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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: Mon Oct 03, 2005 6:56 am


Please read all posts in the topic before replying! There is a lot of discussing and planchanging going on beyond the first post, so make sure your reply takes the latest developments into account.

I have been thinking of a few things to change / add to the way Clan Wars is played. I'm not too sure about them, so I would like to hear your opinions about it, as well as any comments or suggestions.

Spell System
Every Clan gets a number of 'levels' (I was thinking something like 5+#members to start) to divide between their members, The number of levels a character has determines his/her relative strength and the number of spells that character can use. The spells stay the same, but the way you get them is slightly different. If you want to use a spell of a higher level, you first need to have the spells that lead to it.

For example: An Air character wants to use Hurricane. Since Hurricane is made out of Rain and Cloud, the character would need to be at least level 3 (1 for Rain, 1 for Cloud, and 1 for Hurricane). Once a spell is chosen, it can't be traded in for another spell. Characters can gain levels for more spells. This way it takes a bit longer to get to the really strong 4th level spells, and it also gives a bit more strategic options. Will someone choose to get higher level spells ASAP, or first collect all low-level spells?

The initial few levels will be divided by the Clans (or Clan leaders). However, new levels can only be gained by roleplaying. At the end of a quest, a character will receive a set amount of XP for finishing the quest and an amount of XP depending on the quality of roleplaying and the actions of the character in the quest. When the XP hits a certain point, the character goes up in level and gets to choose a new spell.

Battle System
I've got a very simple battle system which could be used in PvP battles. It needs some work for it to be used, but here's what I've got so far.

The 3 base stats are Offense, Defense, and Energy. The value of these stats depend on the the Character's class, character's level, and the character itself.

Offense is how often you can hit the opponent. A higher value makes you more accurate.
Defense is how skilled you are at avoiding damage. Avoiding damage can mean dodging a blow, but it can also mean blocking an attack, or shrugging it off because of heavy armour.
Energy is your 'MP'. Casting spells takes energy. It's only use is to determine how many spells you can cast. Spell cost values would have to be assigned to the individual spells, of course.

If a character attacks another character, he posts the attack in RP style, and includes a D20 dice roll in his post. If the D20+Offense are higher than the Defense of the opponent, the attack connects. If it's equal or lower, it doesn't. A roll of 1 on the D20 is an auto-miss, and 20 is an auto-hit. (of course, the Def value will start higher than the Off for balance reasons, but not too high because else everyone would miss half the time. I think Off5 and Def10 would be decent base lvl1 stats).

I have not included a damage or HP stat in the system, because I wanted to keep it as freestyle as possible. If desired, damage and HP could easily be added. I'm still toying with the system, because I realise it's far from perfect. If you think a system may be good and you have some suggestions, please let me know!

I know that adding a system to Clan Wars might make things less fun. I won't try to defend the system. I'm just presenting it here as it is, and hope the input you guys provide I can improve it. The biggest question here is not if you like this system, but wether or not you like the idea of having any battle system in Clan Wars. That's the biggest thing I'm really unsure about.
PostPosted: Mon Oct 03, 2005 7:15 am


I like both ideas, but then again... I don't know. I don't want this to become too numerical, and especially with the experience thing, it feels like it's happening that way. Also, the battle system takes a lot out of the freedom of RPing (being able to choose whether you dodge or are hit, and how) but also makes it a bit more fair. My suggestion for the battle system is that we set up an arena thread separate from the storyline and have different people battle there just for fun, using that system, to test it out. The problem I have with experience is that eventually everyone in a clan will be a really high level and it will take out some of the skill in RPing a lower level character. Another idea is that instead of the experience thing, the Clan Mods can distribute a certain amount of levels within the clan, depending on who they thought was a better RPer (but this also is problematic, so maybe not.)

Golem
Vice Captain


Lilthisia
Crew

PostPosted: Mon Oct 03, 2005 7:39 am


I like the proposed way to get to more spells. Erm, that is I like the idea of not just goting 1-2-3-4, but having to get two from the first tier to get the second tier power etc. That feels to me like a better way to do it. It leaves more room for growth, and more room for variation. I'm not so big on the idea of bringing Exp in here, I think we should stick to the clan points system in some way, so that its more about teamwork.

