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A game where if you die, you die in the real world as well. 

Tags: Sword Art Online, VRMMO, Online Game, Survival, Race to floor 100 

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KiIala
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PostPosted: Sun Apr 05, 2015 8:33 am


Systems


SAO System

The game operates similar to most MMORPGs with a level system and eventual skill mastery with some limits placed on it. The entire game is monitored and maintained by a system called «Cardinal» which self-corrects any problems.

While the Sword Art Online mainframe is capable of incredible graphical and rendering capacities, it does not actually render the entire environment in full detail unless a certain region is specifically observed by a player. SAO uses a «Digital Focusing System», which brings out the finer details of an object only when a player shows interest and focuses their visual field on it. This reduces the strain on the SAO mainframe processor, which, despite its high performance power, is incapable of rendering all marginal details of the environment simultaneously. This effectually produces the illusion that the SAO graphical and VR experience is incredibly detailed.

The SAO mainframe apparently has a difficult time rendering the sensation of water in baths or showers.

Sword Art Online runs on NerveGear hardware, a form of FullDive technlogy. It was not made available for other platforms.
 
PostPosted: Tue Apr 07, 2015 7:32 am


Battling System


How battling works

So I just want to make this system as simple as possible.

First on the list, dodging. I'd prefer you figure out if you can dodge or not, and please be honest. Take into the account of your enemies' speed against your own. The greater it is, the harder to dodge. Just know you can't dodge forever no matter how much faster you may be. If you have any suggestions to add for dodging, send a pm to xXHeart_GraceXx

Now for the battle part, I feel like rolling dice every time you fight would just make it endless and boring. Just make the battle how you feel it would turn out if you were doing it for real.

Overpowered
Being OP (OverPowered) will result the player to receive the First Warning from the Mods, by the time you reach the Third Warning of acting OP, your RPC will be banned from any form of PvPs for 72 hours.

Monsters
Please also take into account that every monster will have a certain amount of HP that they can attack with. Now put your speed together, obviously the faster one will be dodging more and striking faster. Monsters will have certain skills that deal different amounts of damage and I will always add that under the monster list, but please don't just read it and have your character know - realize it after they seen it during a fight, as that will be seen as Auto-Knowing, which is strictly forbidden to do so.

Several factors go into the calculation of damage in Sword Art Online. Among them include the efficacy of hits (a direct hit as opposed to a scratch), the skill level of a player, the Sword Skill used, and the weapon's stats. SAO's damage calculation system is pretty much complicated.

Weapons
Weapons have the following enhancement parameters that determine stats: Sharpness, Quickness, Accuracy, Heaviness, and Durability. When a weapon is given to an NPC or player smith to upgrade, bonuses such as +1 or +2 are appended select categories. Players use an abbreviated notation to describe the effective bonuses on a weapon. «1A2H1D» for example, has +1 Accuracy, +2 Heaviness, and +1 Durability.

On a regular basis, these parameters cannot be seen unless a weapon is «Appraised». Selecting a weapon will only show its name and its aggregate bonuses (the sum of all enhancement parameters). For example, [blank's[ «Anneal Blade +6» has the parameters «3S3D», but it will not be shown unless it is «Appraised».

Status Effects
Main article: Status Effect
Status Effects, like many MMORPGs, play an important role in combat. Many attacks have a random chance of dealing status effects. They are generally not curable, unless the appropriate Crystals are used. Most status effects expire after a set period of time.

Monster Battle Mechanics
Frenzy Boar HP Cursor
There is no «Magic» in SAO except for the different colored crystals that bring instant effects. Instead players can fight using their «Sword Skills». Execution of Swords Skills are assisted by the system, and it can fall into any of the four properties: Thrust, Slash, Pierce and Blunt. SAO has no projectile weapons, with the exception of Throwing Pick and darts, boomerangs, and chakrams.

Attempting to battle without Sword Skills is largely ineffective, and it is equivalent to waving one's sword around without doing damage. Many beginners make this mistake, and they can lose a large portion of their health if they panic and forget to use their Sword Skills.

