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Posted: Thu Mar 11, 2010 7:29 pm
Have an idea for anything that could make the guild better or an idea for a chapter? Share it here! If something about the guild bothers you, you can mention it here as well and we'll see what we can do!
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Posted: Sat Mar 13, 2010 7:41 am
Not so much a suggestion as some help.
I looked through all the dungeons and cleaned up the Bulletin Board for ya~
Mostly just unreserved the ones that hasn't been touched for over a month, and deleted the two or so that was finished and graded, and for the reserved missions I marked who reserved them
Maybe it's a good idea for mods to delete a mission when they grade it just to keep this clear?
-deleted- Don't need that giant list here anymore =)
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Cherry_chain Vice Captain
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Posted: Sat Mar 13, 2010 10:36 am
Have I mentioned your my favorite new member? XD
We've been trying to keep the board clear, but sometimes a few are forgotten. Thanks for the help and we'll work on our organization a bit more. Arceus, if I didnt have so many mods already you'd be one.
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Posted: Wed Apr 21, 2010 6:32 pm
Wheee~
Heya! I was wondering if maybe the number of enemies in missions that has to be fought could perhaps be lowered?
When I write a fight scene, I usually end up getting at least a page out of it. Usually two, maybe three or four even. This means that to make sure I reach the quota of one enemy per half page, I have to cram in large groups in order to reach it without writing waaayyy over the floor expectations.
Not to mention sometimes I'll get characters that would rather go stealth and sneak around or negotiate or something in order to avoid actually fighting. I've been hesitant to bring in characters like that because of this.
Iunno, just something that bugs me a little. Thought I'd bring it up?
While I'm at it and too lazy to post again in the questions thread, pokemon that are evolutions and preevolutions of pokemon that are listed in a dungeon can show up right? It just seems to make sense that if there's a population some would have evolved and some would have bred.
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Cherry_chain Vice Captain
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Posted: Wed Apr 21, 2010 6:49 pm
To the first one, the number of enemies is determined by the number of floors but that doesnt mean you have to fight them one floor at a time and its cool to have multiple enemies on one floor. There is no such thing as writing over the expectation since we have no expectations here. [Haha?]
Second question, yes normally it goes without saying that the entire evolution family is in that dungeon. ^^
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Posted: Wed Apr 21, 2010 6:59 pm
Ah, I wasn't talking about fighting them floor by floor, I don't even write using floors. It's just that I always feel like I have to cram in large encounters in order to meet the quota ^^; When I said over the floor expectations, I meant page length, sorry.
I'm afraid I'm not explaining myself very clearly sweatdrop
I guess most people might not have much problems, but my writing style just makes me drag out each battle for quite a long while. I just think I'd be able to write much better if the enemy quota was lessened?
It's not that terribly big of a problem, so I'd be fine if nothing changed, but I was just hoping you'd consider it a bit?
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Cherry_chain Vice Captain
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Posted: Wed Apr 21, 2010 7:38 pm
To sort of follow up on Cherry's post, I'd like to point out that having a low enemy requirement isn't necessarily a bad thing.
The strict (and honestly, somewhat high in my opinion) enemy quota forces me to work in many fights or large "swarm" encounters. There's something to be said, I think, for having a higher level of freedom in the number of enemies we fight.
Removing the enemy quota (or creating a flat one) would allow users to work about missions in an entirely different manner. Stealthing around entirely or working with the natural terrain and functions. Especially in places like Dragon's Den that would be full of powerful enemies; it's not realistic to fight all of them.
If we're just lowering it, maybe something that scales would be better? "4 + (floor#/3)" or something to that effect?
Certainly, lowering (or removing) the quota wouldn't do any damage. With the text requirement in place (it could even be brought up by a flat 1-2 pages) fighting would still be the practical method for most people.
The benefit being that those that already right to a level of high (or at least fairly solid) quality are no longer forcing fights to meet the number. There's a higher level of story control, different tactics etc.
If it's really a concept you don't want to let go of overall, then maybe the requirement is in place for only rank (1 and/or 2)? Essentially, once a certain quality of writing has been shown?
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Posted: Wed Apr 21, 2010 7:44 pm
Well, the only alternate method to this is to cut down slightly, but I'm not compromising too much as to remove the quota makes missions far simpler when they are suppose to be challenging. We'll try this [and I shall add it to the rules eventually] as a temporary test run. For every 3 floors you fight one enemy. So for a six floor you only deal with two. I'm not willing to drop it further just yet unless the need arises. Simple enough and should give you more room to work, but if it causes slack in the writing quality or doesnt work out at all, we'll go back to the old fashion manner. Fair enough?
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Posted: Wed Apr 21, 2010 8:09 pm
Sorry to cut in, but I want to voice my opinion.
Personally, missions take me a long time. The fights really help me finish, though. For people like me who aren't extremely literate, battles help me make my mission the required length. And I'd feel weird going way over the minimum number of battles.
So, what about one enemy per two floors. Just a little less drastic of a change, for the in-between people like me.
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Posted: Wed Apr 21, 2010 8:23 pm
Oh yeah, that's more than low enough.
My argument was not that it should necessarily be removed, but that the concept wasn't inherently needed. Since (theoretically) there's no reason it's required, it could easily be moderated.
Definitely, one enemy per three floors is more than generous enough. In fact, it might even be a little too loose, as it would let large missions like 30 floors go down to 10 enemies ^^;
Mind you, I'm not one to look a gift horse in the mouth...
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Posted: Fri Jun 04, 2010 1:48 pm
So I'm writing a mission, and its only level one, but its going to end up two thousand words long.I'm halfway done, and just at 1k. Is there any way to make ot more of an rp, and less of a fanfic?
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Posted: Fri Jun 04, 2010 2:03 pm
Break my back...Could yo ube more specific? I believe I may be able to be of assistance, I'm just not sure of what you're asking. ...You won't break me.
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Posted: Fri Jun 04, 2010 2:19 pm
Well, when I went to write a mission out, I started writing it, got to four pages/1000 words, and realized I still hadn't rped with anybody yet. This feels like I'm just writing a fanfic. I would like it more if we could make it so other people were rping with us.
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Posted: Fri Jun 04, 2010 2:24 pm
Angels show up...Ok. Well, I actually know what you're talking about, and have seen this done in some places. Here is the problem with it- It can really bog things down when missions involve multiple people. Now, I WILL bring this idea up with the crew later, if they'll hear it, cause it is quite enjoyable, but I can't make any promises.
also, if you are looking for some inter-personal RP while you write a mission, you ARE allowed to RP in the palace and such while you are writing your mission. ...In the strangest places.
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Posted: Fri Jun 04, 2010 3:16 pm
Well, the majority of the RPing is meant to take place through chapters and areas. The missions are kept individual because frankly if they were all team things no one would -ever- have the time required to do this guild.
You can take joint missions between two teams (I'm sure most people would be happy to) if you wish. There's no predefined "way" to do joint missions, so how you work together is up to you. ( Although I do think that Chaos would appreciate it if you didn't bump an area 10 pages with one mission wink )
Chapters or planned run-ins however are the standard however. Missions are used largely for the "Game" elements of the guild, as well as personal development. It's not practical to address all aspect's of a character's personality in a timed setting like a chapter, and combat aspects can't really be addressed at the cocoa cafe.
If you're really dead-set on RPing missions out, then see if you can't get some joint ones going.
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