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Your opinion?
Is all sounds good!
33%
 33%  [ 4 ]
The spell system sounds good, but I don't like the battle system.
41%
 41%  [ 5 ]
I like the battle system, but I don't like the new spell system.
0%
 0%  [ 0 ]
I don't like any of the new ideas! Keep the original stuff!
8%
 8%  [ 1 ]
I've got some suggestions...
16%
 16%  [ 2 ]
Total Votes : 12


Darkfyre
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PostPosted: Thu Oct 06, 2005 7:45 am


Zelyhon: Ideally, I'd like at least 4 members per clan. That way, even if someone can't post, the RP can still keep going. With only two or three members that's a lot harder. But, if we can't get more members quickly, I'm going to start things no matter what. As long as people are fairly active, even a 2-member clan could work well, and we could always keep searching for members while RPing.

Kairos: No elixers, ethers, MP-ups, blue potions, Jolt, or any other energy recovery items. Mods are indeed on good behaviour. If you can't trust a mod, what's the point of having them, right? Of course, you could write up your own MP value and spell descriptions and MP costs, but the whole idea of mod characters is that they aren't restricted to clan rules. Besides being a player character, the mod character is also a tool for interacting with the other characters and introducing your own touch to the storyline.
Sky it is. *remembers*
PostPosted: Thu Oct 06, 2005 1:54 pm


I like it all, but I think the battle system could undergo some tweaking. Some simplicity tweaking. I can't elaborate now, but I will later.

Acquisition
Crew


Euphoric Ghost

Kawaii Cub

PostPosted: Thu Oct 06, 2005 11:17 pm


Quote:
Battle System gets too complicated. Too many factors, and if its made to simple, it maybe unfair RPwise. Others already put some examples why we shouldn't have one, unless everything is standardized and noted, which is going to be a pain.

Experience points and Levels should be simple.

Perhaps to get to the next level, XP required to advance will be double from previous mark. To get to level 2, 1000xp, to get to level 3 2000xp, and to get to level 4 4000xp. The difficult part is giving the amount of XP since its going to be objective. Which may be fair and unfair? What quest deserves this x amount of XP?


Quote:
I like the Mana Points idea. Its gives us an idea on our limits.

I'm thinking of perhaps adding Spell Levels. Characters at Level 1 have one Spell Point, and gains SP equal to the level that character has advanced to. So at level 2, you get 2 more Spell Point, Level 3 you get 3 more Spell Points

Each Spell has a limit of 3 Levels. Each Level spent on a spell increases the strength of the spell.

Example: A Life Character has Barrier Lv1, and has just advanced to Level 2. Giving him/her 2 more SP's to add. He/she can add it to Barrier to make it stronger, or use the SPs to learn another spell.

We can also add Spell Point Cost, to limit the strength, in case each Spell Level doubles its effects.

Example: To increase Barrier to Lv2, one must spend 2 SPs. To increase it to Lv3, one must spend 4 SPs

Increase Spell Levels effects will vary ofcourse. Perhaps some spells like Vision allows the character to give an extra ability, like an ability to share glimpses of the Vision and at Lvl 3, perhaps allows the Vision specialist to actually see through another character's eyes. Spell effects of higher levels could be lower MP cost, and stronger effect.

Now this can also change the use of stronger spells, by giving the spells requirements.

Example: For the Life element Might be available, the character must have Barrier Lv2 and Strength Lv2, or the character automatically gains Might Lv1.

This is going to need some tweaking since, a level 6 or 7 Life Character's strongest spell will the current Level 2 spells. There are other things, such spells effects since a character with Barrier Lv2 and Strength Lv2 virtually has the Might skill.

This may make add new spells a bit easier since there's a system, like a Sky Character with Wind Lv1, Breath Lv1 and Cloud Lv2 automatically gives the character to gain a spell called Nimbus Lv1 which allows the character to summon a cloud like vehicle, lolz.


Quote:
Ooo... that would be fun. Bonus spells, depending on what combinations of spells you get, one may get a Bonus spell that can only be acquired through that combination and sequence. So two uber powerful Earth character maybe as strong, but depending on their advancement, have different bonus spells.

Like a Death Character raises Undead to lv3, Shadow to Lv3, those two spells do not combine to make a more advanced spell, and Pain lvl1. The Death Character unlocks the use of Ghost lv1, which allows the character to summon a spirit/ghost to do his or her bidding.

So a different Character with Undead lv3, Shadow lv3, Pain lv1 and other spells will not mean they'll get that bonus spell. Ghost can only be acquired by getting Undead Lv3, Shadow lv3, and Pain lv1 first before other spells.

Yeah... it would really influence how people choose what to do on their next level.

Fully customized characters, yay. lolz
PostPosted: Thu Oct 06, 2005 11:34 pm


And suddenly the complexity multiplies... xd

Not that that's a bad thing... just something to point out. Allowing each character to be unique means alot more to keep track of. The mods will care about that far more than the players I think. Interesting ideas... but I'm not sure if I want to see them implemented. Keeping it simple makes it alot less intimidating to new members...

Lilthisia
Crew


Darkfyre
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PostPosted: Thu Oct 06, 2005 11:47 pm


On spell levels, I will say only this: They will give me headaches, but if people really want it, I can do it.
PostPosted: Fri Oct 07, 2005 1:00 am


Euphoric Ghost:
1st quote: XP / level values have yet to be decided, but the number of XP needed to advance a level will grow with every level gained. If it will double every time I don't know yet, though. Quest XP will probably be a base amount of XP for finishing the quest (set by me or the mods before the quest starts, and equal for all clans), and several (small) bonuses for things like exceptional RPing or finding out special things during the quest. The maximum amount bonuses will also be set before the quest starts. The mods will of course decide who gets what bonuses, but I assume that all mods can be trusted to be good judges.
2nd quote: Like I said, spell levels will give me headaches, and there are several different reasons why I would rather not do it. Still if everyone loves this idea I could do it.
3rd quote: My thoughts on this are the same as on the spell levels, only stronger. I really don't think it's worth it. It will only make things more complicated than they need to be.

