-whacks fool- apologize again and ill kick your butt xP
StealthNeko
if you are still waiting on me i will post as soon as possible. we can form a party ^^
Posted: Mon Dec 31, 2012 6:33 am
Typholbasia
Excuse me for posting again so soon. Im not trying to be rude, but I was just reading through beta discussion. Lots of things are exactly that, in "beta" so i wanted to try and give as much help as I possibly could. Whether or not any of this is even used is up to you, but yeah, you get my drift. Okay . . . here I go.
Stats
Currently. They are useless. Sorry, thats how it is. There is no true reason for them to exist currently. With no governing reason as to why said stat does this, anyone can just go. "Oh no, you just grazed me. I'm fine." Sorry. If a level 100 'grazed' a level 1, it would probably kill him/her. Since this is a game, even grazes probably do most of their damage. Something needs to be put into place to actually give the stats we are all working so hard to achieve actually worth something.
EXP vs Word Count
Okay. This is no offense to you people who have made these wonderful vibrant posts that just make me drool just reading them, but sorry. Most of the words in your posts in my opinion shouldnt be worth any exp, if any of the posts at all (excluding combat related posts). Though going with that same process, it wouldnt be fair to us people who only make 1 or 2 paragraph posts if you killed a level 1 creature and got more exp than us when we killed a level 7 just because you posted more. EXP should be based in the fights. Not in our words. At all. Zip nada 0 word relation. Yes, it encourages good posting, but you have to learn that not all your players can pull this kind of posting off on a regular basis if any at all and those players are going to fall behind extremely fast. And hell forbid one of your guildies loses their internet and is forced to post by phone for a while. No way in heck they are going to be able to pull that stuff off easily.
Making an exp system for monsters would not be hard. You could even reduce exp requirements to make numbers easier. Make level 1 - 2 only take 10 exp and each level 1 monster gives 2 exp. Every level you are above a monster reduces its exp by 1. Every level you are below a monster raises it by 1. Encouraging players to push themselves, but also to the point they need to know where to draw a line. As for item drops, keep the items to special or quest monsters. In all of the episodes I have seen (which is all) I think I have only seen items drop from special monsters. Exp and Col are always dropped though.
Leveling
Yay! The thing we are all going to be working so hard to achieve. The almighty thing in an MMO that everyone strives for. The success known as leveling. This isn't really all that hard either. Every time somebody levels, they gain X number of stat points and X number of skill points. Done. Nothing super fancy is necessary here.
Combat
Okay. I have probably made myself clear 10 fold on this part. There needs to be a combat system. Anything. Just there needs to be one. First off, it gives this RP the MMO feel that it will need in order to truly feel like SAO. Plus, once the InGame beta ends, the combat system will truly tell players. "You should be running. Your life is getting low" They wont get to choose when their life is getting low, the game will TELL THEM. That is what needs to be there in order for this to truly bloom in the field of an MMO RP. I have volunteered my system which I will gladly help fine tune for every monster and help incorporate skills into it if adapted. I would even help you adapt other people's combat systems if you wanted to do those. I just know that there needs to be one for this guild to truly shine.
Another thing I could say to really make it noticeable as to why we need one. We are all level one characters who have just been brought into a new game, not to mention the fact it is a VR. No one knows what the heck they are doing. All we know is that we are here to play the game and see how it works. You saw Klein in episode 1. He could barely properly swing his weapon. Yes, some of us might just have that knack for it naturally, but not all of us. You cant incorporate this into a combat system, but RPers can use that to their advantage when that level 1 monster hits them (which it should every now and then). "Crap. Still not used to this . . . I need to feel the blade . . . right? Okay. I can do this." We are going to get hit. Anyone out there who doesn't is in my opinion, a god modding little idiot (no offense to any of you but sorry). The combat system would take out the player's choice of whether or not he is going to get hit or whether or not he will hit his enemy and tell them. Look, your skills say this. You hit him! Nicely done! Oh, he got you too, and it looks like it hurt.
Give us that, and I think this guild will take a leap off of the edge of the cliff into the sea of perfection before you know it.
Creating Items
I know people are going to do it. Me included. My suggestion for this would be to do something very simple. Make a 'class' of weapons. A bunch of them. Then give each of those classes a grading scale of power. Like as follows (this is just an example)
And then so on and so forth. Then whenever somebody makes the weapon, depending on what the person wants, they can tell them what the stats would be. Like say someone wants a crystal long sword with thorns all up and down it. Say Melanite Crystal (random name for example purposes) is a B-Class item. The fact his sword has thorns on it wouldn't matter for in game purposes. But the fact he wants it to be crystal which is a B-Class material would mean his weapon would have the 18 DMG bonus. See. Simple enough. Though you do need to add a bit more variance to your damages good sir. A dagger does not do as much damage as an rapier. At least not on average.