I have mixed feelings on the battle system. On the one hand, I can see where it adds a completely objective element to pvp combat. On the other, I'd like to think we can be reasonable about what are characters are or aren't capable of without needing dice to tell us. That and I think stating all the classes per level would be a pain, and balancing is always always always difficult and time consuming and requires testing. If we aren't too worried about balancing ( sweatdrop ) it will be less of a problem, but I don't really want to go into stat land with Clan Wars.

As Golem said, if you make a test version, we could test it. I'm willing and able to participate in any testing that's needed (even though I should be out recruiting xd ). I have to go to class now, but I can make some suggestions on how to test this system if we want to.
PostPosted: Mon Oct 03, 2005 8:05 am


Golem: I know what you mean. I don't want things to become too numerical either, that's why I kept the system as simple as possible. I included the XP system because that way people have something to work for. I do not intend to give a lot of power per level, so high level characters will only be slightly stronger than low levels. They will just have more spells. Giving out levels in stead of XP would work as well, but XP allows for a more 'detailled' distribution of rewards. For example, if two people do the same quest, but one did slightly better, it would be a bit extreme to give that one character a whole extra level. Giving a bit of extra XP would be more fair IMHO, also because you'd have to keep up the good work to gain enough bonuses to make a big difference.

Perhaps it's indeed a good idea to have an Arena thread seperate from the storyline. Not only because it would allow for testing and tweaking without messing up the actual quests, but also because the system is meant for PvP, which isn't scheduled in the first quests anyway. Of course, PvP could happen in the town threads, but for those cases freestyle will be good anyway.





Lilthisia: I actually first wanted to give levels/point to the clans to divide themselves, but I've changed it because of something Golem mentioned earlier over PM.
Golem
The problem I see with it is that clan leaders might favor certain members over others, and some members might be angry with having no levels (I can certainly imagine some people that a clan leader wouldn't want to level up at all, as well as a bunch of people who would complain if they weren't given a certain amount of levels.) In the other system, there is always a majority of level 1s or at least a significant amount, so no one can really complain, whereas here everyone except for one or two people can be upgraded a certain amount.
Giving XP to individual members not only removes that problem, but also gives the opportunity to reward -for example- good roleplaying of an individual player. I do however agree with your point that this is an RP based on teamwork...

I am not at all worried about balancing the classes. Since there are only 2 stats and 1 dice roll involved in the hit calculations, it's easy to calculate the percentages (every point in Off increases accuracy by 5%, every point in Def increaces defense by 5%. this is not counting the 1 and 20 rolls, but since everyone has those they don't effect balance too much.). I could even add a lot of extra things to the system while not making it any more complicated and still keeping a virtually perfect balance. I've got some experience making systems for RPs, so I know what I'm doing. wink I wouldn't even suggest it if I didn't know I could keep the balance.

Stat distribution would be easy. There's just the base, class modifier, and level bonus.

Example:
Base is the same for everyone. Let's say it's Off5/Def10 (I'll ignore Energy for the sake of the example).
Class modifiers depend on the Class you choose. Let's say you're a very agressive class with little defense. It gives you Off+1/Def-1
Last there's your level. Let's say you're level 3 and you get 2 points per level. This gives you 6 points. Perhaps you like defense, and add Off+1/Def+5.
Your final stats (the only thing you need to remember) would be Off7/Def14

Actually, typing that has got me thinking that a D20 might not be the optimal dice choice. Bigger dice would definately be better for balance between low levels and high levels.





Anyway, as I've said, I know that adding a system to Clan Wars might make things less fun. I won't try to defend the system. I'm just presenting it here as it is, and hope the input you guys provide I can improve it. The biggest question here is not if you like this system, but wether or not you like the idea of having any battle system in Clan Wars. That's the biggest thing I'm really unsure about.

