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Posted: Tue Mar 06, 2007 2:11 pm
Drama is the answer to all! Needless to say, I'm all for it xD
Should I make a sub-forum for Factions, one for Guilds, etc? Or what?
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Posted: Tue Mar 06, 2007 4:38 pm
Crimson Knights? What?
But if it sounds like whatever that is, then i guess we can't use it.
But if you did want too, you don't really need sub forms for factions. It would be interesting, but I'd keep them as an NPC kinda thing till you get more people in this guild.
Did they have a counter organization to order in that?
Drama is a good idea, another issue that could be presented is that the game. Have one of the more timid girls start falling in love with a game character, then when they meet in real life, she could be really disappointed. (could that be Mao and Red? maybe)
or, maybe even some of the NPC's or programs or even bosses could start gaining free thought somehow, and you can tie that in. They start to question their existence, and not being able to take the fact that they are just creations of a higher being as a game, they try to organize themselves and attack players, it may even become so serious they are even able to target some of the root towns.
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Posted: Sat Mar 10, 2007 4:28 pm
We actually have an ordeal with characters falling for one another without knowing who each other are. We have the romance drama all on lock xD
Though the idea of the programs and NPC's going on fritz will be kind of hard to play out. I mean corrupting the Data in certain areas or something is easy enough, but we'd have to start assigning NPC's or telling everyone what NPC has done what where, and that could get tiresome after a while.
Hum...Lemme think about ways to make that sort of thing easier, 'cause it keeps boggling my brain saying "DO IT! DO IT!" xD
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Posted: Wed Mar 14, 2007 3:18 pm
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Posted: Thu Mar 15, 2007 4:09 pm
*raises hand*
As far as informing everyone of what NPCs are up to and at, we could use the BBS. Other NPC players within the game (or our own, if they're in the affected area at the time of corruption) can make/contribute to a thread that keeps up on news and rumors about all the chaos. It'd still be a lot of work, but it'd be the easiest way to inform everyone all at once.
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Posted: Thu Mar 15, 2007 4:56 pm
that could work.
also on the BBS, post possible larger quests and whatnot, or things to investigate, we should try to make it a more "convincing" experience.
Mirai has the idea, get a few of the NPC characters to start freaking out, or requesting for help or somthing.
and we need more "involvement" in quests, i'm sure it's fun and all to write how the quest would go, but i imagine most people would make it so they would win, or win by a sliver or somthing.
I mean like in terms of battles with creatures, one of the Mods could play as a character nearby, or even the monster, so we don't have a low level character being all badass and taking out a large monster or something stupid like that.
if you guys need help with managing things, i can help.
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Posted: Thu Mar 15, 2007 7:23 pm
Yeah, that's a good idea too. And thanks for the offer of helping to run things!
Uhm, a bit off-topic--speaking of being a monster, would you like me to control the Phoenix Mao's about to go charging toward? Just so you don't have to do everything yourself... This quest it becoming interesting, I'm already plotting some new rare items to hand over to you. XD
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Posted: Fri Mar 16, 2007 7:23 am
Yea, control the bird.
And Mao always appreciates gifts, because Mao is awesome, Mao is great, Mao says these things to himself in the mirror every morning.
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Posted: Mon Mar 19, 2007 11:21 am
With the monsters and such in the areas (as far as Quests go) and whether or not a group of characters manages to finish a Quest successfully usually depends (lamely...) on a coin toss...or at least that's how I kept telling it to myself over and over in my head when I was trying to make things more difficult...
Or the amount of Dice you roll when you're fighting said boss or something. I like the idea of someone else (one of the Mods) playing the monster(s.) to help make it more real...though we can use the Dice System here on Gaia to help determin whether an attack will be successful or not...or something like that, and let a certain number of dice rolls determin whether or not the characters finish their Quests.
...Am I making any sense at all? And if I am, is that too lame for it's own good? sweatdrop
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Souyu no Phoenix generated a random number between
1 and 100 ...
91!
