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Made A New Board Game. Looking For Playtesters

 

01-15-18 07:23 PM
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Oh man I am still....confused a bit. I will keep the 6. So it's my turn to roll huh? Let's see if I can get this right...I rolled a 15 I couldn't find a way to snap it and put it on my post because that I am on my phone. Is that ok? I would still like to be summoned please tell me if I did something wrong 
Oh man I am still....confused a bit. I will keep the 6. So it's my turn to roll huh? Let's see if I can get this right...I rolled a 15 I couldn't find a way to snap it and put it on my post because that I am on my phone. Is that ok? I would still like to be summoned please tell me if I did something wrong 
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01-16-18 02:19 AM
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Eirinn : I think I understand now. I'd like to keep one four and reroll the other four.
Eirinn : I think I understand now. I'd like to keep one four and reroll the other four.
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01-16-18 09:30 AM
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You might as well want to create a Discord server for those who play this game in case we can't access Vizzed or so. Just a suggestion though.

I'm really confused, i've been reading it like 3 times but i think i got it. Idk if it's smart but i'll keep the 6 and 5 (if that's not okay then just the 6) and reroll the rest.

Btw, by the time i finished typing the above text, i though i understood it now. Finally my high IQ of 136 proves itself right.
You might as well want to create a Discord server for those who play this game in case we can't access Vizzed or so. Just a suggestion though.

I'm really confused, i've been reading it like 3 times but i think i got it. Idk if it's smart but i'll keep the 6 and 5 (if that's not okay then just the 6) and reroll the rest.

Btw, by the time i finished typing the above text, i though i understood it now. Finally my high IQ of 136 proves itself right.
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01-16-18 02:59 PM
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Everyone be sure to check the end of this post for a message to all of you.

Turn results:
m0ss keeps three 5s [15]
Eniitan keeps one 6
MarioLucariofan64 keeps one 5 and one 6 [11]
supernerd keeps one 4
Palen waited to see everyone's decision due to the talk of balance issues, so I'll pick his top three (3,4,4) to put it over the edge. [11]

Total: 47, spread across exactly ten dice.

Aaron deals 10 damage to the enemy, using Clean Sweep.
Red Dragon loses 10 HP [90/100] and deals 3 damage to Aaron.


Next up
Eniitan : Oh no, I'll do the rolling for everyone, you don't have to worry about that. And yes, just keep all of the dice that you want from your roll. Your character needs to get multiples of the same number (so for example, if you get two or three 3s, you should keep them and reroll the other dice).
I think it will all begin to make sense by the end of the testing.


Eniitan's current stats: 20 HP
Red Dragon's current stats: 90 HP, 3 Attack.



Eniitan's roll. Keep as many dice as you want.



supernerd117 : Your support roll: 3,3.



EX Palen : Your support roll: 2,4,4,5.

Yeah, the full rule set, being made by me, is naturally pretty wordy so I didn't want to post them right now since the other rules won't apply until after testing ends (things like choosing your next fight, drawing and using cards, and the like). But even with the full rule set, it's a pretty straight forward game, so I think everyone will understand it pretty easily after a round or two.

I spent quite a bit of time testing rolls myself last night, and the numbers are already being adjusted. Also I just noticed that Aaron's required dice count should be ten or less, not ten or more since more dice = higher totals. *facepalm* Good thing we held some testing rounds. lol

Yeah, I'm hoping as many people as possible will discuss what they rolled and what's needed and so on, so that it ends up being more of a team effort. If everyone reads everyone else posts here, it'll make things more fun I believe.

And I'd go for some Yahtzee. :3



m0ssb3rg935 : Your support roll: 1,3,4,6.

No trouble at all. In fact I'd prefer to summon everyone for their support turns so that it's more like everyone is playing together and less like a system is doing it all for them. Besides, most skills can be used on support turns too, so it could be important that everyone sees how the rolls are going, even on support turns.

As for the numbers Aaron needed, his numbers that are listed in the description are based on a one to two player game. He needed 47 with five players. That'll be different next round though, since I'm adjusting his stuff between turns.



