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Posted: Wed Feb 16, 2011 7:36 pm
I was thinking that to make long term characters at better value than those that were created at a high level we would add a reputation system. It's very simple, as you do missions, level up, defeat others in duels, etc. you gain reputation points. This points can be either negative or positive depending on how people might see you (If your an a** whole, no one will like you!). But the negative/positive ratios have no value since reputation is just the fact that people know you. When one acquires lots of reputation points you will naturally have a nickname given to you, and whenever a villager or NCP refers to you, they will refer to you with your ninja nickname. Also, your reputation points determine how NCPs and villagers will see you when they meet you, if you have high positive reputation points when an NCP meets you he would be saying things like "It's an honor" and be nice to you and things like that. If you have negative reputation, the NCP will still know you, it will just not be as nice to work with you since he knows your character can be a b***h. The reputation system is just a way to make the RP a little bit more original, it is completely controlled since any roleplayer can control how he wants his character to be seen; if he wants a mean character that wants to be feared, then he will be naturally mean on missions and on chats, making his reputation points to be negative. Also, positive reputation points allow you to be trusted easier by other people. Other boosts and down falls for reputation can be added. It's basically means to affect your RP rather than your combat. Something else we can add is that if the character is well known (be it positive or negative) he will receive discounts and special gifts once in a while.
biggrin Thats my idea, if you like it, comment. If you don't, comment. If you want to edit it, comment biggrin !
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Posted: Wed Feb 16, 2011 7:43 pm
Simpashia I was thinking that to make long term characters at better value than those that were created at a high level we would add a reputation system. It's very simple, as you do missions, level up, defeat others in duels, etc. you gain reputation points. This points can be either negative or positive depending on how people might see you (If your an a** whole, no one will like you!). But the negative/positive ratios have no value since reputation is just the fact that people know you. When one acquires lots of reputation points you will naturally have a nickname given to you, and whenever a villager or NCP refers to you, they will refer to you with your ninja nickname. Also, your reputation points determine how NCPs and villagers will see you when they meet you, if you have high positive reputation points when an NCP meets you he would be saying things like "It's an honor" and be nice to you and things like that. If you have negative reputation, the NCP will still know you, it will just not be as nice to work with you since he knows your character can be a b***h. The reputation system is just a way to make the RP a little bit more original, it is completely controlled since any roleplayer can control how he wants his character to be seen; if he wants a mean character that wants to be feared, then he will be naturally mean on missions and on chats, making his reputation points to be negative. Also, positive reputation points allow you to be trusted easier by other people. Other boosts and down falls for reputation can be added. It's basically means to affect your RP rather than your combat. Something else we can add is that if the character is well known (be it positive or negative) he will receive discounts and special gifts once in a while. biggrin Thats my idea, if you like it, comment. If you don't, comment. If you want to edit it, comment biggrin ! Someone has been playing Fable...
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Posted: Wed Feb 16, 2011 7:45 pm
Aruil Simpashia I was thinking that to make long term characters at better value than those that were created at a high level we would add a reputation system. It's very simple, as you do missions, level up, defeat others in duels, etc. you gain reputation points. This points can be either negative or positive depending on how people might see you (If your an a** whole, no one will like you!). But the negative/positive ratios have no value since reputation is just the fact that people know you. When one acquires lots of reputation points you will naturally have a nickname given to you, and whenever a villager or NCP refers to you, they will refer to you with your ninja nickname. Also, your reputation points determine how NCPs and villagers will see you when they meet you, if you have high positive reputation points when an NCP meets you he would be saying things like "It's an honor" and be nice to you and things like that. If you have negative reputation, the NCP will still know you, it will just not be as nice to work with you since he knows your character can be a b***h. The reputation system is just a way to make the RP a little bit more original, it is completely controlled since any roleplayer can control how he wants his character to be seen; if he wants a mean character that wants to be feared, then he will be naturally mean on missions and on chats, making his reputation points to be negative. Also, positive reputation points allow you to be trusted easier by other people. Other boosts and down falls for reputation can be added. It's basically means to affect your RP rather than your combat. Something else we can add is that if the character is well known (be it positive or negative) he will receive discounts and special gifts once in a while. biggrin Thats my idea, if you like it, comment. If you don't, comment. If you want to edit it, comment biggrin ! Someone has been playing Fable... Although I am aware that the game exists, and that you can turn good or bad if you do things, I have never played the game. This is mostly a WoW ripoff.
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Posted: Sat Feb 26, 2011 11:37 am
I was just recalculating one of my characters, who is a lvl 35 jounin. His main fighting style is duel-wielding. The requirement for this is 100 skill points in that weapon which mean the only person who could ever duel wield would be a lvl 80, little steep no? sweatdrop
Edit: On top of that, With the current system in place, my character could potentially deal a minimum of 744 damage in one post with duel wielding and a max of 612 with 6 attack turns of a Katana with 93-102 damage. Although I probably wouldn't use all of these, because I'd save some for jutsu, I still think the damage is kind of insane. I got this kind of damage from the ninja weapon skill, seeing as each point gives a point to damage with that weapon. Should we consider dropping that? Maybe making it so that every 2 points in weapon skills give +1 to damage?
This would bring my guy's damage down to a min 65, with a max damage of 420 in a post.
In fact if we applied this to all skills, I think it would even out better. His taijutsu is applied into the attack bonus, so if that were cut in half as well his min would be 53, and mas damage in a post would be 348, which seems perfectly reasonable.
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Posted: Sat Feb 26, 2011 6:18 pm
Weapons hasn't been updated yet...
Uh, ignore the dual wielding requirement...
And on the damage... use try this one for now: base damage + str mod + 1 - 2 per 10 ranks in skill.
