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A game where if you die, you die in the real world as well. 

Tags: Sword Art Online, VRMMO, Online Game, Survival, Race to floor 100 

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Zero Hirashima
Crew

Feral Werewolf

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PostPosted: Fri Apr 10, 2015 4:21 pm
i had made up a a couple of classes
Hidden Blade: makes use of two wrist blades(hidden), twin daggers(hidden), shurikens(hidden), kunai's(hidden), throwing needles(hidden), and a sword(hidden) good for solo and groups meant for one vs one can take on mobs weakness another hidden blade basically this class is spd, eva, acc

Shadow Reaper: makes use of a Scythe, oodachi katana, and a kurasai-gama. good for solo and groups meant for mobs and one vs one. weakness Shadow Reader or Beater basically this class is str, eva, spd

Dimensional Mage: can use portals to travel with out items. can take hand creating any shape making it shatter sending the shards flying like daggers cutting everything(good for taking on mobs) can create protective barriers.can solo and group meant for mobs can be used for one vs one. weakness match it with them with a powerful attack or powerful spell this class is basically m.atk, m.def, con  
PostPosted: Mon Apr 13, 2015 6:11 am
Zero Hirashima
i had made up a a couple of classes
Hidden Blade: makes use of two wrist blades(hidden), twin daggers(hidden), shurikens(hidden), kunai's(hidden), throwing needles(hidden), and a sword(hidden) good for solo and groups meant for one vs one can take on mobs weakness another hidden blade basically this class is spd, eva, acc

Shadow Reaper: makes use of a Scythe, oodachi katana, and a kurasai-gama. good for solo and groups meant for mobs and one vs one. weakness Shadow Reader or Beater basically this class is str, eva, spd

Dimensional Mage: can use portals to travel with out items. can take hand creating any shape making it shatter sending the shards flying like daggers cutting everything(good for taking on mobs) can create protective barriers.can solo and group meant for mobs can be used for one vs one. weakness match it with them with a powerful attack or powerful spell this class is basically m.atk, m.def, con


So sorry for the long wait. These are great though, I added them to the sections I thought they fit best, which is hopefully right. ;D  

KiIala
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KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
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PostPosted: Fri Apr 17, 2015 5:20 pm
I just thought of something. O: I noticed the Stat HP on the profile, but on every character theres a HP, MP bar. I forgot to add that on the profile. Can anyone help me determine how much HP and MP a class should start out with and how much they gain from every level? Sitting here thinking and Im not coming up with anything at all. D:  
PostPosted: Fri Apr 17, 2015 5:57 pm
S i l i c a a
I just thought of something. O: I noticed the Stat HP on the profile, but on every character theres a HP, MP bar. I forgot to add that on the profile. Can anyone help me determine how much HP and MP a class should start out with and how much they gain from every level? Sitting here thinking and Im not coming up with anything at all. D:


IN SAO I believe the players start off with 250 hit points.

It says so on the SAO Wiki. But if you want to change that depending on the classes you could use the range of 200 - 400 being that 400 is the max HP for low levels. As for how much they gain you could do 20 - 100. Though it looks like in SAO Kirito got about close to 200+ HP when he was level 96.  

Smash_Announcer


KiIala
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PostPosted: Fri Apr 17, 2015 6:05 pm
DarknessSage98
S i l i c a a
I just thought of something. O: I noticed the Stat HP on the profile, but on every character theres a HP, MP bar. I forgot to add that on the profile. Can anyone help me determine how much HP and MP a class should start out with and how much they gain from every level? Sitting here thinking and Im not coming up with anything at all. D:


IN SAO I believe the players start off with 250 hit points.

It says so on the SAO Wiki. But if you want to change that depending on the classes you could use the range of 200 - 400 being that 400 is the max HP for low levels. As for how much they gain you could do 20 - 100. Though it looks like in SAO Kirito got about close to 200+ HP when he was level 96.


I didn't notice that at all. x3
Yeah, thats probably about right for a warrior, but likely not a mage. c: Ah I think maybe I'd prefer it to be higher than 200. It'd be easier to work with this way in my opinion, though if you think not or have a better idea, please feel free to say! [:
Im thinking of choosing 100-300 HP and MP (depending on the class) for the levels just starting out. And the max will probably reach to about 9k. I know it probably sounds like a lot, but there will be really strong monsters that hit high too so I think that sounds about right. ^^
If you have any thoughts on this or if you dont agree, I'd love to hear your thoughts. ^.^ Gonna go add that onto the profile for now though.
EDIT: Omg there is a section for HP and MP. I didn't even see that omg I feel so dumb now. X3  
PostPosted: Fri Apr 17, 2015 6:24 pm
S i l i c a a
DarknessSage98
S i l i c a a
I just thought of something. O: I noticed the Stat HP on the profile, but on every character theres a HP, MP bar. I forgot to add that on the profile. Can anyone help me determine how much HP and MP a class should start out with and how much they gain from every level? Sitting here thinking and Im not coming up with anything at all. D:


IN SAO I believe the players start off with 250 hit points.

