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Made A New Board Game. Looking For Playtesters
02-21-18 11:00 AM
supernerd117 is Offline
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Sorry about being absent. I'll reroll. Thanks! |
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02-21-18 02:52 PM
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Still not sure of what we should do, but since we have enough spare dices we can try for a double-way. Lock the 1 and re-roll my last dice. Let's see which attack we end up pulling off to finish that dragon. Lock the 1 and re-roll my last dice. Let's see which attack we end up pulling off to finish that dragon. |
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02-23-18 04:49 AM
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Can you please explain me in Discord what the purpose, goal and rules were of this game? I feel like trying to become more active but i'll make a thread today about why i can't join every time. Sorry. Sorry. |
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02-23-18 10:50 AM
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Eniitan :
Your third attack roll: 3. Your locked dice: 2, 3, 4. EX Palen : Your third support roll: 4. Your locked dice: 1, 2, 2. m0ssb3rg935 : Your third support roll: 6, 6. Your locked dice: 2, 2. supernerd117 : Your third support roll: 1, 3. MarioLucarioFan64 : Your third support roll: 2. Your locked dice: 2, 2. Sure thing, man. Two 2s shy of Slice, and one 5 shy of Slash. No one chose to burn a card, so the move defaulted to pierce (5 damage). A fitting last attack in my opinion. And so, with the once fearsome and worthy foe now reduced to little more than a heap of stoney scales, heaving labored breaths but still refusing to admit defeat, Alicia takes pity and sees him off to a respectable end, an end fitting a warrior such as he: walking up to the creature she steps around it's feeble swipes, and finding a small opening between the scales over it's heart, she pierces the tender flesh beneath, sending the creature to it's deserved rest. It was a taxing fight, but it was won. However, this is only the first battle of their long war... Thanks for playing, folks. If you want to stick around for part two of the test, let me know and I'll summon you once it's up and running. It'll be a few weeks probably, as I have identified some of the more fatal flaws in the system: namely it's reliance on too many dice and it's incredibly slow pacing when run in a forum setting (the pace would be fast if played as an actual table top game, but in a forum, no. Three days to perform one attack, and roughly a year to finish one full game is ridiculous. lol). The Next round will feature: •A brand new attack system built from what I've learned from this round. •Fast paced gameplay -- each post will likely result in an attack being completed. •The ability to set your character stats rather than having to choose from preset character abilities. •More cheesy story telling...maybe. There will be no die roll images though. Sorry, Palen. Save the image before it's So yeah, let me know if you want to join, and if you would like to offer feedback on the redesign ideas as I put them together, let me know about that too. Finally, thanks a ton everyone. I really appreciate your participation in this round. It meant a lot, and helped just as much. Your third attack roll: 3. Your locked dice: 2, 3, 4. EX Palen : Your third support roll: 4. Your locked dice: 1, 2, 2. m0ssb3rg935 : Your third support roll: 6, 6. Your locked dice: 2, 2. supernerd117 : Your third support roll: 1, 3. MarioLucarioFan64 : Your third support roll: 2. Your locked dice: 2, 2. Sure thing, man. Two 2s shy of Slice, and one 5 shy of Slash. No one chose to burn a card, so the move defaulted to pierce (5 damage). A fitting last attack in my opinion. And so, with the once fearsome and worthy foe now reduced to little more than a heap of stoney scales, heaving labored breaths but still refusing to admit defeat, Alicia takes pity and sees him off to a respectable end, an end fitting a warrior such as he: walking up to the creature she steps around it's feeble swipes, and finding a small opening between the scales over it's heart, she pierces the tender flesh beneath, sending the creature to it's deserved rest. It was a taxing fight, but it was won. However, this is only the first battle of their long war... Thanks for playing, folks. If you want to stick around for part two of the test, let me know and I'll summon you once it's up and running. It'll be a few weeks probably, as I have identified some of the more fatal flaws in the system: namely it's reliance on too many dice and it's incredibly slow pacing when run in a forum setting (the pace would be fast if played as an actual table top game, but in a forum, no. Three days to perform one attack, and roughly a year to finish one full game is ridiculous. lol). The Next round will feature: •A brand new attack system built from what I've learned from this round. •Fast paced gameplay -- each post will likely result in an attack being completed. •The ability to set your character stats rather than having to choose from preset character abilities. •More cheesy story telling...maybe. There will be no die roll images though. Sorry, Palen. Save the image before it's So yeah, let me know if you want to join, and if you would like to offer feedback on the redesign ideas as I put them together, let me know about that too. Finally, thanks a ton everyone. I really appreciate your participation in this round. It meant a lot, and helped just as much. |