Darkfyre
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Golem
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PostPosted: Fri Oct 07, 2005 2:14 pm


I agree with Darkfyre. On the first quote, I actually don't think its necessary to increase the XP needed between the levels, or at least not necessary to do it that much. Keep in mind that getting a level two spell (clairvoyance as opposed to vision) requires more levels than a level one spell, getting a level three spell requires a lot more, and a level for requires a lot lot more, therefore having the added XP you want already built in. We might still want to increase XP between levels, but I don't think we should do it too much.

For the second and third quotes, while they're fun ideas, I don't want them in this guild. First of all, it's a crapload of work. Second of all, it gets the RPing way too complicated. The spell system was complicated before we changed it, will become even more complicated if we institue Darkfyre's ideas, and this will completely confuse everyone, or at least give a few headaches. There's too much stuff to keep in mind and record. I also think that the spell system has enough cool stuff like that, especially with Darkfyre's additions; not only do your spells advance and combine, but you can choose whether to get a bunch of level one spells or go for the higher level ones or whatever. While your system is cooler and more interesting, it's not worth it, and I think we have enough of that in the RP anyway.

As I was writing that, I realized something. According to Darkfyre's system, theoretically one could choose whether they would want to get all of the level one spells first or go for the higher level ones immediately, right? But when you think about it, why would you choose to get a level one spell when you could just as easily get a level two spell? Level two spells are just more powerful, and there are very few reasons why people would choose not to get them in turn for a weaker one. What if, instead of requiring more XP to advance basic levels, it took more experience to learn higher level spells and less experience to learn lower level ones? For example, it might take 1000 to learn undead, 2000 to learn necromancy, 4000 to learn lich, and 8000 to learn death. Actually, when I think about it, that might be what you were intending all along and I'm just really stupid...
PostPosted: Fri Oct 07, 2005 2:26 pm


Hm, but if we do it that way, levels would need to be handled differently. Though I DO like the idea of it costing more for higher level spells. Perhaps we can eliminate levels for characters (Not spells) all together, and just have what the character knows recorded? The character would get experience, and spend it on spells. Just a thought.

Fenrir SongMoon
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Darkfyre
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PostPosted: Sat Oct 08, 2005 4:30 am


Golem, while I absolutely love your idea, it would complicate things too much if it were to be properly balanced. Starting witht the levels. Someone saving up low-level spells would reach a very high level a lot faster than someone going for a high level spell. Now if Fen's idea (no levels, only spells) would be used, that would work... However, I'm not entirely sure how to fit the MP system to that.
PostPosted: Sat Oct 08, 2005 8:21 am


Ooh, good thinking, I didn't even realize that. You guys both get a cookie. Hmm. Well, I always liked the idea of levels that also increase your combat, because most of the fighting is physical, not magical. We could always base combat proficiency on raw experience, and although that would be a little complicated, it wouldn't be impossible; everyone puts how much exp they have in their sig and when you're fighting them you note how much more or less they have than you. Or we could have a seperate level system for fighting- every 1000 exp, you gain a level, for example- but that's also annoying. My last idea is that when you buy a level two spell with your experience, your overall level increases more than when you would buy a regular spell, which may or may not work out.

Golem
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Darkfyre
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PostPosted: Sat Oct 08, 2005 8:28 am


I'd prefer the first choice: "We could always base combat proficiency on raw experience". That would give an indication of who is stronger, while still leaving almost complete freeform freedom. Though putting it in the sig isn't a good idea... we'd better just create a seperate topic/post to keep track of people's XP and available spells, because it would only change at the end of a quest anyway.
PostPosted: Sat Oct 08, 2005 8:32 am


I think that each spell should have a set ammount of MP, and if you have that MP, you can use the spell, but some spells require higher MP's than others. When you level up your MP follows it. Either that or when you level up you can use the certain spells in that level, kind of like the Final Fantasy Limit levels, in which when your limit level went up you got new limit breaks.

If this has already been mentioned then my bad. But I agree with the extra exp at the end of quests, but maybe basing by how well you RPed in the quest?

Neko Quatre


Darkfyre
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PostPosted: Sat Oct 08, 2005 8:40 am


First paragraph: Negative. That way everyone of a certain level would have all the same spells.

Second paragraph:
Darkfyre
Euphoric Ghost:
1st quote: XP / level values have yet to be decided, but the number of XP needed to advance a level will grow with every level gained. If it will double every time I don't know yet, though. Quest XP will probably be a base amount of XP for finishing the quest (set by me or the mods before the quest starts, and equal for all clans), and several (small) bonuses for things like exceptional RPing or finding out special things during the quest. The maximum amount bonuses will also be set before the quest starts. The mods will of course decide who gets what bonuses, but I assume that all mods can be trusted to be good judges.
[...]
PostPosted: Sat Oct 08, 2005 8:48 am


Sounds good to me.

Neko Quatre


Lilthisia
Crew

PostPosted: Sun Oct 09, 2005 9:01 pm


Just to note, I'd think we should start to wrap up disscusion and reach a decision. The guild is approaching ready to get going again, so I (as a clan leader) would like to know exactly what it is I'm going to have or not have to distribute among various clan members. In fact, things will already be alittle odd since people have started rping in the town threads who may end up with more powers later. Not a big deal yet, but I felt like the time factor needed to be pointed out here.
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