MarioLucarioFan64 : Your support roll: 4,5,5. Same as before, keep as many or as few as you want, but be sure to check and see what numbers Alicia needs.


Yeah, you can keep as many dice as you want. In fact you don't even have to reroll at all if you like your first roll well enough.

As for the discord server, I've actually been contemplating doing that or DMing everyone on there if they can't make it on here in time.



Everyone:
Alicia (Eniitan) needs multiples of the same number (example: 1,1,1,1,etc). Since there are five players, she needs 9 dice showing the same number. Try to pick the same numbers that she keeps, unless you see that the supporters have more of another number (So if she keeps three 1s and the supporters have a combined total of five 3s) in which case you might do well to suggest keeping those numbers. Be sure to look for a comment left for you in everyone's post to be safe. This is where the teamwork aspect comes in.

Also I fully expect you to crush it this time too, but I don't want to adjust her dice totals too much until I see how this goes when it's in action.

EDIT: Just realized that I've been giving everyone too many dice. lol I've adjusted all of the support rolls in this post, but I can't adjust Eniitan's since I uploaded an image showing hers.
Btw, can everyone see those dice images alright, or do I need to make them bigger?
Everyone be sure to check the end of this post for a message to all of you.

Turn results:
m0ss keeps three 5s [15]
Eniitan keeps one 6
MarioLucariofan64 keeps one 5 and one 6 [11]
supernerd keeps one 4
Palen waited to see everyone's decision due to the talk of balance issues, so I'll pick his top three (3,4,4) to put it over the edge. [11]

Total: 47, spread across exactly ten dice.

Aaron deals 10 damage to the enemy, using Clean Sweep.
Red Dragon loses 10 HP [90/100] and deals 3 damage to Aaron.


Next up
Eniitan : Oh no, I'll do the rolling for everyone, you don't have to worry about that. And yes, just keep all of the dice that you want from your roll. Your character needs to get multiples of the same number (so for example, if you get two or three 3s, you should keep them and reroll the other dice).
I think it will all begin to make sense by the end of the testing.


Eniitan's current stats: 20 HP
Red Dragon's current stats: 90 HP, 3 Attack.



Eniitan's roll. Keep as many dice as you want.



supernerd117 : Your support roll: 3,3.



EX Palen : Your support roll: 2,4,4,5.

Yeah, the full rule set, being made by me, is naturally pretty wordy so I didn't want to post them right now since the other rules won't apply until after testing ends (things like choosing your next fight, drawing and using cards, and the like). But even with the full rule set, it's a pretty straight forward game, so I think everyone will understand it pretty easily after a round or two.

I spent quite a bit of time testing rolls myself last night, and the numbers are already being adjusted. Also I just noticed that Aaron's required dice count should be ten or less, not ten or more since more dice = higher totals. *facepalm* Good thing we held some testing rounds. lol

Yeah, I'm hoping as many people as possible will discuss what they rolled and what's needed and so on, so that it ends up being more of a team effort. If everyone reads everyone else posts here, it'll make things more fun I believe.

And I'd go for some Yahtzee. :3



m0ssb3rg935 : Your support roll: 1,3,4,6.

No trouble at all. In fact I'd prefer to summon everyone for their support turns so that it's more like everyone is playing together and less like a system is doing it all for them. Besides, most skills can be used on support turns too, so it could be important that everyone sees how the rolls are going, even on support turns.

As for the numbers Aaron needed, his numbers that are listed in the description are based on a one to two player game. He needed 47 with five players. That'll be different next round though, since I'm adjusting his stuff between turns.



MarioLucarioFan64 : Your support roll: 4,5,5. Same as before, keep as many or as few as you want, but be sure to check and see what numbers Alicia needs.


Yeah, you can keep as many dice as you want. In fact you don't even have to reroll at all if you like your first roll well enough.

As for the discord server, I've actually been contemplating doing that or DMing everyone on there if they can't make it on here in time.