How do we know if we've encountered a Monster?
When you've entered a Floor / Area that is not the Safe Zone, you are required to generate a number from 1 to 10. This generated number will determine what your next event will be in that Area, you can say it is a pre-planned motion to see what is ahead of you.

Each number have different effects, and the Floors and Areas also play a role in the number generating. For example, you are on the 2nd Floor of Aincrad, and you are in an {Open Field}. The monsters at such areas are not aggressive and rather ignorant, easy to kill as well. In such a peaceful area where you can enjoy yourself, the numbers would be:

Open Field

1 : You did not encounter any enemies
2 : You did not encounter any enemies
3 : You encountered an enemy! [Wild Boar] | [Lvl 2]
4 : You did not encounter any enemies
5 : You did not encounter any enemies
6 : You've found a normal chest! [Normal Chest] | [5 EXP] | [x3 Hare Skin]
7 : You encountered an enemy! [White Rabbit] | [Lvl 1]
8 : You did not encounter any enemies
9 : You encountered an enemy! [Venomous Snake] | [Lvl 4]
10 : You did not encounter any enemies


That is probably what you would see in an {Open Field} with a peaceful environment. But if it's places like Floor 68, {Forgotten Temple}, it would be more like this:


Forgotten Temple

1 : You did not encounter any enemies
2 : You encountered an enemy! [x4 Blood Vulcans] | [Lvl 65]
3 : You encountered an enemy! [x1 Saber-Tooth] | [Lvl 73]
4 : You did not encounter any enemies
5 : You encountered an enemy! [x3 Ancient Warrior] | [Lvl 68]
6 : You've found a normal chest! [Normal Chest] | [315 EXP] | [x2 Bloodied Eyes | x1 Skeleton Staff]
7 : You encountered an enemy! [x2 Lava Arachnids] | [Lvl 70]
8 : You did not encounter any enemies
9 : You've found a rare chest! [Rare Chest] | [x1 Darkened Boots | x2 HP Potions]
10 : You found the Boss Room. | You did not encounter any enemies.


As you can see, the monsters occur much regularly compared to {Open Field}. At such Floors, it is highly recommended that you go in Parties since the Monsters there are extremely hard to defeat.

Though if you're in a Party, who would determine such path? It will all be decided by the Leader of the Party. Let's say the Party have 5 members, the Leader will Generate the number and in this case, he rolled a 5, which is encountering with Three Ancient Warriors. Despite rolling a 5, the other members will have to make a normal post before returning back to the Party Leader to post that he encountered Three Ancient Warriors, and the Battle will begin there. I will elaborate on the Battle system further.

As you may have noticed, the number 10 stated that You have found the Boss Room, meaning the Room that will lead you to the Monster that opens up the next few Floor. When you've rolled that number and found the Boss Room, you have the choice to ignore it or go in and fight. You would not be able to take a peek, it's either you fight, or you don't. If you choose to turn away and leave, do not worry, the next time you come back to this Area, you can go directly to the Boss Floor without generating any numbers. The number that states you have found the Boss Room will automatically change to "You did not encounter any enemies" for the player (and party) who had witnessed the Boss Room.

Frenzy Boar Results
Battle Results
Defeating a monster brings up a Congratulations screen with a summary of results: EXP gained, Cor gained, and Items dropped. Distribution of loot occurs automatically, and Cor is automatically divided evenly between the party/raid members while items are placed in the inventory of the person who receives it. Unlike the systems of many MMOs, Sword Art Online does not have a battle log or announce to others what items other players receive. As a result, Boss Battles can end awkwardly as there is no fair mechanism of splitting the loot among the victors. To prevent disputes, guilds often have set policies dictating the division of loot.

In Boss Battles, being the player to deal the finishing Last Attack produces a rare drop for the individual player.

In general, monsters cannot enter safe zones, such as towns or cities.

