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Post by starprincess on Dec 12, 2009 9:02:37 GMT -5
I know that the staff has been busy recovering from that little incident a couple of days ago and you haven't gotten a chance to do some things but I have a few things I want to bring to your attention...
1. The character template.. I've seen some people using the new template that Ghost and the rest of you have been working on but there is no thread explaining the new system. Can one of you guys please post some detailed information about it? I know RPers would appreciate it.
2. Boards cleanup.. A couple of boards around the RP has become useless now. Some obvious ones would include the factions board, Mission templates sub-board. and sadly, the RP school sub-board since no one uses it and it needs some serious revamping. Perhaps you guys want to keep them for some other purpose but I just wanted to bring it up.
3. Weapon Handling... Now I heard Kai explaining it to a few people and I even heard about it from Ghost but I still don't understand it. Lets say your weapon is a sword and it cost 2 stat points. Someone steals your weapon and he has enough stat points to use it but he only knows how to use bows. How can he still be able to use the weapon? Someone that has no knowledge of how to use a weapon, shouldn't be able to use it. It would make since if you guys used Proficiency levels. Just another leveling system that works alongside the regular one. You gain proficiency as you use the weapon and you have multiple ones to choose from. Like your character may specialize in swords, bows and lances but he has no knowledge on how to wield the other weapon sets. It would make things a bit more realistic.
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Post by Angel on Dec 12, 2009 9:12:01 GMT -5
1. The problem is, this template wasn't exactly ready for release. The template is apart of a system that is about.. 85% complete? We were getting very close to the end of things, but not everything was finalized completely. I can take individual questions about things, and on this thread.. but a large description of everything can't be done yet. 2. I'm very aware that most of the boards are useless, we were waiting for the 100% completion of the system and then going to do it. But if seeing the Faction boards is a eyesore, and the etc. I can get rid of them now. 3. It's a interesting notion but at the same time, this system was designed for simplicity (according the people who created it) wouldn't adding a sub-rank to the stat make things a bit more confusing? I totally get that it would make things make more sense, your example was sound.. but a different stat for each kind of weapon would make things.. bothersome. Which is something my stat idea of picking your own 5 or so stats would make things alot better in this case.. but alas. If you have any ideas on how to simplify and make the proficiency idea work, that would be lovely and I want to hear it. But I don't really have any.
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Post by obekant on Dec 12, 2009 9:22:03 GMT -5
I read Kismet's explanation of the character template, and two things jump out at me that I do not understand.
1. In the level up system, it says for levels 1-10, 10 posts is required to level up. Does that mean for each level up you must post 10 times? Then, after becoming level 10, you must post 13 times for each level up? And so on and so forth.
2. In the currency system, will it be similar to Pokemon, whereas 1000 Smash Coins will be pocket change, or will it work otherwise?
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Post by Angel on Dec 12, 2009 9:44:03 GMT -5
1. Yes.
2. Why does it even matter? The money will be based upon the prices of the items in the shops. But no.. 1-2 will be pocket change, not 1000. Smaller numbers have always been easier to me.
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Post by starprincess on Dec 12, 2009 9:44:04 GMT -5
Lets put it like this.. Proficiency grows with the character. Just like weapon handling, it can be leveled with stats. For example lets say every level you gain 5 stat points. Instead of having a weapon handling stat we would have a Proficiency stat. Each stat would have a little sub-stat that shows the profienciency. I know you said that it might complicate things but its really not that hard. Let me give an example...
Proficiency (Ranged): Bows: Guns: Throwing weapons: Misc:
When people add stats point to their proficiency, each of their sub-stats gain a point as well. Rpers will have the ability to learn other weapon sets but I believe there should be a limit to how many they can learn. Maybe 4 weapons per RPer? I also through misc in there since their are weapons that are unique and don't have a set category for them.
