View Full Version : .hack//SIGN-Ups
Lithp
07-21-2010, 01:58 PM
Preface: I couldn't decide between this & the historical RP (http://www.nuklearforums.com/showthread.php?p=1057876#post1057876). So I did both. Basically, .hack is a franchise that can be summed up as "a game within a game." It is a story that largely focuses on the mysteries of the strange happenings in the game. What direction will this RP, based off of it, take? Well, I guess you'll just have to find out.
Story: Some time before the beginning of this game, the computer virus "Pluto's Kiss" struck the Internet. In addition to basically destroying it, several people went into seizures from the flashing effect it used & died. This caused much greater penalties to be put on computer hacking. In fact, the individual who created it was sentenced to death--but it was never carried out.
Some time later, the world's first, and currently only major, operating system (OS) was created: Altimit. It was immune to the Pluto's Kiss virus. To complement the release of the operating system, the most advanced online game to date was released: An MMORPG called "The World."
Since its creation, there have been all kinds of rumors about bizarre AI characters, invincible monsters, and even players going into comas while playing. CC Corporation, the makers of both Altimit & "The World" have dismissed these rumors as being baseless every single time.
So, you decide, "What the Hell? I'm bored." And so you buy the software, turn on the computer, install it, & begin the registration process.
Joining Format:
Name: Your character's name...duh....
"Real" Life: Things on your life outside of the game. Won't come into play much. Be as creative as you'd like. Hell, Tsukasa was a girl in a coma.
Appearance: What the character looks like.
Class: See below.
Weapon: Take the basic concept of your class's weapons & make something. You can replace it with something else later, I suppose.
Inventory: Not sure how much this particular space is going to be used, because experience tells me that it's a pain in the ass, but this is edited if you get items.
Other: Fuck if I know, but this category is great for covering my ass when I forget things.
Classes: You're all familiar with what a class is. It determines the weapons, stats, & skill sets of a character. Those 2 sentences are redundant, but I digress. The point is that "weapon" denotes what types of weapons that the character can use, the elements determine the types of magic that can be cast--this will be covered later on--the strength, speed, & magic fields how effective the class is at that relative to the others, & notes are anything else that applies. Each character can only have 1 class & this can only be changed by having the character's "real" self delete it & start over. In that case, it's probably simpler to just make another character, especially since multiples are allowed, but I thought I'd note that the possibility is available, regardless.
Class: Twin Blade
Weapon: Daggers, bladed shields, katars, & claws
Elements: Fire, Wood, Thunder, & Darkness
Strength: **
Speed: ******
Magic: *****
Defense: ***
Notes: Twin Blades dual wield.
Class: Heavy Blade
Weapon: Two-handed sword, katana
Elements: Earth, Fire, Wood, & Thunder
Strength: *****
Speed: **
Magic: **
Defense: ****
Notes:
Class: Wavemaster
Weapon: Staff
Elements: All
Strength: *
Speed: ***
Magic: ******
Defense: *
Notes: All Wavemaster physical attacks do 1 damage. They have the lowest defenses, but the highest magical attacks.
Class: Blade Master
Weapon: Long sword, broad sword
Elements: Earth, Water, Fire, & Darkness
Strength: ***
Speed: ****
Magic: ***
Defense: ****
Notes:
Class: Long Arm
Weapon: Halberd
Elements: Water, Fire, Wood, & Thunder
Strength: ****
Speed: *****
Magic: ****
Defense: **
Notes: As spearmen, they have the largest reach of all classes.
Class: Heavy Axeman
Weapon: Large axes or maces
Elements: Earth, Water, Thunder, & Darkness
Strength: ******
Speed: *
Magic: *
Defense: ******
Notes:
DanteFalcon
07-23-2010, 10:19 AM
I like the concept but it seems I maybe the only one. Dang. I love that series.
Menarker
07-23-2010, 10:30 AM
Not thinking of joining atm, but I'd make a suggestion to put a catatgory rating for Defense. At the moment, some classes look totally weak and unbalanced. (Blade Master have 3 to all stats while Long Arm got 4 to all stats AND reach.) You mentioned that Wavemasters have the lowest defense, but we don't know who else is higher and how proportionally. (Although I assume the order would go Axeman, HeavyBlade, BladeMaster, Twin Blade, Long Arm, Wave Master. (Up to you though.)
