|
|
|
|
|
|
|
|
|
Posted: Sat Dec 01, 2012 3:40 am
Here you can place any recommendations for the guild that you may want to spill. biggrin
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Apr 21, 2013 8:49 pm
Ometison Here you can place any recommendations for the guild that you may want to spill. biggrin Here are my suggestions for the guild..
We should create new systems for the guild to rival others.
1. EXP System :: It allows you promote to higher ranks. EXP is awarded by missions you have accomplished and the opponents you have defeated. If you complete a mission, EXP will be rewarded to whatever the extent the mission offers. The higher the mission rank, the higher the EXP becomes!
2. Encounter System :: If you ever battle a wizard above or below level and win, you'll be awarded extra EXP or money for your victory.
D Rank :: 300+ EXP/$
C Rank :: 600+ EXP/$
B Rank :: 900+ EXP/$
A Rank :: 1200+ EXP/$
S Rank :: 1500+ EXP/$
SS Rank :: 1800+ EXP/$
3. Mission System :: In the job boards, there are set up for your mage. Each will have certain rewards once you complete them. EXP and other items are awarded to the mage's accomplishes. When accepting a mission, it's a first come, first serve.
4. Ranking System :: These are the wizard positions. You can only rank up by the number of EXP you obtained from missions.
D Rank :: Default
C Rank :: 6,000 EXP
B Rank :: 9,000 EXP
A Rank :: 12,000 EXP S Rank :: 15,000 EXP
SS Rank :: 18,000 EXP
5. Store System :: The store system sells items for your daily needs. The store areas are stationed in the various adventure field, such as Magnolia. Using your currency, you can purchase items that will help you on your quest of wizardry, such potions, elixirs, auto-learns, and powerups. In each store, a NPC/mod will offer items for each character. The NPC/mod updates a new set of items each week, so save up your money!
6. Inspection System :: There will be a forum called ''Character Status'', where the mods will view your character's status and judge upon it with approval or disapproval. It will deal with missions, training, rank promotion, and gaining things. ANYTHING you have accomplished or gained that week MUST be included the status update before that week is over. Each end of Sunday, a mod will make a post saying that the week's status is over and start the status over. Once the this starts over, every status update will be deleted behind the mod's post, approved or disapproved. We will make a list of the one's who are approved and disapproved. You MUST include the date you've accomplished or earned in your character's status update. QUOTE us to get our attention. It makes things run smoothly. If you don't update your status before the end of Sunday, you'll be left behind and you will have to notify a mod before you lose more time. If you are gonna be absent, please send us a post of when you'll comeback in the Absence forum.
7. Battle System :: (IMPORTANT :: EVERYONE will start here..except Vice Captains and the Captain. You'll have to work your way through if you want a higher DEF, ATK, and HP. No questions asked.)
Your Health Power or HP will increase by the effects of training through the power system. When your directly hit, your health is depleted to whatever extent the attack has dealt. You can rest at a rest areas such as hotels, your apartment, or anything comfy and your Health will be restored completely. The ''attack'' and ''defend'' command in the dice roll option is also included. It can be increased by the effects of training. Attack decreases your health to any rate the attack costs. Defense decreases by the number of damage you have taken and also prevents you from taking damage.
Default HP :: 100/100 HP
Default ATK Damage :: -15 ATK Damage
Default DEF:: 200 DEF
-----------------------------------------------
8. Upgrade System ::
The power system calculates your ATK, DEF, and HP by training posts. This also increases your attack and defense.
Training Post [D Rank Spell] :: +25 Attack/Defense/HP Bonus
Training Post [C Rank Spell] :: +45 Attack/Defense/HP Bonus
Training Post [B Rank Spell] :: +55 Attack/Defense/HP Bonus
Training Post [A Rank Spell] :: +75 Attack/Defense/HP Bonus
Training Post [S Rank Spell] :: +85 Attack/Defense/HP Bonus
Training Post [SS Rank Spell] :: +105 Attack/Defense/HP Bonus
9. Training System ::
The training system lets you obtain your magic spell through training. It is a very important factor and it will be dealt with personally, which means if you auto learn techniques without buying a Auto Learn Item, your technique will be expunged. In order to avoid this, you must include a link to your personal training post. Your first five spells will be your default spells for each magic set.