Armor Change
I dont quite understand what you are getting at with what you have armor as it is now. Normally in games, there is no hitting armor defense on top of your defense and THEN hitting you. There is just hitting you. With this in mind, my suggestion for armor (this would only work with a combat system that involved doing damage) is giving it a DEF bonus and a DR effect. The DEF bonus would apply directly to a player's defense stat whenever they take damage. Helping mitigate the effects. The DR (damage reduction) would help directly shave off some of the damage they would take. This effect could be applied before or after, whatever suited your tastes.
Combat Skills or other Activated Skills
This is another thing that could only be applied with effective use of a combat system and making Stamina into its own health bar of sorts. Basically, a way to use skills in a combat system is to say that using a skill has X stamina cost (no stamina is consumed during basic attacks). Depending on your costs, you could either have stamina regenerate slowly as long as it is not used during battle, or just restore completely afterwards. Your pick.
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I think I got everything I wanted to cover covered. If I didn't, Ill just edit it in. If anyone takes offense to anything I say, I apologize in advance. I wasn't trying to offend anyone. If anyone wishes to discuss about anything I mentioned. Please. PLEASE quote me. I will gladly talk it over with you. Even if you aren't part of the crew/vc/c team. I will GLADLY talk with you. Other than that, I think I am done for the time being.
blossomreevs
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Aquos Dragoa
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Posted: Mon Dec 31, 2012 6:48 am
blossomreevs
Typholbasia
EXP vs Word Count
^ in relation to her/your comment on this I agree. I believe people should only gain exp if they are fighting or doing something rp wise that would give them logically exp in a game. Talking and chatting does not really do that. I also still think that people should still get exp for the amount of words they write, but instead of focusing only words for a person to level up after fighting a monster we could possibly mix both ideas? For example, X level character fights Y level monster will gain Z amount of exp, and they will get an extra boost of A exp if their post was within 100-1000 words, or B exp if it was 1000-2000 etc get the idea? I figure this way people will be motivated to try to write a bit more but will not fall so behind to rpers that are really good at extremely long posts (i for one am not one of them), and those that go through the effort of writing will have some sort of "reward" for the hard work.
HOWEVER such a long fighitn post will have to have logic behind whats in it. It makes no sense whatsoever to have teh character have for example a flash back from when he/she was five just to get an extra boost of words. Posts should be the majority of them related to the battling
so far i figured i would, as a member of the guild, give my comment and opinion on this matter since it was the only one at the moment i have something i believe worthwhile to say
Posted: Mon Dec 31, 2012 7:37 am
Commando Omnipants
COMNI!!!!!
L and I were talking about hoping you'd join biggrin -glomp-
and what is this speak of magic? Magic doesn't exist in SAO Fool!
I Pity the fool who believes in Magic in SAO!
blossomreevs
I understand you have ideas, but when you're constantly bringing up the same ideas over and over again in the threads, it gets a little annoying. Next time you have something to do with your ideas for a battle system, could you please PM it to Typh so that we aren't seeing your rants for a fourth or fifth time?
Edit: Just to clarify, i'm not saying your ideas are annoying. you know I've come to you trying to learn them through pm, I'm jsut saying the amount of times you post them is a bit annoying. I actually like your ideas, I just don't like seeing them so often.
Enchanted Cherubim
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Violent Fox Crew
Familiar Friend
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Posted: Mon Dec 31, 2012 8:06 am
blossomreevs
Aquos Dragoa
The only thing I'm going to bring up to the both of you is the EXP System vs Word Count issue:
The players who post big should be allowed to post big, and be rewarded for it. I'm not sure if you know how long it takes to make such posts. Introductory posts are usually the biggest, hence why many players have a 5k word count right off the bat, but it's because they have a story they want to tell to those they RP with. And they take easily 3-4 days to make under normal circumstances. After those introductory posts, everyone's posts usually fall to the 800-1500 word range per post. I've seen people that post only 300-500 words that still tell a great story, and can pump out that many words way faster than the big posters, and hell they kept up just fine. Giving a set amount of EXP to creatures is way to tedious in my opinion. There are 100 Floors, and for us to create monsters for each floor, it's already a pain. So giving them Exp will only create more work, especially for those of us who will be doing character updates. This will require the mods to have to check EACH post to make sure that no one is cheating, or that they are properly slaying monsters (Not "I swing my sword and it drops dead"). There are plenty of ways for players to gain Exp. Partying up with other players (Which gives then Bonuses to their total Word Count) Quests, and your standard Word Count. I personally feel that this system needs no changes.
And for the future, please, giant discussions as this should be PM'ed to the captain or crew. We don't need to fill this forum up with these kinds of posts.
