostly it's an online stat battle with little substance for the characters or Role Players to really interact and develop. You've got the "Game" part down fairly well, it's good it works, and like you said the RPG is still in progress.
Honestly, I haven't seen many... "substance" posts from browsing, I don't know what you're talking about there. I see lots of one-liners, random "bumps", and obvious "I want money" posts. It's clutter, annoying, and damaging in the long run.
Imbalance wise, money and the economy of the game is topsy-turvy, there's no check and balance system and very little incentive aside from spamming posts to stimulate the non-black market.
This'll about end my input for you guys. As it stands, not enough appeal for me to join, and frankly, more experienced RPers won't join either.
Suggestions you might be able to work off of money/balance wise:
- Offer money for services, get community assistance (avoid rewarding recruiting heavily, recruiting is great but shouldn't be garnered by monetary rewards).
- Item Re-Release; $100 for a $20 part at the stage the RPG is in is another slap in the face of new/future members.
- Use of ONLY 1 Special Item/Accessory once per battle. One item is fine, when you have players with 4+ and can stack them stats break and new players don't have a chance.
- Lottery System on Character Generation, random dice roll = pre-set item as a bonus to character generation, allows players to start off with something they can either use or barter with other players right away.
- Starter Package; $15 + 1 starter MFB (consisting of basic parts) and 1 launcher only makes sense IMO. It gives players the chance to customize right away and perhaps jump into things without making major mistakes at the shop, something I noticed was rather easy to do.