EDIT: And maybe add cast time for the casters, unless you intend that casting power and speed go hand in hand and someone with 1 rank of magic is going to have crappy power AND cast time and should never bother.
Lithp
07-23-2010, 06:34 PM
You should join, Dante. *Nod.* The more posts this get, especially sign-ups, the more chance I have to get this thing going.
Casting time was fairly negligible in the game, but that'll be something to think about when I get around to explaining how magic works. Since, y'know, I pretty much have to reinvent the system, or else it'll be too complicated. Joy.
The stats, as I mentioned, are relative. They come from what I observed in the game. * vs. *** doesn't mean that the character is 3 times faster, it's just that they're in "3rd place," if you will. I suppose I can add a defense stat, though.
Ideally, though, classes should also be balanced in terms of how the weapons can be used & the elements.
Edit: Heh, I only glanced at your list before I started editing. Are you psychic?
Menarker
07-23-2010, 07:28 PM
The stats, as I mentioned, are relative. They come from what I observed in the game. * vs. *** doesn't mean that the character is 3 times faster, it's just that they're in "3rd place," if you will. I suppose I can add a defense stat, though.
Edit: Heh, I only glanced at your list before I started editing. Are you psychic?
I figured that you meant relatively as well, but best to err in giving out too much detail than not enough.
As for thinking I'm psychic... :3 That's quite a compliment, but I assure you there was some sort of logic to how I came across my list.
Wavemaster being caster specialist and cloth-like armor get the weakest defense naturally.
Axe Master having the highest strength and 1 in everything else should naturally get the highest defense to compensate. They are like the tank. Axes are heavy after all, and they are slow. So someone with such immense strength and no agility should naturally be inclined to the heaviest armor.
Blade Master is like the Jack of All Trade but still a swordsman at heart. That and their sword is lighter and easier to wield. Heavy Sword use two handed swords but focus on the sword-skill primarily more so than the blademaster. Thus those two should roughly even out defense wise. The Heavy Sword will only use swordskills but do so really well. Blade Master can do everything adaquetely but will falter when pitted against someone who is a specialist at a certain trait.
As for Long Arm, I reasoned that extra reach IS part of their defense, but because of their weapon's length, they can't defend as well when a foe gets in ultra-close range as opposed to the Twin Arms who specifically is built to fight scrappy style due to small weapon size, and thus can defend themselves better if someone gets in their space.
^.^
Bard The 5th LW
07-23-2010, 08:11 PM
I may put a sign up in. I remember watching this show long ago, and I remember it fondly.
I'll think about it.
Menarker
07-23-2010, 08:20 PM
Just out of curiousity, are there any magic types that are exclusive to the Wavemaster? It says "all magic" but I was wondering if there was anything like "Light" or "Holy" since a few classes have Darkness magic but I don't see any with the opposite.
Also, what sort of magic is present? Buffs? Heal? Direct Damage? Debuffs? AOE (Area of Effect)? Are they premade by you? Is there a inherent power circle over which one wins over the other like Pokemon's elements? (Fire beats Wood which beats Water which beats Fire for example?)
Do weapons come enhanced with special traits (such as built in element)? This might matter for a Blade Master if they choose a magic spell element type to cover a resistance that a monster might have against their weapon's particular element. (Trying to fight a fire monster with a fire weapon might be futile, so they might pack a water spell so they aren't useless)
Lithp
07-24-2010, 03:15 AM
Edit: Holy shit, this post turned out longer than I expected.
Well, the way it worked in the games was that weapons & armor sometimes had spells. Through SP (skill points), you would cast those spells. The elements of the classes refer to what they can get through this method. You could switch out equipment to access other spells if your currently equipped piece didn't have them, so it was advisable to carry a few weapons & a few armors & such at one time.
All of these rules also applied to abilities that weren't magic in nature. IE, Long Arms had a lot of attacks that made them slash at the enemy's feet or spin their spear. These could be either non-elemental or one of the elements that the Long Arm could use.
