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An RP guild for pirates and roleplayers of all sorts. Venture the seas or galaxies! Sea, Skye, and Space, and all the treasure they hold! 

Tags: Pirate, slave, role play, Master, semi lit 

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CaptainTrenk
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PostPosted: Mon May 14, 2012 11:48 pm
Ok guys, I know I havent done much in here yet, but because I am running into issues with it. So I am putting a discussion here for thoughts. I am very happy that everyone is bringing this place back to life though.

So to begin, I am running into a few snags in regards to Tilsod here on Gaia. I will list them below, and everyone can give me their thoughts.

I will first explain where we stand right now and how things are working. We are only working with HP, calculated by 20 + (1) 4-sided die. That is all anyone needs to worry about. Battling is done by rolling an attack roll, if you pass, then you roll again for damage. Attack roll is a 20 sided die. 1-10 is fail, 11-16 is pass, 17-18 is excelled given a +1 to damage roll, 19-20 is critical given a +2 to damage roll. Damage is calculated by size of weapon. Bare hands and daggers of all kinds are 1D4 (4-sided die), all one handed weapons are 1D6, and all two handed weapons are 1D8. Nothing else.

Now our problems.

1: Currency. I would like you guys to have currency, especially since we do have shops. For this, however, I can find no other way to achieve this but by depending on people's honesty. I would have everyone keep an updated amount somewhere in their posting template. And if someone doesn't use templates, I would require it for currency and other stat related items. I would have you gain currency by posting in the job board or if you brought your enemy to 0 HP. You would get a percentage to what they had, whether it is 25% or 50% I am not sure.

2: Experience. This one is also tricky. In most games, exp is determined by monsters and such, but for now, it is pure pvp. So we need a way to calculate exp, make it visible, and consistent. On Gaia that is a bit hard.

3: Levels. Weapons and items are based on level in order to purchase, We need to figure out what we are doing about levels, and all pertaining.

These are a few things to start. I will do more as it hits me. Let me know your thoughts.

Thanks,

Luke  
PostPosted: Mon May 21, 2012 9:17 am
Addressing the currency issue

this would make it odd, but the best way to get gold from a defeated enemy is to make it 30%. rounded down of course.

Addressing the experience issue


The easiest way to make exp "visible" is to determine how much experience is given from say a Level One rpc. Or a level one monster and so on and so forth. the higher the level, the more experience a monster or npc should give.

Addressing levels


I think a max level should be determined as should a starting level. Cause it will differ from rpc to rpc. As it will also differ from monster to monster. Also, a level one monster should have less exp than that of a level one rpc. For an example, Amy Starling should get more exp from defeating say Adam Bluebeard than she should by defeating a common pirate.  

Amaroq K

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CaptainTrenk
Captain

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PostPosted: Mon May 21, 2012 5:15 pm
Amaroq K
Addressing the currency issue

this would make it odd, but the best way to get gold from a defeated enemy is to make it 30%. rounded down of course.

Addressing the experience issue


The easiest way to make exp "visible" is to determine how much experience is given from say a Level One rpc. Or a level one monster and so on and so forth. the higher the level, the more experience a monster or npc should give.

Addressing levels


I think a max level should be determined as should a starting level. Cause it will differ from rpc to rpc. As it will also differ from monster to monster. Also, a level one monster should have less exp than that of a level one rpc. For an example, Amy Starling should get more exp from defeating say Adam Bluebeard than she should by defeating a common pirate.



Hi. Thanks for giving your ideas. I was wondering, how often are you on and would you be interested in joining the bigger project, even if it is just to discuss back and forth and to act as one of the first official testers? Your experience is valuable.  
PostPosted: Mon May 21, 2012 7:09 pm
well, i'm on at least once a day. as to whether i can contribute or not will determine on when i can get home from work. Normally, I can get home by about 5:30pm. today was different as I had something to do and had to get it done during the lunch hour. as to joining the main project.............if you think i can help then sure.  

Amaroq K

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