Posted: Mon Dec 31, 2012 9:45 am
blossomreevs
Violent Fox
Aquos Dragoa
Fighting Fefnir
Typhlobasia
Okay hello everybody, I've been looking through the beta discussion, getting a feel for how everybody's reacting to the guild so far and I have to say, I agree with most of blossomreevs' points, about what this guild is lacking. It seems to me, at least in my opinion, that this MMORPG was built around stats and leveling up. Therefore as writers, we have to incorporate that somewhere in the lines of what this guild stands for. After all, most of us are here because we've become captivated by SAO, or at least the potential of playing in its vast lands. So, here's my proposal.
1. I personally think that the word count is a good idea, as long as there are limits. For instance, after a player has moved into rank E, the maximum any player can make by their word count in one post is enough to increase their level by 1. This requires a person to be able to write with some limits and not go completely berserk with one post just for the benefits of getting a higher level. It also creates the desire to have more posts to level up by involving oneself into a storyline, and after all, role playing is still dictated by storyline. Heck, you've already theoretically have the perfect item to explain this sort of "noob acceleration" ability in the items, in the form of the "Good Luck Charm".
2. It seems to me that the best way to handle this is that, within the game, each post experience or skill boost is dictated by the movements one does. And I would seriously consider limiting it to one focus per post. For instance, if you wished to forge a weapon, that is what your post would be about, and you would gain experience toward your forging from the attempt. Should you spend a post in the kitchen cooking, you gain experience from that. But ideally, you shouldn't be allowed to go from cooking to forging to hunting all in one post. It only serves to drag on a post past interest for most people.
3. There needs to be an exp combat system for fighting creatures. I realize that the current system is still in the works, and it's far from perfect as it is still in beta, however, to compensate for those who do not wish to make 3000 word posts, we can offer them the opportunity to fight to level, like all other RPG's. More importantly, it gives battling a sense of purpose. If used with my second idea, a person will fight to gain exp for their character and for their weapon, and perhaps even their armor wear depending on how you wish to focus future increases in armor.
Let's take your wolves, Goblins, and Wild Boars for example. Wolves can be thought of as your swarm creature at level 1, since they come in packs. No problem, defeat the pack and gain say, 8xp. Goblins, aggressive, may come at you randomly, sort of quick, good strength. they'd be worth maybe 4xp. The boars are your stand and let you slaughter sort of creatures, who don't fight you until you fight them. So that's easy enough. 2xp. However, what if your rare creature was the Alpha boar, which is equivalent to something like Level 8, which in a noob area...is a lot. It will go after every member in a party and does stronger damage. And as a nasty bonus, after it gets knocked down to half way, it hollers for 2 wild boars to assist him.
You have a decent system of the type of creatures around, and you don't need to change it up until we get to higher floors. I think ultimately, each kill of a monster requires 3 parts. A character XP drop, a skill XP drop, and an Item drop. Think about it for now.
4. Regarding Stats, Armor Change, and PvP combat. The fact is, at this time, stats don't matter. Even if you wish it to be a guideline for how a person should role play, the fact is, I don't see right now how you can stop somebody from basically auto-dodging. I'm pretty sure that each and every one of us have dealt with plenty of people who have unrealistically blocked or dodged an attack completely without any real logic behind being able to do so. The only way it's fixed with a stat system is that there's gotta be some easy formua for whether or not an attack hits or misses. Perhaps some way to use one of the post actions to decide the odds. Right now, I'm not sure of that. if you'd like, perhaps I, Aquos, and blossom can discuss this with you Fox and the rest of the crew. We could also open up another section of the forums to discuss ways to improve it. I've seen Fighting Fefnir disgruntled about some things here as well. And moreso it seems to me that Stats and Combat are the two biggest issues right now.
5. As far as Skills and Creation is concerned, those will be issues that are not as big of problems for now, but may create serious issues if not resolved down the line. now I think it's pretty clear that we need to have possibly a discussion of putting a massive items listing together for forging and cooking. It seems to me that fishing and familiarizing are creature-based skills, which may assist in combat, sensory, or other wilderness situations. And Appraisals lead into a lot of communications like player-to-player and such. These right now need to be on the mind of people, bringing in a list of ways to improve the full items. And as we know, monsters lead to the items.
Excuse me for posting again so soon. Im not trying to be rude, but I was just reading through beta discussion. Lots of things are exactly that, in "beta" so i wanted to try and give as much help as I possibly could. Whether or not any of this is even used is up to you, but yeah, you get my drift. Okay . . . here I go.
Thanks for giving us your thoughts. Yeah, we're still in Beta Phase, which means we can't finalize stuff yet., and that means your ideas are always taken into consideration.
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Stats
Currently. They are useless. Sorry, thats how it is. There is no true reason for them to exist currently. With no governing reason as to why said stat does this, anyone can just go. "Oh no, you just grazed me. I'm fine." Sorry. If a level 100 'grazed' a level 1, it would probably kill him/her. Since this is a game, even grazes probably do most of their damage. Something needs to be put into place to actually give the stats we are all working so hard to achieve actually worth something.