In addition to that, there were scrolls. They were 1 time use, but they allowed anyone to cast any kind of spell. As long as there was a scroll for it, which there weren't for some summons.
So, to answer your question, a spell would be exclusive to a Wavemaster if it only came on a staff. In general, what that means is that they can cast all elements.
As I recall, there were some weapons that would sometimes hit with a certain element when used. The elements work like this:
Water<->Fire
Thunder<->Darkness
Earth<->Wood
There were also the Repth spells, which were used for healing, buff spells, & debuff spells. The attack spells were sorted into categories:
Rom spells whirled around & hit a few enemies (if they were clustered together) multiple times for small damage. Most of the hits would usually connect, too.
Zot spells would emerge below the enemy, typically doing a few hits to some enemies (if they were clustered together) for larger damage. Their accuracy was so-so.
Kruz spells involved things converging on the enemy. They were fairly dependable, but not as powerful.
Don spells involved dropping things on the enemy & were largely shit. They'd only hit one enemy & they weren't terribly accurate or powerful.
Summon spells summoned a monster that did a single blast with perfect accuracy & relatively large damage. Naturally, these cost the most SP.
What I'm thinking of doing is changing the categories to a more forum-friendly arrangement. So, you could decide the best spell type to use based on the situation. So, for instance, say you cast Gan (Earth) Zot. Maybe, in addition to being an attack, those rocks will stay as an obstacle. I think it's a fairly sound idea.
I really do not like the idea of having spells linked to weapons, because that feels overly complicated to me. I also don't like having them be scrolls, because that ruins the point of a scroll. In the game, books installed data onto a character, so I'll probably have spell learning work that way.
I'm not really sure about elemental equipment, attack abilities, or equipment abilities (shit like critical hit or half damage) yet.
Once I figure things out, I'll post them somewhere. Maybe in the OP of this thread.
DanteFalcon
07-25-2010, 04:26 PM
I should ask where in the timeline this is taking place? Are you making an entirely new timeline? I'm more curious to see what you intend to do about things like "Bugged" monsters where the hp was infinite. And later on in the games (See Quarantine) they were freaking everywhere. But they were still existant back in the beginning of Sign.
Lithp
07-25-2010, 08:48 PM
That's a secret.
DanteFalcon
07-25-2010, 08:55 PM
While I can understand the bugged bit being a secret the place in the timeline being a secret is a bit of an issue. Later on in the timeline the news in the Real World was starting to relate people going into comas from the game itself. Thus it wouldn't make sense for someone to play a cautious person deciding to pick up a game that was making people go into comas.
Lithp
07-26-2010, 02:32 AM
Actually, the way the series portrays it is rather like 2012. A lot of people talk about it being a doomsday date. But very few people believe it & any expert will tell you it's bullshit. It's the vocal minority.
Also, to be completely honest, this is probably going to be alternate continuity anyway. Can you imagine the mess I'd be in sticking to the story? Only Kite, who would be controlled by yours truly, could do anything or everyone would have to have Data Drain. Either way, not a very good idea.
DanteFalcon
07-26-2010, 08:49 AM
Alright. Just wanted to get that out of the way.
Lithp
07-26-2010, 07:11 PM
Glad I could be of help.
Menarker
07-26-2010, 07:22 PM
Which classes have access to the Repth Spells? I'm thinking of maybe making a Twin Arm character, but would like to know that little detail before I make a character.
Or are the Repth spells specific to classes like Resurrection for Wavemasters (more priest like builds), specific buffs for specific classes or so?
Lithp
07-26-2010, 07:52 PM
All classes could, in theory, access all non-attack spells, including healings & bufffs.
In practice, they have to obtain the spell first.
Menarker
07-26-2010, 08:35 PM
Real Name: Edgar Kukuboro
"Real" Life: A university student living in his parent's house out of convience/money-saving. While fairly handsome, well-groomed and responsible enough to hold down a job and go to school successfully with good grades, his social life has gone down the tubes due to a few accidental remarks and incidents in the real world which have severed the few geninue friendships he had. Feeling out of touch socially without any friends and lacking personal ambition to go further in school or work, he uses the "The World" as a source of entertainment, and a coping mechanism while making new friends whom he feel more in touch with.
