Ooh okay, I've never played it so I don't know exactly what the original game is like, but I think you ought to be good if you simplify it? A lot of RPGs have simple stat systems and some have none at all lol so it would be reasonable to simplify some stuff lol.
I see nothing wrong with adding your own monsters too if you'd like, even it's straying from the original but it's a creative liberty so I don't think there'd be any technical issues with it haha, you're free to stick to the original/make changes to whatever extent you want.
I feel like it's all up to you how much you want to change, but whatever you choose should be fine :P
Edited By Larkian on 3/23/2023 at 5:14 PM.
Necto
Level 68
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Posted: 1/19/2023 at 9:23 AM
Post #12
I've already made a few monsties, but my major question is
I want to integrate the armor skills and decorations, but my question is /how do i do that in a not-brain-breaking way/ >->
Larkian
Level 75
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Posted: 1/20/2023 at 1:12 AM
Post #13
Hmm, can you elaborate further/give me an example on what sorts of armor skills/decorations there are? I'll see if I can help you figure something out :P
Necto
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Posted: 1/20/2023 at 9:22 AM
Post #14
there's...
a lot.:
Attack Boost, Defense Boost, Divine Blessing, Horn Maestro, Weakness Exploit, Element Exploit, [Element] Attack Boost, Maximum Might, Adrenaline, Load Shells, Artillery, Offensive Guard, Guard Up, and that's just to name a few. I can't remember them all off the top of my head, but there's a lot.
Larkian
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Posted: 1/20/2023 at 10:15 PM
Post #15
Would you mind giving me a description of what some of those do in-game? Just one or two so I can get a general idea hehe
I did look at the wiki a bit lol
Without knowing more, I'm currently thinking of two approaches that might work (which you can both implement at the same time)
- Have a set of standard base stats for everyone and certain kinds of armor give boosts to these stats (e.g. on the character profile you could write it like (Stamina: 2 (+1))
- If armor has a skill that doesn't work by converting it into base stat boosting, you can mark that it has a skill in the inventory or whatever (e.g. Armor Name - Skill Name) and then have a separate section down below in the character profile that elaborates on what each skill does/what level it's at since it seems like it's a fairly important mechanic.
Edited By Larkian on 1/20/2023 at 10:16 PM.
Necto
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Posted: 1/23/2023 at 9:38 AM
Post #16
Divine Blessing - Level Cap: 5 - Chance to reduce damage taken. Chance and reduction change with level.
Weakness Exploit - Level Cap: 3 - Increases Affinity when hitting a weaker spot on a monster.
Artillery - Level Cap: 3? - Increases damage dealt by gunlance shells and impact charge blade phials.
Maximum Might - Level Cap: 3? - Increases attack and affinity while stamina is full.
Agitator - Level Cap: 4 - Increases attack and affinity when a monster enrages.
there's a few :P
Necto
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Posted: 1/24/2023 at 11:51 AM
Post #17
I suppose I might have an idea for "statistics". Strength and Vitality for sure, perhaps Constitution for defensive purposes. Other than that, I dunno.
The thing I want most is people that do "play" this has the creative liberty they desire. which may lead me to have layered armor and weapons be unlocked automatically xD
But besides that, that'll include perhaps vanity effects for, say, weapon swings or, random idea, confetti for gunlance. :P
Larkian
Level 75
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Posted: 1/24/2023 at 11:09 PM
Post #18
Ohh that's an interesting idea! I'd say can go wild with what you let players choose, but you'll probably have to make a really long explanation post for what everything is and what the options are if it's not immediately obvious how it works lol. Most text RPGs are...not really that similar to video game RPGs despite sharing a name lol, so most people probably won't understand the more complex armor/weapons/buffs and whatnot (especially because even those mechanics vary between video games themselves lol). I'm a little confused with even this little xD
Edited By Larkian on 1/24/2023 at 11:09 PM.
Orcastration
Level 74
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Posts: 33,457
Posted: 1/24/2023 at 11:58 PM
Post #19
hi hello
^whatever was sadi above because I tend to go for the simpler things- mostly becasue I can't do stats to save my life, even if i like reading about them.
Overall my general recommendation is- you can do stats, but keep in mind that most people who join will look at your intro post, maybe peek at some of the other stuff, probably skip 80% of the info about stats and things, sign up, and then look at the stat info as needed. Another thing is that if you make things overly compplicated people are less likely to join or keep playing since it's not like in a videogame where you can see everything at once and respond in real time, for large chunks of time Text RPGs tend to move slower (partly because of posting, partly because of how you build the RPG and write out what happens), and so while you can have a stat system, it'll be a lot easier on you and the players if you can all understand the system quickly or not need to worry about the stats. If that makes sense.
Oh and also keeping some form of consistancy between certain stats can help if you have a lot of stats- if they all have different ways of making them higher it can be confusing, especially if you don't use all of them all the time. It's like how you're not going to just throw 50 different recipes at someone new to cooking right off the bat- you start them with something simple, then work your way up and build on what they know. Because you'r ethe one introducing them to your world. That's actually a good tip for the worldbuilding during the gameplay as well.
Tldr you don't want to micromanage too much but it's nice to have a bit of something to work or aim for in an RPG.
(I don't even know if this is on topic anymore, hopefully it's the advice you're looking for. I'm a bit out of it at the moment, it's been a day)
Edited By Orcastration on 1/25/2023 at 12:01 AM.
Necto
Level 68
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Posted: 1/25/2023 at 10:16 AM
Post #20
Fair enough, might skip that bit then and let that sort of category be purely flavor and skip the stats entirely. I don't want to break my brain nor my players' brains.
So a very flavorful RPG, I suppose more similar to Orca's works in a way. *shrug*
Time to figure out how to, er, "balance" the monsties.
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