Everyone:
Alicia (Eniitan) needs multiples of the same number (example: 1,1,1,1,etc). Since there are five players, she needs 9 dice showing the same number. Try to pick the same numbers that she keeps, unless you see that the supporters have more of another number (So if she keeps three 1s and the supporters have a combined total of five 3s) in which case you might do well to suggest keeping those numbers. Be sure to look for a comment left for you in everyone's post to be safe. This is where the teamwork aspect comes in.

Also I fully expect you to crush it this time too, but I don't want to adjust her dice totals too much until I see how this goes when it's in action.

EDIT: Just realized that I've been giving everyone too many dice. lol I've adjusted all of the support rolls in this post, but I can't adjust Eniitan's since I uploaded an image showing hers.
Btw, can everyone see those dice images alright, or do I need to make them bigger?
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(edited by Eirinn on 01-16-18 03:34 PM)     Post Rating: 1   Liked By: supernerd117,

01-16-18 03:44 PM
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Eirinn : I'd like to reroll both.

Eirinn : I'd like to reroll both.

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01-16-18 05:09 PM
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Well, if this is a team's effort, I'm in to say we keep our 4s because we already have 5 of them, more than any other number.

If we all agree on the above, I'd like to keep my 4s and reroll the remaining two dices. If not, you'll see me back here soon.
Well, if this is a team's effort, I'm in to say we keep our 4s because we already have 5 of them, more than any other number.

If we all agree on the above, I'd like to keep my 4s and reroll the remaining two dices. If not, you'll see me back here soon.
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01-16-18 05:34 PM
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Eirinn : Oh sorry.....could you possibly message me on discord to talk about it? Just you and me please. There are parts that I still don't understand, some others may got it but for me I am unsure.
Eirinn : Oh sorry.....could you possibly message me on discord to talk about it? Just you and me please. There are parts that I still don't understand, some others may got it but for me I am unsure.
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01-17-18 09:26 AM
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I'll agree with EX Palen and keep my four. I now noticed how long this thread can be.

Also, i had a short idea. What if one of us makes a storyline based on this game, like an actual adventure? If nobody's in to make a story for it, maybe i could. But i saw Eirinn made some stories himself too, so i guessed he would've thought of that already. But in case he didn't... Well... Pleeeaaase? :3
I'll agree with EX Palen and keep my four. I now noticed how long this thread can be.

Also, i had a short idea. What if one of us makes a storyline based on this game, like an actual adventure? If nobody's in to make a story for it, maybe i could. But i saw Eirinn made some stories himself too, so i guessed he would've thought of that already. But in case he didn't... Well... Pleeeaaase? :3
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01-18-18 04:56 PM
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Roll 2/3

Eniitan : Eniitan asked via Discord to keep her 4 and reroll the rest.


Your new roll, Eni: 4, 1, 1
Your locked in die: 4


supernerd117 : Your new support roll: 6, 4.


EX Palen : Good call.
Your new support roll: 3, 1.
Your locked in dice: 4, 4

I'm liking the team planning, there. :V


MarioLucarioFan64 : Your new support roll: 5, 5.
Your locked in die: 4

As for a story: I had thought of it since table top RPGs tend to have them, but I had decided to not do much more than describing what happened in a sort of adventure log fashion where I'd make an entry to record what happened as it did. If you want to make a story for this, feel free to. It'll only be one or two battles long during testing though. Oh and if it helps, the premise of the actual game is that you're in the top of a tower and need to get out, but you have to fight a new battle on every floor.
At least that's the plan for now. :V


m0ssb3rg935 : I'll be assuming your turn since you were unable to do so.
Your new support roll: 4, 1, 6.
Your locked in die: 4


Team total: [This is where everyone's locked in dice (the dice you keep after rolling) appears, along with all important, pertinent information on it]
Five 4s.
Alicia needs four more 4s, or nine of another number to execute her strongest attack.

Seems like Alicia's dice totals may not need balanced as badly as I'd thought.



Everyone:
Which seems best when rebalancing: increasing the amount of dice needed, being more strict with what numbers are needed, lowering the amount of dice each character has, or reducing the maximum roll total from three to two?
Roll 2/3

Eniitan : Eniitan asked via Discord to keep her 4 and reroll the rest.