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02-23-18 12:05 PM
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02-23-18 12:19 PM
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Well, it surely has been an interesting time, so I'm all open to enjoy this further. The changes sound promising, though I'd like to see how fast the gameplay actually is. My schedule is about to be more tight in the next months, I hope I don't slow down the game too much because of that. And it's not like I'd use much of the custom settings for my character, I think we're mostly okay with having different settings for each character even if we're not the ones setting them up. If the game will stay frozen for a few weeks, I'll have to pester the Discord chat to keep it somewhat alive. Maybe throwing a Yahtzee match there while we wait? xD The changes sound promising, though I'd like to see how fast the gameplay actually is. My schedule is about to be more tight in the next months, I hope I don't slow down the game too much because of that. And it's not like I'd use much of the custom settings for my character, I think we're mostly okay with having different settings for each character even if we're not the ones setting them up. If the game will stay frozen for a few weeks, I'll have to pester the Discord chat to keep it somewhat alive. Maybe throwing a Yahtzee match there while we wait? xD |
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05-17-18 02:04 PM
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Eniitan :
EX Palen : m0ssb3rg935 : supernerd117 : MarioLucarioFan64 : It's been a long while, but I'm ready to launch the next test. If you still want to help play test it, let me know. I've run a miniature version of it on Discord for a quick test, and it bears absolutely no resemblance to the original game we tested here (lol) so be aware of that. EX Palen : m0ssb3rg935 : supernerd117 : MarioLucarioFan64 : It's been a long while, but I'm ready to launch the next test. If you still want to help play test it, let me know. I've run a miniature version of it on Discord for a quick test, and it bears absolutely no resemblance to the original game we tested here (lol) so be aware of that. |
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05-17-18 02:31 PM
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Count me in! I could do with a bit of fun at this timing. It will be interesting to see how different this is from the original one. I hope it wasn't made too overly complicated, because one of the good things the previous test had was it's speed and flow, and I'd hate to see any of those aspects worsened. It's true that those aspects were mostly due to the rather simple setup of the test, but I'm sure we can keep them high no matter what. It will be interesting to see how different this is from the original one. I hope it wasn't made too overly complicated, because one of the good things the previous test had was it's speed and flow, and I'd hate to see any of those aspects worsened. It's true that those aspects were mostly due to the rather simple setup of the test, but I'm sure we can keep them high no matter what. |
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05-17-18 11:58 PM
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I'm still game. Interested in seeing how you've reworked the game and how it'll move as a result. |
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05-18-18 04:42 AM
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Sorry for the late reply. The test run was really fun! I have no doubt that this will be a lot more fun! ^-^ |
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05-22-18 12:30 PM
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EX Palen :
m0ssb3rg935 : Eniitan : Alright, I waited a bit to make sure that everyone that wanted to join had a chance. We'll do one more test battle here just to make sure it all flows as well as it seemed like it would during the brief test run on Discord, and if it does then we should be good to go with a full fledged game thread finally. Some quick questions for you three though: the new system is very easily scaleable, so do you have any preferences on battle length? It will probably take one or two turns to handle most battles right now. Is that too fast for your liking? Also for those that missed the Discord test, it's worth noting that the new system is more like classic turn based RPGs than the type of dice games that the original system was modeled after. Also is there anything you'd like to see included that we didn't have last time? Bear in mind that I have to keep the system balanced, so I might or might not be able to incorporate some suggestions, depending on how they fit with what I have in place right now (I don't want to put it off another month while I rework the system on you guys). m0ssb3rg935 : Eniitan : Alright, I waited a bit to make sure that everyone that wanted to join had a chance. We'll do one more test battle here just to make sure it all flows as well as it seemed like it would during the brief test run on Discord, and if it does then we should be good to go with a full fledged game thread finally. Some quick questions for you three though: the new system is very easily scaleable, so do you have any preferences on battle length? It will probably take one or two turns to handle most battles right now. Is that too fast for your liking? Also for those that missed the Discord test, it's worth noting that the new system is more like classic turn based RPGs than the type of dice games that the original system was modeled after. Also is there anything you'd like to see included that we didn't have last time? Bear in mind that I have to keep the system balanced, so I might or might not be able to incorporate some suggestions, depending on how they fit with what I have in place right now (I don't want to put it off another month while I rework the system on you guys). |
