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Messages - Tokoshoran

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1
Announcements / Re: Any Interest in a PK V2?
« on: July 01, 2012, 04:41:34 pm »
I was so close, the blood was still in the crater :(

Tokoshoran, the numbers above are the divisors, meaning the higher the number the lower the damage

SPEED is better when lower, too!

2
Announcements / Re: Any Interest in a PK V2?
« on: June 30, 2012, 03:13:09 pm »
Isn't weapon speed the DELAY between attacks? It looks like you're saying that if it gets faster you should have more base damage per hit, but it should be the other way around.

3
RPGWO V4 / V5 / Re: Farming and Plants
« on: June 24, 2012, 05:24:41 pm »
Could we get a weather-warning, perhaps? Like if there's a raincloud approaching the plot, we'll know to be prepared to get out fast, or if the upper layers are starting to absorb water in, form puddles to warn us that it's about to flood.

4
Announcements / Re: Forum Updates! New Auto Badge System
« on: June 23, 2012, 12:32:49 pm »
Here's an alternate idea: Make it so you can only touch karma every so often. Maybe three times per hour, or three times per day.

5
RPGWO V4 / V5 / Re: Farming and Plants
« on: June 23, 2012, 12:25:24 pm »
Okay, so, if mines flood, can we make pits underground to catch the water? Would it automatically drain to even lower mine levels (The lower down you are, the  more it floods)? Would bridges still work underground?

I personally don't think bridges should work underground. If an entire tunnel is flooded, how do you get up out of it?

If clouds can be blocked, then can heightened plots block them too (Check out the layers thread, wherever it is)? Could surfaced ground block out water to a degree depending on the type? I would imagine a concrete floor would be good to block it out, making a mine below it (As long as it's got stone walls around it) safe.
Edit: The concrete would effectively form a dam, especially if it's got the cloud-blockers above.

6
RPGWO V4 / V5 / Re: Movement - Animation and Functionality
« on: June 22, 2012, 09:01:36 pm »
granted you can't move as fast backwards as you can forward, but its still more effective than turning around unless you really need to run away from something!
Actually, the force of kicking the ground when running backwards seems to push me faster than when I go forwards, but it may be a skill that's mine alone.
I imagine with less control..
Insomuch as I can't turn while airborne, sure. My feet hit the ground often though and I can turn efficiently. I just can't see where I'm going is all.

Edit: "Often" being more frequently than forward running.

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RPGWO V4 / V5 / Re: Movement - Animation and Functionality
« on: June 21, 2012, 10:53:18 pm »
granted you can't move as fast backwards as you can forward, but its still more effective than turning around unless you really need to run away from something!
Actually, the force of kicking the ground when running backwards seems to push me faster than when I go forwards, but it may be a skill that's mine alone.


8
RPGWO V4 / V5 / Re: Magic
« on: June 19, 2012, 11:39:29 am »
As for 'sliders', maybe different mantra-segments can be spoken at different 'volumes.' Just muter the greater string and announce the fire string, it's slightly stronger than normal. This would be kind of confusing, but I guess it could be done.

As far as a limit on mantra strings goes, I'd say you can use each string once per spell. You may be able to find the 'same' mantra slip at a different grade that somehow lets you use it again, but I think it'd work best to have different strings with the exact same effect. Igi and Fir could both be fire, for example. Sup-igi-fir would be a level 3 fire spell.

Your final paragraph seems to say that mantras are used only in spellmaking, not casting... And I suppose that makes sense. It's not really a true mantra system, but neither was premade strings. Locating "Super rune" "mantras" to make different or stronger spells could still be done, and it could be done that the mantra is gone once you make a spell out of it, giving reason to stock multiples.

9
RPGWO V4 / V5 / Re: Magic
« on: June 18, 2012, 05:14:18 pm »
How does it contradict the spellmaking system? Negative mantras aren't very popular since you can easily skip past them by using the opposite mantra (igi->aqu); you can easily ignore them.

A single mantra ("Super rune") is a string of letters representing something, like fire, and can be combined with other mantras for a stronger mantra (sup-igi, sup being an upgrader), or a fully new one (ter-igi, ter being earth, going by logic this would be lava). Mickey stated that in order to support the creation of spells, you would have to find new ones to combine into it--that would apply even to mantra bits.

