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Posted: Fri Aug 13, 2010 1:24 am
Post all your suggestions here and I'll consider them. Thanks!
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Posted: Fri Aug 13, 2010 4:06 pm
I was thinking of having different stats all based off of dice rolls, and then attacks being based on smaller-value dice. And yes, I'm TOTALLY ripping off Pokemon here.
(Let's see if I can explain this coherently. XD)
Stats I'm thinking of Having: -Health Points (Total Large Dice Roll) -Attack (1st number) -Defense (2nd) -Special Attack (3rd) -Special Defense (4th) -Speed (5th number multiplied by the first number) -Experience Rewarded [ER] (6th) This is EXP gained by beating this person. -Total EXP: EXP earned/EXP needed to level
How Battles Would Work: Like before, each person would post their stats before beginning a duel. The person with the higher Speed would attack first. In case of a tie in Speed, the one accepting the challenge would attack first.
When dueling, your attack dice roll is one quarter the number of dice you rolled to determine your stats (rounded down). If your Stat Dice Roll is 10/4, then your Battle Dice Roll is 2/4.
Hurk, nevermind. The numbers don't exactly work out and I don't know how to balance it. =/
Anyways, my main idea is that we have a Stat Dice Roll and a Battle Dice Roll. If someone's attack stat was 4, then whatever they get with a Battle Dice Roll would be multiplied by 4. When defending, the damage would be divided by whatever number your defense is. The damage done would be subtracted from the defender's Health Points.
Special Attack would determine either how many turns your special lasts (if it was a stat boost or effect kind of thing, like poison) and Special Defense would be specifically for if a Special Attack is offensive.
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Posted: Sat Aug 14, 2010 3:10 am
That sounds great Sami, but its kind of complicated. I was thinking of making the battle system more simple so anyone can get it first shot. Check out the battle system I fixed up. It sounds okay, but it's still kind of confusing. I think its still a little... um.... not ready for battle.
And also, the dice isn't working in the guilds... so is the random number gen... I don't know when they'll fix it, but I hope they so it soon.
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Posted: Sat Aug 14, 2010 11:05 pm
Yeah, I noticed that too. Sucks balls, we can't even test out the numbers. =/
But yeah, even I'm confused with the new battle system. If anything, it's more complicated than the old one.
I think one of the major downfalls is that for jobs like "Kill this many enemies" it becomes extremely tedious to keep rolling, especially since Guilds has a strict 60-sec-between-posts rule.
I really think the old way was as simple as it could be, excluding Specials and Teams. It's just that people didn't want to put effort into actually thinking, and rolling dice in Guilds gets boring fast.
As the person who headed the QA part of the Guild, I got questions from people that were/are clearly answered in the FAQ. People are just too lazy to read it themselves and use a bit of brain power. That's not the system's or the creator's fault.
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Posted: Sun Aug 15, 2010 1:46 am
Okay... I'll change it back. I just thought this new version would be more interesting. It gets rid of specials that would make people invincible, it has an attack/defense structure, and it has lives! The previous version made it too easy to kill people. With counter combos and a Pool system, people can maximize strategic plans to win games. It's more of an RPG than a junken po game like the original one. As for the 60 second delay for reposting, I was thinking making attacks literal. That way battles sound more colorful than "Bate throws his shoe." A five sentence explanation of what your attack is would easily kill 60 seconds.
I was thinking maybe leave this out for a while, see where it goes (after the dice problem is solved.) If it's still not working out, then we'll make more changes, maybe put the old one back. Just give this one a chance... It took me a long time to set it up. (Since Crimson threatened to leave, I've been thinking up of ideas to make battles more intense.)
All that's left to do is advertise a way to get members to start using the Fight System. I was surprise tournament, superlatives for statuses, jobs that reward items and gold, and a mixing the Fight System with RP's. Like make an RP a job that involves fighting someone. It wouldn't matter if they loose to the boss guy in the end, they would still receive a reward. (just not as big as the winner's reward.)
That's just my ideas. I just want to bring the guild back to its original activity: Battles. If Zerus and Byako was still here, we wouldn't have this type of problem.
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Posted: Sun Aug 15, 2010 5:05 am
I personally think it is fine however, No LG just exp that you earn based on the first battle system, for example 20 exp for first level up 30 for second ect, ten times until you go up to the next class, maybe more jobs with higher rewards, everything making it more entreating, possibly set hp's for each level, they are reasonably high, and attacks add up together to get up to the set hp. Removing Sp's and making it better to level up, also do other things like make a requirement for people to enter jobs, for example, 1 job a week or you get thrown out, then allow you to only do certain jobs, I may also be able to fix this and some other things such as the RP section if I could have back my crew status.
