Sphire
Junior Member
Posts: 71
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Post by Sphire on Oct 2, 2010 23:38:10 GMT -5
Again these are just suggestions! woof!Create a Weapon & Armor System based around gaining Skills, Spells & Items. - Eliminate gaining skills/spells per level. In other words at Player Level 20 you will have a bunch of Level 1 Skills and Spells. Why will you bother using them when you can use Level 2 or Level 3 Skills and Spells?
- Grab a list of Weapon/Armor names from .hack//Infection on gamefaqs. Or make up new names.
- Create, or copy/paste from gamefaqs, 3 starter weapons for new Level 1 Players. Level 1 Player will choose 1 starter weapon out of the 3. Assign a skill or spell for each weapon.
For Example, 1 weapon might be: [Twin Blade Weapon] - Name: Amatuer Blades - [Skill: Tiger Claws, 10 SP]
If that weapon is chosen, the Level 1 Twin Blader can perform Tiger Claws for 10 SP. If he or she chose another Weapon, it would be another skill.
- Create 3 starter armors for Level 1 Players. Again, Level 1 Player chooses 1 starter armor out of the 3. But instead of skills, assign items. Armor won't increase defense or attack power, etc. It'll provide consumable items. Consume the said item and it's gone forever.
- Gain new weapons through Questing for new skills/spells appropriate to your level. Gain new armor through Questing when you run out of useful items.
My reason for this is because this is a .hack RP forum. They use specific weapons and wear armor in battle! They gain new gear through rewards. I've never seen a weapon/armor system implemented because people would always try to complicate it. For my suggestion, all you'd have to do is copy/paste from gamefaqs. Delete +stats information from the armor and add items to it. Post up list.
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Lein-A746
Junior Member
The Spartan
That's what you get when you mess with a Spartan
Posts: 76
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Post by Lein-A746 on Oct 3, 2010 2:08:53 GMT -5
Alright first off. What you just suggested is taking a step back towards R:1. The way it is right now is R:2.
So you are pretty much telling us to take a step backwards to a old and outdated game system.
It would also make it harder for a player to fight if they are limited to one skill.
But...Just put all of your suggestions in one thread..It hurts my eyes.
Another reason. Back when .hack/The World was not in it's damn Maintenience mode. I was a level 13 Mad Hatter. I used my Level 1 skills more then my high level skills for one main reason.
Lower MP cost. I could string together more skills then I could with a level 10 skill.
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Gretelle
Full Member
Heavy Blade
Posts: 142
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Post by Gretelle on Oct 3, 2010 8:58:49 GMT -5
I really like the suggestions for the weapons and armor! I think having starter weapons/armor would be especially good, since it would prevent players from starting the game with a really high-level weapon, and if they're interested in getting more equipment, that would be an encouragement to go one quests. Sounds good to me! I'm kind of 'hmm' about the skills, though, since I like gaining new skills and spells with levels. Maybe we could keep that system, but we can incorporate your idea and have weapons give players a special attack they wouldn't be able to learn otherwise, and perhaps they could master their weapon and then they'd be able to use that skill even after they unequip the weapon. Does that make sense? What do you guys think?
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Post by [Head Server] on Oct 3, 2010 9:30:38 GMT -5
I think this is something we could really think out. I know that as a wave-master come level 5 I'd have ungodly amounts of spells. And even though yes it's technically 'going back to R:1' this is R:5 we can do whatever the hell we want. Mwahahh~<3
If Besides, it won't hurt to give it a try. I was never a fan of 'x amount of spells per level' so lets go ahead and take a risk and throw together a armor/weapon system + scroll system for spells. and then we'll say everyone starts out with x amount of spells and x amount of skills depending on class. -nodnod- It won't hurt to try
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Post by Lineaux on Oct 3, 2010 13:03:48 GMT -5
I'm sorta conflicted here. since it is R:5 maybe it wouldn't hurt to mesh these two old systems together? what if your character gains normal skills like Staccato and Revolver, that aren't elemental, and they're not attached to weapons. and then higher level weapons allow you to use higher level elemental skills. As far as spell casters are concerned, you could have Maybe Repth and some attack spells or something, and then whatever armor you get gives you certain other spells.