Thanks for pointing that out. They might be useless to you, but not to the rest of the guild, so we still have to take what we've accomplished thus far, and just build from that. We cannot guarantee you a complete removal of this system as we will use it to indicate strength, but what you made as an example is not how this system would interpret that. Thanks, Ty. A graze is a graze, and a straight punch to the face is a straight punch to the face. You do not grow old and maintain the same level of control with your muscle capacity as when you were 3 or 4. So to speak, you grow stronger, but you don't stay constantly strong. Which is why what you're saying will not affect the system in that manner. Having a 1000 Strength does not allow a stronger member to just poke a player and make them bleed. Any person with common sense would know how it would work without asking. You don't need to be a genius to realize this.
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EXP vs Word Count
Okay. This is no offense to you people who have made these wonderful vibrant posts that just make me drool just reading them, but sorry. Most of the words in your posts in my opinion shouldnt be worth any exp, if any of the posts at all (excluding combat related posts). Though going with that same process, it wouldnt be fair to us people who only make 1 or 2 paragraph posts if you killed a level 1 creature and got more exp than us when we killed a level 7 just because you posted more. EXP should be based in the fights. Not in our words. At all. Zip nada 0 word relation. Yes, it encourages good posting, but you have to learn that not all your players can pull this kind of posting off on a regular basis if any at all and those players are going to fall behind extremely fast. And hell forbid one of your guildies loses their internet and is forced to post by phone for a while. No way in heck they are going to be able to pull that stuff off easily.
Making an exp system for monsters would not be hard. You could even reduce exp requirements to make numbers easier. Make level 1 - 2 only take 10 exp and each level 1 monster gives 2 exp. Every level you are above a monster reduces its exp by 1. Every level you are below a monster raises it by 1. Encouraging players to push themselves, but also to the point they need to know where to draw a line. As for item drops, keep the items to special or quest monsters. In all of the episodes I have seen (which is all) I think I have only seen items drop from special monsters. Exp and Col are always dropped though.
Personally, I don't also agree with short posts that get repetitive all the time. Now this is from my own mind, so this opinion of mine doesn't really have to do with the other crew members - and I'm giving it as the developer of the system. I want people to work and think. Work - because it makes people realize that it's not as easy as making endless posts about training and fighting. I find it boring, including the dice system. It just doesn't work out for me because it's been such an old, overused system. I prefer this system because of that, and many other reasons, but it's mostly because I want people to work for their own power. Teaches them that it's not easy to go through the process to gain strength and to attain a level that will undoubtedly denote that RPC's extent of ability.
Okay, we'll try to rearrange the numbers to your liking, but we are not, so far, near in removing or changing the word count-exp system. Just saying. It's been done by many people in other guilds. If they fall behind, then obviously, the right thing to to would be to post more words. This is how the system works in the guild as of the moment. Members always have the option of either to stay and endure the system, or to leave - that is, when it has been made final and official. in other words, if you can't handle the system and if you are falling behind, you have the choice of; (1)get typing and post as much as you can, being creative and playful with your character, developing him in the most descriptive, narrative and experimental way possible - or (2) stop posting and leave. OR, maybe, they can chill. Doesn't matter if you don't post a big post, so long as you don't care about the leveling, right? Doesn't matter to me if they have a high level or not. I mean, if your character's story is much more important than levels - there's no rush. To those who value levels but are afraid of the system, be creative and witty.
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Leveling
Yay! The thing we are all going to be working so hard to achieve. The almighty thing in an MMO that everyone strives for. The success known as leveling. This isn't really all that hard either. Every time somebody levels, they gain X number of stat points and X number of skill points. Done. Nothing super fancy is necessary here.
I'm getting the impression that you're holding something in. "Super Fancy" is a two-word name you gave to what exact point/idea in leveling? Oh, yeah, and I don't want to make it that easy.
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Combat
Okay. I have probably made myself clear 10 fold on this part. There needs to be a combat system. Anything. Just there needs to be one. First off, it gives this RP the MMO feel that it will need in order to truly feel like SAO. Plus, once the InGame beta ends, the combat system will truly tell players. "You should be running. Your life is getting low" They wont get to choose when their life is getting low, the game will TELL THEM. That is what needs to be there in order for this to truly bloom in the field of an MMO RP. I have volunteered my system which I will gladly help fine tune for every monster and help incorporate skills into it if adapted. I would even help you adapt other people's combat systems if you wanted to do those. I just know that there needs to be one for this guild to truly shine.