Party Battle Mechanics
It is generally much more efficient to battle in parties. While there is less emphasis on Classes in Sword Art Online, and monsters can only be engaged by one player at a time, the main benefit of battling in parties is the ability to «Switch».

Switching allows a fellow party member to take the lead spot against an opponent at any time. Most monsters and bosses have a short down-time in between attacks, so switching during the gap allows an additional blow to be dealt when a monster is stunned. Additionally, the AI algorithms are known to run slower when a change of attack style (which occurs during a switch), so monsters have marginally slower reaction times immediately after a «Switch». ]blank] mentions that «Switch» is one of the skills that are improvised by players without the assist of the system, also dubbed by [blank] as "a skill outside the system".

The maximum number of players that can form a party is six. Eight parties (or groups) constitute a complete Raid Group large enough to challenge bosses.

Player vs. Player (PvP) Combat
In Sword Art Online, it is possible to engage in combat with other players. Player vs. Player combat can either be authorized or unauthorized.

Unauthorized combat can be initiated by simply striking another player intentionally. This will render the aggressor's cursor icon as orange, which is visible to everyone for several hours (repeated offenses will render a player's cursor permanently orange). While anyone can be challenged in unauthorized combat, such Player vs. Player battles cannot occur in safe zones. Attacking a player in a safe zone will not decrease HP, but the recoil and impact of Sword Skills can be felt.

SAO duel
A duel between two players.
Authorized combat is essentially dueling. It is done by requesting permission from another player to engage in a duel. There are several different duel modes, which vary conditionally by concluding after the first clear blow, after HP decreases by one half, after a period of time, or death. Attacking someone during a duel will not turn any participant's cursors to orange.

Like most MMORPGs, Player Killing (PKing) is often a result of unwanted player-player combat. While death in the original Closed Beta test resulted in respawning in the Room of Resurrection on the 1st Floor, player death is permanent and real in the Official Server Service. As a result, PKing in Sword Art Online has a severity akin to murder.

[[Crew Reference: Updated 4/7/2015]]

KiIala
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KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
  • Angelic Alliance 100
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PostPosted: Tue Apr 07, 2015 7:43 am


Virtual Reality Experience


How it feels

As a complete virtual reality MMORPG, the SAO system is capable of rendering the entire Aincrad environment with incredible realism. By stimulating nerves in the brain, it is possible to taste food, feel the wind and weather, move one's body, and live in SAO as if it were an alternate reality. However, there are several major differences that set the Sword Art Online environment apart from the real-world experience.

First, there was originally no pain being felt in any situation. As a result, players can undergo severe injuries and still only feel a tingling sensation. But as a new game owner took over, he maliciously edited it so that pain could be felt as if it happened in the real world, making it more horrifying for those who were now stuck. Second, there is no blood; in its place are orange virtual gashes that are seen in the place of damage. Third, Sword Skills allow attacks to be performed with normally impossible speed, dexterity, and power, based on the player's stats. Fourth, there are some everyday actions that simply are not done in the SAO world, such as changing clothes by hand or attempting to wield two items at the same time.

While playing Sword Art Online, players still feel fatigue and hunger (even if their real bodies are not hungry). As a result, it is an absolute necessity for all players to eat and sleep within the game. However, there is never a need to defecate or go to the bathroom. The SAO system generally censors mature or unhealthy content (smoking, sexual intercourse, etc.), but it is possible for players to disable the censor if «Ethics Code Off» is selected on the options menu.

Death or deletion in the game is visualized by fragmentation into thousands of polygon shards. All monsters, items, and players that have their HP or durability reduced to zero, disappear and fragment into polygons in such a fashion.

Environment
Sword Art Online takes the form of a giant floating castle called Aincrad, with 100 floors in it. Each floor has a medieval-themed setting and a dungeon with a boss, which has to be defeated before players can advance to the next higher floor. Like most RPGs, it implements a level based system.