Or, if you're worried about not using lower level skills cuz you have better ones, what if your low-level skills level up as you go? Revolver becomes revolver 2 or something else.
As far as starter weapons are concerned, I think we should have starter weapons that the characters can name. it doesn't affect their stat bonuses or attached skills, but just for an added touch of personalization.
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Sphire
Junior Member
Posts: 71
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Post by Sphire on Oct 3, 2010 13:46:58 GMT -5
Alright first off. What you just suggested is taking a step back towards R:1. The way it is right now is R:2.
So you are pretty much telling us to take a step backwards to a old and outdated game system.
It would also make it harder for a player to fight if they are limited to one skill.
But...Just put all of your suggestions in one thread..It hurts my eyes.
Another reason. Back when .hack/The World was not in it's damn Maintenience mode. I was a level 13 Mad Hatter. I used my Level 1 skills more then my high level skills for one main reason.
Lower MP cost. I could string together more skills then I could with a level 10 skill.
Has this system ever been tried? It's always been skill/spell per level. What's outdated in the video games cannot be said for a forum. And each weapon wouldn't just have one skill. The higher the level of the weapon, the more skills or spells it could contain. Perhaps a high level weapon might have two Level 3, 2 skills and one Level 1 skill to conserve on MP? Fact of the matter is in the old method, only a few spells/skills would ever be used depending on the situation. You'd have 15-16 leftovers you would never touch otherwise. ________________________ I'm not sure if combining both systems would work. Having this system implies you don't already have that skill or spell -- using the old system you might grab a higher leveled skill or spell of the weapon you're using. Why use that weapon, if not just to attack? Why should it have an identity (a name) at all? Unless we do divide up skills and spells you only gain via leveling, and weapons specifically have their own set which creates more work and.. well you'd still have skills/spells leftover that you wouldn't use. It.. it wouldn't make sense to have both imo. Does everyone like gaining .hack skills/spells per level? If yes I really don't think we can incorporate this idea from any angle you look at it without coming across complications such as repetitiveness, lack of usefulness, and annoying work.
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Post by [Head Server] on Oct 3, 2010 13:59:25 GMT -5
It could always be something for just the skills I suppose.
each weapon has x skill but you gain w spell every y level.
the only disadvantage would be for classes like Wave, which only use spells.
I dun know. I like both ideas so lets vote~
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Sphire
Junior Member
Posts: 71
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Post by Sphire on Oct 3, 2010 14:21:29 GMT -5
That could be the easiest way of doing it. Wavemasters could start with more spells and every so often, choose from 2-3 spells rather than 1 to stay ahead.
I mean as a final point, this provides a way of incorporating weapons and armor without introducing a stat system. Wouldn't it feel awesome to run into battle wielding a large blade officially recognized as Ragnorak, you're the only one who's found it, it's not something you just made up for RP purposes, and thus you're the talk of the town? :0
Floor's open for any other weapon/armor systems too. Or you just don't like systems at all.
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Post by Lineaux on Oct 3, 2010 16:28:33 GMT -5
haha well I guess I'm 0 for 2 today just throwing mud on the wall, anyway. I suppose I'm fine with either system. but I don't really see a problem with having leftover skills. I mean in G.U. I always kept my lowest SP spell in my skill trigger so that If I expended my SP on the higher sp-requiring skills, then I wouldn't have to wait as long to get a Rengeki. I only had to wait for like 8 SP to use Gale Blade. XD my point being that there's always something to use them for. Like how Sparrow counter was good for knocking enemies out of the sky. Anyway. that's my two cents. I vote for Skills by Item. Here's how I suggest we split them up if we do it that way. held weapons: give level equivalent offensive skill. staffs give offensive spells, weapons give offensive skills. light Head armor: Healing spells light Body armor: restorative spells light leg armor: weakening spells light hand armor: strengthening spells That's a simplified version of how .hack//IMOQ split them up, as I remember it. I didn't actually research it, but I think simplifying it like this would be best if we go that route.