D Rank :: 50 words or more
C Rank :: 75 words or more
B Rank :: 100 words or more
A Rank :: 125 words or more
S Rank :: 150 words or more
SS Rank :: 175 words or more
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Apr 23, 2013 2:24 am
I actually dont have many arguments regarding it. I think a stat change could be useful and maybe bring some more peoples. Let me calculate the number differnces first. I just want to make sure that the system wont be done too quickly. I'll come back to you on it tomorrow and give you my opinion 3nodding
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Apr 23, 2013 4:47 am
Ometison I actually dont have many arguments regarding it. I think a stat change could be useful and maybe bring some more peoples. Let me calculate the number differnces first. I just want to make sure that the system wont be done too quickly. I'll come back to you on it tomorrow and give you my opinion 3nodding Okay! Hope my idea is successful. :3
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed May 08, 2013 5:11 am
Ometison Here you can place any recommendations for the guild that you may want to spill. biggrin We should seriously develop a Activity check before doing ANYTHING else. The guild needs to be cleaned of the inactivity. My idea is that if you don't post saying that your active by Sunday, the following people will be removed. The checklist will be updated in a mod's post. After each Sunday, the list will start over, thus creating new due date. Once Sunday hits, no excuses. The user and his/her character will be removed. Though, if your going on a trip or anything, they will have to include a date of when they're returning.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed May 08, 2013 1:10 pm
It seems like we should wait till after we have finished all the neccesary work and gotten some newer members. From the current data we have that I like, we got enough to start re inputting stuff but now I can to go and deal with the issue of getting newer, better pictures. Luckily, I got someone on that now (Sarius Tanaka)
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue May 14, 2013 5:00 am
Ometison It seems like we should wait till after we have finished all the neccesary work and gotten some newer members. From the current data we have that I like, we got enough to start re inputting stuff but now I can to go and deal with the issue of getting newer, better pictures. Luckily, I got someone on that now (Sarius Tanaka) I made some edits on the systems. It took some hard thinking.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jun 07, 2013 11:01 am
COM Level System :: The COM Level system is based on the difficulty level of the enemy. It will serve as a warning to your wizard, referencing a powerful or weak foe.
COM Levels 1-10 ::
Level 1 :: LP = 150/150 MP = 100/100
Level 2 :: LP = 300/300 MP = 200/200
Level 3 :: LP = 450/450 MP = 300/300
Level 4 :: LP = 600/600 MP = 400/400
Level 5 :: LP = 750/750 MP = 500/500
Level 6 :: LP = 900/900 MP = 600/600
Level 7 :: LP = 1,050/1,050 MP = 700/700 Level 8 :: LP = 1,200/1,200 MP = 800/800
Level 9 :: LP =1,350/1,350 MP = 900/900
Level 10 :: LP = 1,500/1,500 MP = 1,000/1,000
COM Levels 11-20 ::
Level 11 :: LP = 1,650/1,650 MP = 1,100/1,100
Level 12 :: LP = 1,800/1,800 MP = 1,200/1,200
Level 13 :: LP = 1,950/1,950 MP = 1,300/1,300
Level 14 :: LP = 2,100/2,100 MP = 1,400/1,400
Level 15 :: LP = 2,250/2,250 MP = 1,500/1,500
Level 16 :: LP = 2,400/2,400 MP = 1,600/1,600
Level 17 :: LP = 2,550/2,550 MP = 1,700/1,700
Level 18 :: LP = 2,700/2,700 MP = 1,800/1,800
Level 19 :: LP = 2,850/2,850 MP = 1,800/1,800
Level 20 :: LP = 3,000/3,000 MP = 2,000/2,000
I thought of the most awesome battle system...
Requirements :: 3 Dice, 6 sided Dice
Roll 1 :: Attack ((Physically harm your opponent.))
Roll 2 :: Block ((Prevent incoming attacks))
Roll 3 :: Magic ((Manipulate your magic in combat.))
Roll 4 :: Inventory ((Use your items while in combat.))
Roll 5 :: Dodge ((Successfully evade an attack. You can't escape a item though.))
Roll 6 :: Extra Turn ((Adds an extra turn to the user. Can choose any roll you like in that extra turn.))
Battle Count :: 1 vs 1 = 1st Wizard turn-based post = 1P vs (Insert COM Level) Enemy
1 vs 2 = 1st Wizard turn-based post = 1P vs (Insert COM Level) Enemy
2 vs 1 = 1st Wizard turn-based post = 1P vs (Insert COM Level) Enemy
2nd Wizard turn-based post = 2P vs (Insert COM Level) Enemy
2 vs 2 = 1st Wizard turn-based post = 1P vs (Insert COM Level) Enemy
2nd Wizard turn-based post = 2P vs (Insert COM Level) Enemy
and so on ...
Each turn you have to abide by what number your dice has rolled, pretty much like the old battle system, but more enhanced. Depending on which number your turn rolled, your wizard will be forced to execute. It's like monopoly .. .. I think. In this new battle system, I think the people won't be able roleplay unless they capture the moment. Each time a battle starts, the mod will shout ''TURN BASED BATTLE'' just like old times. There will be competitor along with the monsters that will be enrolled on the participant list. If your not on the list, you can't battle.
