Kagallie
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Post by Kagallie on Nov 14, 2010 20:07:15 GMT -5
Recently it was brought up that there is no way to know who is stronger then who. Can Mage one shot a BM? Can a Long arm take out a Archer? Here are my suggestions: We can base it all on chance and put in the dice rolling code: DiceWe could use an RPG Code: Attack RatesForever RPGFusionRPG meVote now
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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 Nov 14, 2010 20:47:01 GMT -5
How about leaving it upto skill and not using any stupid rpg setups for it. If you put too much into coding then the roleplay will go down the drain.
But would a Mage oneshot a Blademaster.
It depends on a few things.
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Foucoult
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Post by Foucoult on Nov 14, 2010 21:55:44 GMT -5
I throw my hat in the rink for the stats form of battle. We don't need to be stat-heavy in order to have a good system, however it is better than the other options. Dice are nice, (rhymed, great) but it relies too much on luck. I mean, this isn't like the board game Risk where we'd be allocating valuable resources (thus justifying the dice purpose)... So I mean, I don't feel comfortable doing random dice throws.
As far as RPG coding, you'll be hard pressed to find one that is fully implementable, bug free, easy to use, AND doesn't rely on some sort of conversion of posts = skill...
As I said, I've been a member of MANY rpg sites (as many people here probably have), but many of the longer lasting and successful ones have used a hybrid of good roleplaying (and rewarding those who roleplay well) along with having some sort of stat system involving a currency system too. I think the current system in place just needs to be standardized and finalized completely, then implemented. Along the way, ubering and nerfing can occur, but it'll all work out.
That's just my opinion so take it as you will.
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Post by Lineaux on Nov 15, 2010 3:48:56 GMT -5
I dislike most RPG codes because they do a Level per post instead of posts per level, and people end up leveling up WAY to quickly. I prefer the system we have now, I just think that adding more stats will work. For instance, (Like I put up in the Staff board) Deciding how much Damage Skills and attacks do, and maybe factoring in a subtraction amount for different armor rates.
As far as Dice are concerned, the chance is fairly balanced out when you have modifiers by class that add to your roll and give you better chance of doing higher damage. There's tons of things we can do that would be original and not rely on coding, Since in my experience no RPG coding is worth anything anyway.
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Kagallie
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Post by Kagallie on Nov 15, 2010 12:03:33 GMT -5
I just really hate stats, It's why I never did crap on any of the other sites is because I had to mess with stats. .___.
And most of the codes aren't the way they are written, but modifications can take out both the level per post.
Regardless, I just would really rather not do stats Yet they seem to be winning. Ifuckinghatethem .__.
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Foucoult
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Post by Foucoult on Nov 15, 2010 12:19:27 GMT -5
You don't need an overtly complicated stats system. HP, SP, and some form of dodging skill would be perfect. Attacks just need to be standardized so they're fair and allow for armor/weapon equipment to enhance skills.
CRRP is advertised in your guys ad space, look at their system. It is extremely complicated, but you can take it and modify it and further add importance to the RP aspect, thus making a unique system.
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Foley
New Member
Posts: 21
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Post by Foley on Nov 17, 2010 15:55:51 GMT -5
Why not have, both Stats and pure RP? Like we had back on HE. I believe we had two different Arenas, one for Stat Fights and the other for RP Fights. And have the two combatants choose how they want to go about it during a non-Arena match? (Now, keep in mind I didn't read much of this thread e_e)
Though it probably should be stats, since isn't it.. you put a certain amount of points wherever you want them?
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Kagallie
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Post by Kagallie on Nov 17, 2010 17:20:05 GMT -5
I have no idea D: Regardless, if we want stats then someone needs to get the stats for each class.
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Gretelle
Full Member
Heavy Blade
Posts: 142
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Post by Gretelle on Nov 18, 2010 15:44:36 GMT -5
I voted for dice! It seems like stats is winning, though, which I don't mind. They kind of confuse me, too, but I can see them working.
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Post by Lineaux on Nov 18, 2010 16:20:06 GMT -5
Here's what I propose for the stats: Damage.
For my class, Thaumatergist, Their class's base Damage is 4. Every hit with their whip deals 4 damage. Since their full combo is 4, then their max damage at level 1 is 16. This will increase a certain amount per level. For skills, They'll do a certain amount in addition to whatever the base attack of the player is normally. For instance, Vak Lariat, a second level skill, will have a damage of 8, which is added to the base attack of 4, so the damage would be 12.
I'll flush it out later, but that's probably what it'll look like. that's not too complicated is it? I can make charts for the class's Stats like the DnD players handbook has if you guys want. it'd be a chart that gives all your level-based stats by level so you don't have to do the math yourself. all you have to do is look it up :3
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Gretelle
Full Member
Heavy Blade
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Post by Gretelle on Nov 18, 2010 16:24:10 GMT -5
Ooh, a chart would be lovely! That sounds less confusing to me - thank you, Line!
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Foucoult
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Post by Foucoult on Nov 18, 2010 16:29:52 GMT -5
Erm the problem with that math there is a basic level 1 skill does 16 where as a level 2 skill would do 12? Why would a level 2 skill be weaker than level 1?
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Post by Lineaux on Nov 18, 2010 16:42:15 GMT -5
I know, I know. I haven't flushed it out, that's just how the math will work. I'll make the skills do more than basic attacks when I make the final thing.
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Kagallie
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Post by Kagallie on Nov 21, 2010 13:14:24 GMT -5
Sooouuunnnddsss good to me I love charts
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Miminitinumitumun
Administrator
"Miminitinumitumun Iclarn Sirbenet Caleoii Criiantrai. Call me MISC2"
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Post by Miminitinumitumun on Nov 21, 2010 17:12:15 GMT -5
For me, I am a card's man myself, and I cannot bear to hear such distasteful ideas of statistics involved in a simple matter of luck. But in the same way, I absolutely abhor the idea of the code, nor does my card system do any good in this matter. So as much as I dislike this conversation... I put my bet on the die.
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