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Virus Core
Vice Captain

PostPosted: Thu Nov 09, 2006 7:53 pm


This is the OOC thread. If you're looking to organize a group and meet up or just want to chat then come here. Bored? Want to compare or show off your new equipment? Here's the place.((Note:You may also stay in character if you wish))
PostPosted: Sun Nov 12, 2006 1:55 pm


*Runs around* I'm bored!!! rofl

Ish_car_ha_ba


WildeHalo

PostPosted: Tue Nov 28, 2006 5:03 pm


Ish_car_ha_ba
*Runs around* I'm bored!!! rofl

me too...
PostPosted: Tue Nov 28, 2006 10:24 pm


*Tackles them both*
Then get online!!! 4laugh

LadyAsami-Changed-account


Zorc James

Loyal Friend

11,050 Points
  • Person of Interest 200
  • Risky Lifestyle 100
PostPosted: Fri Dec 22, 2006 7:37 pm


Dogpile
PostPosted: Tue Jan 23, 2007 10:16 am


Anouncement!

All right ya'll, it seems that Virus_Core is experencing tecnical dificulties and can't play with us for a while. So as Vice Captain of Demon Blood I'm going to step in and try to fix this system some.

I'm going to review the battle system and try to understand how damage is dealt and explain it a little clearer, also I'm going to work on a leveling system scince everyone seems to be stuck at level 1.

However, I don't want this to all be on me. Feedback and ideas are wanted, so post here or PM me if you don't want to sugest things out in the open.

As soon as I get on today I'm going to fix this system.

Noremak

PS: Go out and reqrute some people for this guild, the best way to keep it alive is to keep new people coming in.

Noremak
Vice Captain


LadyAsami-Changed-account

PostPosted: Wed Jan 24, 2007 12:25 pm


Well I thought the leveling system was like this as posted in the World of Cendoran.--->Experience...

You gain experience, exp, by defeating monsters and/or from items that give you the exp points. At each level up, the experience points needed to get to the next level is then doubled... ei:

TO LVL1: 500exp pnts.
TO LVL2: 1000exp pnts.
TO LVL3: 2000exp pnts.
TO LVL4: 4000exp pnts.
TO LVL5: 8000exp pnts.

and right now I have 1800exp. all together. I'm a level 2 player.
PostPosted: Wed Jan 24, 2007 4:47 pm


I realize that, but what occurs when you level up? I wrote a big thing today at school, but stupid me I left it on my account and never put it on my USB.

I did keep the experience system the same though.

Noremak
Vice Captain


LadyAsami-Changed-account

PostPosted: Thu Jan 25, 2007 2:04 pm


Well the way master_of_conspiracy did it was, you add up to your stats, your strength get stronger by atleast 2-3 points depending on how much you already have...damn but I forgot how much exactly....oh well, you're the boss.
PostPosted: Thu Jan 25, 2007 5:22 pm


LadyAsami
Well the way master_of_conspiracy did it was, you add up to your stats, your strength get stronger by atleast 2-3 points depending on how much you already have...damn but I forgot how much exactly....oh well, you're the boss.
I am, but I want to make this a smooth as possible. If I knew the old system I could fix it, or just use it, but I don't . sweatdrop

On a more entertaining, but bothersome note. I still don't have what I wrote because my friend killed not only my school network, but entire district wide system. I expect to post it sometime tomorrow.

Noremak
Vice Captain


Noremak
Vice Captain

PostPosted: Fri Jan 26, 2007 1:51 pm


Ok, if we decide to use this here is what I think.

Noremak
Ok, the new system will be set up as follows.

A character begins at level one with 20 character points and 100 status points.
Character points are to de divided into your Strength, Agility, Stamina, and Intellect. These are the points that determine your characters ability and reflect race and class type.
Status points are divided into magical ability and HP. Fighters need less magic and more HP, while mages should prefer the opposite.

Experience:
As before experience to level up was doubled each time.
(LVL1: 500 // LVL2: 1000 // LVL3: 2000 // ect...)
This system means that to reach lvl60 you'd need 60,000 exp. Using slime as a standard xpaward to lvlxp ratio (300/500) we see that the average monster should give about 60% of the exp needed for the next level. This is a good balance considering that by the time we reach level 10 or 15 we should only fight monsters of about 5-10 meaning that a character of level 15 who fights a lvl 10 critter gets only gets 6000exp. (that’s on 40% of what’s needed to level up, meaning 3 level 10 monsters must be killed at level 15 to get to lvl 16.)

Monsters:
This experience system means is that the balance of ubber powerful monsters must be watched, and that monsters must present a challenge to kill.
This means that there can also be no ubber huge level monsters as they will up set the system. A few virus monsters (like the knight) will still remain from random hackings, but there will only be a few of them. To look at this from an in game stand point, the coding necessary to make a monster like the knight is way more than your average hacker can do, so it would make scene that only a few big virus monsters roam the land because they are hard to make and, aside from the entertainment value of watching n00bs at the slaughter, are rather pointless. (Why hack in a monster when you could more easily just hack in gold or exp?) From the stand point of the story it makes more scene.

Weapons and Magic:
As leveling up occurs you can begin to purchase and find new weapons and items. Currently many of us (myself included) have weapons that are of a higher level then our character. I'm not going to force everyone to put down their holy long sword and pick up the rusty dagger, but I'm going to ask that we reduce the powers of our weapons a bit. Even if it is determined that your sword can't do 25+ damage in a swing, it should not be consumed in hell fire and be this week, that just doesn’t make scene. As we go it will be possible to get or upgrade weapons (for a price of coarse) so don't worry if you think your losing your +5 sword of soul crushing, you'll get it back late and you'll get to show us how you get it rather than just make a claim of fighting a demon or whatever for it. (Imagine that, working for a reward.)
The same applies for magical abilities, a level 1 mage can't control the magic needed to summon a fireball the size of a small bus. So far I've seen good use of magic, so to those who use it keep up the good work.