Each turn is organized into a simple pattern. For example:
Singleplayer Battle : 1P: (Any) Enemy's Roll - 1P's Roll - (Any) Enemy's Roll - 1P's Roll - (Any) Enemy's Roll
Multiplayer Battle :: 1P's Turn: (Any) Enemy's Roll - 1P's Roll - (Any) Enemy's Roll - 1P's Roll - (Any) Enemy's Roll
2P's Turn: (Any) Enemy's Roll - 2P's Roll - (Any) Enemy's Roll - 2P's Roll - (Any) Enemy's Roll
3P's Turn: (Any) Enemy's Roll - 3P's Roll - (Any) Enemy's Roll - 3P's Roll - (Any) Enemy's Roll
4P's Turn: (Any) Enemy's Roll - 4P's Roll - (Any) Enemy's Roll - 4P's Roll - (Any) Enemy's Roll
5P's Turn: (Any) Enemy's Roll - 5P's Roll - (Any) Enemy's Roll - 5P's Roll - (Any) Enemy's Roll
(NOTE) :: There can only be 5, FIVE players in the battle field, or else the enemy would be insta-r@ped.
(NOTE) :: All battlers must.. and I say MUST keep up with the current pattern. It's highly important.
(NOTE) :: ONLY mods will rp as the enemy excluding the PVP battles.
Battling a enemy (Singleplayer Battle) ::
1P's Turn ::
1P's Dice Outcome - (1, 4, 6)
1P Turn : 1st Roll, Attack. Then Blah Blah . . . . .
1P Turn : 3rd Roll, Inventory. Then Blah Blah . . .
1P Turn : 4th Roll, Extra Turn. Then Blah Blah . . . . .
Onto the next post .. ... .... .....
1P's Extra Turn ::
1P's Dice Outcome - (2, 3, 4)
1P Turn : 1st Roll, Defend. Then Blah Blah . . .
1P Turn : 2nd Dice, Magic. Then Blah Blah . . .
1P Turn : 3rd Roll, Inventory. Then Blah Blah . . . .
Onto the next post .. ... .... .....
COM Lv 1 Turn ::
COM Lv 1's Dice Outcome - (4, 6, 3)
COM Lv 1's Turn : 1st Dice, Inventory. Then Blah Blah . . .
COM Lv 1's Turn : 2nd Dice, Extra Turn. Then Blah Blah . . . Then an extra post after this one . . .
COM Lv 1's Turn : 3rd Dice, Magic. Then Blah Blah . . .
and then onto the turn in the next post .. .. ..
Battling a enemy (Multiplayer Battle) ::
1P's Turn -
Dice Outcome - (6, 1, 3)
1P Turn : 1st Dice, Extra Turn. Then Extra Post after this one . . .
1P Turn : 2nd Dice. Attack. Then Blah Blah . . .
1P Turn : 3rd Dice, Magic. Then Blah Blah . . .
Onto the next post .. ... .... .....
COM Lv 5's turn . . . .
Dice Outcome - (4, 1, 3, 5, 4, 2)
COM Level 5 Turn : 1st Dice, Inventory. Then Blah Blah . . .
COM Level 5 Turn : 2nd Dice, Extra Attack. . COM Level 5 Turn : 3rd Dice, Magic. Then Blah Blah . . .
Onto the next post .. ... .... .....
2P's Turn . . . .
Dice Outcome - (6, 1, 3)
2P Turn : 1st Dice, Inventory. Then Blah Blah . . .
2P Turn : 2nd Dice, Extra Turn. Then Extra Post after this one . . .
2P Turn : 3rd Dice, Magic. Then Blah Blah . . .
~ I think this system is gonna be enjoyable.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Jun 08, 2013 1:57 pm
I like everything but them dice are still in question.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 5:33 pm
Hello ^^ If you want I could take over the dragon slayer role for you. Of course that means I can't participate, but i'd be willing to sacrifice that right in order to lighten the load. Sorry I haven't been a good VC i'm in the middle of transitioning to college so its been a little hectic. Oh and you may want to announce the winners of the last 2 rolls since people have been wondering who won. Just PM the detail about the dragon slayers stuff if you want to let me take over ^^ If not thats fine too haha i'll just have to find some way to be more useful xD
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jul 16, 2013 2:01 am
Hello. I would like to propose a new battle system. I do not feel that sticking to dice rolls is very... playable. When I am in character and battling, I do not want to be tied to what a dice claims I have to do, seeing as how that limits what I am able to do with my character to such a HUGE degree. For instance, with our current system, someone could make a horrid attack such as this:
(enemy) comes running up and swings wildly at nothing in particular.