Global Setting
SAO environment
The sunset at Aincrad's 1st Floor.
Sword Art Online is set in Aincrad, a floating castle of 100 floors. At its base, it is approximately 10 kilometers in diameter, and it is completely rendered in all dimensions. Because of the nature of Aincrad as a floating castle, there are no invisible barriers or no-access regions at the edges of the map. Aincrad's perimeter is merely surrounded by guard rails that can be jumped off of (the system will render falling for approximately 2 minutes before suicide is registered as death).

Each individual floor has its unique climate, geography, fauna, and environment. Some floors are known for being fairly cold, while others are known for flowers and forests. Most floors on Aincrad have a theme.

Seasons and Weather
Sword Art Online has its own «Aincrad Standard Time» (presumably the same as JST, UTC+9), and its own «Aincrad Calender» with specially named months. Known calendar months are listed:

«Month of Sakura» (April)
«Month of the Ash Tree» (October)
«Month of the Cypress» (November)
«Month of the Holly» (December)
Globally, Sword Art Online has seasons and weather settings that are effective throughout the floors. Aincrad's season correlate with the seasons of the real world, but they are generally much milder. As a result, it is not always snowy in the winter, or scorching hot in the summer. Weather settings are generally random and quite realistic.

Physical Surroundings
In Sword Art Online, physical surroundings such as walls, buildings, monuments, and major features are considered "Immortal Objects". An error beep and a notification will sound if immortal physical objects are struck, even if by accident.

SAO immortal object
All non-immortal objects have a «durability» value. Durability is an important feature of Sword Art Online, and it a measure of how much an item or object has been used (similar to HP), and how much it will last before it expires and shatters into polygon fragments. Clothes, equipment, weapons, potions, crystals, and food are all subject to gradual loss of durability.

Oftentimes, players must invest significant resources into repairing and buying equipment. Many characters carry extra back-up weapons into dungeons, others rely on merchants and smiths who regularly repair and upgrade equipment. Food always declines in durability with respect to time, and freshly prepared foods will disappear if not eaten soon enough. Merely dropping food can cause food to lose its durability and fragment into polygons.

[[Crew Reference: Update 4/7/2015]]
PostPosted: Tue Apr 07, 2015 7:54 am


Gameplay


Initiation and Character Creation
Logging onto «Sword Art Online» is done by stating, "Link Start!" after powering-on NerveGear hardware. A brief few seconds of tunnel-vision colors are seen while the NerveGear intercepts signals from the gamer's brain, before the powerup screen is seen. A pre-game status check then confirms the link connection of the five senses: touch, sight, hearing, smell, and taste. Upon logging on, a language-select is prompted, and then the login screen. After a welcome screen, a bright light ensues and the gamer can begin creating their character.

The first time a player utilizes NerveGear hardware, he or she is prompted to touch various parts of the body in order to calibrate the machine. While gamers were given an option to choose their in-game appearance however they liked (gender, height, girth, etc.) at first, the game avatar feature was removed when the leader made an announcement during the first day and changed everyone's physique to their real-world appearances, though the option to customize their hair color and style remained.

Basic Game Interface
Visual Interface
Kirito HP 1
Health Bar
In a player's display, without accessing any skills, one can see several interfaces.

The health bar is located on the upper left corner of one's field of vision. It displays the health of the player, name, numerical HP (8120/8120), and level. It also shows the heath and names of all other members one's party in a smaller bar.

A clock displaying Aincrad local time can be seen in the bottom left corner of the visual field.

A Color Cursor can be seen over every NPC, monster, and player in the game. This cursor is either green (for players), orange (for players with criminal infractions), yellow (for NPCs), or various shades of red (monsters). During battle, the health bar of monsters can be seen around the targeted enemy, as well as the name of the monster. Bosses typically have multiple health bars. As for a monster that level is too far apart, health bars of that monster will be unable to see and instead indicated with 'unknown'.

Touch Interface
Players can interact with the environment by tapping various key objects (door knobs, items, etc.). Doing so either performs the default function, or brings up a floating dialogue that has several options, similar to the "right-click" on a PC.

