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Post by Altl on Dec 5, 2005 21:36:04 GMT -5
To begin, I'd like to state I have never done online text roleplaying, so in essense I'm doing this from teh point of view of someone who pretty much has no idea what they're doing which should be helpful to you all as it means...well...to say the least you get to see this from the prospective of a complete idiot making it possible to clarify a few things that more familiar people would catch on to. Jumping right in, I would like to say the the game itself, "Soul Shadow" seems rather overwhelming when you first click on the board. You have *six* sub-boards staring you straight in the face and you can't help but wonder, uhh 'what the hell?' Steping right up, you have the "Soul Shadow - Faq" which looks like an obvious place to start, because "maybe you'll be able to figure out what these various "cities," "outposts," "highways," and "libraries" are. As that would be my first question..Unfortunately "no" I'm then refered to a "RPG OS," "role playing game oh ?" I don't know. After scrolling around the "RPG OS" I can't help but, wonder how much there is to the game so, I go back and franticly open tabs to find out how much there is to the game...In order I have the "Library Faq, Authors' Guide, Skills Guide, Arms and Equipment Guide, Bestiary, and Nayton's Diary (example), RPG OS, and Soul Shadow FAQ. That many tabs frightens me, but I do applaud not having a single guide that has a really tiny scroll bar, that would be worse (not sarcasm it really would be). I would do a paralleled thing where I go through all the sections [and I just might still], but I can't really as some of it is solid, some is lost in translation, and some is down right kookie(is that right, soppose to read Coo-key). Library FAQ - Why does it even exist? (had to get that out of the way) RPG OS-Author's Guide-Nayton's Diary Overall it all seems rather parallel and straight foreward. But, I'm wondering what the difference is between classes and skillplay? Is there no such thing as a class? If so, why is it even mentioned? If there are classes, do I pick one at the beginning/am I assigned one etc etc? The History part of the profile; it would help if information was provided about the world of Soul Shadow...I mean if I wanted could I be like "<fantazy(with a z) character name> was raised in the deep Jungles of the south by Ninjas. When his village of tree ninjas was/is destroyed he was forced to go to Terra in search of those people that shot his master in the face. Or something like that...I mean in essense I am quite possibly changing the geography that you may already have planned out. Equipment - straight foreward as far as I recall.. Bestiary- doesn't really matter to me right now.. RPG OS I'm suppose to post all this on a prelude board that does not exist. Is there a limit to the number of items you can carry? Is it to be assumed you can't change/edit your command list during battle? If so, what other places (if any) can you not edit it? I don't recall seeing it, I might have glazed over it can you party with other PCs? How many members per party? What is the overall point of the game? Complete quests? Fufill it all to the point your character seems *complete* to you? What will be done to keep it all interesting? (re:the current problem with the lms game iirc) Is it possible to just go out in the forest and *Grind* if I wanted? I'm not sure I'd want to in a text based thing, but I like options. I think that about covers what I have to say today. About it all, posting this doesn't necessarly mean I'll play, but I do have interest in it. I'm sure I'll have more questions at a later time, perhaps tomorrow if time permits. Finally anyone ever consider posting I dunno, a "beginners guide to role playing"? *I did not proof read any of this* **anything that has been addressed already I apologize for asking, but I also discourage being forewarded to a post**
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Post by Draxas on Dec 5, 2005 22:41:05 GMT -5
First of all, I'd like to say that you've given me personally a lot of insight into what we might be doing wrong with the above post. I really couldn't figure out why nobody was interested in this (other than the usual lame excuses), but now I think I get it; new players are easily overwhelmed by the "fortress of words," and give up before even getting started. I'm going to see if I can't help do something about that. Anyway, let me respond to most (or all) of the points you've raised, hopefully this should help some: Library FAQ - Why does it even exist? (had to get that out of the way) Currently... That's a good question. I think I may rework this so it provides more detailed info, at least; the library board needs some explanation for sure, but the 2 lines of text that are up there now aren't helping much. Skillplay is all that matters; SS was specifically designed to be a "classless" RPG. While you are limited to only one particular skillplay at the start, which determines something akin to your starting "class," it is possible, and actually fairly simple, to learn the other two skillplays. Since there is no difference in effectiveness between someone who starts with (for example, and based on the single criterion alone; obviously, YMMV based on how your character is developed and outfitted) melee skillplay, and someone who learns it later on, there are no fixed classes set down as arbitrary constraints on character development. I couldn't find the spot where classes are mentioned. Please point that out to me so I can correct it; it's likely left over from an older version of the game before the classless system was implemented and has been overlooked. Well, since we haven't planned out any geography at all other than the locations that are already in place, making up your own is not too much of a concern. In fact, it very well may inspire one of the Overlords to flesh out an area in the future if you describe it in your history. Creativity is encouraged! However... Obvious "goof" characters (such as the