Please don't kill me for saying this, but I just thought of a system that isn't actually .hack-based that we can use if people want. Materia system. There've been lots of games that use a system like this, but for the interests of people getting what I'm talking about, I'm making the FF7 reference. My point is, to answer both the problem of having spells/skills you don't use and obtaining new spells/skills. Basically, I'm thinking what if there is a Skill Sphere (that's what I'm calling them for the interests of this demo) there's a skill sphere for Vak Don. You equip it to your Sword, and depending on what sword it is, with that sword you can now preform Vak Smash. If when you level up the Skill, you get GiVak Smash. You only have the skills that are equipt to your weaponry or items. If you equip the Vak Don Skillsphere to a staff, you get Vak Don, which levels up into GiVak Don. That's my idea for that. It's another system that's already been proven to work (for FF anyway) that we could use. If you don't wanna use it though, my vote is as stated above. XP
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Lein-A746
Junior Member
The Spartan
That's what you get when you mess with a Spartan
Posts: 76
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Post by Lein-A746 on Oct 4, 2010 11:25:10 GMT -5
Sphire there have been several .hack forums that tried doing a weapon/skill system and it never worked. They always ended up going back to the skills per level which is proven to work and work well.
I'm up for staying with how it should be...But Spray's idea is good also.
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Sphire
Junior Member
Posts: 71
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Post by Sphire on Oct 4, 2010 14:27:16 GMT -5
Sphire there have been several .hack forums that tried doing a weapon/skill system and it never worked. They always ended up going back to the skills per level which is proven to work and work well.
I'm up for staying with how it should be...But Spray's idea is good also.
True. So let's break the mold. :0 Lineaux: I like your first idea. The 2nd one seems to stray from .hack entirely unless we can rename the skill sphere to something else. As for your first, can we categorize more spells into one slot? Body Armor does with Healing/Restoration, Leg Armor deals with Weakening/Strengthening. Having additional armor types might confuse the heck out of everyone. Going a little off topic but, would anyone use items or would even think of buying Health/Healing/Mana potions? They were given away like toys on previous sites; no one ever used them because there was never any need. Healing spells could be casted like no tomorrow with the abnormal SP count on all classes and insane regen. This is counting on the fact that a GM wouldn't totally go carebear on everyone.
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Lein-A746
Junior Member
The Spartan
That's what you get when you mess with a Spartan
Posts: 76
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Post by Lein-A746 on Oct 4, 2010 14:39:19 GMT -5
As I said I do like Spray's idea. But why should it be changed from Skill sphere?
It's plain. It doesn't stand out to much...and it's just what it is.
A sphere that enables you to use a skill.
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Sphire
Junior Member
Posts: 71
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Post by Sphire on Oct 4, 2010 17:48:47 GMT -5
Like he said, it's Final Fantasy. This isn't Final Fantasy, it's .hack. That's not okay because it will lose its identity if you start comparing it with another series. If it happens once, we'll start using terms from other series as well and this forum may as well be cross fanfiction.
I'm not saying change the concept, just the name. Like instead of equipping spheres, you draw Wave Symbols (Those tattoos people have in the .hack anime) on them. Or call them Wave Spheres.
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Post by [Head Server] on Oct 4, 2010 21:14:34 GMT -5
Imma slightly push you guys to come up with an answer by the end of the week.
Personally, I like the 'wave sphere' idea.
Why? Because it's new. simple as that.
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Post by Lineaux on Oct 4, 2010 21:58:02 GMT -5
I like Wave sphere too. and like I said, Skill Shere was just a name to make explaining easier. I like my idea, along with Wave sphere, so if others like it too, let us know. XD As far as the armor is concerned. We could just have full body armor like in G.U. and different levels of armor have different weapons. I.e. light armor has healing skills, medium armor has weakening skills and heavy armor has strengthening skills or something (again just an example of a method) anyway, I think that the Wave Sphere idea doesn't neccessarily scream Final Fantasy, since it's not exclusively a Final Fantasy system. Dark Cloud had a similar system. and some other games that I can't think of.
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