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05-22-18 01:23 PM
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No more dice games? Well, they added a bit of unpredictability to the game, but I guess sometimes they were also unfair. I honestly cannot answer your question until I see the game in motion. Only when I see how it functions and what actions we have at our disposal will I know if it's too fast or too slow. I have a hunch that it might be fast, because last test the battle did last some two-three turns but with two more players, but maybe it's fast enough to be a forum game. About having anything added, once again I'll have to see the game in motion and witness all the changes (as well as remembering what we used to have because it's been too long lol) I honestly cannot answer your question until I see the game in motion. Only when I see how it functions and what actions we have at our disposal will I know if it's too fast or too slow. I have a hunch that it might be fast, because last test the battle did last some two-three turns but with two more players, but maybe it's fast enough to be a forum game. About having anything added, once again I'll have to see the game in motion and witness all the changes (as well as remembering what we used to have because it's been too long lol) |
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05-22-18 01:56 PM
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Sure, i wanna join again. Although i'm using a different Discord account from now on so if necessary, i'll share my new account here. Sorry for late reply. EDIT: I'll share the new account information in the Discord server for this game. Sorry for late reply. EDIT: I'll share the new account information in the Discord server for this game. |
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(edited by MarioLucarioFan64 on 05-22-18 01:59 PM)
05-22-18 05:28 PM
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I can't think of anything I'd like to see in the game at this very moment. As the others have said, it'll probably be better to see how the current model works before we start throwing suggestions. A couple of turns should be a decent start. Don't want to start the game off too slow. |
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05-22-18 11:22 PM
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Yup, I'm down for it! Sorry for the late reply! |
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05-27-18 04:11 PM
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Oh hey, the whole group is back together. lol Glad to see everyone signed back up. And sorry for the delay, but I've had my nephews over for the past few days and nights.
Alright, this time you get to build a character. I've been asked if you can use the characters from the last game -- the answer to that is yes, you most certainly can, however there are no preset characters, so if you wish to keep those characters you have to name them and make their stats just like you would if you made a new character altogether. It would definitely be cool to see someone do this, but it's also preferable in my opinion to allow them a chance to make their character whoever they want them to be. A brief breakdown of stats and their effects so you'll know how you want to build your character: •Attack: the higher this stat is, the more damage your attacks deal. •Defense: the higher this stat is, the less damage you receive when attacked. •Charm: higher charm may allow you to avoid unnecessary fights, or persuade enemies to join your party. •Intelligence. Intelligence makes solving puzzles and picking locks easier, and increases your perception (increases your likelihood of seeing hidden items, traps, and nearby enemy encampments). •Speed. The higher your speed, the more likely you are to evade attacks. Turn order in battle is also determined by speed. If your speed is high enough, you may even be able to attack twice before your enemy can retaliate. There will also be times when you are faced with decisions. The above stats will determine which choices you are allowed to make in these situations. HP: health points, obviously. Ki: works like mana in most RPGs. BP: yes you Paper Mario fans, it's Badge Points Classes: Each class has it's own strengths which boost your stats (example: you have an attack stat of 4 and your class gives you a boost of 1 on attack. You now have an attack stat of 5 instead of 4). Below are the classes and their stat multipliers. Vagabond: +1 speed +2 charm Mage: +1 attack, +2 intelligence Scholar: +3 intelligence Warrior: +2 attack, +1 defense If you want a full overview (it's long), I'll list it at the end of this post. You won't have to read it to be able to play well though, so it's entirely optional. Now to build your character. Simply fill in the fields listed, and you're ready to go. Character name: Character gender: Character