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Posted: Sun Aug 15, 2010 1:14 pm
Oh yeah, we'll definitely keep what you have up since we can't even test it out with the dice yet. To nix it without testing it would be dumb. rofl However, I do think that things such as using simple math shouldn't deter us from possibly including it in a system. I mean, that simple math would just as easily take up the 60sec between posts. And I'm personally not interested in reading or writing a paragraph about an attack, when really all that matters is the number above that post. If that was a requirement for all battles/duels, I probably wouldn't use the system. To me, it makes more sense for the system ITSELF include simple math, since what determines winners and losers are numbers anyway.
And remember, these posts aren't telling you what you should do with the battle system, I'm just giving you feedback on your ideas, and how I would personally react to them. 3nodding I wish more people would provide feedback, because THEN you would know what they wanted, and how to make it.
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Posted: Sun Aug 15, 2010 1:50 pm
I think we could do the following
1. Remove LG 2. Exp gets higher 3. Higher Hp or Static set hp 4. Attacks add together think pokemon 5. For now no sp's
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Posted: Sun Aug 15, 2010 3:00 pm
Personally, I think the only people who should be crew are those that are S-class, as per the original plan. However, then Bate would have no Help. Also, making a 1 job per week requirement is unnecessary. Actually, It's a hindrance. I wish to get as far as I can with training and Jobs, but I can't. Why? Not because I am incapable of doing the job, but simply because There are NONE available. Most all of the Jobs were done by Rian Here, and therefore No one else got to do them. the only Good missions for Exp are The Training Room (Which was recently Disbanded.) the Training for Noobs thing, And the Edoras Mission, all of which are very repetitive.
In any case, my point is that if you enacted a '1 job a week rule', you would start losing people left and right, simply because there is a lack of good jobs that haven't already been done. Also, to keep people from getting too strong in a single day, I Reccomend limits to Training jobs, depending on the class or Level of the Poster. The higher up you are, the less you can do in a day. This promotes A daily Training Rountine, and therefore, activity, and also allows those who are at a lower level a better chance to catch up with a Rival(If they have one, which I do.) but obviously, It'd shouldn't be enough to where a person Classes up, but maybe a few levels a day. or you could just make a daily level up limit.
Just throwing random ideas out there. Also, I reccomend redoing the Specials, or at least your Specials, Bate. They are actually the ones that can kill people. However, Making a good specials system is hard, so I have no real suggestions. Sorry.
Oh, and The RP forum is Fine. It doesn't need 'fixing'.
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Posted: Sun Aug 15, 2010 3:05 pm
I agree I did most of them cus at the start there was 3 active members then 4 now 2 of them have left and Me, Sami and Bate are the origins and since the prep for the fantisia came in, no jobs was posted so you know >.<
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Posted: Sun Aug 15, 2010 10:04 pm
I like the daily level limit. A hell of a lot easier than me having to redo all the numbers for the Training Room. sweatdrop Glad I just recycled it than deleted it.
But how about the original battle system? To me, it felt like it got stale quickly, and which was why no one used it. What kind of changes would you like to see in the system? What kind of things in general would you like to see in a dice battle system?
Also, even if you didn't use the battle system, why? Just not into those kind of games? Did the rules not make sense? Not into fighting Fairy Tail style?
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Posted: Sun Aug 15, 2010 11:54 pm
Keep up the feed back guys! All these ideas are great! I need to know what everyone wants the battle system to be. I also want to know how battles are gonna go so that if feels exciting and more fairy tail like than the previous version. As for the jobs, I like the idea of limitations, just to keep people from leveling too fast, but that would make it kinda long for people to class up. Just my concern.
Keep it up guys! Your ideas are amazing! I really want to know what you guys are thinking about the battle system. If I do make it simple math HPs, Atk, and Def, I'm just scared that people are gonna cheat the math... That's the only flaw with math based games. Plus, the math would make some people bored. It's just not as exciting if you have to think. If I do make it with simple math, I was thinking of something like YUGIOH. I was a big fan of YUGIOH and I think it would make a pretty good basis for the Battle system.
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Posted: Mon Aug 16, 2010 5:49 am
Where can I view the Battle System? Apparently I saw a link to it named Battle System (Under Construction) I figured that would be the link. When I clicked it, I get a message telling me that I'm not authorized to view that particular subforum. If I can't see the current Battle System, I can't really post a suggestion to improve it, can I?
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Posted: Wed Aug 18, 2010 1:43 am
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Posted: Wed Aug 18, 2010 3:42 am
The new system is by far to confusing the old was so much more simple imo I don't even get the lives defense ect, how do I make a status >.<
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