Darkfyre
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Golem
Vice Captain

PostPosted: Mon Oct 03, 2005 10:22 am


I still like both ideas in theory, but another problem I realized is that spells throw the battle system off. Say you cast Hurricane, making it harder to hit your party. How do you put that into the dice rolling system? Or you cast pain on an enemy, disabling them for a few seconds and making them easier to hit. And how would barrier come into all of this? We could assign a certain amount of points to each spell (for example, pain reduces someone's defense by 4 and hurricane increases your defence by 8 or something) but I don't think we want to go that far.
PostPosted: Mon Oct 03, 2005 10:31 am


I guess the answer to that question is that I would rather keep the combat free form. As I said, I like to think that its unnessecary to implement a system. The only thing I'd miss is that the die roll enforces the chances for getting those lucky shots that just wouldn't otherwise be possible. Some of what I'm trying to stay away from here is my own tendancy to make the character a secondary concern when numbers get involved. That's not to say that I don't like systems with numbers and stats and such, I'm just being forced to realize that I wouldn't like so see them in this rp. As always, I'll bow to the majority on this, and I might even change my mind later.

About the clan points vs. character exp thing... I would personally say that if the clan leader wants to favor one person, that's a problem to be settled within the clan. The reasoning behind this is that the clan leaders are supposed to be the leaders, and organizations ussually suffer if their leaders lead poorly. I would think it would be reasonable for the clan leaders to recognize that keeping the power level of their members relatively even allows them more options and flexability which is strategicly preferable to relying on one or two heavy hitters.
That being said, I can also see where this might cause frustration on some players part if some of the leaders do in fact choose to play favorites. Obviously this is not something we want, since we're here to have fun. (right? sweatdrop ) It may be more difficult to judge the preformance of individual players though, and that can bring a whole different set of complaints. As I said, I think the clan points method is preferable in this case, but if other people feel it will cause too many problems, change it!

I think that's enough text from me for now, I'll try to give other people a chance to talk... er... type... or something. xd

Lilthisia
Crew


Darkfyre
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PostPosted: Mon Oct 03, 2005 12:48 pm


Golem: Well, if the system is ever used, such values would have to be added to some spells like the ones you mentioned, because they affect the things the stats represent. That's both the biggest advantage and the biggest disadvantage of any system: You have to assign certain values to things. It prevents godmoding and makes sure everything stays fair, but on the other hand it does limit freedom. No system can ever even come close to the freedom of complete freeform.

Lilthisia: Thank you for your opinion. As I've said, I had doubts about using the battle system as well. That's why I said I don't want to defend the system. I just want to explain it and improve it. It is up to you and the others to decide wether or not it will be used. Perhaps it is best if it isn't used, or only in an Arena thread as suggested before. The more I think about it, and the more I read about the thoughts of others, the more I come to realise the flaws and problems that this system (or any system, for that matter) would bring with it. I still believe a battle system does make things fair, and -in itself- can be quite fun and interesting to play, but I realise that Guild Wars may not be the kind of RP I would want to restrict by enforcing a system.



That still leaves the Spell system up for debate, and -in particular it seems- the question of how to handle the levels or XP. I'd like to hear some more opinions and suggestions about it from other people.
PostPosted: Mon Oct 03, 2005 1:38 pm


My personal impute is simple. I hate the battle system. Hate it. I give you some points there for that system, but I hate it. I like the free roleplaying. Yes, with the free rping, its harder to control god-moders. But that is why we have mods. To inforce the rules, prevent god-moding, and accepting challenges during pvp. For example.

Quote:
A: "Unholy! It hits you in the head and you die! HAHAHA!"
B. *to the mod of the clan* That was totalling unfair.
Mod: Player A, please edit your post, god-moding is forbidden.


Something along these lines. I was a little dramatic at some of the parts, and I'm not entirely sure what the mod would do, but still. This I prefer much more. Besides, we are elite rpers. We aren't about to go god-moding. wink God-moding is for little n00blets who wish they ment something. xd

Regarding the level system. I like the concept of experience, and the levels needed for gaining new spells. I believe it should take anywhere from 2-3 missions to gain enough experience for a new level, depending on the person's roleplaying skills. Understand I say 2-3 because that many missions would likely take a couple of months or more all together. But that is just me. I find no flaws with the level system idea, and I personally would like to see it implemented. However, the choice is your's Dark. It's your guild. Thats just my two cents.