It says so on the SAO Wiki. But if you want to change that depending on the classes you could use the range of 200 - 400 being that 400 is the max HP for low levels. As for how much they gain you could do 20 - 100. Though it looks like in SAO Kirito got about close to 200+ HP when he was level 96.


I didn't notice that at all. x3
Yeah, thats probably about right for a warrior, but likely not a mage. c: Ah I think maybe I'd prefer it to be higher than 200. It'd be easier to work with this way in my opinion, though if you think not or have a better idea, please feel free to say! [:
Im thinking of choosing 100-300 HP and MP (depending on the class) for the levels just starting out. And the max will probably reach to about 9k. I know it probably sounds like a lot, but there will be really strong monsters that hit high too so I think that sounds about right. ^^
If you have any thoughts on this or if you dont agree, I'd love to hear your thoughts. ^.^ Gonna go add that onto the profile for now though.
EDIT: Omg there is a section for HP and MP. I didn't even see that omg I feel so dumb now. X3


Actually Kirito's HP Hit higher then 9k in the anime like I said when he got about close to lvl 96 his HP was 18500 thats why I said he got like close to 200+ HP for each level. Though also Items could add onto HP like how most MMO games go. Unless clothing items are not a option in this? If not then most items would be focused on other stats. I still think 100 might be too low, however this should be all calculated on how much damage a enemy would do to a lvl one player. If your saying the lowwest level monster does around 10 - 50 damage being a level 1 will be a little hard. It also depends on you level 1 boss. A easy boss should be a little hard compared to low level monsters, but you don't want it to 1 hit KO a player right away.

PS. Your lvl 1 boss has a attack of Attack: 320 so if a player starts off at 100 HP and depending on how much HP + you give him/her for each level. I feel the boss would be hard to deal with even being at level 10. I mean if their max HP would get to 9k a max player would be able to take 30 hits from this boss.  

Smash_Announcer


KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
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PostPosted: Fri Apr 17, 2015 6:32 pm
DarknessSage98
S i l i c a a
DarknessSage98
S i l i c a a
I just thought of something. O: I noticed the Stat HP on the profile, but on every character theres a HP, MP bar. I forgot to add that on the profile. Can anyone help me determine how much HP and MP a class should start out with and how much they gain from every level? Sitting here thinking and Im not coming up with anything at all. D:


IN SAO I believe the players start off with 250 hit points.

It says so on the SAO Wiki. But if you want to change that depending on the classes you could use the range of 200 - 400 being that 400 is the max HP for low levels. As for how much they gain you could do 20 - 100. Though it looks like in SAO Kirito got about close to 200+ HP when he was level 96.


I didn't notice that at all. x3
Yeah, thats probably about right for a warrior, but likely not a mage. c: Ah I think maybe I'd prefer it to be higher than 200. It'd be easier to work with this way in my opinion, though if you think not or have a better idea, please feel free to say! [:
Im thinking of choosing 100-300 HP and MP (depending on the class) for the levels just starting out. And the max will probably reach to about 9k. I know it probably sounds like a lot, but there will be really strong monsters that hit high too so I think that sounds about right. ^^
If you have any thoughts on this or if you dont agree, I'd love to hear your thoughts. ^.^ Gonna go add that onto the profile for now though.
EDIT: Omg there is a section for HP and MP. I didn't even see that omg I feel so dumb now. X3


Actually Kirito's HP Hit higher then 9k in the anime like I said when he got about close to lvl 96 his HP was 18500 thats why I said he got like close to 200+ HP for each level. Though also Items could add onto HP like how most MMO games go. Unless clothing items are not a option in this? If not then most items would be focused on other stats. I still think 100 might be too low, however this should be all calculated on how much damage a enemy would do to a lvl one player. If your saying the lowwest level monster does around 10 - 50 damage being a level 1 will be a little hard. It also depends on you level 1 boss. A easy boss should be a little hard compared to low level monsters, but you don't want it to 1 hit KO a player right away.