Your new roll, Eni: 4, 1, 1
Your locked in die: 4


supernerd117 : Your new support roll: 6, 4.


EX Palen : Good call.
Your new support roll: 3, 1.
Your locked in dice: 4, 4

I'm liking the team planning, there. :V


MarioLucarioFan64 : Your new support roll: 5, 5.
Your locked in die: 4

As for a story: I had thought of it since table top RPGs tend to have them, but I had decided to not do much more than describing what happened in a sort of adventure log fashion where I'd make an entry to record what happened as it did. If you want to make a story for this, feel free to. It'll only be one or two battles long during testing though. Oh and if it helps, the premise of the actual game is that you're in the top of a tower and need to get out, but you have to fight a new battle on every floor.
At least that's the plan for now. :V


m0ssb3rg935 : I'll be assuming your turn since you were unable to do so.
Your new support roll: 4, 1, 6.
Your locked in die: 4


Team total: [This is where everyone's locked in dice (the dice you keep after rolling) appears, along with all important, pertinent information on it]
Five 4s.
Alicia needs four more 4s, or nine of another number to execute her strongest attack.

Seems like Alicia's dice totals may not need balanced as badly as I'd thought.



Everyone:
Which seems best when rebalancing: increasing the amount of dice needed, being more strict with what numbers are needed, lowering the amount of dice each character has, or reducing the maximum roll total from three to two?
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(edited by Eirinn on 01-18-18 06:26 PM)    

01-18-18 05:14 PM
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Sorry about missing my support roll, I had it in my head somewhere I'd replied here when I hadn't. I won't make a habit of that.

I'll go ahead and lock in the 4 and re-roll the other two.

Whatever we do with the balancing will need to scale well with extra players involved, so I would think maybe increasing the number of dice needed and/or bring the number of re-rolls down a notch.
Sorry about missing my support roll, I had it in my head somewhere I'd replied here when I hadn't. I won't make a habit of that.

I'll go ahead and lock in the 4 and re-roll the other two.

Whatever we do with the balancing will need to scale well with extra players involved, so I would think maybe increasing the number of dice needed and/or bring the number of re-rolls down a notch.
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01-18-18 06:30 PM
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If we're following the same strategy, then I'll re-roll my two remaining dices since none of them is worth locking.

About your question, I think that the answer could vary from character to character. My personal opinion is that we shouldn't touch the three re-rolls, even if it's what could potentially slow down the game the most, and instead make the game need those re-rolls more often than not.

In this case, we have 17 dices at our disposal and we need 9 of the same number yet we're needing three re-rolls of no less than 9 dices, so I'd say either she's totally balanced or we're having the worst of luck. Whatever it is, it's clear that it's not easy to achieve, and so reducing the maximum rolls would unbalance her in a bad way.
If we're following the same strategy, then I'll re-roll my two remaining dices since none of them is worth locking.

About your question, I think that the answer could vary from character to character. My personal opinion is that we shouldn't touch the three re-rolls, even if it's what could potentially slow down the game the most, and instead make the game need those re-rolls more often than not.

In this case, we have 17 dices at our disposal and we need 9 of the same number yet we're needing three re-rolls of no less than 9 dices, so I'd say either she's totally balanced or we're having the worst of luck. Whatever it is, it's clear that it's not easy to achieve, and so reducing the maximum rolls would unbalance her in a bad way.
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01-19-18 01:08 PM
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Eirinn : I don't know what kind of enemies we will face, but my best ability seemed quite easy to get, while Eniitan's is a bit (a lot) harder. Now, I know we'll have new abilities and face new enemies. But right now, I'm looking a bit OP. Maybe that's the point in the early game, I dunno. I could become increasingly more useless as the game goes on lol. I mean, tanks aren't known for having a ton of abilities and being very adaptable. They're usually built for taking hits while the other members do the hard stuff. Now of course, that means I do want some abilities that are a bit more progressive. Maybe some risk vs. reward abilities that could affect the entire party. But I know that I probably won't be doing the hardest work or making the hardest choices. If you manage to sidestep the usual shortcomings of a tank, I'll be impressed and pleased. But I'll be pleased regardless.

