Quest Online Description/Character Sheets (Sword Art Online Inspired RP)

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Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Oh and while were handling that, lets handle the issue of Multis too..

Two character Max for anyone Idc what you do with them. there is a SINGLE rule.

they can not be relevant to each other under any circumstances. They are too entirely different characters, not a team of characters but two separate ones with separate goals.

you can't sell from one to the other, or fight one with the other. its a fair compromise and allows for people to try more than one role without killing off their character.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Tensa Just fixed the nothing, to sell stuff too things so read what I said to Nevvy please.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

It might be a good idea to keep in mind - this is not an actual RPG. It's a written Role Play~
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

If you're going to try to weasel out, I'll just add another example. Say for some reason I don't like you and I've got the only really good armorsmith. Guess who's going to have to pay more because I'm going to be meaner with the haggling? That's right, you. I could even boycott you if I wanted. The reality that this can happen can only be voided by everyone making a whole set of life characters just to support themselves and make sure they don't get screwed over. This is bad because they won't reasonably get their fair share of attention yet will be there because your system almost demands it for utility purposes. Hence, it causes an influx of characters that won't be developed to what they should be to truly be called characters. Yet each person will end up with massive numbers of feeder multis to protect themselves because the GM took out the system that protected them, the npc system.

Good. We needed a limit on multis and some anti-feeder baselines. That'll help. Now please do something to protect us from individual prejudice between players that would lead to haggle bias and boycotting.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

MMO Based role play. Your point? It's still MMO based. There are STILL some MMO based mechanics. :P

Never heard of anyone taking part of some MMORPG without The Fundamentals. :P

If it wasn't based on a game, @Key, your point would be valid. But the truth is: All games have their fundamentals, and without them, the game breaks down quite easily.

The economy would be Severely broken, and People would Raises to impossible costs to buy a simple fish. And people would Actually be forced to kill each other for Food. Really. Come on.
[MENTION=4073]Wolfsin[/MENTION]. Actually, insane prices, and irregularly cheap selling to a black Market doesn't Fix anything. You're simply trying to pull more effort form people who'd actually does something.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

You better have a reason not to like the person In character. Thats all Ill say about that. If you have the reason in character not OOC then sure they can charge whatever they want. I don't care about that. if you choose to PK sure do it thats your own risk. NOT everyone is going to hate you unless you deserve it Nevvy. And like I stated. IF the system is not working out then I can add in NPCs when necessary. but if we have the support I'm hoping we will have, then I don't think there will be that issue. I can also run a player shop as a GM if it comes down to it. but right now you guys are fighting me tooth and nail to try and prove that Life skill specialists are completely unecessary. Ill do whatever it takes to make it so thats not the case, to place them where I wanted them when I first designed this roleplay. and this seems like the best option until it fails in which case ill take the blame and fix the issue instantly.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Just know that That in the beginning, when you can't buy any health products, and you health is running low, you're gonna diiiiiiiiiiiiiiie.

And it's not like people start with money to get the basic stuff. Ohhh I'm Getting Herbs! I'm I'm going to Sell. But then, the potion doesn't have the money to buy it. He's going to need it. And Only random coin drops STILL comes from killing enemies. :P So, it STILL slows down your idea of Economy.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Lol. You're just taking it personally. I've asserted from the start that I don't care whether it stays or goes. I just don't want it to roll out of control and become a feeder graveyard that's as distasteful to them as it is to me. If I hadn't made the statements I did, don't even think about claiming that the limits on multis would have come to pass. I pointed it out before and was duly ignored. So fill the gaps and I won't have to keep poking and prodding at your sensitive topic to get the gaps filled.

Don't pretend that people can't come up with character reasons. It happens all the time. They can be pulled out from almost nowhere and you can't do a thing to fully prove that it was for reasons that break the 4th wall. Maybe it was for biased reasons. Maybe it wasn't and the character is just like that. Are you going to sit there and play judge, deciding how their characters would normally have acted? I certainly hope not but if you're not, you can't even begin to enforce what you're saying.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Alright then My compromise for that is.. Npc Shops and everything for the first Ten Floors.. after that the Npcs are too afraid to go further up the tower. After Floor ten No more Npcs except for the Black Market Hermit which you can sell too. and the Player shops set up. Ill even make a note that I want things to be fairly priced according to what Ill have on my chart for value. that way no one can go bat shit on somebody with prices, and Ill monitor it. you can a go a bit above the valued price or lower or whatever. but not outrageously.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Excellent. The npc shops don't need to go to crazy places but they do need to exist to stabilize the economy with a baseline.

Oh yes. You may also wish to establish a system for the lifers where they can work for an npc shop so they can actually do something. To mine, you have to buy equipment and also maybe be able to fight depending on where the mine is. A potion maker would need capital to start a shop... that they wouldn't reasonably have and would normally work for an existing business first. And so on.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Alright so we come to an agreement. the 10 floor is the cut off point for NPC Shops. Quest Givers/Part Time Jobbers and Hermit Market guy that you can sell too.

