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Posted: Thu Jul 29, 2010 9:09 pm
Yeah I got an invite to Naruto Roleplaying:The Awakening of The Akatsuki (if that's the same one) some time back. Apparently they where formerly Naruto the Forbidden Jutsus, which if memory serves was actually a guild that tried to steal the game format from this guilds predecessor I made, NFS V1. (thus the similarity in names, forbidden scrolls, forbidden jutsus).
The creator was a former member (again if memory serves), that was kicked out of NFS v1 (which most should know is not an easy task to accomplish, you pretty much have to be a total doucehbag or a horrid cheater). When his guild started to copy NFS v1 we got a mod to threaten banning. I'm almost positive this was forbidden jutsu OR a guild with an extremely similar name. Either way I found it funny that they invited me after those happenstances, short memories or I have the wrong guild in mind.
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Posted: Thu Jul 29, 2010 9:12 pm
Indeed I never really understood tearing out main rp's into sub-forums. That makes a guild appear less active unless your constantly checking all it's subforums instead of just seeing what's going on in each thread in the main forum (far easier in my opinion).
Events I keep in the sub-forum only so they don't clutter the main rp area (ie they're temporary area's). Rules and other locked threads are obvious to keep there since updates to them can just be notified through the announcement thread.
Speaking of, any feedback on the new jutsu effects?
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Posted: Thu Jul 29, 2010 9:16 pm
DBL, just to make you aware of this,
The guy who is the main owner did state infact that it was the forbidden jutsu,
And it was having a "remodling" Done to it......
xd Epic Failness..... I basically chewed the ******** over for having RP forums in Subforums and Information in the forums.....
Play, Zavi, and others Just don't waste your time with that guild.... .I'm telling you it's bad news.....
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Posted: Thu Jul 29, 2010 9:18 pm
Jutsu Effects?
- Turns head - Nuuu I haven't seen them yet!
Runs into the Rules forum!!!
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Posted: Thu Jul 29, 2010 9:25 pm
Jutsu effect, As in?
you slightly changed the current Effects of Jutsu and such? in the Technique forum.
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Posted: Thu Jul 29, 2010 9:29 pm
they seem rather fun, i am liking the look of 'Tick'
and the other one seem like it could be really useful
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Posted: Thu Jul 29, 2010 9:32 pm
XxDevilStrigerxX Jutsu effect, As in?
you slightly changed the current Effects of Jutsu and such? in the Technique forum. *points to announcement thread* might want to look there each day to see if anything new has been posted. I make sure to update it whenever a new effect is introduced, a rule tweaked, or any other change players may want to be aware of pops up. Just looked over the argument you where talking about in the other guild. Came off a taaaad bit abrassive, but they weren't open to any criticism either sooo yeah. I mean, he might have a point in having his sub-forums like that if the guild had hundreds upon hundreds of members, but.... it clearly doesn't have that much of an active rp membership. I did have to laugh a bit at the "it's so people can't metagame" remark though... because if someone wanted to metagame they could just click on the sub-forum anyways. You can't really stop that from happening (oh wait yes you can, you can put in a game system that requires checks, check mate logic, I got you where I want you) xD. Ah well, every guild has it's issues, even this one. Luckily I have a member base that's been with me for quite some time so we've widdeled through the crappy players over the years and found a lot of good ones.
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Posted: Thu Jul 29, 2010 9:38 pm
Haha, I love the sound of that,
crappy Roleplayers.... Ha-Ha-Ha!
Hmm... Yes indeed I hate recruiting members that don't post weekly and that are oblivious to the "Standard paragraph form" it's like really.... do you not understand what a Paragraph is!?!?!
but then I get some luck like Kev, here He's a genius when it comes to posting.... wow... a lot of lines!!!!!!
My country is going to be Killer Active I hope!!!!!
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Posted: Thu Jul 29, 2010 10:23 pm
Wow.... How long have I been gone? Jesus... Gaia crashed on me earlier and I haven't been allowed to log on or do anything in the site at all for IDK how many hours.
Anyways... Rise of blah blah blah is that said guild, by that said member (Was here for that) and is also a horrible knock off combo of Way of the Ninja guild as well o-o
I got an invite as well. I think they're trying to steal from Either NFSv1, v2 or RoTs.... Either way, fail xD
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Posted: Thu Jul 29, 2010 11:01 pm
I do love the 'Tick' effect. C: I don't understand the two newest ones completely. I understand that you need to activate the jutsu with the 'Acquired offense/defense', but they must be equal to or lower to that justu level? IDK, it seems difficult to use in a way.