class: Ability stats: You begin with ten points. Assign them as you wish. Note that each stat begins with a base of 1, and your points can be spent any way you choose. Attack: Defense: Charm: Intelligence: Speed: K stats: You get ten points here as well, and once again, every character has base stats that these will simply add to. Distribute your points as you see fit. HP: Ki: BP: Finally, bear in mind that you will level up as you progress. When this happens you will receive more stat points which you can allocate as you wish. Additional information about your character (optional): This is just here in case you want to build your character's descr EX Palen : Eniitan : m0ssb3rg935 : MarioLucarioFan64 : supernerd117 : As stated above, everything you need to know to play well is listed above the summons. Everything below is only there in case you're a sucker for details and information, and want an extra detailed explanation of what to expect. Overview A full scale RPG, with a map, items, quests, stats, and a branching skill pallete. ______ Gameplay: 1. Action Points. Each player has a set amount of action points (labeled AP in the in-game stat list) which they use to perform various actions such as solving puzzles, and picking locks. Each of these actions may be completed without expending action points, however, using action points increases the likelihood of successful execution of some things. More detail on this will be offered as the game progresses. 2. Battle. Battles will occur when you cross paths with an enemy. The results are determined by calculating stats, rolling dice, and using skills, among other things. A brief overview of battle •Each player begins with a move set consisting of one basic attack and one special attack. Basic attacks are weaker than specials, but use no Ki. Special attacks are more powerful, but consume Ki with each use. •All attacks use die rolls to determine effectiveness, and in some cases, accuracy and success. For example, if an enemy defends, a high roll will break their guard and make them vulnerable. However, a low roll will cause an attack to deal significantly less damage than it would have had they not defended. •Skills. Skills affect your performance in battle. Using a skill requires Ki. Ki regenerates slowly over time. Players will not begin the game with any skills. These will be gained as you progress. 3. Stats. Your base stats are determined by you at the start of the game. These influence how the game will progress, and having stats that are too low in any given area could cause you to be unable to perform certain actions in the game, thus restricting your options. No one player can possibly excel at everything, so it's ideal that players join forces and assign their stats differently so as to make up for one another's shortcomings. Stats are divided into two categories and are as follows: Ability stats: •Attack: the higher this stat is, the more damage your attacks deal. •Defense: the higher this stat is, the less damage you receive when attacked. •Charm: higher charm may allow you to avoid unnecessary fights, or persuade enemies to join your party. •Intelligence. Intelligence makes solving puzzles and picking locks easier, and increases your perception (increases your likelihood of seeing hidden items, traps, and nearby enemy encampments). •Speed. The higher your speed, the more likely you are to evade attacks. Turn order in battle is also determined by speed. If your speed is high enough, you may even be able to attack twice before your enemy can retaliate. There will also be times when you are faced with decisions. The above stats will determine which choices you are allowed to make in these situations. K stats: K stats are your basic stats: HP: health points, obviously. Ki: works like mana in most RPGs. BP: Badge Points Badges, Items, weapons, and armor Occasionally you will find badges, items, weapons, or armor after fights, in chests, or otherwise hidden. Battles Battles are largely determined by rolling dice. How it works: Battle is turn based (obviously). At the start of a turn, players pick what they wish to do: attack, defend (decrease the amount of damage taken for that turn, but perform no attacks), skill, retreat. Descr •Attack: should you choose to attack, you will pick which of your moves you wish to perform, and which enemy you wish to perform it on. You and the enemy will then roll dice. The effectiveness of your attack will be determined by both your roll and the enemy's. •Defend: the damage you receive will be reduced for one turn. •Skill: you will pick a skill to use. These do not use dice, but Ki. They range from healing abilities, to attacks, to stat boosts, and more. •Retreat: this will give you a chance to run from battle. If other players are in the battle with you, they may opt to run with you, or stay and keep fighting. Alright, this time you get to build a character. I've been asked if you can use the characters from the last game -- the answer to that is yes, you most certainly can, however there are no preset characters, so if you wish to keep those characters you have to name them and make their stats just like you would if you made a new character altogether. It would definitely be cool to see someone do this, but it's also preferable in my opinion to allow them a chance to make their character whoever they want them to be. A brief breakdown of stats and their effects so you'll know how you want to build your character: •Attack: the higher this