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Posted: Sun Dec 16, 2012 2:16 am
Now that I have watched it... Yes I concur! I am being overwhelmed by feels... T wT
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Posted: Sun Dec 16, 2012 7:11 am
Typhlobasia All those who actively participate in this Beta runthrough and help give feedback whether positive or constructive will be rewarded.I'm leaning to giving each of you a Unique Skill attuned for your character. [/just giving you a reason to be active] [//those who know my creativity knows how interesting things can become] poop~ lol
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Posted: Sun Dec 16, 2012 9:44 am
Hey Ty, few questions for ya on the Profile Skeleton:
1.Where we have our Skill Mastery section, it reads 20 [30]. What does this mean? Do I have 20 points to distribute into my character, or is it 30 points?
2. Where it says Equip Limit: Is this number of items were allowed to carry? Or is this like a weight system? So the two Items I'm starting with have a weight of 5 and 2, so my equip limit would be 7?
3. Technique Data: I'm guessing that from the Skill Mastery Section, we distribute the points out to the Technique Data section however we see fit?
4. I'm choosing to have a Familiar... Do I automatically start with one? Or do I need to go find one?
Sorry for all the questions... Just wanna make sure I get things right :3
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Posted: Sun Dec 16, 2012 10:05 am
No problem! This is why we're in BETA testing. There's bound to be things I missed which need to be fixed or further explained. So here we go in order:
1. You have 20 to distribute, the [30] was a typo and meant to read as [0].
2. Equip Limit is like what you deduced, the Weight. So yes your equip limit is 7/25.
3. No, that's the tricky part. I'm debating on this issue still, but we'll see. You have 3 places that gain stats. your overall Stat Total, your Skill Mastery, and each skill individually.
So say you have 10 in Combat, that does not mean each Combat skill has 10 | 1000. It just means your proficiency with that Skill is at a 10. Does that make sense?
4. You don't and you do. You don't right now because your character hasn't logged into the world yet. You do because as soon as you start your journey, I'll do an NPC event/quest for you to obtain a familiar.
I don't mind the questions! That's what I'd like so I can properly get the Guild to a level where there won't be anymore questions. At least in the beginning...
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Posted: Sun Dec 16, 2012 10:32 am
1. Ah ok. I kinda figured, but thought to ask anyways :3
2. Ok perfect, thanks for clearing that up. Now my next part to that question is, will potions and extra items like that be factored in to this Equip Limit? And do the Tools from the starter kit get factored in as well?
3. Yes that makes sense. So, what's the biggest difference between Skill Mastery, and the skills individually? Or rather how does Skill Mastery effect the skills individually? Let's just say I have a 10 in Non-Combat, and a 1 in Familiar Communication, how does this play hand in hand?
4. Ah ok cool. And Will you be dictating what our Familiar's abilities and appearances will be? Or will we be allowed to pick?
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Posted: Sun Dec 16, 2012 10:48 am
Potions and other items won't be taken into account. They just sit in your characters inventory until you pull them up via player menu.
That's one of the things I'm debating. I may just leave it so that your Skill Mastery dictates all Skills of that category considering you have up until 1000 before it can be mastered.
For now, Skill Mastery is proficiency basically. Say you and another have a Familiar Communication Skill at 1, but your Non-Combat is at 10 and there's is only at 5. This means that your Skill is more effective. Also Non-Combat at 10 and Communication at 1 is more effective than Non-Combat at 1 and Communication at 10. Does that make sense?
If it's too damn confusing (cause I get a little confused still) I'll just simplify everything since it'd be too much of a headache down the line to regulate.
Yes and no. Again. Haha~ I'll give you options and you can pick and choose from there! Since they are F Rank Familiars they won't be doing much, but they will still prove beneficial.
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Posted: Sun Dec 16, 2012 11:01 am
Sorry, I just saw everything posted up yesterday but I haven't read everything up yet since I'm still in the middle of completing my profile. Are there Beast Tamers here? I know they're rare in the actual game, but I was just wondering... o.o
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Posted: Sun Dec 16, 2012 11:02 am
Perfect!