Another thing I could say to really make it noticeable as to why we need one. We are all level one characters who have just been brought into a new game, not to mention the fact it is a VR. No one knows what the heck they are doing. All we know is that we are here to play the game and see how it works. You saw Klein in episode 1. He could barely properly swing his weapon. Yes, some of us might just have that knack for it naturally, but not all of us. You cant incorporate this into a combat system, but RPers can use that to their advantage when that level 1 monster hits them (which it should every now and then). "Crap. Still not used to this . . . I need to feel the blade . . . right? Okay. I can do this." We are going to get hit. Anyone out there who doesn't is in my opinion, a god modding little idiot (no offense to any of you but sorry). The combat system would take out the player's choice of whether or not he is going to get hit or whether or not he will hit his enemy and tell them. Look, your skills say this. You hit him! Nicely done! Oh, he got you too, and it looks like it hurt.
Give us that, and I think this guild will take a leap off of the edge of the cliff into the sea of perfection before you know it.
Combat System - check. Dice System - not sure. I don't personally like that system. But we are trying to include it in quests. We will be making use of the system that you suggested with missions - not Combat. I don't like a "lucky number" to dictate what happens in a post. I want people to call it as they see it, as to how it's happening inside their head. I don't need luck generators to prevent misunderstandings, and make bad feelings. Then again, you are correct. We will try to take into consideration the things you pointed out that affects the current combat system. We'll put what we come up with into text and post soon. Expect a new threads in the Starter Subforum. I can't accept that guarantee you're proposing. The story of their character will not be dictated by number generators. In case of an issue regarding a fight, the Cap and his Crew will be willing to judge the victor of a certain fight, and it will be assured that judgment passed will be judged - the fight will be reviewed by the crew before givin judgement.
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Creating Items
I know people are going to do it. Me included. My suggestion for this would be to do something very simple. Make a 'class' of weapons. A bunch of them. Then give each of those classes a grading scale of power. Like as follows (this is just an example)
And then so on and so forth. Then whenever somebody makes the weapon, depending on what the person wants, they can tell them what the stats would be. Like say someone wants a crystal long sword with thorns all up and down it. Say Melanite Crystal (random name for example purposes) is a B-Class item. The fact his sword has thorns on it wouldn't matter for in game purposes. But the fact he wants it to be crystal which is a B-Class material would mean his weapon would have the 18 DMG bonus. See. Simple enough. Though you do need to add a bit more variance to your damages good sir. A dagger does not do as much damage as an rapier. At least not on average.
Armor Change
I dont quite understand what you are getting at with what you have armor as it is now. Normally in games, there is no hitting armor defense on top of your defense and THEN hitting you. There is just hitting you. With this in mind, my suggestion for armor (this would only work with a combat system that involved doing damage) is giving it a DEF bonus and a DR effect. The DEF bonus would apply directly to a player's defense stat whenever they take damage. Helping mitigate the effects. The DR (damage reduction) would help directly shave off some of the damage they would take. This effect could be applied before or after, whatever suited your tastes.
Combat Skills or other Activated Skills
This is another thing that could only be applied with effective use of a combat system and making Stamina into its own health bar of sorts. Basically, a way to use skills in a combat system is to say that using a skill has X stamina cost (no stamina is consumed during basic attacks). Depending on your costs, you could either have stamina regenerate slowly as long as it is not used during battle, or just restore completely afterwards. Your pick.
Still working on this. We'll tell you what we come up.
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blossomreevs
Posted: Mon Dec 31, 2012 10:59 am
Violent Fox
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mhmmm completely understandable. I forgot that point of view and yes you are right. ^^
All right time to address each issue which you brought up in order.
Skills, Techniques, and Mastery There is reason behind the way it is done in that fashion. It is explained in the [ Skill System ] that having a higher level proficiency in a Skill type i.e. Combat, Non-Combat, Passive and Weapon, allow you to have more Techniques of that Type. You start with a maximum of 2 Skills in any type and if you fully max out your proficiency you can have as many as 28 different Skills of that specific type in your character's arsenal. Meanwhile there are future Techniques that you cannot gain unless you have a proficiency in a certain Skill, a certain mastery in a certain Technique, or both.
Shields Yes. There will be shields, available in conjunction with any One-Hand weapon class. No your character cannot start with it. Yes you can purchase it in the Shop. No the Shop has not been completed yet. Yes you can afford a basic shield with the Col you begin with.
Stats I have done my very best to explain what each stat does in the simplest of terms, but now I will go in depth. Only a handful of people seem to misunderstand that although I don't have a combat system of sorts set up, this does not take away what each stat represents. Just as an observation all those that have come from LYL do fine with the system because they understand that while it's not tooth and nail strict, there is meaning. Meanwhile all of you who have gathered from other parts of Gaia tend to desire this system where we do something like: DAMAGE = [(Player STR) + (Weapon STR)] - [Opponent's Armor] - [(Opponent's Equipment Defense) + (Opponent's DEF)] Which I will say, I am not a fan of.