Say you start with igi, aqu, ter, and weh (air). You can make spells relating to fire, water, earth, and air right off the bat, but just with those simple mantras. Later on, you find a written mantra; using it adds it to your "Mantra book" (for lack of defined list name). Say the mantra is "sup," you can upgrade your mantras by slapping the prefix sup to them, or enhance your "power" mantra by using sup as a suffix instead--aqusup, if Mickey determines order is important, could be "Improve Water Power."Originally had igisup, but that made the pun Fire Power and I wanted to make myself clear. Improving the elemental power of a player means when they cast spells of that element, they're more potent. Alternatively, elements can tie into attributes or skills, making it the method of hero-type spells.

On the subject of finding mantras, Mickey did state he was considering making "Ancient Language" help you get new spells--this could be converted to finding mantras inscribed on random ruins across the world.

10
RPGWO V4 / V5 / Re: Magic
« on: June 18, 2012, 12:40:47 pm »
What would you suggest in the way of mantras? I'm not really familiar with that concept.

Right, let's flesh out an example list here:
Beaiigi: Warmth self.
Benuigi: Warmth other.

Take a look at those, and you'll notice they both have "Be--igi". That means one of those is "Good" and one is "Fire." Ai is self, and Nu is other. Be, in this case, is the Beneficial, and igi is the classic fire.

Of course, having two-letter strings would probably be a bad idea, since it can result in strings of short-strings that spell out something in three-letter strings if you don't choose the lettering of it all very carfully.

The mantras clearly follow the rune idea, only less ordered, less varied, etc. You would have a lower amount of strings, though tying them together can result in interesting things.

Ma-be-nu-igi, under the assumption that Ma is Malicious, for example: what would this do? Maybe it's a cauterizing effect--burn out a wound or debuff at the cost of health.

Negigi: If Neg is Negative/Anti, this results in the opposite effect than fire, which, under logic would be water or ice, though on a magic wheel it could be something else. Or maybe negative does the opposite logic effect instead of magic.

Say the opposite is water, and aqu is water. Aqu-neg-igi would result in a double-strength water spell. Why would you want to do this? Because AquAqu might do something entirely different. Manuaqu might punch the enemy with water, and Manuaqunegigi punch them even harder, but manuaquaqu could instead punch them at level one strength with a knockback.

Additionally, using the same mantra could result in an exponential cost increase. If Aqu and Igi cost 3, and Neg costs 1, AquAqu could cost 9, whereas AquNegIgi costs 7. With this logic, even if AquAqu is the same as AquNegIgi, it's cheaper to use Aqunegigi. AquAquAqu would cost 27, AquAquNegIgi 13, and AquNegIgiNegIgi also 13. (If Neg was more than 1, then it would cost more than only having one neg)

11
RPGWO V4 / V5 / Re: Magic
« on: June 18, 2012, 12:00:46 pm »
Alright, that makes sense... But let's look into the not-so-elemental talk. Keep "elements," just don't make them the science ones. If you want fire, two of the elements working together may be able to make it.

Or, perhaps one can represent fire, and another water, but due to being magic in nature, not actually be enemies. Maybe "Fire Water" is actually lava (Liquid fire, after all), instead of earth fire (which could instead be a fireball (the burning bullet has to have some solidity to not die right away)). From a scientific standpoint, there's little sense to all the things it can do, but we're going with magic, right?

I still personally like the mantra idea.

12
RPGWO V4 / V5 / Re: Magic
« on: June 17, 2012, 05:12:23 pm »
Um, wow. Cooling something down to temper it is only done to GLASS. With metal, you only heat it up again, and let it cool down over time, not rapidly force it to.

Besides, like I said before, you will be losing your elemental traits with antipodes. Maybe they can just create a new spell when put together. Perhaps that's how you would get the nova-/hero- type spells? Hot-cold pads are used to help sooth muscles, after all, so a benificial water-fire spell could be Hero, whereas a malicious one would be Nova.

13
RPGWO V4 / V5 / Re: Magic
« on: June 17, 2012, 11:04:00 am »
if you're shooting someone with a flame thrower and at the same time spraying them with a huge fire extinguisher(sp? and yes those things can cause frost bite) you might do some damage, but you won't get the full effect from either.  so why do we have to take the lead from some games you've played instead of doing things the right way?
The right way: Freeze something and immediately roast it. Busts metal wide open. Lift something high into the air, slam it into earth. Splats all over. Yeah, they cancel out certain attributes of each other, but they give a new strength.