stat is, the more damage your attacks deal. •Defense: the higher this stat is, the less damage you receive when attacked. •Charm: higher charm may allow you to avoid unnecessary fights, or persuade enemies to join your party. •Intelligence. Intelligence makes solving puzzles and picking locks easier, and increases your perception (increases your likelihood of seeing hidden items, traps, and nearby enemy encampments). •Speed. The higher your speed, the more likely you are to evade attacks. Turn order in battle is also determined by speed. If your speed is high enough, you may even be able to attack twice before your enemy can retaliate. There will also be times when you are faced with decisions. The above stats will determine which choices you are allowed to make in these situations. HP: health points, obviously. Ki: works like mana in most RPGs. BP: yes you Paper Mario fans, it's Badge Points Classes: Each class has it's own strengths which boost your stats (example: you have an attack stat of 4 and your class gives you a boost of 1 on attack. You now have an attack stat of 5 instead of 4). Below are the classes and their stat multipliers. Vagabond: +1 speed +2 charm Mage: +1 attack, +2 intelligence Scholar: +3 intelligence Warrior: +2 attack, +1 defense If you want a full overview (it's long), I'll list it at the end of this post. You won't have to read it to be able to play well though, so it's entirely optional. Now to build your character. Simply fill in the fields listed, and you're ready to go. Character name: Character gender: Character class: Ability stats: You begin with ten points. Assign them as you wish. Note that each stat begins with a base of 1, and your points can be spent any way you choose. Attack: Defense: Charm: Intelligence: Speed: K stats: You get ten points here as well, and once again, every character has base stats that these will simply add to. Distribute your points as you see fit. HP: Ki: BP: Finally, bear in mind that you will level up as you progress. When this happens you will receive more stat points which you can allocate as you wish. Additional information about your character (optional): This is just here in case you want to build your character's descr EX Palen : Eniitan : m0ssb3rg935 : MarioLucarioFan64 : supernerd117 : As stated above, everything you need to know to play well is listed above the summons. Everything below is only there in case you're a sucker for details and information, and want an extra detailed explanation of what to expect. Overview A full scale RPG, with a map, items, quests, stats, and a branching skill pallete. ______ Gameplay: 1. Action Points. Each player has a set amount of action points (labeled AP in the in-game stat list) which they use to perform various actions such as solving puzzles, and picking locks. Each of these actions may be completed without expending action points, however, using action points increases the likelihood of successful execution of some things. More detail on this will be offered as the game progresses. 2. Battle. Battles will occur when you cross paths with an enemy. The results are determined by calculating stats, rolling dice, and using skills, among other things. A brief overview of battle •Each player begins with a move set consisting of one basic attack and one special attack. Basic attacks are weaker than specials, but use no Ki. Special attacks are more powerful, but consume Ki with each use. •All attacks use die rolls to determine effectiveness, and in some cases, accuracy and success. For example, if an enemy defends, a high roll will break their guard and make them vulnerable. However, a low roll will cause an attack to deal significantly less damage than it would have had they not defended. •Skills. Skills affect your performance in battle. Using a skill requires Ki. Ki regenerates slowly over time. Players will not begin the game with any skills. These will be gained as you progress. 3. Stats. Your base stats are determined by you at the start of the game. These influence how the game will progress, and having stats that are too low in any given area could cause you to be unable to perform certain actions in the game, thus restricting your options. No one player can possibly excel at everything, so it's ideal that players join forces and assign their stats differently so as to make up for one another's shortcomings. Stats are divided into two categories and are as follows: Ability stats: •Attack: the higher this stat is, the more damage your attacks deal. •Defense: the higher this stat is, the less damage you receive when attacked. •Charm: higher charm may allow you to avoid unnecessary fights, or persuade enemies to join your party. •Intelligence. Intelligence makes solving puzzles and picking locks easier, and increases your perception (increases your likelihood of seeing hidden items, traps, and nearby enemy encampments). •Speed. The higher your speed, the more likely you are to evade attacks. Turn order in battle is also determined by speed. If your speed is high enough, you may even be able to attack twice before your enemy can retaliate. There will also be times when you are faced with decisions. The above stats will determine which choices you are allowed to make in these situations. K stats: K stats are your basic stats: HP: health points, obviously. Ki: works like mana in most RPGs. BP: Badge Points Badges, Items, weapons, and armor Occasionally you will find badges, items, weapons, or armor after fights, in