Oh I guess I read wrong, my bad. x3 That makes plenty sense though actually, most mmo's reach that high really. c: No we do have clothing items, and they will add some HP and MP too, but it wont be as much. You'll have to win a unique for more HP and MP and better stats, or find it randomly. Thats also true, I'm gonna go add HP and attack to monsters because I just realized I had only added that for the boss and I was missing the regular monsters, so I'll try and figure out a way to even both out. ^^ I'll probably make it like 500 and a bit higher, and the regular monsters will hit like 50 while the boss will hit 100 each. Does that sound about right? ;3
EDIT: Yeah I hear ya, I'll fix that up and make him weaker so that he's beatable. c:  
PostPosted: Fri Apr 17, 2015 7:09 pm
S i l i c a a
DarknessSage98
S i l i c a a
DarknessSage98
S i l i c a a
I just thought of something. O: I noticed the Stat HP on the profile, but on every character theres a HP, MP bar. I forgot to add that on the profile. Can anyone help me determine how much HP and MP a class should start out with and how much they gain from every level? Sitting here thinking and Im not coming up with anything at all. D:


IN SAO I believe the players start off with 250 hit points.

It says so on the SAO Wiki. But if you want to change that depending on the classes you could use the range of 200 - 400 being that 400 is the max HP for low levels. As for how much they gain you could do 20 - 100. Though it looks like in SAO Kirito got about close to 200+ HP when he was level 96.


I didn't notice that at all. x3
Yeah, thats probably about right for a warrior, but likely not a mage. c: Ah I think maybe I'd prefer it to be higher than 200. It'd be easier to work with this way in my opinion, though if you think not or have a better idea, please feel free to say! [:
Im thinking of choosing 100-300 HP and MP (depending on the class) for the levels just starting out. And the max will probably reach to about 9k. I know it probably sounds like a lot, but there will be really strong monsters that hit high too so I think that sounds about right. ^^
If you have any thoughts on this or if you dont agree, I'd love to hear your thoughts. ^.^ Gonna go add that onto the profile for now though.
EDIT: Omg there is a section for HP and MP. I didn't even see that omg I feel so dumb now. X3


Actually Kirito's HP Hit higher then 9k in the anime like I said when he got about close to lvl 96 his HP was 18500 thats why I said he got like close to 200+ HP for each level. Though also Items could add onto HP like how most MMO games go. Unless clothing items are not a option in this? If not then most items would be focused on other stats. I still think 100 might be too low, however this should be all calculated on how much damage a enemy would do to a lvl one player. If your saying the lowwest level monster does around 10 - 50 damage being a level 1 will be a little hard. It also depends on you level 1 boss. A easy boss should be a little hard compared to low level monsters, but you don't want it to 1 hit KO a player right away.


Oh I guess I read wrong, my bad. x3 That makes plenty sense though actually, most mmo's reach that high really. c: No we do have clothing items, and they will add some HP and MP too, but it wont be as much. You'll have to win a unique for more HP and MP and better stats, or find it randomly. Thats also true, I'm gonna go add HP and attack to monsters because I just realized I had only added that for the boss and I was missing the regular monsters, so I'll try and figure out a way to even both out. ^^ I'll probably make it like 500 and a bit higher, and the regular monsters will hit like 50 while the boss will hit 100 each. Does that sound about right? ;3
EDIT: Yeah I hear ya, I'll fix that up and make him weaker so that he's beatable. c:


Well you can keep him to that attack but that would mean that other players should have their HP a little higher then 100. And have max HP to 20k. 230 attack should be fine as long as their HP can handle it. So a level 1 - 10 should be able to take on a lvl 1 boss, 15 - 25 should be able to take on a lvl 2 boss. Also going by SAO it isn't normal for a single player to take on a boss alone. So you would want it to be really hard for a solo player to go against a boss, but making it almost impossible for the solo player (still somewhat possible but wanting to stay alive, you rather team up with players.). In SAO 2 they did show that high floors were possible to take on if you know how to deal with the boss with a small group. However this is at the point that players are not worried about dying in the game.  

Smash_Announcer


KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
  • Angelic Alliance 100
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  • Tundra Brawler 100
PostPosted: Fri Apr 17, 2015 7:14 pm
DarknessSage98
S i l i c a a
DarknessSage98
S i l i c a a
DarknessSage98
S i l i c a a
I just thought of something. O: I noticed the Stat HP on the profile, but on every character theres a HP, MP bar. I forgot to add that on the profile. Can anyone help me determine how much HP and MP a class should start out with and how much they gain from every level? Sitting here thinking and Im not coming up with anything at all. D:


IN SAO I believe the players start off with 250 hit points.

It says so on the SAO Wiki. But if you want to change that depending on the classes you could use the range of 200 - 400 being that 400 is the max HP for low levels. As for how much they gain you could do 20 - 100. Though it looks like in SAO Kirito got about close to 200+ HP when he was level 96.