Real Appearance: Dark brown hair, light skin, 5'10 in height. Lean build but strong functional strength suitable for warehouse work. Tends to dress professionally casual. (No ripped or damaged clothing and no questionable logos, no tattoos, piercings or questionable hairstyle, but otherwise dresses purely for comfort)
Game Name: Pacturnum Thunderchord (Often nicknamed Pac or Pact among those who private text him or like using nicknames) Pronounced "Pact-Tur-Num".
In-game Character Traits: A sarcastic and dramatic but welcoming figure in the game. He is fairly eager to share his time with new players (unless they are rude jerks, whiners or high maintainence personality types which he dismisses), especially the shy and uncertain, helping them learn the ropes, even giving them generous shares of the loot that they come across in dungeon runs if he is so inclined. Also relatively courteous with more established players, but doesn't shy away from being cheap and an overall powergamer in duels or legit game functions. In parties, he is fairly welcome due to the overall supportive build he employs while still being a passable melee fighter. He, however, is known for sometimes using inappropriate jokes or comments when loitering with people. Rumors has it that this guy may be flirting with female characters, and perhaps even cybering once or thrice, judging from his suspciously increased generousity to female characters as opposed to male ones, but no actual proof has been reported and they may very well be baseless accusations from the few enemies he made (Such as the aforementioned people he dismisses, especially abandoning them in mid-dungeon. =P). In particular, a character who seem to be an overall nice guy and great player, but might be buying people's loyalty/affection with gifts and "excessive kindness" and not exactly forgiving of people who are rough on the edges to him.
In-game appearance: Average size figure with light green light-plate armor with blue spiky hair with large bladed shields held in both hands. Blue dual stripes tattoos on both wrists.
Class: Twin Blade
Weapon: Prefers dual wielding bladed shields for increased defense at all times, especially when casting and for doing "kamikaze rushes" running toward the foe and bashing them like a train. (Knocking foes away if that is possible in-game) Prefers looking for armor and weapons with buff and healing spells for support and for making his weaker attack stat more useful in solo play although he'll use direct damage spells if he can find one worth his while.
Class: Twin Blade
Weapon: Daggers, bladed shields, katars, & claws
Elements: Fire, Wood, Thunder, & Darkness
Strength: **
Speed: ******
Magic: *****
Defense: ***
Notes: Twin Blades dual wield.
EDIT: I just noticed that your character-setup involves the player just having installed the game. Can I assume that my character has been playing for a while, but has not leveled up terribly high, having spent more time chatting and loitering in general?
DanteFalcon
07-26-2010, 08:38 PM
Placeholder. I'll be making a Long Arm
Lithp
07-26-2010, 09:33 PM
EDIT: I just noticed that your character-setup involves the player just having installed the game. Can I assume that my character has been playing for a while, but has not leveled up terribly high, having spent more time chatting and loitering in general?
Yeah, it's supposed to be a general scenario. For instance, it is not necessary that people joined the game because "what the Hell, I'm bored." I just figured that would be roughly the reasoning for most given Level 1-ish characters.
Also, you don't need to copy/paste the whole class into the class field.
As for the Weapon field, it could be a bit more specific as to what he's currently using. For instance, are there spikes or is it a razor blade? Is the shield flat & circular or sort of a semi-oblong thing that fits over his hand? Color? Do they both look the same? Other isn't mandatory, but I find myself wondering whether or not there's anything you'd like to make note of.
Teal Mage
07-26-2010, 09:46 PM
Alright, I like the .Hack series a lot, so I'll say that I'm interested in a game set in the World.
But, I can't say I'll sign up yet. Not to be a super critical jerk lithp, but there's a lot of things you've left out of your set-up, and I'm not entirely sure what sort of game I'd be getting into if I registered. So, if you don't mind, I've a bunch of questions. Don't feel like you need to rush to answer them, by the way, it'll be better for everyone if you give it some thought.