chests, or otherwise hidden. Battles Battles are largely determined by rolling dice. How it works: Battle is turn based (obviously). At the start of a turn, players pick what they wish to do: attack, defend (decrease the amount of damage taken for that turn, but perform no attacks), skill, retreat. Descr •Attack: should you choose to attack, you will pick which of your moves you wish to perform, and which enemy you wish to perform it on. You and the enemy will then roll dice. The effectiveness of your attack will be determined by both your roll and the enemy's. •Defend: the damage you receive will be reduced for one turn. •Skill: you will pick a skill to use. These do not use dice, but Ki. They range from healing abilities, to attacks, to stat boosts, and more. •Retreat: this will give you a chance to run from battle. If other players are in the battle with you, they may opt to run with you, or stay and keep fighting. |
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Eirinn |
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(edited by Eirinn on 05-27-18 04:33 PM)
05-27-18 06:32 PM
EX Palen is Offline
| ID: 1354003 | 171 Words
| ID: 1354003 | 171 Words
EX Palen
Spanish Davideo7
Spanish Davideo7
Level: 138
POSTS: 4351/6231
POST EXP: 1103624
LVL EXP: 31486089
CP: 188472.3
VIZ: 10710149
POSTS: 4351/6231
POST EXP: 1103624
LVL EXP: 31486089
CP: 188472.3
VIZ: 10710149
Likes: 0 Dislikes: 0
In all seriousness, the game surely has changed a lot. If I must be honest, I'm not sure I'd have signed up so quickly if the game was like this since the beginning because it's not my type of game, but it won't hurt to try something different once in a while. The test will serve to see if I can blend with this, though I'm sure the full game will still introduce some changes that we'll troubleshoot at the test. I'll come back once I have my character fully formed. So many fields to consider, and while it's just a test, I want to try and make my character as complete as possible for when the real action kicks in. One question: you say K stats have base values, how are these calculated? Just asking because the answer would allow me to better distribute the points on those fields. In all seriousness, the game surely has changed a lot. If I must be honest, I'm not sure I'd have signed up so quickly if the game was like this since the beginning because it's not my type of game, but it won't hurt to try something different once in a while. The test will serve to see if I can blend with this, though I'm sure the full game will still introduce some changes that we'll troubleshoot at the test. I'll come back once I have my character fully formed. So many fields to consider, and while it's just a test, I want to try and make my character as complete as possible for when the real action kicks in. One question: you say K stats have base values, how are these calculated? Just asking because the answer would allow me to better distribute the points on those fields. |
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05-27-18 08:05 PM
supernerd117 is Offline
| ID: 1354005 | 182 Words
| ID: 1354005 | 182 Words
supernerd117
Level: 143
POSTS: 5980/6187
POST EXP: 404633
LVL EXP: 35421314
CP: 17935.2
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Now to build your character.
Simply fill in the fields listed, and you're ready to go. Character name: Bob (Bob) Character gender: Bob (Male) Character class: Bob (Mage) Ability stats: You begin with ten points. Assign them as you wish. Note that each stat begins with a base of 1, and your points can be spent any way you choose. Attack: 1 (+4) Defense: 1 (+3) Charm: 1 (+2) Intelligence: 1 (+1) Speed: 1 K stats: HP: Blissey levels (+2) Ki: I'm basically Goku (+9001)...OK (+4) BP: I work at Publix (+4) Additional information about your character (optional): Bob's backstory has no bearing on the game in any way. That said, he has a great one. Before the great war between [ Simply fill in the fields listed, and you're ready to go. Character name: Bob (Bob) Character gender: Bob (Male) Character class: Bob (Mage) Ability stats: You begin with ten points. Assign them as you wish. Note that each stat begins with a base of 1, and your points can be spent any way you choose. Attack: 1 (+4) Defense: 1 (+3) Charm: 1 (+2) Intelligence: 1 (+1) Speed: 1 K stats: HP: Blissey levels (+2) Ki: I'm basically Goku (+9001)...OK (+4) BP: I work at Publix (+4) Additional information about your character (optional): Bob's backstory has no bearing on the game in any way. That said, he has a great one. Before the great war between [ |
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WOOOOOOOO |
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05-27-18 11:57 PM
Eirinn is Offline
| ID: 1354011 | 262 Words
| ID: 1354011 | 262 Words
Eirinn
Level: 155
POSTS: 7853/7900
POST EXP: 1300417
LVL EXP: 46829852
CP: 69387.4
VIZ: 1838152
POSTS: 7853/7900
POST EXP: 1300417
LVL EXP: 46829852
CP: 69387.4
VIZ: 1838152
Likes: 1 Dislikes: 0
EX Palen : Sure thing. The K stat system is currently set up with one attribute point equaling 1,000 HP, 1,000 Ki, or 10 BP. The systems for HP, Ki, and BP will be arranged so that those pretty much balance out equally, so don't think that ten BP for one point is weak compared to a thousand HP for one point. For example, a badge that gives you 500 extra HP might only cost five points to equip, and so on. Basically what I'm saying is that badge costs will be low, especially the badges found early on in the game.