As for the number of dice, I think it's great how it is. Like the best video games, you need to acknowledge the weaknesses of your system and work around those. You can see that in Breath of the Wild, for example. They took something so basic as climbing and added rules to it, to balance it and to add depth and fun. You have to consider rain, the environment, the surface, and more. It also shows that something unbalanced can also be crazy fun. You could make our moves have special effects that affect the story in funny or poignant ways, for example. They wouldn't simply be used for battle, but outside it, too. Perhaps that could be explored better in another game.

I'll keep my 4 and reroll the 6, please.
Eirinn : I don't know what kind of enemies we will face, but my best ability seemed quite easy to get, while Eniitan's is a bit (a lot) harder. Now, I know we'll have new abilities and face new enemies. But right now, I'm looking a bit OP. Maybe that's the point in the early game, I dunno. I could become increasingly more useless as the game goes on lol. I mean, tanks aren't known for having a ton of abilities and being very adaptable. They're usually built for taking hits while the other members do the hard stuff. Now of course, that means I do want some abilities that are a bit more progressive. Maybe some risk vs. reward abilities that could affect the entire party. But I know that I probably won't be doing the hardest work or making the hardest choices. If you manage to sidestep the usual shortcomings of a tank, I'll be impressed and pleased. But I'll be pleased regardless.

As for the number of dice, I think it's great how it is. Like the best video games, you need to acknowledge the weaknesses of your system and work around those. You can see that in Breath of the Wild, for example. They took something so basic as climbing and added rules to it, to balance it and to add depth and fun. You have to consider rain, the environment, the surface, and more. It also shows that something unbalanced can also be crazy fun. You could make our moves have special effects that affect the story in funny or poignant ways, for example. They wouldn't simply be used for battle, but outside it, too. Perhaps that could be explored better in another game.

I'll keep my 4 and reroll the 6, please.
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01-19-18 02:36 PM
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I'll keep a 5 i guess.

Sorry, short post, ik. That's why i'm gonna type this line in case this post gets counted for TDV. Not that i'm actively competing, but oh well.
I'll keep a 5 i guess.

Sorry, short post, ik. That's why i'm gonna type this line in case this post gets counted for TDV. Not that i'm actively competing, but oh well.
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01-20-18 01:12 AM
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Final roll results.

m0ssb3rg935 : Your final support roll: 6, 1. :/
Your locked dice: 4, 4


supernerd117 : Your final support roll: 1. This turn is so unfortunate still. This could end badly.
Your locked die: 4.

Right. I've been tweaking your attack requirements, so it will definitely be more challenging next turn to perform your best move. This entire test will likely be spent adjusting things until it feels balanced.

In this game the idea of the tanks was to take and deal heavy amounts of damage, but this is tempered by the fact that, support roll wise, they lend very little to the battle. Basically they are polar opposites with the support class who can deal and take very little damage, but in turn can help their stronger teammates land powerful hits. Eventually players will gain the ability to take damage for one another, thus increasing the tanks' teamwork factor, and helping the weaker members survive damage-heavy battles. Each class will gain abilities as they go that increase their usefulness to the team as a whole, making all players valuable party members.

Thanks a ton for your in depth and thoughtful answer. Those are extremely helpful in this whole test play.



EX Palen : Your final support roll: 4, 4.
Man that was a much needed break. lol
Your locked dice: 4, 4.

Yeah, I'm gathering that the dice needed seems to be the preferred option in general, and that's what I was actually doing already, but I figured it would be good to see if the actual players felt the same, as I have no first hand experience with any of this.

That said, I've been adjusting the dice changes on a character by character basis. Alicia for example, currently needs two additional numbers for each additional player after two, and Kiyun need a two for every odd player after two, and three for every even player after two. Hopefully this method helps to strike a fairly even balance between the difficulty levels of handling each character.