I didn't notice that at all. x3
Yeah, thats probably about right for a warrior, but likely not a mage. c: Ah I think maybe I'd prefer it to be higher than 200. It'd be easier to work with this way in my opinion, though if you think not or have a better idea, please feel free to say! [:
Im thinking of choosing 100-300 HP and MP (depending on the class) for the levels just starting out. And the max will probably reach to about 9k. I know it probably sounds like a lot, but there will be really strong monsters that hit high too so I think that sounds about right. ^^
If you have any thoughts on this or if you dont agree, I'd love to hear your thoughts. ^.^ Gonna go add that onto the profile for now though.
EDIT: Omg there is a section for HP and MP. I didn't even see that omg I feel so dumb now. X3


Actually Kirito's HP Hit higher then 9k in the anime like I said when he got about close to lvl 96 his HP was 18500 thats why I said he got like close to 200+ HP for each level. Though also Items could add onto HP like how most MMO games go. Unless clothing items are not a option in this? If not then most items would be focused on other stats. I still think 100 might be too low, however this should be all calculated on how much damage a enemy would do to a lvl one player. If your saying the lowwest level monster does around 10 - 50 damage being a level 1 will be a little hard. It also depends on you level 1 boss. A easy boss should be a little hard compared to low level monsters, but you don't want it to 1 hit KO a player right away.


Oh I guess I read wrong, my bad. x3 That makes plenty sense though actually, most mmo's reach that high really. c: No we do have clothing items, and they will add some HP and MP too, but it wont be as much. You'll have to win a unique for more HP and MP and better stats, or find it randomly. Thats also true, I'm gonna go add HP and attack to monsters because I just realized I had only added that for the boss and I was missing the regular monsters, so I'll try and figure out a way to even both out. ^^ I'll probably make it like 500 and a bit higher, and the regular monsters will hit like 50 while the boss will hit 100 each. Does that sound about right? ;3
EDIT: Yeah I hear ya, I'll fix that up and make him weaker so that he's beatable. c:


Well you can keep him to that attack but that would mean that other players should have their HP a little higher then 100. And have max HP to 20k. 230 attack should be fine as long as their HP can handle it. So a level 1 - 10 should be able to take on a lvl 1 boss, 15 - 25 should be able to take on a lvl 2 boss. Also going by SAO it isn't normal for a single player to take on a boss alone. So you would want it to be really hard for a solo player to go against a boss, but making it almost impossible for the solo player (still somewhat possible but wanting to stay alive, you rather team up with players.). In SAO 2 they did show that high floors were possible to take on if you know how to deal with the boss with a small group. However this is at the point that players are not worried about dying in the game.


Hm, true. ;3 I'll make there HP be about 230 than. And thats a good max HP too so that will stick to being the max. ;3 I agree with that completely, I'll try and figure out how to weigh it out best. So that like you said, they'd have to go in with a team with almost impossible odds of winning in a solo. Thats true, I'll figure out how to do that. x3 Yeah I remember that. ;D Thanks for the tip, Ima go take some time to think. c:  
PostPosted: Sat Apr 18, 2015 7:39 am
My two cents.

I think you are being a little too ambitious with the number of classes. Maybe you should cut the number of classes by 2/3.

I know you are trying to stay true to canon, but in guild RPs this is a little complicated.

Why not make it a simpler system of Tank, DPS, and Healing/Support classes. Each one will have 3-5 classes each.

We should have someone make actual skills for each of the classes individually, and skills you can gain overtime through level increments. I.E. 1, 5, 10, 15, 20... etc.

Also, why do crew members get a special personal skill? Don't you think that's a little unfair/biased?
 

Lord Mistalune
Crew


Lord Mistalune
Crew

PostPosted: Sat Apr 18, 2015 7:46 am
Lord Mistalune
My two cents.

I think you are being a little too ambitious with the number of classes. Maybe you should cut the number of classes by 2/3.

I know you are trying to stay true to canon, but in guild RPs this is a little complicated.

Why not make it a simpler system of Tank, DPS, and Healing/Support classes. Each one will have 3-5 classes each.

We should have someone make actual skills for each of the classes individually, and skills you can gain overtime through level increments. I.E. 1, 5, 10, 15, 20... etc.

Also, why do crew members get a special personal skill? Don't you think that's a little unfair/biased?


Oh, I also think we should make a crafting guide and separate crafting skills from general skills.

Everyone gets at least a primary profession that gains recipes as they level. For the advanced recipes they have to go to special locations to gather materials like ore or herbs and kill particular monsters for materials like hides and bones. In this case, the dice rolling rule can be made more lenient? So they can farm monsters for materials.

