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Change - hurray? |
Yea! |
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25% |
[ 2 ] |
Nay! |
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0% |
[ 0 ] |
Monkay! |
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75% |
[ 6 ] |
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Total Votes : 8 |
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Posted: Mon Mar 15, 2010 10:36 am
Hola todos~! So, as you all know there's going to be a system update soon... buuut... what I really need is outside (as in, outside of my mind) opinions on what you'd like to be clarified and/or changed. So post up anything you've never really understood about the system and we can sort it out! You can also feel free to just post up any questions you have and I'll try and answer them to the best of my abilities~ Any questions I can't answer.. well, obviously that merits a change in the system, doesnt it? ^^ ~~~~~~~~~
Things already decided on changing:
Clarification of active and passive skills
Clarification of skill learning times/tree
Implementation of path restrictions (This area requires massive development)
Expanded list of available skills
^ These are the changes to the current system. There is also suggestion for extensive new content to be built on top of the current system base.
~~~~~~~~~ So go on! Everyone post your gripes/concerns/suggestions/questions!
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Posted: Mon Mar 15, 2010 10:38 am
You can now apply to be a member of the new development team! Go here if you're interested!
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Posted: Sat Apr 03, 2010 4:58 am
Is nobody going to suggest anything? Do you not care wtf we do? XD The development thread can be found here. This is your last chance to get some input!
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Posted: Sat Apr 03, 2010 6:34 am
How waz the skill system I sent? I suggest: Skill cast-time delay (to prevent spamming and allowing skills to have their own set of disadvantages so people won't constantly use, say, Soul Crush over Whirlwind Attack) Elemental Affinities. Fire > Earth > Wind > Water > Fire etc. So battles have that extra factor to think about. Weapon advantages. Spears > Swords > Axes etc. ala Fire Emblem XDD Species special traits balancing. Shore, Drows have super touch and stuff, but they gotta have some kinda drawback too. I mean, we can't have all races be better than humans or we'd... have no humans. Events. Like... Kill an enemy quest... Or... Best crossdresser event (hur...) Or... Scavenger Hunt... Quote: *draws paper from lottery box* 'Find a biased superior.' *grabs Jessie and runs through the finish line* Jessie: 'So? What was on the paper? Handsome?' *tears up paper* Or something like that. Also, I suggest something where everyone can post where their characters are in the rp for easy interaction without the need of swimming through backlogs of pages.
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Posted: Sun Apr 04, 2010 3:07 am
Your system had some good ideas, but there's no way it could be used in its entirety. This is a text-based roleplay, not a game. People have enough difficulty keeping up with things as it is, let alone if complicated factors like the ones you were suggesting had to be taken into account every single time an attack was made. We have no machine to do it for us, so mistakes are bound to be made and it would disrupt everything. One of my goals is actually to simplify the way things are at the moment, because some people have been finding it so difficult.
1. Is being addressed.
2. Worth thinking about, in terms of spellcasting.
3. Races are being addressed.
4. Get over it, bapp >3> But to address your point - having lots of random events in our roleplay wouldn't work. For one thing, can you see Lorika randomly organising a scavenger hunt? The recruits have enough to do every day. If you're meaning a mini-event separate to the roleplay, it may happen, but I'm not going to bother with mini events again for a while, seeing as participation was so low on the last.
5. Good idea, will think about that.
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Posted: Sun Apr 04, 2010 4:10 am
Okae...
Also, Tag team skills for characters that are close?
Like Fel and Gwarn's Valentine's Day Reward.
Doesn't necessarily have to be love. There can be best friends/teacher-student relationships too.
Might encourage more character interaction overall.
I'll try to think of more suggestions.
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Posted: Sun Apr 04, 2010 7:00 am
Yarr, but those would have to be special skills given out as rewards, like Fel and Gwarn's.
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Posted: Fri Apr 09, 2010 9:57 am
*updates himself on the dev thread*
Actually, Semblance used a class system too and frankly, I thought it was really dull, to say the least. There was too much predictability in what you would learn because its all listed there in a straight path with no branches until you master it.
What about just a giant skillpool where you can choose to learn the skills you want. Characters won't be restricted by class and can customise their characters as they please. And if you want stronger skills you can set some of the skills to require prerequisite skills.