Eniitan : Locked in her 4 via Discord.
Her final attack roll: 1, 5.
Her locked dice: 4, 4.



Only one die left, and one more 4 is needed.


MarioLucarioFan64 : Your final support roll: 4.
Man the luck. xD
Locked dice: 4, 5.



Team total:
Nine 4s.
Everyone came in handy here. Thank goodness for all of those support dice.

Turn result:
Alicia attacks with Slice, dealing 10 damage to the Red Dragon.
Red Dragon attacks Alicia and deals 3 damage.

Alicia's current stats: 17/20 HP.



Next up: Kiyun.

MarioLucariofan64 --
MarioLucariofan64 opts to use his skill: Energize. All players gain two extra rolls for this turn.

Turn begins.
Kiyun uses Energize -- feels the caffeine for his 42 oz. soda kicking in.
Current stats: 15/15 HP

Red Dragon's current stats: 80/100, Attack: 3


MarioLucariofan64 --

Your first attack roll: 1, 4, 6 Which die/dice do you wish to keep?


m0ssb3rg935 -- 1, 2, 3, 4.
Spreading your numbers out in an attempt to catch anything you might need?


supernerd117 -- 1, 2.


EX Palen : 1, 3, 5, 6.


Eniitan -- 2, 5.


Not a terrible start.

Everyone:
Kiyun needs 3s and 4s only. More specifically, he needs eleven dice showing any combination of 3 and 4.
Remember: you have skills that you can use (see your character's category description to see what your skill(s) is/are) at any time now, if you feel that it would be helpful. Also you have five rolls this round, due to Kiyun's skill usage.

Finally, each skill can only be used once per battle.
Final roll results.

m0ssb3rg935 : Your final support roll: 6, 1. :/
Your locked dice: 4, 4


supernerd117 : Your final support roll: 1. This turn is so unfortunate still. This could end badly.
Your locked die: 4.

Right. I've been tweaking your attack requirements, so it will definitely be more challenging next turn to perform your best move. This entire test will likely be spent adjusting things until it feels balanced.

In this game the idea of the tanks was to take and deal heavy amounts of damage, but this is tempered by the fact that, support roll wise, they lend very little to the battle. Basically they are polar opposites with the support class who can deal and take very little damage, but in turn can help their stronger teammates land powerful hits. Eventually players will gain the ability to take damage for one another, thus increasing the tanks' teamwork factor, and helping the weaker members survive damage-heavy battles. Each class will gain abilities as they go that increase their usefulness to the team as a whole, making all players valuable party members.

Thanks a ton for your in depth and thoughtful answer. Those are extremely helpful in this whole test play.



EX Palen : Your final support roll: 4, 4.
Man that was a much needed break. lol
Your locked dice: 4, 4.

Yeah, I'm gathering that the dice needed seems to be the preferred option in general, and that's what I was actually doing already, but I figured it would be good to see if the actual players felt the same, as I have no first hand experience with any of this.

That said, I've been adjusting the dice changes on a character by character basis. Alicia for example, currently needs two additional numbers for each additional player after two, and Kiyun need a two for every odd player after two, and three for every even player after two. Hopefully this method helps to strike a fairly even balance between the difficulty levels of handling each character.



Eniitan : Locked in her 4 via Discord.
Her final attack roll: 1, 5.
Her locked dice: 4, 4.



Only one die left, and one more 4 is needed.


MarioLucarioFan64 : Your final support roll: 4.
Man the luck. xD
Locked dice: 4, 5.



Team total:
Nine 4s.
Everyone came in handy here. Thank goodness for all of those support dice.

Turn result:
Alicia attacks with Slice, dealing 10 damage to the Red Dragon.
Red Dragon attacks Alicia and deals 3 damage.

Alicia's current stats: 17/20 HP.



Next up: Kiyun.

MarioLucariofan64 --
MarioLucariofan64 opts to use his skill: Energize. All players gain two extra rolls for this turn.