The reason for this sort of honor system, is that my Crew and I wish to see the guild grow. We believe that there is always room for improvement in anyone's roleplaying and this is one small way we choose to help train and improve them. The other being word count, but more on that later. We expect people to understand that if they are say a level 5 fighting another level 5 the battle will be close because typically stats will be spread fairly evenly aside from a few discrepancies here and there. Meanwhile if they fight a level 10 at level 5, there may be a bit of challenge if they want to win.
_________STAT TOTAL▪▫ 20 [0] This is your general level of power. Of course your character's level does that nicely, but bonuses you receive from weapons, armor, accessories, and titles do not reflect in a character's level. In other words you may have two level 10 characters, however one may only have 130 total stats and the other (with bonuses) may have 170 total stats,
___________•Strength▪▫ Power of strikes | Damage [+0] This is your character-specific level of strength. It is also what you can imagine as the measure of how powerful you swing your weapon. In your example of a level 100 grazing a level 1, unless the level 100 had no desire to increase their strength, even a "graze" from something swinging with 500 strength is nothing to walk away from.
___________•Defense▪▫ Resistance against hits | Guard[+0] How strong is your character at defending yourself without the use of any Techniques or Skills? This stat would be the biggest factor in a shield user. Also, this stat relates to how easily can your character walk away from taking a hit. For example, my character has 0 Defense (on purpose) he may be strong and fast, but as soon as a hit gets through my armor he would not be able to stand so easily, he may even die in one shot if it was strong enough. This is versus the idea that if my character had 20 Defense, I could take a blow or two before even slowing down and a 500 Defense character could easily take dozens of blows before it even phasing them.
___________•Stamina▪▫ Length of ability | Endurance [+0] Pretty self explanatory. Some Players may not see the need for Stamina as F-Rank techniques and normal attacking and defending costs no Stamina. However that would be foolish as by any game's standard, higher ranked anything beats out lower rank anything, and in this case that anything is Techniques. Stamina translates into the fuel which you consume to perform high level Techniques. Say a Boss uses an E-Rank Sword Skill and your character only has an F-Rank Parry/Delay because you chose not to put any stats in Stamina. Now your character would not be able to properly defend themselves because the technique used against them outclasses them. Versus if the Boss attacked with an E-Rank Sword Skill and you defended with a D-Rank Parry/Delay. Sure it takes 2 Stamina compared to 0 Stamina, but it is far more effective. This also prevents Players from abusing their higher level techniques. It would be very godmoddish if someone just maxed out Delay to 1000 and had no stamina so they could be super fast and strong. Then they just continuously Delay and counter attack everything thrown at them because they have it maxed out and most likely no one else would be even close in Skill Rank to it.
___________•Agility▪▫ Swiftness of movement | Evasion [+0] Fairly self-explanatory also. Agility, speed, quickness - whatever name you want, it is. This refers to your Player's ability to cover distance, ability to maneuver and dodge strikes, as well as how swift can your character attack. Think of it in terms of SAO like Kirito and Asuna. Sure Kirito was strong and fast, but Asuna was godly fast. She may not have hit as hard as Kirito, but it didn't matter with how many hits she landed to make a difference.
Aquos Dragoa
EXP vs Word Count Okay, I really understand your concern here. 'Why should a Player get stronger when all they've done is stand around and talk?' Well it comes to a few things which I will do my best to explain, and which Foxy has responded already.
First of all is my one of my biggest reasons which is that it encourages literacy. Yes, not everyone can post 6k posts, hell not everyone can post 2k posts. What people ought to realize is that they can learn a lot from seeing the way other people post. If you write typically 1k posts and someone writes 1.5k on average, what do they do differently that gives them more words? How can you improve yourself? Yeah it may take some practice, but eventually you'll start pumping out 1.5k posts. I do not want my experienced and literate roleplayers to go unrewarded for the amount of time and effort they put into posts. Some people seem to think we (yes, I will include myself) pull these posts off in one day as we pull these words out of our a**. Truth is, at least for myself, I have a document saved on my computer which I work on whenever I get the chance which in the end gives me a 6k long post. I clarify thoughts, fix grammar, add detail - all the things a lot of people tend to forget as they rush to post a response. All this and I'm just trying to say, the word count shouldn't be daunting, it should be encouraging. I really strongly believe that without it the posting level of the guild will drop considerably. Sure some may remain as literate as they are, but most will fall to the bare minimum because it's easier and quicker that way.
As Foxy mentioned, there are other more "game-like" ways to earn EXP, all of which earn people EXP easier than if they simply just described the way their character gazed at the passing crowds.
Quests follow the format you originally suggested blossom, and grant players enough EXP to level up PLUS Col PLUS Items, which EXP gained through words does not grant. They typically grant you as much EXP as you would if you were just normally roleplaying, or they do not provide Col and/or Items as compensation.