In Sword Art Online, the Touch Interface replaces many actions and simplifies the process of actually performing an action. For example tapping on a jar of cream to "use" the cream. Tapping again on bread automatically spreads the cream on the bread.

Main Menu Window
Dual Blades Stats
SAO's Menu Interface.
The main menu is the primary means of accessing a player's items, maps, skills, and inventory. It can be accessed by putting one's right index finger and thumb together, then pulling downwards. Immediately afterwards, a ringing sound is heard and the menu appears. In the novel, the menu is a shining purple rectangle window. The main menu has a white layout, and is structured with the summary diagram on the left, circular category buttons in the middle, and the detail dialogue to the right. There are five category options: inventory/equipment, friends/guild, communication, maps/quest, settings/main-menu. These five category icons scroll, and the category being accessed moves to the top.
Inventory/equipment: The icon for the category is a character icon. This is the default screen when opening the Menu interface. The left screen is an image of the body, with multiple points that allow the gamer to equip items or clothes. The right screen has three sub-menus:
Equipment: Selecting this sub-menu will open another three sub-menu:
Weapons: The icon for this category is a sword like the one used in Equipment.
Equipped: The icon for this category is an armor.
Accessory: The icon for this category is a necklace.
Items: Selecting this sub-menu will open an additional scrolling screen on the left that lists all items. When an item is selected, it materializes in front of the player. The inventory turns red when a player has too many items.
Skills: Selecting this sub-menu will open additional scrolling screen on the left that lists all skills of the player.
Friends/Guild: The icon for the category is two character icons together. The right screen has three sub-menus:
Party: Selecting this sub-menu will open three additional options. The first is «Create», the second is «Invite», and the third is «Dissolve».
Friend: Selecting this sub-menu will reveal a list of a player's friends. Selecting a single friend will produce three additional options: «Message Box», «Position Check», and «Profile»
Guild
Communications[5][† 1]: The icon for this category is two chat box icons together. The icon flashes automatically whenever a player receives a message. Messages cannot be send to a player who is currently in dungeon.
Befriend: This option allows the player to send a friend request to another player. The other player is added to the Friend List if the request is accepted.
Trade: This option opens a trade window with another player. Trading can be used just to show another player items, or complete a trade after both parties accept the offers put forth.
Duel: This option allows the player to send a Duel request. The player being challenged has the privilege of selecting one of the available duel modes.
Marriage[5][† 2]: This option, located at the very bottom of the Communications category, allows the player to send a marriage request to another player. Married players have uninhibited access to the other's equipment window, and their inventories are merged.
Maps/Quest: The icon for the category is a balloon location icon. The right screen has three sub-menus:
Field Map
Dungeon Map: Selecting this sub-menu will reveal a map of the dungeon that the player has explored.
Quest
Settings/Main-menu[citation needed]: The icon for the category is a gear. The right screen has three sub-menus:
Option
Help: Selecting "Help" will call a GM (Game Master) in the left screen.
Logout: The logout button was disabled as of the first day of the official SAO launch. Consequently, the left-screen is also completely blank.
Equipment
A number of equipment exists in Sword Art Online, including armors, weapons, and so on. Players can equip them on over ten different parts of their body, including the left and right hand, head, arm, body, wrist and so on.

Equipment in SAO can be divided into two groups: «Player-made» and «Monster-drops». Player-made equipment were usually the better of the two, but a even a few rare monster-drops rivaled their counterparts. However, there also exists a third group of equipment, which included those that are purchased in NPC shops.

KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
  • Angelic Alliance 100
  • Elysium's Gatekeeper 100
  • Tundra Brawler 100

KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
  • Angelic Alliance 100
  • Elysium's Gatekeeper 100
  • Tundra Brawler 100
PostPosted: Tue Apr 07, 2015 7:57 am


Level Systems


How leveling Works

SAO uses a level-based system to determine the strength of a player. Once the player gains enough EXP, their avatar glows a golden hue, and their current level is raised by one. Three stat points are awarded at each level-up, which the player can use to raise either their STR attribute or their AGI attribute.
In order to level up, you will either need to defeat a certain amount of monsters, or defeat a boss. But the higher you get, the amount of monsters will rise and it will eventually take more than one boss to keep rising in the ranks. Monsters will have the set amount of exp you can gain once you kill it. You will also have an exp bar on your character so do the math and thats how you level. When you have met the right amount, you can post that you leveled. Once that happens, you can go back to your profile and edit in 2 points more to your status. Please refrain from adding more than two.

As for the near-unlimited number of Skills within SAO, the skills have to be utilized in order to be leveled up. After reaching a skill level of 1,000, that skill is said to be «complete» and cannot be further leveled. Sometimes, while training a skill, other skills could be unlocked, such as the necessity of training the «One-Handed Sword» skill in order to unlock the «Two-handed Sword» and «One-Handed Rapier» skills
PostPosted: Tue Apr 07, 2015 8:17 am


Cardinal System


How Cardinal works

The «Cardinal System» , occasionally referred to simply as Cardinal, serves as the primary driving and management force of nearly all Virtual Reality MMOs in the «Sword Art Online» Universe. The system was originally developed by the leader to manage all resources, processes, and events within Sword Art Online. A portable version of the Cardinal System was included in the World Seed to facilitate the easy management of new VR worlds.

Game Management
In a few situations, Cardinal is given nearly absolute authority on all matters related to the game that it manages without requiring any human input, whether that be player monitoring, spawn balancing or generation of new quests.

Quest Creation
Cardinal, or at least the highly advanced version built into SAO and ALO, had the authority to create and manage any number of quests. During the run of SAO, there were reportedly a number of strange and bizarre quests that kept appearing every so often. It was explained that Cardinal oftentimes creates quests based around internet trends, mythology and stories that it acquires from the Internet. The Cardinal running both SAO and ALO is also capable of creating quests with the ability to completely change the geography of the game itself, even for those not involved in a quest or event. This is shown when ALO's Cardinal System creates a quest, in which failure would have led to the destruction of the World Tree, and destroyed player-owned homes and items.

Gameplay Management
In addition to creating quests, all versions of the Cardinal System have a balancing system, designed to keep players from exploiting certain aspects of the game. An example would be if a player found an area where monster's respawn rate was low, with high EXP gain, Cardinal would appropriately lower either of the parameters. Cardinal would also check for bugs in the system and attempt to fix them. As an artificial entity, Cardinal is even able to give shape to new AI programs and highly realistic characters.

Monitoring
The Cardinal System had a number of monitoring systems, designed to either detect bugs, or to keep track of the mental health of the players. Cardinal even has a sub-program that continuously checks the main process for errors and corrects them.

Emotional Monitoring
The AI, MHCP001» was created to monitor the mental states of SAO's players, as well as to attempt to remedy them. The original NerveGear had the ability to read the wavelengths of the brain, and to parse the data, in order to determine what sort of emotions and thoughts were felt. This allowed the Al to determine the emotional state of any player within the game.

Additionally, when Cardinal detected an unusual or special brain pattern, it had the ability to imprint that data on the surrounding landscape, items, or even other players' avatars in raw format for analyzing. This essentially meant that a partial duplicate of one's state of mind was saved within SAO.

Alicization
Human form of Cardinal
The human avatar of the Cardinal System's sub-process that appears in Underworld.
Main article: Cardinal (Underworld)
In the Alicization arc, a version of the «Cardinal System» was revealed to have been employed in the creation of «Underworld». However, during the rise of the organization known as the Axiom Church, most of the administrative capabilities of the System were stolen by the Church's founder, Quinella, who accidentally burned the primary instruction of the Cardinal System into her Fluctlight. However, Quinella later developed a split personality from the sub-process of the Cardinal System that was in charge of correcting the errors of the main process and deemed that Quinella was committing a grave error with her methods of maintaining balance. This split personality eventually obtained a body of her own, but was forced to retreat to the Great Library Room that is within the Central Cathedral, but not spatially linked to it.

KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
  • Angelic Alliance 100
  • Elysium's Gatekeeper 100
  • Tundra Brawler 100

KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
  • Angelic Alliance 100
  • Elysium's Gatekeeper 100
  • Tundra Brawler 100
PostPosted: Tue Apr 07, 2015 8:47 am


Money


How to achieve money

The valued currency of Sword Art Online is gathered swiftly from boss battles, as they yield a large amount of valuable loot, but the loot is usually shared among all participants of the boss battle. Other methods of acquiring Cor include killing monsters in dungeons or open fields, selling fruit that drop from trees (not a very efficient method, but it is favored by those who refuse to battle monsters), trading, Monster PK, and for orange guilds and players, ambushing other players and stealing their items and money in exchange for their lives.
Cor can take the form of physical coins, known denominations include a silver coin worth 100 Cor,[1] a gold coin worth 500 Cor,[2] and a gold coin worth 100,000 Cor.[3] It is currently unknown how many types of coins exist in the game.
Because the value of 1 Cor is based on the drop rate maintained by the Cardinal System which is kept constant at all times, neither inflation nor depreciation ever happen in Aincrad.[4]

When players sell items to NPCs, the Cor is listed under the market price, so as to not produce inflation.

List of Known Values
1 Cor - The cheapest dry and unrefined black bread purchased from an NPC bakery.
5 Cor - The price of an edible fruit dropped by trees in the Starting City.
10 Cor - The price for an NPC to lead a player to the plaza of the Algade if they are lost.
10 Cor - The price of a cup of fire-breathing popcorn.
12 Cor - The price of a panini.
30 Cor - The amount of Cor that can be obtained by defeating a single worm in the field.
30 Cor - The amount of Cor that can be obtained by defeating a single Frenzy Boar in the field.
50 Cor[† 1] - The price of renting a room in a 1st Floor Inn for one night (less than 6 jō tatami mats or 100 square ft). Comes with one bed and a table.
50 Cor - The price for taking a gondola ride that can fit 2 people into it on the 4th Floor.
80 Cor[† 2] - The price of renting the second floor of an NPC farmer's house in Tolbana Town for one night. Comes with two rooms (each larger than 20 jō), a large bed room with a good view, a bathroom, and free milk.
100 Cor - The estimated daily rent for a guest room in the Starting City's church.
180 Cor - The amount of Cor that can be obtained by defeating a Killer Mantis in the field.
100 Cor - The cost of a Blacksmith.
1,000 Cor - The amount of Cor that can be obtained by defeating a Lizardman Lord on the 74th Floor.
16,000 Cor - The price of a new Anneal Blade +0 a few days after the first floor was cleared.
100,000 Cor - The estimated minimum ​purchase price for the rare Ragout Rabbit's Meat from another lucky player.
100,000 Cor - The minimum price of a custom-made weapon made using special ingredients.
1,000,000 Cor (1 Mega Cor) - The cost of a "fairly spacious place" in a neighborhood of Mishe, the main town of the 35th Floor.
1,000,000 Cor (1 Mega Cor) - The cost of a glass of rare wine, after the drop rate of the wine was patched.
3,000,000 Cor (3 Mega Cor) - The cost of a support-class small house with a waterwheel in Lindarth.
4,000,000 Cor (4 Mega Cor) - The cost of a 1LDK furnished house in Selmburg.
5,000,000 Cor (5 Mega Cor) - A log house on the 22nd floor.
1,000,000,000 Cor (1 Giga Cor) - Said to be the cost of the KoB's headquarter tower.
PostPosted: Sun Apr 26, 2015 8:04 pm


User ImageUser Image

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So obviously this is a game type setting where your character will level up. When you enter the game you start at level 0. The game obviously has an in-game tutorial of how some basic things work as most games do. Once you finish this simple tutorial you begin your journey at level 1. That being said, everyone will start this roleplay at level 1. We are assuming that all the characters have gone through the tutorial and know the basic functions of the game.