Turn begins.
Kiyun uses Energize -- feels the caffeine for his 42 oz. soda kicking in.
Current stats: 15/15 HP

Red Dragon's current stats: 80/100, Attack: 3


MarioLucariofan64 --

Your first attack roll: 1, 4, 6 Which die/dice do you wish to keep?


m0ssb3rg935 -- 1, 2, 3, 4.
Spreading your numbers out in an attempt to catch anything you might need?


supernerd117 -- 1, 2.


EX Palen : 1, 3, 5, 6.


Eniitan -- 2, 5.


Not a terrible start.

Everyone:
Kiyun needs 3s and 4s only. More specifically, he needs eleven dice showing any combination of 3 and 4.
Remember: you have skills that you can use (see your character's category description to see what your skill(s) is/are) at any time now, if you feel that it would be helpful. Also you have five rolls this round, due to Kiyun's skill usage.

Finally, each skill can only be used once per battle.
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01-20-18 01:34 AM
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I'll want to have onto the three and the four and re-roll the other two.

Rough going, but it's a good thing we decided to call this a playtest so we could work out the bugs as we go along.
I'll want to have onto the three and the four and re-roll the other two.

Rough going, but it's a good thing we decided to call this a playtest so we could work out the bugs as we go along.
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01-20-18 04:49 AM
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We only have 15 dices at our disposal, so getting 11 of them to be either 3 or 4 will require tons of luck. Good timing, MLF, those two extra rolls are a safe bet in this complicated turn.

I'm not high on time right now, so I'll opt for not checking character stats. Lock my 3 and re-roll the rest of dices, we'll have time later on to test more character skills.
We only have 15 dices at our disposal, so getting 11 of them to be either 3 or 4 will require tons of luck. Good timing, MLF, those two extra rolls are a safe bet in this complicated turn.

I'm not high on time right now, so I'll opt for not checking character stats. Lock my 3 and re-roll the rest of dices, we'll have time later on to test more character skills.
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01-20-18 11:26 AM
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Eirinn : It seems fairly pointless to ask which dice we want to keep for this attack. I suggest tweaking the skill so that there is a reason to make dice choices. That, or give dilemmas that may incentivize not kepeping certain dice. Incentivizing players not to keep favorable dice towards an attack may be necessary.

I'd like to retool.
Eirinn : It seems fairly pointless to ask which dice we want to keep for this attack. I suggest tweaking the skill so that there is a reason to make dice choices. That, or give dilemmas that may incentivize not kepeping certain dice. Incentivizing players not to keep favorable dice towards an attack may be necessary.

I'd like to retool.
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01-21-18 08:13 PM
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Roll 2/5

MarioLucarioFan64 :


Your second roll: 3, 5.
Which do you wish to keep?
Your locked die: 4


m0ssb3rg935 : Your second support roll: 2, 5.
Your locked dice: 3, 4.

Aye. I'm having trouble adjusting Kiyun above all others given the nature of dice multiplication, as you know. This one won't work at all, unless I add more moves to level one as well. I may very well do that though.


EX Palen : Your second support roll: 1, 2, 4.
Your locked die: 3.

His number requirement is the highest so far because we managed to see that Alicia's nine dice requirement for an attack isn't overly demanding, and he can take two numbers instead of one, so his odds should be roughly twice as high...unless my math has failed me, which is entirely possible. lol

Your character has two skills, actually. One is to reduce the enemy's attack power by 33% for a full round, and the other is to change everyone's dice to a custom set I made for each of them that makes it easier for them to get the numbers that they need. For example, Aaron's special dice have only 3, 4, 5, and 6, since he needs higher numbers the 1 and 2 are removed.


supernerd117 : Your second support roll: 3, 5.

Yeah, I realized as soon as I posted it that there was no real choice involved in this one, but then there wasn't a choice involved in Alicia's move either I suppose, save for the first one. At least for this turn players can use the roll intermissions to contemplate skill usage, if nothing else.

This has made me think about some more changes that would affect every character though, so it hasn't been a complete waste. I may go ahead and implement those early, starting with the next character to attack (Emmerich).

This whole system is constantly undergoing revisions with literally every role. Bear with me. m(_ _)m


Eniitan : Your second support roll: 3, 3.

