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Tags: Magic, Elements, Gold, Love,, Demon, Angel, vampire, werewolf, goblin, stat, RP, Role Play, Anima, Fantasy, World, Advanture, indepth, rank, level, Tek Tek, Contest 

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Feiyimei

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PostPosted: Sat Apr 19, 2014 7:49 pm


rainshadowdirewolf


i really wanted to learn the system so cutting out a lot of it would be much easier, i was going to take the NPC combat system out, a massive portions of the different magic types

really character stats, weapon abilities and magic where going to be the only things that crossed and magic was going to replace the stamina effects aside from attacking/dodging/blocking. I was going to add range which would add a rather large factor of confusion but i would rather hope than the fact that range is fairly good only against range or assisting in bringing someone down, and melee is excellent but couldnt reach range immediately would keep it balanced and some what easy to understand.

Kay, well here are some suggestions so you don't make the same stupid mistakes as I did (and mainly why the system was dysfunctional)

-Come up with an order on how to calculate damage/buffs/MP Cost/ etc. If a class has some sort of bonus such as a +1 in damage, is it taken into consideration when calculation MP costs? Is it added at the end? Especially important if you have another ability that multiplies base damage. 5x2+1 is not the same thing as 5x(2+1).
-Come up with an order for the moves a character can make. Must they receive damage first before healing effects can take place?
-Pick to either go with static buff numbers (such as +5 damage) or a percentage (+2% damage). Considering the average longevity of guilds, I would go for a static number buff.
-Limit the amount of actions one can do per post. This could be especially crucial when it's group vs 1 person.
-If range matters that much, you will have to be extremely strict with how one may close the distance between their character and an opposing character especially if there's another one in between.
PostPosted: Sat Apr 19, 2014 10:04 pm


I seriously think i should cut out a lot of the buffs and stacks that come from irregular spells or classes like the totems and such, keep it down to activated skills/buffs calculated into damage/block then calculate in cost. only things that would take calculations afterwards would be special weapons or status ailments and im not sure I would want to add them for simplicity's sake.

since there would be team fights I think it would be best to have all of one side act in one set, then the next. The team would have to pick the order and any buffs cast after an attack would be null and void unless setting up a defense making it more important to think about strategy than how to actually set up the skills and such.
Static, definitely static lol, whole reason I wanted to use the system from this RP was because it was static XD.
One movement, one melee attack or one magic until they have enough experience to use two attacks. They would lose their attack switching back a line unless they are targeting themselves.
I decided that only ranged fighters could pick the target they are shooting at, melees must first fight past the front line to advance. While this sounds like a major advantage to range their power would be weaker and melees might have two lines and switch out to refresh the lines giving an edge against focusing on just one line or trying to take out the back lines. There will be barricades that will be available for people who dont have full teams that are pretty much just meat shields to debuff an enemy till passed or destroyed.

I may have to set up about 6 npc's and find someone to play the rolls to practice this with some of the different weapons, which the three major factors are level, weapon, and class. Though I will be cutting out a lot of other things till they can be smoothed over like the carrier options.

rainshadowdirewolf

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