gunslinging tree ninja you described) are taking our generosity a bit too far, and we'd likely ask you to rethink your character concept if you posted one. This doesn't necessarily mean that exotic character concepts are ruled out as a matter of course, we just simply ask that you put some thought into your background and try to make it fit into the world without being silly. Surprisingly, it actually still does. It's under the special//Network section, and is a relic of times long past. Obviously this needs to be revised; we don't actually want anyone posting characters in there anymore. Nope! At least not as yet, anyway. I'm kinda surprised we overlooked this, actually. Obviously, the idea of having a set command list is to restrict the number of skills you can use in battle, so no, you cannot edit your command list during combat. However, you can feel free to alter it at any time, so long as you're not involved in a hostile situation or other in-depth scenario (for example, in the middle of a conversation with another PC or an NPC, while hanging from a vine over a crocodile pit, whiloe chasing after a bandit on horseback, etc.); basically, as long as you don't have your concentration fixed elsewhere, you shouldn't have a problem modifying your command list. We haven't yet devised a system for how partying with other PCs will work. Suffice to say, this is an issue we intend to focus on in the near future, but for now, parties are limited to one PC. However, in terms of party size with NPCs, there are no limits in place as yet. So feel free to try to amass an army of NPCs, if you're so inclined and think you're able. What's the point of any MMO, text based or not? Your goals are what you make them, and your character's destiny is what you choose it to be. Of course, as time goes on we will try to develop various plotlines that the players may wish to pursue... But if you decide to ignore those completely, that's your decision. The game world is yours to explore as you like. Well, we're trying. I should think it would help if the game got off the ground first... However, it's worthwhile to note that we're (or I am, at least) constantly developing new ideas to add depth to the game, as well as creating new content as the world is fleshed out more and more. The current project is an interesting weapons and magic customization system... But we haven't made enough progress to really talk about that just yet (at least partially because, right now, we feel that we're working on these ideas for naught since nobody want to give this a try). If you have suggestions for LMS, this isn't really the place... But there is a thread that has been seeing some activity lately that is. Suffice to say, I'm very interested in what you have to say about that as well, and humbly request that you share your thoughts there. Sure is possible. Simply head off to any "dungeon" area that isn't labeled for quests only, and wander around looking for trouble. It shouldn't be too long before you find some. That's actually a really good idea. I think I may start working on one of those fairly soon. As for joining the game, I'm not going to twist your arm, but suffice to say we would appreciate it if you signed up. That should, at the very least, give us some motivation not to abandon the game again.
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Post by Altl on Dec 6, 2005 15:19:23 GMT -5
Just gonna breeze through, I'm sorry to say I don't have time to make as lengthy a post as before as I just picked up Animal Crossing Wild World...
RPG OS 1.0 Second post very first part
Sorry to say I never played Perfect Dark (excluding the first level and that time N3b tried to push it at the first non-annual fps fest.) So I can't really tell you whats wrong with it other than the obvious lack of interest I've seen from your improvement post "and now for something completely different(?)". Same goes for PDBA assuming they're acting as two peas in a pod.
As for playing the game after your replies I'm fairly excited about it and will be making a profile of sorts shortly.
When playing the game I'll of course note any complications/things I don't get here as to not pollute the actual game.
Also, I would like to note that my interests go up and down quickly so, yeah...
Finally I'd like to remind you that I've never done the text role playing well(I didn't/don't really think my CoR thing went that well), so bare with me...
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Post by Draxas on Dec 6, 2005 17:23:32 GMT -5
I look forward to having you join the game. As always, I will try to address any questions, comments, or concerns in as prompt a manner as possible.
This goes for everyone else, too; feel free to post whatever feedback you may have right here. Suggestions can only help improve the game, and I consider them all seriously, so don't be shy.
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Post by Draxas on Dec 6, 2005 21:10:53 GMT -5
Welcome to Terra, Alt!
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Post by N3B on Dec 7, 2005 15:12:40 GMT -5
Keep in mind, we've still got this in a pseudo beta (more like alpha, it's just that we can't effectively test it without some other players) state. Things like background information for Terra, cleaning up of the orginization (such as pointing to topics that no longer exist, changes in one part that are affected by another that we missed, etc) will come in when we're ready to put a more finished feel on it. Right now, game mechanics are our first priority.
Pretty much everything Draxas said is accurate, just bear in mind things are subject to change. One thing Altl mentioned today was "What do I do when I start, after I've gotten the 'ok, you're good to go' post from the OL?" I told him basically go to Suryan and start doing whatever he wants (I said some things like "go to adventurer's guild for quests, go hunt stuff, kill people, sit on a bench staring and females' bosoms, etc.), but we should probably specify that you have to start at Suryan (Ranger I believe took the liberties of starting at Kestral).