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Posted: Sat Feb 26, 2011 7:00 pm
Qyp Weapons hasn't been updated yet... Uh, ignore the dual wielding requirement... And on the damage... use try this one for now: base damage + str mod + 1 - 2 per 10 ranks in skill. 1-2 for every 10 in the skill... way too low.
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Posted: Sat Feb 26, 2011 7:08 pm
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Posted: Sat Feb 26, 2011 10:38 pm
Zent0s Qyp Weapons hasn't been updated yet... Uh, ignore the dual wielding requirement... And on the damage... use try this one for now: base damage + str mod + 1 - 2 per 10 ranks in skill. 1-2 for every 10 in the skill... way too low. Second!
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Posted: Sun May 01, 2011 5:10 pm
You know what else is too low? Chakra Point tallies. At level one, I'm forced to place four points into Chakra if I don't want to be a complete vegetable for trying something as simple as molding chakra. I understand that it should be mildly low for academy sstudents, they're just starting out. But with a 0 modifier, you only get 3 GD chakra points? That's absurd. At least give me (five+mod)*lvl so I don't have to alternate between actions and resting every post.
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Posted: Thu May 05, 2011 1:40 pm
-Ductape_Bandit- You know what else is too low? Chakra Point tallies. At level one, I'm forced to place four points into Chakra if I don't want to be a complete vegetable for trying something as simple as molding chakra. I understand that it should be mildly low for academy sstudents, they're just starting out. But with a 0 modifier, you only get 3 GD chakra points? That's absurd. At least give me (five+mod)*lvl so I don't have to alternate between actions and resting every post. Hey. We talked about this issue and realised that the current Cp formula is a bit low and suckish for students. however, we can't make the formula too high because it's multiplicative based on level, so an increase of even 1 will cause each character's Cp to effectively increase by their level. As you can probably tell this would give high level characters much more Cp. So TLDR, the new formula is: [4 + chk mod] * level.
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kouri-chan_xx Vice Captain
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Posted: Thu May 05, 2011 3:32 pm
kouri-chan_xx -Ductape_Bandit- You know what else is too low? Chakra Point tallies. At level one, I'm forced to place four points into Chakra if I don't want to be a complete vegetable for trying something as simple as molding chakra. I understand that it should be mildly low for academy sstudents, they're just starting out. But with a 0 modifier, you only get 3 GD chakra points? That's absurd. At least give me (five+mod)*lvl so I don't have to alternate between actions and resting every post. Hey. We talked about this issue and realised that the current Cp formula is a bit low and suckish for students. however, we can't make the formula too high because it's multiplicative based on level, so an increase of even 1 will cause each character's Cp to effectively increase by their level. As you can probably tell this would give high level characters much more Cp. So TLDR, the new formula is: [4 + chk mod] * level. ... I will take that and be happy. Thanks. EDIT: Now you only recover 2% of your chakra per rest post? I disagree with that... strongly.
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Posted: Thu May 05, 2011 4:18 pm
4 works. Now I can at least make two training posts before having to rest.
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kouri-chan_xx Vice Captain
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Posted: Thu May 05, 2011 4:21 pm
Pr0dlgy kouri-chan_xx -Ductape_Bandit- You know what else is too low? Chakra Point tallies. At level one, I'm forced to place four points into Chakra if I don't want to be a complete vegetable for trying something as simple as molding chakra. I understand that it should be mildly low for academy sstudents, they're just starting out. But with a 0 modifier, you only get 3 GD chakra points? That's absurd. At least give me (five+mod)*lvl so I don't have to alternate between actions and resting every post. Hey. We talked about this issue and realised that the current Cp formula is a bit low and suckish for students. however, we can't make the formula too high because it's multiplicative based on level, so an increase of even 1 will cause each character's Cp to effectively increase by their level. As you can probably tell this would give high level characters much more Cp. So TLDR, the new formula is: [4 + chk mod] * level. ... I will take that and be happy. Thanks. EDIT: Now you only recover 2% of your chakra per rest post? I disagree with that... strongly. Um, before you recovered 10% of your chakra MOD neutral Now, it's 2% of your Cp, not Chakra. And the minimum is +1Cp anyway. And Duct, once you level up, you'll be able to make 4 training posts!! Or 6. Something like that.
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Posted: Thu May 05, 2011 4:25 pm
kouri-chan_xx Pr0dlgy kouri-chan_xx -Ductape_Bandit- You know what else is too low? Chakra Point tallies. At level one, I'm forced to place four points into Chakra if I don't want to be a complete vegetable for trying something as simple as molding chakra. I understand that it should be mildly low for academy sstudents, they're just starting out. But with a 0 modifier, you only get 3 GD chakra points? That's absurd. At least give me (five+mod)*lvl so I don't have to alternate between actions and resting every post. Hey. We talked about this issue and realised that the current Cp formula is a bit low and suckish for students. however, we can't make the formula too high because it's multiplicative based on level, so an increase of even 1 will cause each character's Cp to effectively increase by their level. As you can probably tell this would give high level characters much more Cp. So TLDR, the new formula is: [4 + chk mod] * level. ... I will take that and be happy. Thanks. EDIT: Now you only recover 2% of your chakra per rest post? I disagree with that... strongly. Um, before you recovered 10% of your chakra MOD neutral Now, it's 2% of your Cp, not Chakra. And the minimum is +1Cp anyway. So... I've been recovering 10% of your CP beforehand. That's why I got a little pissy. But yet and still, if someone has 100 CP, they only recover 2 CP per post. Still a bit low if you ask me.
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kouri-chan_xx Vice Captain
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Posted: Thu May 05, 2011 4:27 pm
Oh. Well. You recovered a bit too much.. <_<; XD And well you aren't meant to recover all your Cp in 10 posts, it simply doesn't work that way.
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