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Posted: Tue Jan 15, 2013 3:53 pm
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Posted: Tue Jan 15, 2013 3:57 pm
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Posted: Tue Jan 15, 2013 4:01 pm
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Posted: Tue Jan 15, 2013 4:09 pm
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Posted: Tue Jan 15, 2013 4:16 pm
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Posted: Tue Jan 15, 2013 5:21 pm
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In regards to mobs, it did come across my thoughts but only briefly as I'm current working on an extensive technique list for all basic weapon skill. I will pass the list to Zetsumi once it is done and he will make the final touch before revealing to the crew.
Back to the beastairy. I think it's perfectly fine to use the beasts mentioned in SAO and/or other sources but before we start adding mobs left and right, we should set in stone some of their purposes. What I have in mind is creating a list of beasts for each Level with an assigned purpose. What I mean by purpose is the type of rewards theses beasts will provide.
Basic purpose mobs would be your standard beasts that you fight to level up, increase skill proficiency, collect Col and rolling for the chance of getting a rare item. Another purpose would be for farming and these mobs would yield lower Col drop, no rare item, takes longer to level up a character and only levels up non-combat proficiency. The benefit however, is that their drops will be specific for a profession skill such as Blacksmith, Goldsmith, Carpenter, Weaver, Culinary, Botanist, Enchanters etc.
For example, Rock Elemental would drop various ores and metals items that can be sold to / used by Blacksmiths and Goldsmiths. A Towering Treant would drop items wood and fiber for Carpenters and Weavers. An Aggressive Flower would drop items for Cooks and Herbalists.
Of course one could also farm materials the old fashion way without fighting mobs. And you would ask why would one want to risk fighting mobs for materials then? Recall in SAO, Kirito and Lizbeth had to face against a dragon to obtain the material needed to craft the sword requested by Kirito.
With that in mind, I fear we will run out of idea rather quickly if we try to fill every floor with multiple mobs to fit the experience as depicted in SAO. So, I suggest using identifiers for mob names. Be it Level 1 Boar or... Young Boar... A way to recycle mobs from a few levels back to something much stronger or purposeful. Like Level 5 Boar, Adult Boar, Poisonous Boar etc.
Associating thoughts: Someone would have to assign a min/max Mob HP and damage per floor. Also certain rich materials on each floor... a gold mine for certain profession. Allow submission of beasts from members of the guild using a guideline that complies with guild rules and balance.
Edit: Read mother fookers! Read my wall of text!
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Posted: Tue Jan 15, 2013 6:14 pm
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Posted: Tue Jan 15, 2013 6:33 pm
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You say that now... go read just how ******** hard it is to get the best herbs... at most, 15% and you only get 1 herb, and then you have to hope that it is the type you want. This makes it harder than just fighting some stinking monster and avoiding the whole thing. Herbalism doesn't have a sub-skill because once you have the herb you can do what ever you want with the herb, mix it with something to create a potion, with food to make healing foods, or poisonous ones, etc. Basically, you're saying to let people cheat out of having to have herbalism to get herbs, which puts the herbalists out of business. So, I'm just telling you, in regards to herbalism: "No."
Okay. *Kicks in the junk*
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Posted: Tue Jan 15, 2013 10:09 pm
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ThrieTheTiger In regards to mobs, it did come across my thoughts but only briefly as I'm current working on an extensive technique list for all basic weapon skill. I will pass the list to Zetsumi once it is done and he will make the final touch before revealing to the crew. Back to the beastairy. I think it's perfectly fine to use the beasts mentioned in SAO and/or other sources but before we start adding mobs left and right, we should set in stone some of their purposes. What I have in mind is creating a list of beasts for each Level with an assigned purpose. What I mean by purpose is the type of rewards theses beasts will provide. Basic purpose mobs would be your standard beasts that you fight to level up, increase skill proficiency, collect Col and rolling for the chance of getting a rare item. Another purpose would be for farming and these mobs would yield lower Col drop, no rare item, takes longer to level up a character and only levels up non-combat proficiency. The benefit however, is that their drops will be specific for a profession skill such as Blacksmith, Goldsmith, Carpenter, Weaver, Culinary, Botanist, Enchanters etc. For example, Rock Elemental would drop various ores and metals items that can be sold to / used by Blacksmiths and Goldsmiths. A Towering Treant would drop items wood and fiber for Carpenters and Weavers. An Aggressive Flower would drop items for Cooks and Herbalists. Of course one could also farm materials the old fashion way without fighting mobs. And you would ask why would one want to risk fighting mobs for materials then? Recall in SAO, Kirito and Lizbeth had to face against a dragon to obtain the material needed to craft the sword requested by Kirito. With that in mind, I fear we will run out of idea rather quickly if we try to fill every floor with multiple mobs to fit the experience as depicted in SAO. So, I suggest using identifiers for mob names. Be it Level 1 Boar or... Young Boar... A way to recycle mobs from a few levels back to something much stronger or purposeful. Like Level 5 Boar, Adult Boar, Poisonous Boar etc. Associating thoughts: Someone would have to assign a min/max Mob HP and damage per floor. Also certain rich materials on each floor... a gold mine for certain profession. Allow submission of beasts from members of the guild using a guideline that complies with guild rules and balance. Edit: Read mother fookers! Read my wall of text!
I had actually planned to go through the show/manga first and pick out each and every single one of the monsters listed and then from there see what new ones could be created based on what might be needed or seem right in an area.
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Posted: Wed Jan 16, 2013 3:26 am
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Posted: Sun Feb 24, 2013 9:04 am
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Posted: Sun Feb 24, 2013 9:23 am
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