Teleportation:
It was never revieled if there is a way for nonmagical users to warp in the world with out the aid of some magical device or user, so I'm going to say it now.
Only magic weilding characters (Mages, Priest, Dragoons, and Shamen) are the only character with long range teleport abilities.
This means that thouse of us with out magic will need to get aid from them or use a magic item or scource to teleport.

Skills:
As characters level up they can begin to pick up new abilities. For example, my character's first real ability is being able to make the cards I use as wepons, this is because only a few places in the world offer those items. Other powers might include things like, fast healing, improved speed/reflexes, cleave, improved critical hits, limited teleport (like a ninja's ability to disapear in a puff of smoke, they don't go far but they do move.) This ablities arn't structured as to how they come in, but please rember that a level 2 or 3 character can't have 15 abilities.

Gold:
No changes to this system, but rember that even if you don't buy an upgraded wepon it will be necicary to remove an equvalent amount of gold from your accout, other wise it will build up to fast.


Battle System(pending):
So far what I've seen of the battle system is a rather chaotic set up. Either there is a lot of slashing with out much reguard for a damage set up or there is way to much dice rolling to make scence of it. i'm still working on this one...
PostPosted: Tue Feb 20, 2007 2:00 pm


Okay I can work with that...maybe I can help with the battle system.

Z o k u R u m b a
Vice Captain

Junior Explorer


Zorc James

Loyal Friend

11,050 Points
  • Person of Interest 200
  • Risky Lifestyle 100
PostPosted: Tue Feb 20, 2007 2:19 pm


Master_Of_Conspiracy
Okay I can work with that...maybe I can help with the battle system.
0.o;;;;
PostPosted: Tue Feb 20, 2007 9:38 pm


Noremak
Ok, the new system will be set up as follows.

A character begins at level one with 20 character points and 100 status points.
Character points are to de divided into your Strength, Agility, Stamina, and Intellect. These are the points that determine your characters ability and reflect race and class type.
Status points are divided into magical ability and HP. Fighters need less magic and more HP, while mages should prefer the opposite.

Experience:
As before experience to level up was doubled each time.
(LVL1: 500 // LVL2: 1000 // LVL3: 2000 // ect...)
This system means that to reach lvl60 you'd need 60,000 exp. Using slime as a standard xpaward to lvlxp ratio (300/500) we see that the average monster should give about 60% of the exp needed for the next level. This is a good balance considering that by the time we reach level 10 or 15 we should only fight monsters of about 5-10 meaning that a character of level 15 who fights a lvl 10 critter gets only gets 6000exp. (that’s on 40% of what’s needed to level up, meaning 3 level 10 monsters must be killed at level 15 to get to lvl 16.)

Monsters:
This experience system means is that the balance of ubber powerful monsters must be watched, and that monsters must present a challenge to kill.
This means that there can also be no ubber huge level monsters as they will up set the system. A few virus monsters (like the knight) will still remain from random hackings, but there will only be a few of them. To look at this from an in game stand point, the coding necessary to make a monster like the knight is way more than your average hacker can do, so it would make scene that only a few big virus monsters roam the land because they are hard to make and, aside from the entertainment value of watching n00bs at the slaughter, are rather pointless. (Why hack in a monster when you could more easily just hack in gold or exp?) From the stand point of the story it makes more scene.

Weapons and Magic:
As leveling up occurs you can begin to purchase and find new weapons and items. Currently many of us (myself included) have weapons that are of a higher level then our character. I'm not going to force everyone to put down their holy long sword and pick up the rusty dagger, but I'm going to ask that we reduce the powers of our weapons a bit. Even if it is determined that your sword can't do 25+ damage in a swing, it should not be consumed in hell fire and be this week, that just doesn’t make scene. As we go it will be possible to get or upgrade weapons (for a price of coarse) so don't worry if you think your losing your +5 sword of soul crushing, you'll get it back late and you'll get to show us how you get it rather than just make a claim of fighting a demon or whatever for it. (Imagine that, working for a reward.)
The same applies for magical abilities, a level 1 mage can't control the magic needed to summon a fireball the size of a small bus. So far I've seen good use of magic, so to those who use it keep up the good work.

Teleportation:
It was never revieled if there is a way for nonmagical users to warp in the world with out the aid of some magical device or user, so I'm going to say it now.
Only magic weilding characters (Mages, Priest, Dragoons, and Shamen) are the only character with long range teleport abilities.
This means that thouse of us with out magic will need to get aid from them or use a magic item or scource to teleport.

Skills:
As characters level up they can begin to pick up new abilities. For example, my character's first real ability is being able to make the cards I use as wepons, this is because only a few places in the world offer those items. Other powers might include things like, fast healing, improved speed/reflexes, cleave, improved critical hits, limited teleport (like a ninja's ability to disapear in a puff of smoke, they don't go far but they do move.) This ablities arn't structured as to how they come in, but please rember that a level 2 or 3 character can't have 15 abilities.

Gold:
No changes to this system, but rember that even if you don't buy an upgraded wepon it will be necicary to remove an equvalent amount of gold from your accout, other wise it will build up to fast.


Battle System(pending):
So far what I've seen of the battle system is a rather chaotic set up. Either there is a lot of slashing with out much reguard for a damage set up or there is way to much dice rolling to make scence of it. i'm still working on this one...

3nodding

I agree. That sounds much more organized in all the right places.

Pensive Deviance

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Cendoran RPG: Offical Forum RPG

 
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