With our current system, the attack can be completely avoidable, however if I were to roll, say a 3, I would be forced to have my character rummage through their inventory (Which I have NO IDEA why I would EVER want to have my character stop and do that in the middle of a battle) to look for something that can be useful when they may have an empty inventory, there fore being forced to take the attack and the hit when in reality, you shouldn't.
Instead, I propose a simple solution. It is a system that another guild I am in uses, and it is fairly common amongst rping. It is a one action, one reaction style system. Where in you get one ATTEMPTED attacking action, and your opponent is allowed to have one reaction ( to dodge or what have you if you are able) and then your action, which would be your attempted attack / counter attack.
Please keep in mind that when using this style, autohitting, (where you say that your attack lands without giving the other a chance to defend) is strictly prohibited. The defending party at the time is the one that decides if the attack hits or not, not the one throwing the attack.
I think this will be easy enough that even those just now starting off and fresh learning how to rp and battle can understand, while at the same time not limiting a character's abilities in battle.
An example of how this would go is something like this (simplified because I don't want to type out all the extra detail that should always go into your posts) :
(enemy) comes in close and swings their blade horizontally at (character), attempting to strike them across their abdomen.
(character) sucks in their stomach and hops back, curling their body slightly forward as the blade skims past, cutting into the fabric of their shirt, the tip of the blade biting into their stomach and leaving a thin line of blood as the flesh was skimmed. They then step forward, swinging their fist in an upper cut at (enemy)'s jaw.
It would then go into the enemy's turn to react, and then attack back.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jul 16, 2013 2:51 am
Battle Ram Hello. I would like to propose a new battle system. I do not feel that sticking to dice rolls is very... playable. When I am in character and battling, I do not want to be tied to what a dice claims I have to do, seeing as how that limits what I am able to do with my character to such a HUGE degree. For instance, with our current system, someone could make a horrid attack such as this: (enemy) comes running up and swings wildly at nothing in particular.With our current system, the attack can be completely avoidable, however if I were to roll, say a 3, I would be forced to have my character rummage through their inventory (Which I have NO IDEA why I would EVER want to have my character stop and do that in the middle of a battle) to look for something that can be useful when they may have an empty inventory, there fore being forced to take the attack and the hit when in reality, you shouldn't. Instead, I propose a simple solution. It is a system that another guild I am in uses, and it is fairly common amongst rping. It is a one action, one reaction style system. Where in you get one ATTEMPTED attacking action, and your opponent is allowed to have one reaction ( to dodge or what have you if you are able) and then your action, which would be your attempted attack / counter attack. Please keep in mind that when using this style, autohitting, (where you say that your attack lands without giving the other a chance to defend) is strictly prohibited. The defending party at the time is the one that decides if the attack hits or not, not the one throwing the attack. I think this will be easy enough that even those just now starting off and fresh learning how to rp and battle can understand, while at the same time not limiting a character's abilities in battle. An example of how this would go is something like this (simplified because I don't want to type out all the extra detail that should always go into your posts) : (enemy) comes in close and swings their blade horizontally at (character), attempting to strike them across their abdomen.
(character) sucks in their stomach and hops back, curling their body slightly forward as the blade skims past, cutting into the fabric of their shirt, the tip of the blade biting into their stomach and leaving a thin line of blood as the flesh was skimmed. They then step forward, swinging their fist in an upper cut at (enemy)'s jaw.It would then go into the enemy's turn to react, and then attack back. I know its not needed, however I thought I should give my input. I agree 100% that is would be an improvement over current system. I liked the idea of the dice but it leaves tomany problems though I would like to hear your idea of items for battle miss ram.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jul 16, 2013 2:59 am
That would fall under your action / reaction for the post. Your reaction could be avoiding / taking a hit, and your reaction is to regroup and use said item from your inventory. Or if you so wish it, your reaction could be pulling said item out and using it as a means to block / avoid an attack, and your action could be to counter with an attack of your own. Edited in: This will fall back to how well people read each other's posts, which is honestly a big pet peeve of mine. It will also force all of us to carefully consider how we attack and react with one another in better and improve our skills as rpers.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jul 16, 2013 3:23 am
Battle Ram That would fall under your action / reaction for the post. Your reaction could be avoiding / taking a hit, and your reaction is to regroup and use said item from your inventory. Or if you so wish it, your reaction could be pulling said item out and using it as a means to block / avoid an attack, and your action could be to counter with an attack of your own. Edited in: This will fall back to how well people read each other's posts, which is honestly a big pet peeve of mine. It will also force all of us to carefully consider how we attack and react with one another in better and improve our skills as rpers. Have u concidered a 3:1 rule?
|
 |
 |
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|