Also, I am against the 'advanced-players-get-bigger-dices' idea (though you probably won't consider my opinion) I think it sets too big a gap between experienced players and beginners. Even beginners should have just as enough chance of winning, except that the presence of skills and such would seperate the veterans from the noobs.
Setting such a huge gap would be kind of intimidating, to say the least.
I thought about another way of fighting too. Rock-Paper-Scissors kind of fighting system. You can use one dice to determine both offense and defense, or using two dices to determine each individually should also be fine. Or letting players decide that on their own is also an option. They can choose to risk it with one dice and hope to get a good number, or roll two if they're afraid of getting a bad number and hope at least one is good.
Oh wait, there's no 3-sided dice. Random Number Generator then?
So it'd go like:
3 beats 2. 2 beats 1. 1 beats 3.
Or something like that.
And Weapon Affinities, I thought of that along the lines of janken as well.
Like
Combat:
Bladed > Exotic > Ranged > Bladed
Spellcasting:
Fire > Earth > Wind (Lightning) > Water (Ice) > Fire (or something. Not very familiar with the magic system)
Spiritualism:
... Er...
Then overall it'd be like:
Combat > Spiritualism > Spellcasting > Combat
Just a suggestion of sorts. However you think about implementing something like this I wouldn't know.
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Posted: Fri Apr 09, 2010 6:46 pm
mmm well The main this I have to say here is that we are not like Semblance. Can't really say if what we are doing will be dull or notr since we are still working on it.
The thing with a giant skillpool...What challenge doe it provide? With some diversion between skills it makes you feel more specialized. then just "I have every skill!" Actually MY idea is something like you can mix and match skills that can later compliment each other. i.e. Sterilize + cut = clean cut. Classes don't HAVE to be specific really. So in a way, it could be viewed like that. Like I said though, that's only just starting to be planned. We have no idea what's happening to it right now
The thing with advancement or no is this. yeah it does make a difference between people who spend the months training and the newbies. Don't you want to feel like training actually has a purpose besides a new skill? It won't make it impossible for newbies to beat vets., just harder like it would be realistically. That too is still being worked on though. no set gap is made.
that's all i have for now @.@
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Posted: Fri Apr 09, 2010 7:15 pm
Agreed, no point criticising what isn't even made yet.
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Posted: Sat Apr 10, 2010 9:22 am
Okay...
Just thought I should voice my opinion and stuff.
But at the rate you guys are going it kinda seems like you really will implement the 'veterans get bigger dicerolls' system which I am very very against. Because the success rate of an attack for beginners and veterans are so different it just makes it seem outright unfair.
*goes back to thinking of more suggestions and stuff*
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Posted: Sat Apr 10, 2010 9:28 am
I don't think you're understanding it properly. By the system Brain proposed veterans would simply have a greater opportunity for high success with their attacks than beginners. That's all. It's realistic.
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Posted: Sun Apr 11, 2010 3:08 am
Hrm, then why not keep the usage of the six-sided dice but increase the chance of a full success attack? Like gradually make it 4-6, then 3-6?
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Posted: Sun Apr 11, 2010 6:24 am
Thought of something. What about air skills?
Like, some skills can knock the opponent into the air, rendering them susceptible to ranged attacks or combos (like the match between Bapp and Xeiashi. You can't really dodge in mid-air)
So skills that can be used in the air might be a nice idea.
Like Aerial Recovery, Air Dodge Air Dash
etc.
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Posted: Sun Apr 11, 2010 7:40 am
The problem with just increasing the success rate is that you are doing just that. It would make it WAY to hard for the newbs to fight experienced people. at least by increasing the overall number The fail/neutral/success percent is still relatively the same, only that they can do more damage without being blocked too much over all. but there is still the chance to fail. your just focusing on the "oh he can do an 8 while he can only do a 6!" which is true, but there is a chance the 8 guy can role a 1 still. at least that's how i would do it. with a higher hit rate the higher the miss rate should be. so if 1-2 are miss 3-4 are ok and 5-6 are success then if it goes to 8, it should be 1-3 miss 4-5 are ok and 6-8 are success, and so on. After all, if you swing a weapon harder, you have a better chance to miss as well.
That's actually not a bad idea imo. you are right, Xei was pretty defenseless like that, and if a spellcaster should throw a combat person in the air, they SHOULD be able to use some skill to at least block or throw something.
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