Wow. That's a perfect roll. lol




Team total:
Two 3s and two 4s. [four total usable dice].
Dice needed: seven more 3s or 4s.
Roll 2/5

MarioLucarioFan64 :


Your second roll: 3, 5.
Which do you wish to keep?
Your locked die: 4


m0ssb3rg935 : Your second support roll: 2, 5.
Your locked dice: 3, 4.

Aye. I'm having trouble adjusting Kiyun above all others given the nature of dice multiplication, as you know. This one won't work at all, unless I add more moves to level one as well. I may very well do that though.


EX Palen : Your second support roll: 1, 2, 4.
Your locked die: 3.

His number requirement is the highest so far because we managed to see that Alicia's nine dice requirement for an attack isn't overly demanding, and he can take two numbers instead of one, so his odds should be roughly twice as high...unless my math has failed me, which is entirely possible. lol

Your character has two skills, actually. One is to reduce the enemy's attack power by 33% for a full round, and the other is to change everyone's dice to a custom set I made for each of them that makes it easier for them to get the numbers that they need. For example, Aaron's special dice have only 3, 4, 5, and 6, since he needs higher numbers the 1 and 2 are removed.


supernerd117 : Your second support roll: 3, 5.

Yeah, I realized as soon as I posted it that there was no real choice involved in this one, but then there wasn't a choice involved in Alicia's move either I suppose, save for the first one. At least for this turn players can use the roll intermissions to contemplate skill usage, if nothing else.

This has made me think about some more changes that would affect every character though, so it hasn't been a complete waste. I may go ahead and implement those early, starting with the next character to attack (Emmerich).

This whole system is constantly undergoing revisions with literally every role. Bear with me. m(_ _)m


Eniitan : Your second support roll: 3, 3.

Wow. That's a perfect roll. lol




Team total:
Two 3s and two 4s. [four total usable dice].
Dice needed: seven more 3s or 4s.
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(edited by Eirinn on 01-21-18 08:13 PM)    

01-21-18 08:26 PM
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EX Palen
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Lock that 4 and re-roll the rest of dices. We should need just one more 3 or 4 in the remaining six dices, and with still three re-rolls at our disposal. Maybe your math didn't betray you after all xD

I did see my skills, but I'll save them up because for now we're dealing heavy damage to our enemy and our last roll gave us hope to get what we need. You never mentioned when can we use it, at least not outside the tanks, so a confirmation about that timing would be okay as well.

About tweaking MLF's character because of the rolls he needs, I'd personally have him stay as is. I doubt we'll come up with incentives for all characters, so if just one is like this the remaining four can balance it out. I haven't given this much thought as of now, but if there are other ideas for his support rolls I'm in to test them as well to make the perfect comparison.
Lock that 4 and re-roll the rest of dices. We should need just one more 3 or 4 in the remaining six dices, and with still three re-rolls at our disposal. Maybe your math didn't betray you after all xD

I did see my skills, but I'll save them up because for now we're dealing heavy damage to our enemy and our last roll gave us hope to get what we need. You never mentioned when can we use it, at least not outside the tanks, so a confirmation about that timing would be okay as well.

About tweaking MLF's character because of the rolls he needs, I'd personally have him stay as is. I doubt we'll come up with incentives for all characters, so if just one is like this the remaining four can balance it out. I haven't given this much thought as of now, but if there are other ideas for his support rolls I'm in to test them as well to make the perfect comparison.
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01-21-18 11:58 PM
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Gonna go ahead and re-roll the 2 and the 5.

Quick question: not that I can think of a reason why we would right off the top of my head, but would we be able to unlock dice we already locked in and re-roll those? One reason I ask because I wasn't aware if I should specify whether I want to keep the locked dice or not when it's not obvious.
Gonna go ahead and re-roll the 2 and the 5.

Quick question: not that I can think of a reason why we would right off the top of my head, but would we be able to unlock dice we already locked in and re-roll those? One reason I ask because I wasn't aware if I should specify whether I want to keep the locked dice or not when it's not obvious.
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