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Post by Angel on Dec 12, 2009 9:51:00 GMT -5
But there in lies the problem.. There are so many different kinds of weapons. Guns, Bows, Swords, Axes, Charkams, Kunai, Kendamas, Staffs, Maces, 1-handed Swords, 2-handed Swords, Scythes, Whips, Lances, and the list just really does go on and on. People are going to use all sorts of unique items, and I think eventually the Proficiency stat would get rather.. crowded. So maybe if we did this, we would make a person pick, say.. 3 different weapons. Though I also don't like the idea of forcing someone to only stick to 3. I mean, my Adept character of instance was, through a long, long life of being forced into so many different bodies a master of "1000" styles he boasted. With time, why should a character be forced to only a certain amount of weapon skill. It doesn't really make any logical sense in that way. So there is very good points to what your saying, but I'm still sensing problems. It's a bother for sure. I'm not sure which is the right way to go. EDIT: I've done it.This is how I see it. Weapon Handling is now the mask stat. Basically, it's the stat that still functions as the Weapon Handling stat. You give a certain amount of stat's to Weapon Handling, and those can still function for Shop/Guest Ability things we were going to do later. But now it will look like this. O__O Weapon Handling: 20 --One Handed Swords: 20 Basically, you give what you have from Weapon Handling to different weapons below. There is no cap, but of course if say.. you had: Weapon Handling: 20 --One Handed Swords: 5 --Two Handed Swords: 5 --Bows: 5 --Scythes: 5 The person with the 20 in the One-handed Swords is just going to be so much better than you with only 5. You can give your stats to as much as you want, but the chance of you becoming an expert with anyone of the in a long time.. would be unlikely. You'll be versatile, but until much later levels, you'll be a par lower than other people because they'll have access to better weapons and such. Comments?
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Post by obekant on Dec 12, 2009 10:09:17 GMT -5
Thank you for the explanations. One more thing, however. The character I'm currently working on is a mercenary, with a little experience already under his belt. Would be alright if I already have some money, like say, 25-50 Smash Coins? Also, where is this shop you're talking about?
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Post by Angel on Dec 12, 2009 10:15:49 GMT -5
No, don't have any money. Make your first post realize that you have a whole in your pocket, or you got stolen while sleeping at a inn. I don't care how you do it, but a job title doesn't allow you a heads up over anyone else. And the shop isn't done yet which is why I didn't want to answer this unimportant question! We'll introduce the shop when we can!
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Post by obekant on Dec 12, 2009 10:18:24 GMT -5
I see... very well then, I understand now. Thank you.
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Post by Angel on Dec 12, 2009 10:27:39 GMT -5
Sorry if I sound angry, I'm not sure you realize that thanks to a certain mishap, all of our work on Guest Abilities, Shop, we basically have to redo it all and it's bothersome to act as if we should have everything already set up... especially when we are still waiting for the person 75% responsible for the system to come back from his cool-down period.
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Post by obekant on Dec 12, 2009 10:29:24 GMT -5
Perfectly understandable. Don't worry about it.
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Post by starprincess on Dec 12, 2009 11:53:17 GMT -5
Sorry if I sound angry, I'm not sure you realize that thanks to a certain mishap, all of our work on Guest Abilities, Shop, we basically have to redo it all and it's bothersome to act as if we should have everything already set up... especially when we are still waiting for the person 75% responsible for the system to come back from his cool-down period. *loves an Angry Angel* I really like the edit that you did. ITs a lot more realistic.
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Post by Kismet on Dec 13, 2009 4:04:43 GMT -5
The only reason I support the new stat system is because it's simple and flexible. High Weapon handling stats means your proficient with your weapons, not all weapons.
Were you to steal someone else's weapons, I'd rather just have the cost of using that weapon dramatically increase for your the thief. More importantly, why would you steal a weapon you couldn't use?
I'd much rather keep the current system and not complicate things further.
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Post by starprincess on Dec 13, 2009 5:58:43 GMT -5
The only reason I support the new stat system is because it's simple and flexible. High Weapon handling stats means your proficient with your weapons, not all weapons. Were you to steal someone else's weapons, I'd rather just have the cost of using that weapon dramatically increase for your the thief. More importantly, why would you steal a weapon you couldn't use? I'd much rather keep the current system and not complicate things further. How is this complicated? It doesn't make any since to up the cost on weapons just because you stole them. I mean what if the person died and you took the weapon, then you died and someone else took it? This weapon could start out with 4 weapon handling then later down the road become 20 without no changes to the weapon itself. It doesn't make any since.
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SLE
Crazy Hand
It's time to duel!
Posts: 4,558
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Post by SLE on Dec 13, 2009 6:59:01 GMT -5
The only reason I support the new stat system is because it's simple and flexible. How is this complicated?
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