14
RPGWO V4 / V5 / Re: Magic
« on: June 16, 2012, 08:46:41 pm »
Antipodal elements might sound like they'd cancel each other out, but in video games it's actually usually represented as strengthening one another. Fire and Ice causes "non-elemental damage" in Chrono Trigger, for example, and in Castlevania: Order of Ecclasia, using Light and Dark together results in the ultimate attack (Other than the suicide one) that makes ANY non-Dracula boss easily beaten, if you have enough hearts to use it repeatedly.

I don't like the wheel posted above, the element list sucks. Offense intended. Spirit vs Lightning? How does that make sense?
           Energy
     Wind        Fire
Poison              Spirit
    Water       Earth
          Physical

Yeah, I'm lobbing Physical onto that list. Physical and Energy aren't really the friend/dissapointment of any of the other elements, but they do keep it a complete wheel rather than a wheel and a bar. Physical magic on its own is stuff like "harm", whereas Energy ties into Lightning.

I like the idea of mantras. I remember a SNES game where all the spells you had, you wrote yourself, based on mantras (You would start with a few to hint you as to what mantras do what). You would find books as you went on that told you new mantras, but different characters would start with certain elements--Igi for fire, Aqu for water, etc. Then, there were mantras for "Stronger" and "Weaker" (Weaker was good to lessen the mana cost of a predefined expensive mantra--elements had more than one mantra each and you'd sometimes want to go past level "1+" but can't afford 2 yet).

Of course, if you already knew some of the secret spells and the weaken mantras, you could type them in from the getgo and cast super-magic, so the idea of needing to find that mantra first is good.

15
RPGWO V4 / V5 / Re: "Luck"
« on: June 13, 2012, 04:06:18 pm »
I still think it should just stick to, at most, item chance/quantity.

16
RPGWO V4 / V5 / Re: "Luck"
« on: June 12, 2012, 08:09:32 pm »
Or you could have luck only add one per every 10 luck. Then, it would be more worth your time to focus on the primary attributes, and get luck once you can afford ten points in it at the same (or cheaper) cost as one point of the attribute.

17
Announcements / Re: Any Interest in a PK V2?
« on: June 12, 2012, 12:45:52 pm »
Yo make item vitea loss for PK??¬!¬
With the way people gank one another I say no. It's unfair that traders get targeted as is, it would be worse if their items got stolen.

18
RPGWO V4 / V5 / Re: Movement - Animation and Functionality
« on: June 12, 2012, 12:44:37 pm »
I like the way Crossfire does it--You immediately move to the next space, but your sprite changes to represent stepping forward-feet together-other foot forward as you keep moving.

If you are going to stick with the movement from this tile to the next being seen in action, I do hope the run skill improves how fast the guy does it.

19
RPGWO V4 / V5 / Re: "Luck"
« on: June 12, 2012, 12:37:38 pm »
Bad game luck would only come from items that were made specifically to have a higher damage rate or something.

The luck modifier is like adding a modifier to dice. Like you roll 1d20, with a modifier of +2, you roll 15, so it's instead 17.

If a monster has a range of 1000-2000, the roll is 1d1001+999. Since rolls are normally for two-digits, you add a digit for every additional two digits, 1000+ will multiply the modifier by *10, so +2 becomes +20. Not a whole lot of extra gold, but every bit helps. Or you could go an extra digit for each additional digit past two, for *100, which would be +200 gold. After all, 120 is a decent boost from 100, wheras 12 is a good boost from 10 and 3 a good boost from 1.

If you have an "Unfortunate" item equipped, the modifier just gets a negative attatched to it; -2 for example. If combined with lucky gear you could have +3, +1, and -2. This adds up to +2 total.


Why would there be a modifier to dice rolls? Take a look at D&D, they did it. Rings and bracelets and necklaces already boost the roll for one specific stat, too; if you're carpenting a 200 difficulty thing at 150, your roll will be worthless, because it won't hit 200, but with those boosters it has a chance of hitting 200. (I'm assuming that the roll isn't 1d50+S, S being the skill level, anyways)

20
RPGWO V4 / V5 / Re: "Luck"
« on: June 11, 2012, 10:54:57 am »
didn't someone bring up luck before?  theres already a luck factor involved in every game, random number generators give a chance to hit or miss, random amounts for damage and gold drops, whether items are dropped when you die or what not...

if you turn it into an actual attribute, then its not luck, its an attribute.  we have attributes for most stuff I like having luck actually being luck!

From what I read he was suggesting it just be another bulb--By default, it's at 0. Your luck as a player effects the character's luck. Wearing a lucky charm would boost in, or unlucky charms lower it. It's not something you would modify with your experience, and as soon as you lose your charms, it goes back to 0, instantly.

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