And general skills should scale off leveling as well. Or level as you use the skill.
 
PostPosted: Sat Apr 18, 2015 2:47 pm
Lord Mistalune


I like this Idea and wanted to add a little to it as well ^^

I do know quite a few will want to go all Melee so maybe do this?
Example:
Melee DPS | Ranged DPS | Magic DPS | Healing/Support | Tank/Defense

Like you said Lord Mistalune have 3 - 5 classes for each category.

Melee DPS would have like
Example:
2H Sword/Blade Dancer | Samurai | Fencer | Theif | Martial Artist

Ranged DPS would have like
Example:
Hunter | Ranger | Engineer | Pirate | Gunslinger

Magic DPS would have like
Example:
Magician | Illusionist | Warlock | Druid | Luminary

As for the Healing/Support you have up already I feel half of those are jobs in the game.

Healing/Support
Example:
Cleric | Beast Tamer | Bard | Shaman | Sage

You should put as a job list not a class list.
Example:
Cooking | Weapon Smith | Tailor | Alchemist | Armor Smith | Herbalist
Like have these options on for everyone but they can only pick one of these to level up. Separate from the classes.

Tank/Defense would have like
Example:
Warrior | Knight | Templar | Myrmidon | Berserker

Some of these I just put as a example squeezes in some of the ones you have into one. Like Illusionist, its a caster, Shifter and a puppet master in one. So instead of splitting everything apart why not pull them together but still hold options.

Plus pulling them together gives you more options to place skills and abilities on each of them. So it wouldn't be hard to come up with Ideas for attacks and such.

You can change the classes and all I posted up just was giving options and examples XD  

Smash_Announcer


KiIala
Vice Captain

Nine-tailed Cat

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PostPosted: Sun Apr 19, 2015 4:36 am
Lord Mistalune


The list of classes helps to make your character more unique from everyone else so thats why theres a lot, more to choose from. ;3

Healing cannot be added though, because than the game would be far too simple and beat and thats not exactly the point of why the game was created.

Crew members get special skills because these are unique skills and only a few should be able to obtain it, also there arent very many and theyre really strong so I prefer only a few obtain it.

The whole few classes is a good idea, but I feel like having a lot helps make your char different from everyone elses, though if everyone feels the same I might do that, I'm not sure it really depends honestly. x3
 
PostPosted: Sun Apr 19, 2015 6:36 am
For special bonuses such as being a beta tester or having a special skill I think it'd work better if everyone had a fair chance.

Maybe a thread where you could roll dices for a chance to become a beta tester or obtain a special skill.

For example when creating your profile you have the chance to number generate between 1-20 if you get a 1 or a 20 you could be a beta tester.

Something similar could be done for special skills but on a broader scale such as a number generator out of 1-100 and you pick random numbers to signify certain skills. Once those skills have been obtained they can be crossed out and those who land on the already obtained skills number get nothing.

Only one roll per person, obviously. One chance.

Bringing this up only because giving only crew members these special bonuses seems unfair. I understand that crew help the guild and such but you'll be negatively effecting normal members by not allowing them to obtain these special skills and giving the crew members unfair advantages to start through this current method. It'll feel as though you're undervaluing regular members and giving them the short stick. ^^;
 

And The Tsun Shines

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Smash_Announcer

PostPosted: Sun Apr 19, 2015 12:38 pm
S i l i c a a
Lord Mistalune


The list of classes helps to make your character more unique from everyone else so thats why theres a lot, more to choose from. ;3

Healing cannot be added though, because than the game would be far too simple and beat and thats not exactly the point of why the game was created.

Crew members get special skills because these are unique skills and only a few should be able to obtain it, also there arent very many and theyre really strong so I prefer only a few obtain it.

The whole few classes is a good idea, but I feel like having a lot helps make your char different from everyone elses, though if everyone feels the same I might do that, I'm not sure it really depends honestly. x3


Okay well I was just saying fewer classes might help things since it becomes a long list and hard to come up with Ideas for each class for skills. In SAO the skills were the thing that made the character's unique not their classes. Since gaining certain skills by raising certain stats was the key being special in the game. But this is your RP so we can do it how you want ^^

Naming skills is pretty easy though XD it's just assigning them to classes is the hard part since there is so many classes and some skills can work for several classes.

Hmm healing would? I mean if we did it a certain way I don't think healing would be that simple. I mean of course there is no reviving but it would help players at times. The more I look at this the more I think we need to take a page out of D&D to figure this whole thing out lol.  
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