1) Is the game going to be freeform, or stated? While I'd guess a bit of both, looking at your set-up post for the classes, most of the information you gave came from numbers, not flavor. That's fine if someone knows a lot about the game, but it doesn't look like too many people know about it. Besides that, the stats-heavy class descriptions give me the impression that the game will be more Rumble than RP.
2) Related to the previous question, why did you pick R:1 classes instead of R:2? The .Hack//GU classes always struck me as more diverse and interesting than the basic ones in .Hack - if only because they had more options for players to pick from. That's more a matter of personal curiosity than anything though.
3) Spells and Skills in .Hack changed whenever your equipment changed. How exactly will you handle that? Will we be changing weapons/spells/skills a lot (this would be a lot of work on your part, by the way)? Or will we have a basic weapon when the game starts and have to stick with it for most of it? Could always make spells/skills separate from weapons and let players learn new ones as the game progresses, I guess. Might be the simplest route, really.
4) How are Wavemaster spells and Twin Blade spells different? Similarly, how are Heavy Blade spells different from Wavemaster spells? Unless this is a Rumble, just saying Wavemaster spells are more powerful than the other two really doesn't work - something like making them larger, or giving them more impressive effects (the difference between a cyclone of sand or a cyclone of boulders) is more suited to freeform. But, that brings me to another question, how can non-mages compete with that?
5) Similar question, since this is an MMO, not real life, how will damage be handled/depicted?
6) What exactly is the game's premise? I know you won't say how bugged things fit in (that's storyline/plot, not premise), but are players all part of the same guild, following the same questline, or are they just unlucky enough to end up in the same field at a bad time? Either way, that's a moderately important thing to know.
7) Speaking of fields, those are randomly generated areas in .Hack and basically composed of the same room, repeated over and over again. How will you handle them?
8) Similar question, items, money and treasure were all pretty big components of .Hack. What are you going to do with that stuff?
9) Not exactly a question, you've used a lot of terms from the .Hack game in the set up, and haven't explained much of it. I know what you mean, since I've played most of the games, but from the comparatively few responses in the thread, I'm guessing that a lot of other people don't. You'll need to put a lot more detail into the classes, spells, skills, the setting and all that stuff, otherwise it'll be hard to get more players.
For instance, a list of simple translations of the spells words (spells are cast by stringing together a handful of words) would help a lot.
Anyway, those are just some questions I came up with off the top of my head. There's probably more I could ask, but that's a good starting point, I suppose.
Menarker
07-26-2010, 10:01 PM
Oh, it's more like they are like one sided gauntlet with extra plating on the side, not just covering the arm, with some row of blades running along the other side. Both look the same. Darker green than his armor. (Although I didn't include it in the following pic)
http://i10.photobucket.com/albums/a106/Menarker/Bladeshield.jpg
Something a bit like this viewed from the top. Sorry for my crappy art.
Lithp
07-26-2010, 10:21 PM
Edit: Kinda looks more like a claw than a shield to me, but it's really a trivial difference, so assuming you don't have anything to put in "Other," everything appears to be in order.
Alright, I like the .Hack series a lot, so I'll say that I'm interested in a game set in the World.
Hot damn.
But, I can't say I'll sign up yet.
Cold ascent.
So, if you don't mind, I've a bunch of questions.
I'm scared.
1) Is the game going to be freeform, or stated? *Snip.*
Actually, I don't understand the question.
2) Related to the previous question, why did you pick R:1 classes instead of R:2?
I hate the entire idea of GU, so I never really got into it. I will say, that from what I looked at coming to this decision, I did like some of the classes. However, there were also a few problems with them. For example, the theoretical advantage to having a Long Arm character is the range of the spear. If there are gunners & bowmen, it renders that obsolete, along with a lot of the magic because part of the purpose of .hack's magic was to hit enemies that were fast of far away. Plus, the idea of gunners & such is one of the things that damages the "feel" of the original .hack franchise. Thus, it basically amounts to personal preference.
3) Spells and Skills in .Hack changed whenever your equipment changed.
I've been meditating on this. I'm still not done, but here's what I have so far: The weapon you have will stick with you for the RP but can be modified later on. This means that people don't have to come back & edit the inventory over 9000 times. Learning spells will be accomplished via installation books. For example, a Vak (fire) book will teach the level 1 Vak Zot, Don, Kruz, & Rom spells (summons being handled separately). In addition to casting spells, the player will also be able to channel the element through the weapon for certain attacks.