The most difficult part about tacking on EXP onto monsters is not the sheer amount that needs to be accomplished. I can deal with all that nonsense myself. The hard part is the moderation of these things. Yes, I may tack on EXP on say Boars being at 5 EXP when your character is at level 1. Without a word count what is wrong with me doing the following.
Mugen walked out to the grasslands for some training. He noticed a herd of Boars in the distance. Without hesitation he brandished his blade and dashed towards the crowd. Swinging with all his might he hacked and slashed through all the Boars, nearly trading blow for blow with the beasts. With the death of the last one confirmed in a mess of digital pixels he smiled at the number of boars he had slain - twenty. Limping off with only 5 HP remaining Mugen headed back to town to go rest up. [92 Words]
I posted only 92 Words worth of combat, still managed to killed 20 Boars worth 5 EXP each, and thereby would have leveled up in your opinion. What's to say I didn't kill 200 Boars because I managed to land critical hits on a lot of them? Seeing this, wouldn't it be right to assume just how many people could easily abuse the system and reach the level 100 cap quickly? Also you may say why not just implement a combat system? More on that later.
With the example, can you imagine how tedious it is to read through EVERYONE's posts when they post an update just to make sure they aren't cheating. The answer is no, there is no honor system when it comes to updates, because regardless it is our job to make sure our members are following the rules as they roleplay within this guild.
The word count also proves as an effective floodgate to prevent Players from trying to quickly reach a high level with little to no effort, or literacy.
Partying and Events give out Word Count Multipliers. These are not only incentive to participate in, but also ways to help you level up and boost your Word Count.
Combat Here's the thing with a full-fledged combat system. No, I do not think it works. When things get down to calculations and numbers as such I personally really lose my interest to roleplay. Why bother describing the way my character moves to dodge? Why mention that he notices a pattern to the attack so that he can effectively counterattack? Instead why not just say I dodged and attacked and leave the rest to the system? This is still at its core a role-playing guild, and that's what I assume and expect everyone in the guild to do. To tell a story with their character, interact with others, etc - not bending over backwards trying to calculate every move, attack, dodge and defend.
Taking for example what you have posted in the MISC Forum. Utilizing a dice-roll system takes away from the roleplaying experience. Rather than skill of writing, word play and literacy, you rely on luck and numbers which I really am against. I'm not saying I wouldn't give it a try, but the fact remains that if it comes down to it why even put the effort to roleplay when you can just coast with bare minimums and dice roll everything out.
Any monsters of real significance (Bosses, mini-Bosses, Rare and Super Rare) which give you anything worth while aside from Col with the current system (i.e. EXP, Equipment, Titles) will ALWAYS be controlled by a Crew Member. This means you cannot chance your way with defeating a monster of significance. No, my Crew members will not abuse this. I trust all of their judgment and I know they understand the limitations of what they have controlled.
Dice-rolls and calculations also throw off the pacing of role-playing. There is also the fact that people may just keep reposting to achieve their desired result and my Crew and I would have to constantly monitor that everyone is doing things by the book and in one shot.
Creating Items There will be an Item Creation AND a Skill Creation implemented, which combined would be known as the Custom Player Creation system. Unfortunately, since we obviously have problems elsewhere, I cannot release it until we fix everything else. Why throw more confusion when we still don't have everything together?
Armor Change I have thought about this. Originally Armor is the initial defense when you get hit with an attack. After enough hits your Armor breaks, and all you have would be the combined defense of your equipment and your player. In essence a two-fold defense system where your character could basically ignore some damage as it hits your armor before it actually affect your character. [PIERCE] type attacks, weapons, and skills would ignore this fact.
That being said, I really have thought about changing it, but seeing as it hasn't proven to be a problem just yet, I've put it on hold until it becomes necessary.
Combat Skills/Activated Skills Stamina IS a health bar of sorts. It's just that the lowest rank of Skills consume no Stamina, while higher ranks do consume Stamina. There will be Crystals which restore Stamina.
NightshadeV1
In order of your numbering. Understood. As of right now there is no set plot, so everyone really has no idea what to roleplay. I don't really expect a plot of sorts aside from the major one which everyone who has watched or read SAO knows, you are trapped in the game with the only way of survival being to clear the game. With arrival of the event later tonight, I expect everyone to have much more focused based posts.
Mentioned earlier in reference to the event, but also understood. I really believe something like that depends on a person's level of literacy. People of higher literacy tend to flow from one focus to another even within a single focus, while others seem very forced.
There is a EXP combat system of sorts. Your character fights them and you earn exp by the words you describe your battle. This touches on both your previous points as it gives players a focus and a sort of limit to their word count.