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Posted: Thu Jul 29, 2010 11:08 pm
Maniacal Monster I do love the 'Tick' effect. C: I don't understand the two newest ones completely. I understand that you need to activate the jutsu with the 'Acquired offense/defense', but they must be equal to or lower to that justu level? IDK, it seems difficult to use in a way. That requirement is only for the defensive effect. The offensive one doesn't have that requirement. The reason being? Balance. For a defensive effect if that limit wasn't there you could just name a low level passive jutsu (such as a level 0) which could be combo'd in instantly for free giving you essentially a bunch of free pts to spend on the defensive effect jutsu that needed it active to be used. For offensive that limit isn't there because if you tried to put it on a low level effect you'd likely do one of the following: A) Miss your foe B) the foe would counter/dodge it easily C) even if it got on the foe and they somehow failed to counter/dodge, they could easily shake it off afterwords. Making putting the req on higher level jutsu almost self balancing. Defense couldn't work in that way since passive jutsu only effect you (ie they don't need to hit, aren't going to be shaken off, etc). ------------------ The point of the new effect (technically two effects), is to allow you to set up your own sort of combo's that must play off each other. Such as opening new martial arts attacks when in a specific stance. You won't be able to use them all the time since you'd need the stance sustained, but if you put that requirement on all of them that required said stance would be stronger than if they didn't (a trade off of sorts, cost and situation limits for increased power). Game mechanics speaking they are more of an advanced effect to be using. They're by no means required to use, but for people that really like to dig deep in the mechanics and customize they're there as an option for that customization to reach new levels of epicness.
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Posted: Thu Jul 29, 2010 11:10 pm
lol I bring a curse with me to roleplays, and the roleplay community must be strong enough to endure it(nfs1 and 2 haves this) but if a guild or roleplay is weak and I spend an amount of time there(not a very large amount) it dies out flat XD;; you can ask ava it's true XD;; rots died while I was there so i left o 3o;; i may pop back in there someday XD; but I hate killing places that I like o 3o;; but if i decide to rp there i will likely curse kill it XD;; I usually do lol.
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Posted: Thu Jul 29, 2010 11:14 pm
Well NFS 1 got lucky, I managed (with Vatsu's help) to nab a bunch of role players that joined in during development (so they kind of got to learn as it was made). I think the issue with Grace (similar to the issue with the Samurai 7 guild which had a great system) was simply that they where mechanics that where just plomped down and introduced suddenly. Something many dont' really have the patience to adapt to unless there friends are there.
With NFS I got to build on the mechanics over time making them more and more complicated and allowing for the community to grow with the system and as such draw there friends in by explaining to them in person or via their own personal time on im's and what have you. Grace was one system that I took from an RPG called mutants and masterminds (though I tweaked it heavily for online forum play). Great system, very open and fluid, alas again I think it befell the "sudden burst of info / lack of patience" on somes part.
Oh well =p Oh and everyone wanted to be a villain there practically, that didn't help much lol.
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Posted: Thu Jul 29, 2010 11:16 pm
I still really want to do a card game based off the guild. Developing mechanics for it isn't an issue, I can do that easy, the problem is getting all the artwork (same reason the first attempt kind of petered off after a while, got some cards but then the art supplied ran out).
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Posted: Thu Jul 29, 2010 11:17 pm
Dark Bunny Lord Well NFS 1 got lucky, I managed (with Vatsu's help) to nab a bunch of role players that joined in during development (so they kind of got to learn as it was made). I think the issue with Grace (similar to the issue with the Samurai 7 guild which had a great system) was simply that they where mechanics that where just plomped down and introduced suddenly. Something many dont' really have the patience to adapt to unless there friends are there. With NFS I got to build on the mechanics over time making them more and more complicated and allowing for the community to grow with the system and as such draw there friends in by explaining to them in person or via their own personal time on im's and what have you. Grace was one system that I took from an RPG called mutants and masterminds (though I tweaked it heavily for online forum play). Great system, very open and fluid, alas again I think it befell the "sudden burst of info / lack of patience" on somes part. Oh well =p Oh and everyone wanted to be a villain there practically, that didn't help much lol. *raises hand* only actual "hero" type not a vigilante or villain XD;;
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