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Post by THE GODZILLA on Apr 6, 2009 19:08:41 GMT -5
Hey everyone, I'd just like to take the time to post this sticky to ask for your help. See, I would like some feedback on additions to the RPG, what you like or dislike, possible new things to add, whatever! I want to communicate with the player base to make sure that I can constantly provide a fun roleplaying experience for everyone. So, go ahead and give me some feedback!
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Post by Omegarex24 on Apr 6, 2009 19:15:28 GMT -5
I think there should be some kind of prerequisite number of turns you have to be engaged in battle in PvP scenarios in order to gain any MP. I'm thinking it might at least keep people from jumping in at the last second to leech some MP off of another player.
But other than that, the RPG is going great. I'm really interested in finding out what you and DH have in store.
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Post by TokyoVigilanteX on Apr 6, 2009 19:21:05 GMT -5
You've got a pretty solid system, IMO. I'd especially like to give kudos to the points system, it's effective at balancing combat, but never feels like its creatively restricting.
The only thing I can think of is maybe some perks that go along with your faction? Specialty abilities and attacks that are only available for purchase to certain monster types and allegiances. (IE: Klenthurian Orbital Strike that only Alliance monsters can purchase, or a Squad of Mechs as support for GDF monsters, etc.) Just to help flesh out each side and make this part of monster making more crucial.
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Post by THE GODZILLA on Apr 6, 2009 19:47:25 GMT -5
Yeah, I've noticed that this may be a problem. I'm not sure what to make this turn amount be though. I'll have to discuss this with DH.
In addition, one of the things that's bothering me is the amount of battles taking place that involve more than two players. I'm not sure why players are doing this, since there's no actual benefit unless it's 1v2 specifically, etc.
Thank you! Plans on in the works, but we are currently going to let players rack up MP and get their monsters geared up for the major events we have awaiting. I will tell you all one thing that's coming soon; boss battles.
Thank you!
Hmm, an interesting idea. A minor version of this was brought up as well, though in the form of an attack that does more or less damage depending on your faction.
I'm trying to figure out how I could pull this off though (the options you listed may not work for all of the organizations under their factions). I'll have to discuss this more with DH, and it will include Earth Defenders and Rogues as well.
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griff
Full Member
Posts: 135
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Post by griff on Apr 6, 2009 23:09:33 GMT -5
for a forum based game its okay. But here are some things I've been thinking about.
Time and rounds, each player's turn should represent an amount of time, say 5 seconds, because right now things like regen and camouflage have durations that mean little.
rounds/turns. Each time a player goes it should be a turn, when everyone has had a turn, that is a round.
I would like to see cool downs on powers. I think there should be a number of actions per player round instead of attacks. Example: turning on camo, creating a crystal, should take up a player's action.
The attacks section can be condensed like this
Energy Ray - The kaiju fires a beam of energy. Energy types include heat, cold, sonic, nuclear, force, psychic, electric, and shadow. Cost: 40mp (rank 1), 100mp (rank 2), 200 mp (rank 3), 340 mp (rank 4), 520 mp (rank 5)
Also give each energy type a secondary effect
Heat - regeneration level is considered to be one level lower for 1 turn Cold - player gets only 2 actions their turn Sonic - player is deafened and cannot communicate for 1 round Nuclear - victim suffers a small amount of additional damage on their turn Force - drives opponent down harder, dealing a small amount of addition damage on impact Psychic - opponent's next two attacks deal half damage Electric - opponent's next attack deals half damage, mechanical opponents suffer extra damage on impact Shadow - Opponent is effectively camouflaged and all other monsters are camouflaged to it for 1 turn.
Attribute stats at character creation. Attributes include: Strength, Durability, Quickness, and Power. Each attribute has a cap of 6, and a minimum requirement of 1.
Strength - sets your melee combat damage, and the amount you can lift, this replaces strength increase. 1 - 1,000 tons, 2 - 10,000 tons, 3 - 30,000 tons, 4 - 60,000 tons, 5 - 100,000 tons, 6 - 150,000 tons
Durability - sets how much damage you can take. Replaces increased stamina
Quickness - determines the number of actions you get in a turn. Quickness/2 (round down) +2
Power - sets how much damage energy attacks deal
Attribute points can be purchased with mp. First 5 attribute points cost 5 mp each, AP 6-10 cost 15 mp, AP 11-15 cost 30mp, AP 16-24 cost 50mp
Attributes have increasing costs too ranks 1-2 cost only 1 AP, 3-4 cost 2 AP, and 5-6 costs 3 AP.
Example: For my first kaiju I get 350 mp. I spend 130 mp on attributes points, giving me 11 AP
I put 4 into strength making it a 3 (max lift 30,000 tons) I put 4 into durability making it a 3 I put 2 into quickness making it a 2 (3 actions/turn) I put 1 into power making it a 1
I now have a good starting point for a melee based kaij
or I could've spent the 11 AP this way
1 into strength making it a 1 (lift 1,000t) 2 into durability making it a 2 4 into quickness making it a 3 (4 actions/turn) 4 into power making it a 3
this is an agile beam launch, probably a good flyer
spacing/reach is another idea I'll get into after I get up from my nap...
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Post by yaburu on Apr 7, 2009 12:46:57 GMT -5
First off, I think this thread is an excellent idea. It will keep all the suggestions in one tidy place.