The rest I agree with.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

One other matter would be safe zones on floors. If you're going to depend on player shops on higher floors, there needs to be a place for them to set up shop without having to defend the shop constantly. It'd be rather nice to have a place set up for that. It'd also give players a place to rest. I dunno about you but each of these floors I think is supposed to be pretty big. Going through them all in one waking period doesn't sound too terribly realistic.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Yup when we figure out this GOD DAMNED cartographer program for map making.. we are going to have all that set up. with little towns in areas that are considered Safe zones. there will be at least ONE safe zone on each floor. That much is for sure.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Too DnDish for my taste but ah, whatever. Suit yourself.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Nevvy, no offense dude, but you've kinda been overanalyzing things for the last 3 pages of this thread. If you try to hash out every possible scenario that could happen in the game, it won't even be fun anymore by the time we start playing.

There will be problems with the system, and sometimes things might go a little wrong, but that's why we are all reasonable individuals. It's OK to just trust the GM and the other players to not be morons about some of this stuff.

I've been all for some of the stuff that ended up getting shot down, and I've been against some of the new ideas that have been brought in, but I can still work with what we have right now. Can we please not make anymore major changes to the rules that have already been presented? Frankly, this game is moving farther and farther from it's SAO roots.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

I don't intend to implement anymore huge changes. Honestly soon as Map is done, and I finish up a basic Item list for at least floors 1-10 we can start this whole thing up and get character sheets in and what not. We are really close. doing all the weapon/ Armor tables sucks balls Mind you. Potions are gonna suck worse, and I think as easy as Enchantments are going to be to handle. they are my best friend in comparison to the rest.

I realize some people come off more brash than others with how they present their opinions. If Im being honest Nevvy if I didn't know you were tyring to help me out with this, from an outside view Id think of you as coming off as a no it all. Tensa I would think of you in the same circumstances as Nevvy its cool to analyze stuff but lets try to be a bit nicer with presentation at least, so it doesn't look like theres a pissing contest between people and the GM of this whole thing XD. Im not callin nobody out really directly just in general I wanna keep this whole thing civil and get everything done.

What I need immediately to help me get this whole thing finished up. Ideas for Potion effects and what I should do about a duration for buff potions or immunity potions (Bleed Damage, Poison, etc.. ) If I did it by using post count for duration then people can cheat it, and make a whole day happen within one post having that potion effect them a whole day.. which just wont happen. So Im thinking that we are all fair players. If I use generalized time no ones going to take advantage of that I would hope. thats just a thought so throw me ideas. Please =)
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Immunity potion is already a problem in itself. :P If people simply continues to drink it over and over, wouldn't it make them "invincible"? I don't mind it it's only immunity to status aliments (Poison/Bleed/Stun/You name it.), but think carefully about the potions.

Hm. The duration must be done by Class. F might not last more than 5-10 minutes? A class for about an hour? And instants effects like stamina/health Potions what is regained probably based on class too. Since everyone would let's say, start F class everywhere. F class potions might not be the best in overall, BUT, It heals their health. :P Completely. Now let's say they go a little further, less uses. And for some A class player, F potions are worthless. Since the only Skill that can determine that is the "Type of fighter" (Ex: One handed Blader), let's try to "Match it". As some, might simply be too much (If effect is instant refill.), And they won't neeeeeeed such a product. (Not now. But you know, later?).

Oh yeah, if there are more than just Elemental props as Enchantments, like Durability/Sharpness increase, State them all.

Weapon: Make a standard C class weapon, and add prefixes? I could do weapon tables, if you ask. But you know. You'll deal with the prices. Not me. I could probably even make weapon descriptions for each (And just the starting weapons, I think we'd have between 10-30, Depending on how many starting weapons per Class specialty? Ex: one handed sword = Longsword, Flamberge, Short sword).

Ex: F Class Dagger = Battle worn Iron Dagger? A Class Hammer = Legendary Battle Hammer?

Armor: Same pattern, sadly. I'm just worried about the 1000 clothing.

Price: I can't help you there. Making it twice as expensive as the previous class, will only make people double the effort, but making to 20X per class isn't too good either. So, Imma say it's up to you. As long as Repair is affordable, I won't see the problem. But still, I don't know how not making it too hard, whilst not making it too easy.

For player made weapons, let's say a guy actually Creates a Badass sword. Hm. Like SAO's "Demonic Sword Gram" He could name it what he wants, BUT, it will still count as what price you would put in the Normal Variant of the Sword + The enchantment + the Cost of creating it? Unless there is a "Legendary" Cost. (No, not what I've put for A Class as example, But for "Unique" weapons such as Gram, Excalibur, Dainslief, and any other Mythic Class weapon that might appear, Existent or newly created.). As stated earlier, I can let you deal with the Prices. :P
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

I agree with Tensa on the potion durations/class ratio, but I would shorten the times he suggested. Realistically, most battles won't last more than a couple of minutes, five at the most (unless it's an uber boss fight and you have lots of health potions).

On the subject of health potions, have you considered whether to use an instant healing or a regeneration effect? Instant healing is just an immediate use for an immediate problem, but regeneration works a little differently. For example, if you drank a regenerative potion that lasts for 2 minutes, you would immediately heal any damage you have, and continue to heal any more that you gain, until either the time limit or the regeneration power runs out, whichever comes first.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

I agree with Tensa on the potion durations/class ratio, but I would shorten the times he suggested. Realistically, most battles won't last more than a couple of minutes, five at the most (unless it's an uber boss fight and you have lots of health potions).

