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Role Play Battle System Testing

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luckchaser13

PostPosted: Tue Aug 23, 2011 7:26 am


ello every1
It's me again, Lost, the guildie that's seldome seen, seldom heard
but I've still been here, casually browsing the fourms

Anyways, I popped in cause I was wondering if I could get some help, tho I'm getting ahead of myself here, let me bring you all up to speed on what I've been working on in my quite lil corner


A few months back a friend made a fourm site for RP (Role Play) and was in the process of trying to revive it. I not knowing much about fourms, chatted with her about how RP works in these things. (yes yes, let's all point fingers and laugh at the fourm newbie here -_-;;;; )

Anyways, 1 of my suggestions was to create a way to have fair fights in the fourms, creating Role Play Battles (RPB). Since fourms r completely dependent on the players, that means we cannont have things such as accuracy, dodge rate, critical rate, success rate, ect. (u'd get all those drama-llamas with that "always hit" and "always miss", and that would b completely unfair)

I went to work explainning simple formulas and describing ways we could allow the players to have near limitless freedom in creating their characters while still allowing a level of fair play. Unfortunately, most of this went over her head (like, WAY over her head), so she put the project fully under my control.

The first ALPHA Version of the RPB System was nearly completed, when reality took a monkey wrench to it. My friend is taking a break form the fourm site so she can deal with irl problems, but told me to keep working on the project so we'll have a more functional BETA Version to work with when the time is needed.


So this brings us back to where i need help:
Could I have ppl here to help me test the functioning BETA Version when the ALPHA Version is done Testing?

Mainly, I just need ppl to PLAY it, so I can review the fights and c how actual ppl do with it, make tweaks accordingly, and c how they respond to updates. (yes, it will update with new builds and skills)


Now let me explain a bit about how the RPB System works:
It plays out kinda like a corss between a retro 16-bit turn based video game crossed with a word/number game

Both fighters have HP (Health Points), MP (Magic Points), and AP (Action Points)
The Stats are ATK (Attack), DEF (Defense), and MAG (Magic)
[there is a 4th stat, RES: Resistence = (DEF/2) + (MAG/2)]

Turns allow you to perform as many Actions as long as you have the AP to spend. U start with 0, and recieve 1/10 of ur max AP at the start of ur turn. (for the sake of the ALPHA Version, it's fixed at 100 AP, so u'd get 10 AP per turn)

Our aim for the BETA Version is what will make the RPB System unique and allow a wide variety of strategy with Builds and their Skills

We plan to let players make their own stats (giving them a certain amount of points to divide out between all 6 stats) and allow them to pick 3 of whatever Skills they want from any of the Builds. The drawback would b that u have to pay twice the cost of a skill that doesn't match ur build. So if an Attack Build uses a Magic Build's Skill, it has to pay twice the cost in AP and MP then what the Magic Build would for using that skill. The Advantage tho makes it worth it, it allows you to Stack Buffs and Debuffs. (Stat Ups and Stat Downs)


As you can c, it can b a bit demanding if you try to take it all in at once. The game is also designed on the fact that we assume you can at least do basic math. (adding, subtracting, working with percents, multiplication, ect)

The BETA Version will b as close to the ALPHA Version as we can make it, keeping it very simple with just 3 Builds. (Attack, Defense, and Magic)

So if it's alright with the Guild Leaders and I can get some of the Guild Members, could we conduct some BETA Testing for the RPB System here?

[Please Note: Some of these details r still pending, names and numbers may change as need untill we reach a fully functional version]
PostPosted: Thu Aug 25, 2011 10:00 pm


This sounds like a pretty good idea. Not real complicated, but not so simple it loses interest. I would be willing to help you test the system.

Sullen Miken


luckchaser13

PostPosted: Wed Aug 31, 2011 4:37 pm


Sullen Miken
This sounds like a pretty good idea. Not real complicated, but not so simple it loses interest. I would be willing to help you test the system.


Alright, but like I said, it's still in ALPHA Testing
and since all my ALPHA Testers also have school, it will take longer to get the BETA version rdy

I'll probably put up a sample fight from an ALPHA Test after we have at it a few times.
PostPosted: Tue Sep 06, 2011 5:24 pm


Sounds fun, count me in.

baccn bittz

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luckchaser13

PostPosted: Mon Oct 03, 2011 5:03 pm


baccn bittz
Sounds fun, count me in.


Awesome, another to help for BETA Testing, thanx
ALPHA Testing is going more sluggish then I had planned, but hopefully should wrap up once winter break rolls in
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