As for griff's rather well-thought out plan, I think it has merit, but I'm a little leary of making this thing TOO "numbers based" if you catch my drift. A lot of what made the Arena so damn fun was that you were hampered by pretty much nothing. Just a few rules to make sure you respect your opponent.
This game very much carries that same looseness, and adds the roleplaying/leveling up aspect that makes it even better. Personally, I'm enjoying it the way it is, but I think other people should weigh in on this as well.
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Post by DinoHunter2 on Apr 7, 2009 15:58:31 GMT -5
I agree. Griff's ideas aren't bad, but I think that the fights would become a lot less interesting if they depended a lot on mathematics. Heck, the system we have now barely uses any math at all and it's already driven away some prospective members because they said they didn't "want to fool with all the numbers". I'm really appreciative for the suggestions, Griff, but I think a lot of the things suggested here fall under imagination and common sense. Making them statistical would take away a fair deal of players' freedom, and that's what I think makes this RPG and ones like it so much fun.
I agree that the attacks should be condensed, though. That's a very long page right now and I think the more we can shorten it, the more convenient it will be for the members. We should definitely take that into consideration.
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Post by THE GODZILLA on Apr 7, 2009 17:59:34 GMT -5
Yeah, I tried a numbers based system once and it did not work out at all. It was way too hard to keep track of everything and, while it added some more fairness, it severally limited what players could do.
Actually, regeneration is working out very well, especially in that match between Omega and Yab. It's what allowed Bigor to tie with Riptide. Camouflage is meant to be like the shield ability, where you can easily avoid your foe's last attack that is decided by you.
A lot of people seem to be happy with regeneration even being in the RPG, which I am glad to see, since it was usually not allowed very often in RPG's I've been in.
This is how it is considered already, though it is not specifically stated.
Only really powerful attacks would have to have cooldowns, and they aren't usually spammed anyway. If it does become a problem in the future though, I will consider this idea.
Eh, I think the combat system is fine at the moment. I don't see any need to tinker it.
Yeah, I'll eventually have to get to it. However, there lies a problem since some of the Ranks are much different than other ones, such as Fireballs, so it won't work for all of the attacks and abilities.
I'm going to have to say no to this. Monsters already have weaknesses for these reasons. Not to mention that you can spam these attacks each turn to constantly cripple the foe, which makes it incredibly unfair. I may add some attacks that do similar effects in the future though.
While a nifty idea, it makes it way too easy to become stronger in these departments, not to mention some monsters are supposed to have high rankings in all of them. It also really screws up the current system and will require players to go through too much trouble to fix their monsters to go with this new system.
As others have pointed out, while it is an interesting system, I'm going to have to pass on it. It's too numbers based, and as DH mentioned, some good roleplayers I know have turned down this RPG simply because they don't want to do the math for purchasing monsters and such. I don't want people shying away because of math. This is an RPG made for fun (and to some such as myself, improving writing skills), not a math game.
I would like to thank you Griff, as well as everyone for coming up with some ideas like these. It means a lot to see that the members of this RPG are willing to help out so much. Thank you all.
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griff
Full Member
Posts: 135
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Post by griff on Apr 7, 2009 19:14:14 GMT -5
I guess this is the outcome of playing a whole lot of pen and paper rpgs over the years.
just be thankful I didn't go into rollmaster level of math, that game requires a PHD in mathematics just to roll up an NPC
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Post by The Great MM on Apr 10, 2009 22:44:09 GMT -5
Will boss battles be a threat to BOTH the Alliance and Earth forces? Will we see some stuff, such as... maybe 10-mile Orochi attacking (just an example that comes to mind) that could threaten each, making a loose, short-lived partnership between the likes of Rosie, Sucho, Theraga, etc.
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Post by THE GODZILLA on Apr 10, 2009 22:57:52 GMT -5
Will boss battles be a threat to BOTH the Alliance and Earth forces? Will we see some stuff, such as... maybe 10-mile Orochi attacking (just an example that comes to mind) that could threaten each, making a loose, short-lived partnership between the likes of Rosie, Sucho, Theraga, etc. I haven't worked out Boss Battles quite that much yet since I'm trying to figure out faction specific abilities for the next update. I will tell you guys this though. -Bosses will require more than one monster to bring down, and more than likely will take two to five total. -There will be MP rewards for defeating bosses. -There will be specific bosses made for each faction to take on, which solves problem of spacing issues (like, which monster gets to fight this boss) and sticks to the story. -Some bosses will be controlled by players whom we deem viable to control such creatures, either for roleplaying purposes, storyline reasons, or so you can feel like a god. -There will definitely be bosses the threaten every single faction at once, and alliances between the factions may be formed. -There will be a sign-up for boss battles in addition to what may lay in store in the battle itself. This makes sure that players just don't randomly stack into the battle. A rule will be figured out to make sure it is fair for everyone who wants to join the battle.
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Post by DinoHunter2 on Apr 10, 2009 23:00:23 GMT -5
Wicked. I look forward to it.
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Post by stealthartist24 on Apr 10, 2009 23:27:36 GMT -5
Just wondering. Will players ever be able to send in suggestions for bosses?
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Post by THE GODZILLA on Apr 10, 2009 23:31:21 GMT -5
Just wondering. Will players ever be able to send in suggestions for bosses? Sure.
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Post by stealthartist24 on Apr 10, 2009 23:32:04 GMT -5
Alright! Awesome!
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