4) How are Wavemaster spells and Twin Blade spells different?
Oh shit. I'll have to get back to you on this one.
5) Similar question, since this is an MMO, not real life, how will damage be handled/depicted?
I suppose that the character model would reflect the damage, so there would still be "injuries." There will probably also be some kind of "Critical Health" warning.
6) What exactly is the game's premise?
This is difficult, because I can understand why someone would want to have this clarified, but I want to have the situation become apparent a bit more gradually.
7) Speaking of fields, those are randomly generated areas in .Hack and basically composed of the same room, repeated over and over again. How will you handle them?
Thinking on that, perhaps that will be how I treat to warping to generic element fields, but I'll cook up original areas for ones I assign Key Words to.
8) Similar question, items, money and treasure were all pretty big components of .Hack. What are you going to do with that stuff?
Items & scrolls will probably return. Money & treasure will probably go towards buying things I shoehorn into the new system, like weapon upgrades or installation books.
9) Not exactly a question, you've used a lot of terms from the .Hack game in the set up, and haven't explained much of it.
I don't know, I figured that most of it was self-explanatory. For example, someone going "What the fuck is a Long Arm?" would probably see that they use spears & go, "Oh." What would you suggest?
For instance, a list of simple translations of the spells words (spells are cast by stringing together a handful of words) would help a lot.
I'll have that when I put the magic up.
Lithp
07-29-2010, 09:41 PM
Some updates:
1) I've asked somebody what this means. I would say, yes, it is a mixture. There are a definite number of spells that can be used, with definite effects, but weapons, for instance, are you do whatever, provided that it would actually work (no throwing a knife like a bullet, for instance).
4) I guess they would just be stronger. This could be visually represented, but that's a bit difficult, since the difference between pebbles & boulders is more the difference between Gan Rom & Gan Rom II, or whatever it was called, as opposed to 2 different characters using Gan Rom.
As for how it can be competed against, firstly, a Level 20 Twin Blade is going to be more powerful in terms of magic than a Level 1 Wavemaster. Against 2 equally powerful characters with base level stats? Yeah, the Wavemaster is always going to be stronger in terms of magic. There's no avoiding that. But you could compete with it by...using physical attacks? Maybe boosting your magic, if you have the spell for it.
This, naturally, is going to bring up the question of levels. I suppose that forces me to do them. I guess I'll just have to have people level up in-game.
Teal Mage
07-30-2010, 07:25 PM
Right, I've been a little busy so I haven't replied until now.
For example, the theoretical advantage to having a Long Arm character is the range of the spear. If there are gunners & bowmen, it renders that obsolete, along with a lot of the magic because part of the purpose of .hack's magic was to hit enemies that were fast of far away.
A cautionary note, reach is a surprisingly small concern in most RPs. In addition, it could very easily become overpowered, depending on how strong an attribute that is.
Also should be noted that a common application of spears and staves is spinning them really fast to block projectiles. In RPs, I mean.
Anyway, in regards to Steam Gunners, their bullets seemed more like blasts of magic than actual, uh, bullets. Strong force, but little actual damage. A lot of their basic attacks were hitting people with their guns too - in a lot of ways, they were just mages in different shoes.
But, what I'm really trying to say is that, as a GM, you do have a right to pick and chose which elements of a game you bring into play.
The weapon you have will stick with you for the RP but can be modified later on. Learning spells will be accomplished via installation books. In addition to casting spells, the player will also be able to channel the element through the weapon for certain attacks.
So, the weapons don't give us skills, books bought in shops do?
Instead of putting a system of actual monetary exchange, it would probably be simpler for you to say something like "As a reward for this mission, you can either get a new spell, a weapon upgrade or X number of items."
This, naturally, is going to bring up the question of levels. I suppose that forces me to do them. I guess I'll just have to have people level up in-game.
To be honest, levels are really more trouble than they're worth. Personally? I don't like them - they always seemed too rigid and confining to me. Probably wouldn't be able to play a game with such strict measures of strength. Other people are probably cool with that idea, but I’m afraid I’m not.