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Post by Draxas on Dec 7, 2005 15:49:07 GMT -5
I don't see what difference it makes, whether you start in Suryan or another town at this point. Maybe later, when the world is a bit bigger, we can limit the number of starting points for new characters, but right now it's sort of silly; these towns are less than a day's walk from each other.
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Post by Altl on Dec 7, 2005 16:48:06 GMT -5
Alright two one things:
1. What are the extent of my controls as a player? Clearly from previous posts it is possible to generate Player:NPC dialoge without the aid of an Overlord, so how do you distinguish between when an Overlord jumps in and when you pilot it. Is it major tasks, quests assigns, battle, partying, etc that is handled by Overlords and all/most plot details like dialoge are handled by the player? Edit: After futher inspection I think I've got a handle on it now
2. Have you two set up a party EXP system? (I didn't see one)[If not] Although it might not be necessary right now its important to consider how things are to be divide half/damage based/etc.
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Post by Draxas on Dec 7, 2005 16:57:24 GMT -5
Heh, OK. You just struck through that fist point as I was about to respond to it. Makes my job easier. As for party XP, we haven't laid out a system yet. I'm not even necessarily sure we will keep NPC experience "visible"; since XP and currency are essentially the same thing in SS, it could be argued that what an NPC does with their money is their business. However, it's a point worth discussing, and soon, since several players picked up NPCs rather quickly the last time we ran this. We'll keep everyone posted as we make decisions like this one.
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Post by Altl on Dec 7, 2005 17:02:06 GMT -5
This is hardly worth making another post about, but I want to clarify what I meant: If you were to fight 'wolf rat' with a party member, then in most senarios you wouldn't get as much experience as you would when soloing 'wolf rat'..of course that only matter if you were to create a standardized exp system where <monster name> gave <number> exp all the time. I'm probably taking this too far for the beta, but it is something to consider.
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Post by Draxas on Dec 7, 2005 17:29:06 GMT -5
Hmm.
Under the system we were using before, you actually WOULD receive the standard amount of experience for defeating the wolf rat (or any other monster). Your NPC(s) would receive none (that you would know about, anyway). This kept things simple, but it also served to keep an NPC's stats fixed for the entire lifetime of the character; this may be a bit shortsighted, though it would discourage people from trying to collect an NPC army. I think the issue that we need to discuss in regards to this is twofold now:
1) Do we want NPCs to have the ability to increase their stats and abilities, or will they remain unchanged from the moment you recruit them?
2) How do we plan to divide XP among a party?
Incidentally, we actually do have a standardized number of XP awarded for every monster created to date. You can check those out in the Bestiary, along with all their possible item drops (none of which have been filled in yet).
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Post by Altl on Dec 8, 2005 17:25:44 GMT -5
In a completely non-related matter... I would like to say you make me sad... I sit for about a half hour brain storming some enchanting dialoge and description and you seem to sit for like 15 minutes and make something that is not only longer, but better written and more content filled.
Kind of an aside, I'd like you to point out mistakes or what ever you want to call them in my rping (when they come up) as I'd rather learn it the right way than do something wrong over and over again, like linking several ideas in a sentence by use of a comma, even when they have little to do with each other, lack conjunctions etc.
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Post by Draxas on Dec 8, 2005 17:43:14 GMT -5
I try not to make a habit of being a grammar nazi. If you insist, I'll do it, but I know I'm not the best in the world. Anyone who has read my posts knows I have a nasty habit of abusing our poor friends semicolon and parenthesis, and Mr. Comma seems to spend an inordinate amount of time hanging around as well... I'm no English teacher by any stretch.
As for the posts... Well, that's what happens when you've been doing similar styles of RP for the better part of 20 years. Everyone can do it, it just takes time and practice (much like anything else).
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Post by Altl on Dec 8, 2005 17:48:41 GMT -5
Arg, no no..I was talking about the general mechanics of rping, then I went into a rant because I realized I made a huge run on sentence. To reiterate: No, I'm not worried about my grammar, just whether I'm doing things right with the game mechanics.
The red was merely an example of something I've done wrong over and over again. After reading it again I can see how you drew the conclusion that you did.
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Post by Draxas on Dec 8, 2005 18:56:37 GMT -5
As for the idea in general then, don't worry about it. If there's some kind of big problem, an Overlord will let you know. Otherwise, just keep doing what you're doing. So long as you're not manipulating NPCs into making big decisions without an Overlord's input, you should be fine. We try to be pretty lenient with the RP, it keeps things more interesting.
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