Kujasan
Crew


Elexa
Crew

PostPosted: Mon Oct 03, 2005 6:05 pm


I tend to agree with the others on the battle system.

Accounting for all of the special effects of the various spells would be a pain, if you ask me, as well as coming up with stats that you have to do calculations on for every hit... let's just say that I like free-form. At least if it's in something that isn't chatting in real time/face to face. Never Rped with a closed system, actually, but I don't think that this is exactly the way to test one. I agree with Kuja that I think that we can trust our members, and if not our mods.

The experience is... well, I could really go either way on that one. I have a natural desireto keep things more free-form and such, but it does seem like a good way to deal with those nitty-gritty almost-tie situations. So, as far as I'm concerned, go ahead.

Just one last question though: what about the mod characters that don't necessarily conform to what we have written up for the clans? I'm still a little fuzzy on how that will work. Do we write up our own set of spells, or something?
PostPosted: Mon Oct 03, 2005 8:37 pm


To Elexa: Mod characters are completely separate from the Clan spell system, and you can have any kind of magic you want. It's crazy.

Anyway, what I was thinking about the battle system is maybe when PvPing, when someone RP's an attack, they generate a random number between 1 and 100. This is simply used as a guideline, and there's no defence roll. So say I attack Kuja and since I'm awesome I get a 75. Now, I don't automatically hit and Kuja gets some freedom of what happens, but the general implication is that I hit him. Say I get a 50, Kuja gets to decide whether or not based completely on his own RPing spirit. This has the bonus of taking away godmoding or cheating risks (that aren't really much of a problem anyway) and also adding structure and balance to the battle, but is much more lenient than the other system and requires almost no work at all. And also, I'm really cool.

Golem
Vice Captain


Lilthisia
Crew

PostPosted: Mon Oct 03, 2005 9:07 pm


Wait, you're cool? Why wasn't I informed? As the overlord of all that is cool, I am to be notified when someone crosses into my domain! scream


Anyway... that sounds like a more workable idea to me. Keeps the free form spirit, but allows for those carzy one-in-one-hundred chances... biggrin
PostPosted: Mon Oct 03, 2005 10:13 pm


Now, anyone who knows anything about me realizes i'm a big fan of rules. However, I think a dice system here is uncalled for. There are two reasons; 1, everyone here is fairly advanced and can do this fairly, and 2, unless you're going to go all out on a system, it isn't worth doing it. In order for it to be right, every spell would need rules, and lots of play testing would need to be done.

However, I AM a fan of knowing my limits. Knowing how many times I can realistically cast a spell, what combination of spells, etc, that sounds luvverly to me. That said, I also like the exp system. It means everyone advances on their own merit. And, like Kuja said, it would be a long time before missions were finished, though I don't think what he said even begins to cover the scope of it- let me share something from personal experience. Those who are familiar with the game I run, we had little Adventures in it. These adventures would involve a handful of people, and were simply three fights. On average, it took 1-2 months to finish one. The game, before it went on hiatus, had been running for about a year and a half. Around 1 in 3 fights you would randomly level up. There were only 2 people who had made it to level 5, and one was extremely lucky, and the other got lots of screen time compared to other players (Cough*Val*Cough*). I guess what i'm trying to say is don't worry about getting people too powerful. It ain't gonna happen unless the game runs for years.

Now, my thoughts about it, is that after you get X amount of exp, you get to choose a new spell. I'm a lil rusty on how it used to work, and i'm sick and didn't read your new system carefully enough, but i'm thinking limit exp to learning new spells.

Also, I like how spell levels are distributed already. A leader at level 3, two level 2s, and the rest 1s, right?

Fenrir SongMoon
Crew


Born Again Illiterate

Original Gaian

PostPosted: Mon Oct 03, 2005 11:11 pm


I think with RPing, both parties should be knowledgeable/aware OOCly of eachother's experience. I mean, to know and understand a person's 'experience level' as in their bios.