It's very easy to stop someone from auto-dodging. It's called proper roleplaying. If your character has only 10 Speed and the opponent has 25 Speed, then yes they can dodge you more times than you can dodge them by logic. Sure you'll land a hit or two, but you're probably going to be missing a lot. And if you feel like they are god-modding or anything of the sorts, you can always bring it up to a Crew member for review.
Future items are in the works, they will be announced when they've been added in their respective Public Lists.
Quote:
The biggest concerns I get from this is Word Count, EXP, and Combat. For those of you with differing opinions and words of advice, thank you it is much appreciated. At the same time, I say why not at least try the system we have on hand. Most of the complaints of concern I have seen have not even been touched on through roleplay personally so why even bring it up without a proper example? I understand wanting to fix it, but why not at least try it out and then show me it doesn't work. At least that way I have a basis to know what works and what doesn't. If what we have doesn't work then its a simple fix to replace it with a system, if it does work why complicate things?
I really hope this hasn't and doesn't come off as rude. Each point that has been brought up I have tried my best to explain the reasoning behind. Some of those reasons are from personal experience and others just personal preference. This guild is still in the Beta on purpose, because I know better than anyone else just how flawed and incomplete everything is. If it were up to me, we still would not have begun RPing because I am unsatisfied at how many holes there still are. If things come down to it where we don't agree to the point of conflict, then I apologize. I have looked at other SAO guilds that implement dice-rolls and the like, and I am not satisfied with their roleplaying. I like being challenged to write a lot. I like the challenge of maintaining my literacy through the length of my posts. I know that if it weren't for that I would place only a quarter of the effort I put out for my posts. You all are wonderful people in my opinion for choosing to join this guild, but I would like to remind you. You chose to join it despite knowing it is still in the Beta phase. In the end, you chose to join this guild and if you really don't agree with what is offered feel free to leave and find another guild.
Posted: Mon Dec 31, 2012 12:09 pm
You know... I saw that in the main area of the guild there's an "idea bump" thread... Wouldn't all this talk belong there? Sicne they are ideas that other people have concerning the system. I man, not to sound angry, but in two days Ive seen all these issues being brought up and posted in this thread, where other people, like myself, honestly don't give a rats behind about the current system... because it's still in beta and it's obvious that the issues being brought up time and time again are obviously going to be worked on and talked about, which has pretty much been the answer every single time....
"Bring Up My Post" is what the acromnym "BUMP" stands for. If you want to bring up your post about ideas... then wouldn't it be obvious to post them in the "Idea BUMP" thread? Cause quite literally it means "Ideas! bring up my post"
Please, it's already been said by one of the crew that if those posts are to be made, to take it to the pm or something so it;s not clouding up the thread... and that's request is being ignored, and I'm getting quite tired of seeing the repetition.
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Posted: Mon Dec 31, 2012 12:21 pm
Enchanted Cherubim
"Bring Up My Post" is what the acromnym "BUMP" stands for. If you want to bring up your post about ideas... then wouldn't it be obvious to post them in the "Idea BUMP" thread? Cause quite literally it means "Ideas! bring up my post"
Wow. I never knew that.
I always assumed bump meant bump as in bump it to the top.
Now I know everything.
Posted: Mon Dec 31, 2012 12:23 pm
Pad Chief
Enchanted Cherubim
"Bring Up My Post" is what the acromnym "BUMP" stands for. If you want to bring up your post about ideas... then wouldn't it be obvious to post them in the "Idea BUMP" thread? Cause quite literally it means "Ideas! bring up my post"
Wow. I never knew that.
I always assumed bump meant bump as in bump it to the top.
Now I know everything.
Yeah.. They used to have it in the FAQ as one of their top questions when Gaia first started. -has been a member since Dec 03, been banned once-
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Posted: Mon Dec 31, 2012 12:25 pm
Enchanted Cherubim
Pad Chief
Enchanted Cherubim
"Bring Up My Post" is what the acromnym "BUMP" stands for. If you want to bring up your post about ideas... then wouldn't it be obvious to post them in the "Idea BUMP" thread? Cause quite literally it means "Ideas! bring up my post"
Wow. I never knew that.
I always assumed bump meant bump as in bump it to the top.
Now I know everything.
I've just never seen it defined. Ever. Yeah.. They used to have it in the FAQ as one of their top questions when Gaia first started. -has been a member since Dec 03, been banned once-
Posted: Mon Dec 31, 2012 12:27 pm
Pad Chief
Well now you have biggrin Time to go try out a 3 v 1 to finish up the Collect The Papers! Quest... wish me luck biggrin
Convenience sake. Even though there are other places to talk about things, people assume the only way for it to be seen is here since it's the one place everyone typically checks aside from wherever they posted.
I mean there is an OOC thread for stuff strictly RP-related like planning parties, working on quests or requesting duels, but no one has posted there yet.
In other news, I forgot there were other emoticons besides the default one.