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Posted: Mon Mar 19, 2007 11:58 am
I dunno about anybody else, but I like to determine what happens to my character myself--obviously there needs to be some control, though, whether directly by the mods or through indirect rule. If we're going to use a randomizer for success in quests, I suggest that we have a percentage chance of completing the quest successfully before the quest is started, thought up by the mods based on the quest, the characters' classes, and their levels. After that (and also before the quest begins), we use the built in random number generator to create a number between 1 and 100 (perhaps a new subforum would be useful for threads to hold this info), and if the number is above that percentage, the quest fails, and it succeeds if it's below or on it. The lower the number is, the easier the time the character can end up having with it (though we could leave direct monitoring and control of that up to the player, I think, and reprimand them for godmoding, etc., if such occurs), and the higher the number is, the harder the quest is for that character. Mods/NPC-players can throw in extra obstacles, etc., if the character has rolled a particularly high number.
An example: Say my knight character receives a quest to retrieve the orb of fire from the depths of the volcano of Gurgu. I can invite two other players to come with me, but only one of the ones I invite is able to show, a black mage. Gurgu Volcano is a mid-leveled area, but our characters are about level 80, so the monsters won't individually present much of a challenge for us; there is a fairly high level boss at the end, though, fire elemental of course, but our wizard has some good ice spells. The mod who issued my character the quest determines we have a 75% chance of success.
Now. Say I get a 60. I and my partner determine while questing that our characters will successfully complete the challenge, perhaps running out of healing/mana-recovery items on the way there, so that the final challenge becomes quite difficult, but is still safely overcome. We retrieve the orb of fire and are rewarded with the space helicoptor.
Say, on the other hand, I get a 10. We determine that our characters will run into virtually no trouble, and face only a couple of random encounters. We'll be well prepared and well-equipped to defeat the boss, and we come through without much trouble. The orb of fire is ours, and we receive our space helicoptor award.
But perhaps I get an 80, and we are doomed to fail. We'll have a hard time of it, certainly, but we'll manage to make it all the way to the pit, and face the fire-demon boss, who we come close to beating before our characters are defeated.
And, heaven forbid it, if I happen to get the dreaded 100, we would be forced to make our characters face unsurmountable odds. We'd run into much higher level monsters than we would have expected, and our important healing items would be stolen or exhausted early on. We'd be defeated before we even got to the second level of the dungeon.
That's the general idea that I was thinking might work, in any case. Nitpick away. xP
EDIT: I got a 91. OUR CHARACTERS ARE DOOMED! DOOMED!
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Souyu no Phoenix Vice Captain
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Posted: Mon Mar 19, 2007 2:36 pm
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Posted: Mon Mar 19, 2007 2:52 pm
Thats a good idea for overall roleplaying, however there has to be a few balances to the equation, like if a lvl 80 character goes into a level 5 dungeon, then chances are there should be some kind of restriction, like if they are an extremely high level, they are almost guaranteed to succeed, which your going to have to factor in.
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Souyu no Phoenix Vice Captain
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Posted: Tue Mar 20, 2007 12:30 pm
Well, yeah. The percentage chance of succeeding in that case would be something like 96%. You'd have four chances out of 100 to fail at it--'course, you'd have to get creative on why if you did. If it was 97 or 98, perhaps the person was too overconfident, didn't bother stocking on any items or healing, and got poisoned, or some other kind of crippling status effect, that prevented him from making it the whole way. Or if it was 100, then perhaps a mod would have a slight glitch in the program, or the leftover results of somebody hacking with related data, leaving a few immensely strong monsters there or something that kill your character right off the bat. Under this kind of system, the numbers do very little in the way of deciding what happens--they should only inform the player on where to focus his imagination, as well as the mods on how much control over NPC's they need to take. Getting a 100 would have to be helped along by a mod, I imagine, since it involves being wiped out almost immediately.
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Posted: Fri Jun 22, 2007 8:45 pm
So.
I like how the .hack world, or at least in //SIGN, seems to have near limitless possibility coded into it, with code written on top of it to make it more of a game than a separate world. There're elements of that in this roleplay, too, and I was thinking another part could be a change in the way safe zones work--rather than making the weapons disappear, keep the weapons around, and simply make it so that players can't cause damage while in the safe zones.
Wddythnk?
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Souyu no Phoenix Vice Captain
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Posted: Sat Jun 23, 2007 2:40 pm
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