It doesn't make any sense that a rookie fighter beats the crap out of an experienced mercenary because of a roll.

Say that the experienced mercenary punched the rookie it would hurt. Now if it was vice versa, the rookie, by experience, wouldn't punch as hard.

Does that make sense?

Point: Both parties need to understand where their characters are coming from.

I also believe that detailing spell effects and movements to the greatest detail is necessary. If it wasn't, how is one to progress in literate RP? A picture is worth a thousand words; so if you're painting a picture, I'm pretty sure one can surpass one thousand words.

Point2: Imagery required.

As for the poll: NO dicerollings whatsoever. And the spell system is fine. If spellcasting was common, then EVERYONE would be capable of doing it, and Clans wouldn't be so rare. But because, from what I understand, those who have the innate ability/potential of learning these 'arts' gather into the four clans (4 right?) they are not that common. Uncommon/a rarity.

In my opinion, it wouldn't be enjoyable if I were just to sit back and throw unlimited fireballs or death spheres all day.

Point: Clan members should have something else that they are proficient in, not necessarily magic. Ie. Staves, swords, dexterity, lock picking...blah blah.

[I'll end here. sweatdrop ]
PostPosted: Tue Oct 04, 2005 12:35 am


I tend to side with Fen on this one. I feel that rules might be nice, but it would require quite a bit of modification and such of existing things to get them to work well. I think it might be nice to maybe have some sort of MP system, as many of the spells say "can be cast X times before exhaustion", but there's no real conversion between levels. That would provide a nice reference (that is, for those of you who need energy for magic OMFGVISIONROXORSNOENERGYREQUIRED) for how much you can cast them in combination with others. That'd be fairly simple to set up as well, by simply assigning X Energy points required for a spell and each level has Y points to use in whatever combination desired. Some Experience system would be nice, but it would have to be monitored and standardized. Who'd determine what's worth XPing a clan/person? How much is needed to learn another spell or increase an attribute (if we go with attributes, I'll get to that in a minute)? Would we need to standardize what gets experience between clans? All of this'd need to be answered before an experience system'd work.

Now, my main problem with attributes is that not everyone would fit clearly with them. Let's take a few examples from the old bios. DeMarkus's sword/scythe/shapeshifting weapon would probably change damage or to-hit as its shape changed.

Rico Blademoor seemed to be a werecat. Would he need to assign stats for each? The were form'd probably be stronger than the normal form. Would he have extra points for that?

Lastly, let's use Kharan's new bio (not up yet. Waiting for feedback). She's exceedingly weak in upper body strength, limiting her when she fights with a melee weapon (we're talking weak as in "has trouble swinging a normal weight sword around. Her only melee weapon's a rapier, and an exceedingly light one at that). She uses a crossbow, however, which isn't reliant upon strength. Would the crossbow have a different damage than her rapier? And how would Vision and Clairvoyance, which allow the user to see and predict what an opponent will do, factor into defense and attack? All in all, I'd say that a numerical system for that might be more trouble than it's worth. At this point, we're all experienced RPers. I don't see the trouble of letting us work that out on our own and dealing with whatever individual troubles happen as they happen.

I am, however, in favor of the energy points system thing I mentioned to determine how often energy consuming spells may be used and in what combinations with each other. It's be relatively simple to work out and very useful for planning. Some sort of experience system for building up energy or advancing to new spell levels would be easy to implement as well.

Zelyhon


Fenrir SongMoon
Crew

PostPosted: Tue Oct 04, 2005 1:48 am


I am in full agreeance with Zelyhon. I want to see an MP system. The spell descriptions in regards to the amount you can use it is a little to vague for me. I prefer to know exactly what I can and cannot do. In addition, while we're all excellent RPers here, we all have different personalities- some of us might push towards the larger side of the numbers, while some might use them less before reaching their 'limit'. I think it'd be a fair way of regulating it without much paper work, and it'd solve many more problems than it could ever cause.
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