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Post by CMPunkCMPunk on Jan 22, 2018 21:52:47 GMT -5
Classy. If I get banned, I guess I'll have to finish my story and make future stuff on Verse after all. I don't think this site can really afford to lose content, though. But I also don't appreciate you throwing your weight around because of a little real talk. Please. You know as well as I do that you're expendable and the entirety of this site can survive without your existence. So don't try to pull that "you can't get rid of me" shit. Your "real talk" consists entirely of baseless claims and useless insults. Calling me lazy and saying I want everyone to work for me is unforgivable when I put more work than I even should into this. I originally planned to simply leave and never return when I retired from my spot as head admin, but I chose to stick around just because I like Vitcon games. The fact I put any effort in is already a bonus and I owe nothing to you. I'm here because I chose to be and I can choose to leave if it pleases me. So be done with this before you make an even bigger fool of yourself. I never said I'm irreplacable, just that Vitcon as a rule needs more content as opposed to less. And that to kick me out from a position of spite would be really uncool. Yes, you can leave. But you have admitted that the reason for many of your decisions is that you don't want to put in the investment of time and effort. This could even be a decent idea, but the entire thing is based on a certain premise from go. Clearly this bothers you.
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Post by CMPunkCMPunk on Jan 22, 2018 21:55:19 GMT -5
And for the record, I'm not saying everyone here is lazy. But I have seen games fall apart due to lack of motivation and people not feelin like doing the work to keep them active. Even I have fallen victim to this, so let's not try to frame this as a 'Punk hates vitcon and what its about'. I actually have been working on a game designed to appeal to local tastes here.
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New Game
Jan 23, 2018 9:05:38 GMT -5
via mobile
Post by Malefio on Jan 23, 2018 9:05:38 GMT -5
Depends on what kind of game we're looking for.
If we're going combat-based, one "circular" tree with various starting points could be cool.
As a sandbox though, I think we should make various trees with specific starting points, but you can go in as many of those trees as you can. Think tabletop here. Sandbox is an open world. There will be combat, but there will also be many character interactions. Therefore we should have multiple trees like Social (Intimidation, persuasion, seduction, etc.), Survival (tracking, orientation, camp building), Combat (melee weapon, hand to hand, ranged weapon), Movement (Running, dodging, climbing), Stealth (Camouflage, trap detection, quiet movements), Knowledge (lore, medecine, crafting) and more.
With those kind of trees, if someone just wants to intimidate it's way to avoid battle, he can. If someone wants to charge in battle, he can.
Now of course, tabletops have dice rolls. All we would have to do here is decide you need to be level X in persuasion to persuade Y.
I could work on such trees if you want.
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Post by Just14 on Jan 23, 2018 10:11:40 GMT -5
Hmm. While that would work under a normal context, I'm not sure tabletop stuff would function well with a specific turn based system. Specifically because things like intimidation leave a lot of room open for GM interpretation and while it would work with some GMs, it might not work with others. I think I can work on trying to piece together something for it, but...
Hm...
I'm gonna try a few things and see if I can find a mathematical way to determine persuasion and such.
It might be a good idea for us to have a Discord meeting to discuss what to do with the system because I think we've got a lot of ideas and it would be faster for us to share our ideas like that. Plus we can use the Vitcon discord for it. When are you free?
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Post by Just14 on Jan 23, 2018 11:18:34 GMT -5
Hmm. I dunno if I wanna include crafting or not. Because on one hand, it gives people more stuff to do and more ways to customize, but on the other hand, it would make it so we have to create a whole materials list and a crafting list and a whole tree of crafting skills. Hmm. Maybe there's an easier way to go about it. I guess we could have monsters drop materials and stuff and you can choose to convert it into money or maybe skill points or something. Hm. Yeah, I think I can work out a system for that...
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New Game
Jan 23, 2018 11:23:26 GMT -5
via mobile
Post by Malefio on Jan 23, 2018 11:23:26 GMT -5
Oh, when I was talking crafting, I wasn't thinking about a crafting system.
I hate crafting systems.
But like... Just grab a scissor, duct tape them to a glove and you have a scissor punch.
No crafting system, just the player's ingenuity. Don't start collecting rocks to just magically create a giant stone catapult.
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New Game
Jan 23, 2018 16:22:14 GMT -5
via mobile
Post by Just14 on Jan 23, 2018 16:22:14 GMT -5
But then we'd need to assign new stat stuff to those things every time which could get...messy.
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Post by Just14 on Jan 23, 2018 17:50:10 GMT -5
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Post by Just14 on Jan 23, 2018 19:05:41 GMT -5
I think I've got most of the Social and Exploration skills done.
Feel free to look them over. I'm gonna take a break for a bit.
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Post by Just14 on Jan 24, 2018 12:05:38 GMT -5
Hmm. I'm beginning to worry this system may be too much and too complicated for multiple people to handle without confusion...
Buuuuut what do you guys think?
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Post by Malefio on Jan 24, 2018 12:10:01 GMT -5
Haven't checked it yet. I'll give you feedback when I'll have the time to look at it.
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Awkward
New Game ++
Posts: 11,333
Personal Rank: Blood Spike
Vitcoins: 14
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Post by Awkward on Jan 24, 2018 19:29:06 GMT -5
I'm mixed on it. The skill system isn't necessarily complex, it's actually pretty simple, but I'd imagine how it's designed would bog down the speed of an update for most. I don't personally mind because it's real simple equations that would take 1-2 minutes max if I were the one doing it, but I also wouldn't blame the GMs not liking it because nobody wants to do math. Not even simple math.
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Post by Just14 on Jan 24, 2018 20:12:09 GMT -5
I have an idea for something. Since I'm having a hard-ish time coming up with a bunch of skills...What if we implemented a combination system where players could mix their skills together?
For the sake of making the roleplaying aspect more interesting, I was already planning on leaving most skills open to interpretation of how they work, being like "Alice uses Power Strike by slamming her blade into the enemy with so much force it creates cracks in the ground" or "Alice uses Flame Sigil, unleashing a pillar of fire" while someone else might say "Alice uses Power Strike by uppercutting the enemy into the sky" or "Alice uses Flame Sigil, unleashing a ray of flames from her hands"
But most of the skills are already so basic that it would be easy to combine them like Dual Techs from Chrono Trigger. It also helps add depth without having to necessarily add more work or more stuff to manage. So you could have Alice cast Flame Sigil while Fjord uses Power Strike to use Flame Strike. It could also give a reason to try pairing with different characters.
I'll poke around with it for a bit and see what I think I guess...
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Post by pielover19 on Jan 24, 2018 20:26:01 GMT -5
...I like math...
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Post by Just14 on Jan 24, 2018 20:29:50 GMT -5
Doing all this makes me want to finish Legend of Heroes...
...I still have all my documents for it as well as my info. And I still have the threads...
...Mmmmmmmm...Hm.
Anyway, I'm still working out what to do with these skills. Feel free to look through and give feedback.
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