The leveling after that is where things get a bit more complicated but not so much that it isn't easy. The secret mods and I had decided on a way that keeps the character levels in proportion to the floor levels while still giving players freedom. This will be that at every time skip a list will be put up on the OOC that will have every character and a small range that you can pick from. This is where you are able to pick what level you want to be at. This allows other characters to be "stronger" than others throughout different points in the story. If you have a large level jump be prepared to explain why you feel that and exactly what your character was doing to gain so much progress. On the other hand, it is perfectly fine to not be the strongest person and pick the max of the range.

We will say that we only require a characters overall level to be tracked. That isn't to say that you aren't allowed to make up tracking for other skills. You do whatever makes you feel comfortable. With this noted, we would like to say that leveling your character is not the intended focus of this roleplay. Interacting with other characters and responding to various situations is.

Somethings that you need to know about levels are that while the towns have no level cap, the battle areas on each floor do. You won't gain any experience in a combat area if your level is 5 above the floor level your character is on. For example if your character is on floor 1 and you are level 6, you won't be gaining any experience towards leveling.



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Knowing just where your character stands in terms of legal activity is important! Though, knowing for sure what color you are can be a little confusing and not exactly common knowledge. Therefore we thought it best to have a small section that explains it out.

Obviously everyone's default is green. Green means that you are in good standing with the law. However, contrary to popular belief this does not necessarily mean that you have never committed a crime. When you commit a crime then you become what is known as an "orange player." Crimes can vary in degree of severity but are all labeled the same. For example, assault and trespassing. While they are completely different in degrees of severity in the eyes of traditional law, the two are considered equal in the eyes of the game. There is an exception to this that I will explain now.

The exception to this is if the crime happens to be building a secondary skill. A good example of this would be if you were trying to steal something. Should you succeed then you have not only developed skills such as stealth and pick-pocketing, but you also retain your green status for completing the action successfully and not getting caught. Should you fail the action then not only do your skills not develop but you are also labeled as an orange player. The only crime that doesn't follow this exception is assault upon another player outside of a duel setting.

Though, should you be mischievous don't fret to much. There is a sort of accident forgiveness in place. Should your character find themselves in a position where they are orange, they will only stay that way for 6 hours before returning back to the default green. Of course, should you decide to break the law again with in that period then you're icon will remain a permanent state of orange until you go through and complete a correctional behavior good citizen quest line. One thing that should be noted; Should a green character come in contact with a orange/red player, than any retaliation by the green character is not considered a crime as the game considers this to be self defense or defending another.

The only way to get "red" status is if you successfully kill someone regardless of green or orange status. It should be mentioned that when you are of "red status" your icon isn't actually the color red but rather a permanent state of orange. Should a character kill another player then there is no "waiting period" before your icon will revert back to the temporary orange. To revert back to orange you must complete a long correctional good citizen quest line. However, regardless of if you complete this quest line or not if you were to kill a second player then your icon will remain in a permanent state of red for the rest of the game and no correctional quest will be offered. It is not possible to go from red directly back to green.
 

KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
  • Angelic Alliance 100
  • Elysium's Gatekeeper 100
  • Tundra Brawler 100

KiIala
Vice Captain

Nine-tailed Cat

12,440 Points
  • Angelic Alliance 100
  • Elysium's Gatekeeper 100
  • Tundra Brawler 100
PostPosted: Sun Apr 26, 2015 8:18 pm


Health: ▄▄▄▄▄▄▄▄▄▄▄▄▄▄ 100% Energy: ▄▄▄▄▄▄▄▄▄▄▄▄▄▄ 100% Stamina: ▄▄▄▄▄▄▄▄▄▄▄▄▄▄ 100%

Put this in your post style ^^ (Adding here for now, may move somewhere else)
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Aincrad

 
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