Ok, that simplified everything! Thank you very much Ty. Everything makes much more sense now!
Lol! Ok, sounds good then!
Thanks again Ty, I have anymore questions I'll let you know.
[scurries off to post his profile]
@Fading Rains: Oh hai there xD
I think the closest thing you get is having a familiar, which is a non-combat skill that you can choose.
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Posted: Sun Dec 16, 2012 11:03 am
fading rains Sorry, I just saw everything posted up yesterday but I haven't read everything up yet since I'm still in the middle of completing my profile. Are there Beast Tamers here? I know they're rare in the actual game, but I was just wondering... o.o Not officially, since there are no technical classes.
You can however gain a Familiar, which is essentially the same concept.
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Posted: Sun Dec 16, 2012 11:20 am
Typhlobasia Potions and other items won't be taken into account. They just sit in your characters inventory until you pull them up via player menu.
That's one of the things I'm debating. I may just leave it so that your Skill Mastery dictates all Skills of that category considering you have up until 1000 before it can be mastered.
For now, Skill Mastery is proficiency basically. Say you and another have a Familiar Communication Skill at 1, but your Non-Combat is at 10 and there's is only at 5. This means that your Skill is more effective. Also Non-Combat at 10 and Communication at 1 is more effective than Non-Combat at 1 and Communication at 10. Does that make sense?
If it's too damn confusing (cause I get a little confused still) I'll just simplify everything since it'd be too much of a headache down the line to regulate.
Yes and no. Again. Haha~ I'll give you options and you can pick and choose from there! Since they are F Rank Familiars they won't be doing much, but they will still prove beneficial.
Lost~ I see you're still working out the bugs and technicalities but that one flew over my head lol.
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Posted: Sun Dec 16, 2012 11:26 am
KiDtaztic Lost~ I see you're still working out the bugs and technicalities but that one flew over my head lol. Haha... yeah. = w= Hence the Beta Testing.
The Skills part is probably what confused you right? I'm probably going to make things more simple then and just save everyone the headache.
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Posted: Sun Dec 16, 2012 12:46 pm
Typhlobasia KiDtaztic Lost~ I see you're still working out the bugs and technicalities but that one flew over my head lol. Haha... yeah. = w= Hence the Beta Testing.
The Skills part is probably what confused you right? I'm probably going to make things more simple then and just save everyone the headache.You know... If you make another thread that really just explains this system clearly, I think everything would be fine. I really like the idea of Skill Mastery, because it could be the one thing that separates two players if they had the same Level in the same skill
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Posted: Sun Dec 16, 2012 9:39 pm
Of course, the first question I ask is: "What is the rule on PK's?" Or is the guild keeping everything to normal players/Clearers until the guild is out of beta phase? It's normal to believe that the said PK would need permission from the roleplayer before harming/killing their character(s), yes? Because, you know, I don't want to wake up to find my characters dead...
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Posted: Sun Dec 16, 2012 9:55 pm
Utsuha Moon Of course, the first question I ask is: "What is the rule on PK's?" Or is the guild keeping everything to normal players/Clearers until the guild is out of beta phase? It's normal to believe that the said PK would need permission from the roleplayer before harming/killing their character(s), yes? Because, you know, I don't want to wake up to find my characters dead... PK's can happen, but they have to be initiated. There is death, but rather than a permanent death I think I will just do an experience/word count penalty and then you can respawn.
But of course, we'll be in Beta for a little bit to make sure everything works smooth enough, so hopefully no one feels like PKing right off the bat haha
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Posted: Sun Dec 16, 2012 10:07 pm
Hey Ty, did you need help developing any Martial Art Techniques? I noticed that it was in the idea dump that a Martial Arts skill becomes availiable after a quest in Level 2, I'm feeling creative ATM, so I thought I could offer you some help xD
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