What would you suggest?
Assume that people know nothing about the game and are stupid when you write the set-up? Also that you're basically describing an entire world, so, there's probably a lot of things that need elaborating on. Like how magic works, cities of note, what people are like, if there's more than one race, notable organizations, how the game itself will be structured, etc.
...there's a lot of stuff that needs to go into the Set-Up, and it usually takes a lot of work to make the first post.
Lithp
07-30-2010, 09:20 PM
Instead of putting a system of actual monetary exchange, it would probably be simpler for you to say something like "As a reward for this mission, you can either get a new spell, a weapon upgrade or X number of items."
You do have a point. If I have money, that means I have to make a shop. Since this isn't like on Dego's, all of that crap will have to go into the OP.
...there's a lot of stuff that needs to go into the Set-Up, and it usually takes a lot of work to make the first post.
Well, a lot of this stuff is going to be introduced in-game, like a game would usually do.
Other people are probably cool with that idea, but I’m afraid I’m not.
I don't like them either, but I feel as though my hand's pretty much been forced here. If someone joins a few weeks down the line after a lot of major action has occurred, there has to be something to balance things out, doesn't there?
Teal Mage
07-30-2010, 09:47 PM
I don't like them either, but I feel as though my hand's pretty much been forced here. If someone joins a few weeks down the line after a lot of major action has occurred, there has to be something to balance things out, doesn't there?
Not really, a more fluid freeform system would make the playing field pretty even. Just give them a handful of abilities to start with and then they'd be on equal footing. 'Levels' strictly speaking might just reflect how many skills a player has access to.
As it happens, in GU, players learned abilities as they levelled up.
I mean, your job would be easier if you only had to design the skills, right?
Only problem might be HP, but in a freeform system, that would just be analogous to the damage characters take. They could die in one hit, conceivably, unless you added something like "It takes X amount of fatal hits to kill you" or something.
SP might have similar concerns, but in a system where magic is so limited, it probably wouldn't be a big problem; not really.
Lithp
07-30-2010, 09:53 PM
Levels & SP would be sort of a general thing. Usually, with this kind of system, the OP takes into account the loose guidelines (level & SP, in this case) & makes decisions regarding them. For example, how much damage an attack of a character's should do depending on their class & level, or how quickly SP is run out of.
SP is tricky, though, since unlike FF's MP, it regenerates over time.
I find that .hack usually works, there are just a lot of details that need to be hammered out.
Teal Mage
07-31-2010, 02:36 PM
I've read your last post several times now, and I still can barely make heads or tails of it to be honest.
What I did get out of it was that there would be levels and SP, and both would matter. I'm sorry, but I'm afraid that kind of game just isn't for me; would feel too much like a tabletop and I've never liked those.
Too bad really, I like the .Hack world. Oh well, good luck with the system design, sounds like there's a bunch of bugs you haven't quite straightened out. I'll check back to look at the finished product, if only out of curiousity.
Lithp
08-01-2010, 12:26 AM
I would honestly recommend trying it if you like .hack. It couldn't hurt anything.
Now, people, don't hold back. I've only got 1 attempted/accepted character so far.
Lithp
08-05-2010, 01:46 AM
Aw, shit, I'd really hate to start under these conditions, but I guess I have no choice. I'll just have to hope that it picks up momentum after a little while.
I have a few things to add to the OP, then I'll edit this post to include my own sign-up (I wonder if I'll get accepted?[/lame joke]), & then I can start the game.
Menarker
08-05-2010, 02:31 AM
I really don't feel like playing if I'm the only other player around. Sorry about that. These things sorta happen sometimes, especially since a lot of new RPs sprang up. That and you're relatively a new face.
Not your fault. Just how things is at the moment.
Lithp
08-05-2010, 03:05 AM
That makes the complete & utter waste of time & effort a lot less infuriating, I tell you *hwat.
*=Not a typo.
Lithp
08-06-2010, 01:22 PM
Yeah, I guess I may as well request deletion on this one. Not sure about my other one yet. I'll see what I can do about it.
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