The base values for each K stat is set to the equivalent of one attribute point, so: 1,000 HP, 1,000 Ki, and 10 BP. I was actually kind of nervous as to whether or not the new system would hold the original testers due to the fact that it's shifted from dice game to full on RPG. Hopefully the execution of the gameplay will prove interesting for you guys. And I plan to let the testers keep any stat boosts they earn from the test once the main game launches, as a sort of reward for the help. If anyone else signs up then that will make sense. Otherwise it'll just be like New Game+ -- OP mode. lol supernerd117 : Sorry for the pointless summon, but I wanted to say this: thank you so much for that post. xD That was hilarious. lol I laughed so hard at that whole thing, but especially the end of the back story. The base values for each K stat is set to the equivalent of one attribute point, so: 1,000 HP, 1,000 Ki, and 10 BP. I was actually kind of nervous as to whether or not the new system would hold the original testers due to the fact that it's shifted from dice game to full on RPG. Hopefully the execution of the gameplay will prove interesting for you guys. And I plan to let the testers keep any stat boosts they earn from the test once the main game launches, as a sort of reward for the help. If anyone else signs up then that will make sense. Otherwise it'll just be like New Game+ -- OP mode. lol supernerd117 : Sorry for the pointless summon, but I wanted to say this: thank you so much for that post. xD That was hilarious. lol I laughed so hard at that whole thing, but especially the end of the back story. |
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Eirinn |
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Post Rating: 1 Liked By: supernerd117,
05-28-18 07:19 PM
EX Palen is Offline
| ID: 1354019 | 124 Words
| ID: 1354019 | 124 Words
EX Palen
Spanish Davideo7
Spanish Davideo7
Level: 138
POSTS: 4352/6231
POST EXP: 1103624
LVL EXP: 31486089
CP: 188472.3
VIZ: 10710149
POSTS: 4352/6231
POST EXP: 1103624
LVL EXP: 31486089
CP: 188472.3
VIZ: 10710149
Likes: 0 Dislikes: 0
Not exactly the answer I was expecting, though maybe I didn't express myself well either, but whatever. Character name: Akira Character gender: Male Character class: Scholar Ability stats: Attack: +1 Defense: +1 Charm: +3 Intelligence: +2 Speed: +3 K stats: HP: +1 Ki: +5 BP: +4 Additional information: Akira's name in Kanji means "bright", and he fully lives up to his name. He always puts brains over brawn, and prefers methodical analysis over blunt attacks. Though normally away from the frontline, using his abilities to help those important to him pass any obstacle in their path, Akira won't hesitate to step into the battle even if just to provide a window of opportunity (or when fists are the only language spoken amidst the brawl). Character name: Akira Character gender: Male Character class: Scholar Ability stats: Attack: +1 Defense: +1 Charm: +3 Intelligence: +2 Speed: +3 K stats: HP: +1 Ki: +5 BP: +4 Additional information: Akira's name in Kanji means "bright", and he fully lives up to his name. He always puts brains over brawn, and prefers methodical analysis over blunt attacks. Though normally away from the frontline, using his abilities to help those important to him pass any obstacle in their path, Akira won't hesitate to step into the battle even if just to provide a window of opportunity (or when fists are the only language spoken amidst the brawl). |
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