On the subject of health potions, have you considered whether to use an instant healing or a regeneration effect? Instant healing is just an immediate use for an immediate problem, but regeneration works a little differently. For example, if you drank a regenerative potion that lasts for 2 minutes, you would immediately heal any damage you have, and continue to heal any more that you gain, until either the time limit or the regeneration power runs out, whichever comes first.

From 10 seconds to three minutes, then? XD.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Potions~

Immunity will only be to ailments and the such yes. No invincibility. some potions provide buffs too.

As far as the duration I agree active effects right away spanning between 2 min to an hour depending on the rank you are with your potion making. All potions will be avaliable to make but how effective they are will depend on rank alone.

Now we run into a slight contradiction. your saying that Rank F Potions shouldn't be able to do anything to Rank A fighters or whatever. Remember the Rank is mostly just a Bragging right thing, or a title. Knowing that, that concept doesn't make a whole lot of sense. Im just going to limit exactly what the ranks of potions do for whatever player. THE MONSTERS on higher levels will make it pretty close to impossible to survive just using Rank F potions that only heal tiny cuts and most basic damage. So thats where that scaling would come in, not according to the player itself but the Monsters will make it so that as they scale in difficulty it will become much necessary to have higher rank Pots on your person. If that makes sense. I also am making pots pretty expensive on market as I don't want people like having ridiculous amounts on them. Either that or I might have a Limit before pot Poison. which will not only make Pots no longer work for until cured, but will slowly drain at your health, that way there is a little draw back to completely relying on nothing but potions to save your life. its something Im thinking of right now.

As far as Weapons Go the Level 1-10 level Weapons are going to be in this scale.

Iron~ (Base Weapon type)
Name
Damage
Durability
Weight
Value
Iron 1h Sword
9
40 Posts
8 lbs.
10G
Iron 2h Sword
14
30 Posts
16 lbs.
25G
Iron 1h Sword (Fine)
11
45 Posts
8 lbs.
13G
Iron 1h Sword (Fine)
16
35 Posts
16 lbs.
27G
Iron 1h Sword (Flawless)
13
50 Posts
8 lbs.
15G
Iron 2h Sword (Flawless)
18
40 Posts
16 lbs.
30G

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Of course that is the example there will be an Iron, Brass, and Stone Variant (With Prefix) for every weapon type. This is the only material of weapons available by Npcs on floor 1-10. After LVL 1-10 there will be no more npc shops, and the items will get more extraordinary names. Flamberge, Claymore, Great Sword, Rapier, etc. This is just the beginning set that way we have a list of whats available while we reach the goal of passing tenth floor. which won't be easy right off the bat like we've said we want to somewhat make this last to an extent. In the free time of while we are rping it out I will be working on the 11-20 list and so on as far as I can get I just want this part done to make sure this is taken care of.

Armor~ In terms of Armor, no one is going to be extremely happy with me for this. but there will only be 3 types of Armor from Floors 1-10 unless rare drop. I will have one single weapon or armor that will be rare and have an epic name or something with a higher attack rate or ridiculous value or something of that nature. After floor ten Armors will be like weapons they will have more extravagant names and stats so to speak.

Making/ Upgrading weapons and Armor~

Level 1-10~ You can buy the prefixed versions of weapons of course, but you can also get materials and make them as well. When you do this you can choose to try for a Prefix Weapon. (your success rate goes down by 2 pts for Fine, and down by 5 pts for Flawless) You can name the weapon whatever you want and will have an in game option to color it how you want it. It will just have the base stats of whatever you made. This is why we are doing the ridiculous chart for Level 1-10. That way you get an idea of how things work.

Breakdown~ Any weapon being made follows the rules for the success rate listed. 2 pts less on chance of success for Fine, and 5 for Flawless. IE: 30/70% success~ You try to make a Flawless Iron Sword your success rate is now. 25/75% success.

The bonus however is the same. lets say Level 11-20 Weapon/Armor. has a damage of eh... 25 Durability of 50 Posts that being the normal weapon up prefixed, but no you're making a Flawless version and you succeed: Your weapon would be. + 2 Dmge +5 Dur for Fine, and +5dmg +10Dur for Flawless. Note if you make a Fine weapon first then try to upgrade to a Flawless you do your math from Base stats of the sword so it would still be the same as making the Flawless weapon right off the bat. (IE: Fine Weapon= 27dmg 55Dur, ~Upgrade to Flawless~ 30Dmg 60Dur. ~NOT~ 32Dmg 65Dur.)

That should explain how that will work.

Pricing~ Will be my base cost.. +20G for Enchantment + 5G(Fine) 10G(Flawless) + Any number of G 1-20 extra the seller thinks its worth.= Price of all out weapon/Armor

Enchanted Weapon Price raises by 5G for each rank of enchantment, until Rank A which jumps up from B by 10G
F,20G, E,25G, D,30G, C,35G, B,40G, A,50G