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Well... what would you like to know?
Well, if by chance you seem out of your mind whilst ye come across here and by chance would like to know something about me or even that others might by chance want to know then please by all means post it in the shoutbox and I'll awnser them here.
Battle System suggestions
First, I haven’t really kept up with everything being discussed here so I don't know what of these might have already been suggested, or already decided, so I'm sorry in advance if for causing any inconvenience or annoyance, though most of what I have to say is just personal preference, so that shouldn’t be much a problem;

Character Creation:

When first starting out, you get a set number skill points/levels to distribute in whatever way you wish, with the options of even distribution (for beginners), random distribution, an/or preset classes of already distributed skill points/levels (for those who know want they want beforehand). Also, if you chose for the skills to be generated for you, you still can alter it further, not going above the set number of points/levels.(If confused, think the sims, if you’ve never played, I don’t know what else works the same)

Also, I’d like to point out that our avis are based around the human race, so I think it might be nice if we kept it that way

Classes and Titles:

Certain class titles, such as wizard, warrior, ninja, etc., can be taken when you reach a specific combination of skill attributes (meaning rings can help), doing so could then bestow further skill modifiers, depending on what you take, you could make it even more interesting by giving multiple class choices at the same time ninja

Titles can be more flexible, I think they could be made for personal means when ever, though to put into public display, you would have to pay some npc (town crier or the like) and wait awhile so that every one can know it. This was so if you though of a title you liked, you save it till you could get a new one

World Creation/Exploration/Expansion:

As far as my opinion on how the world should be, it should be based on the world of Gaia, being able to explore all the area’s visible on the map (Durem, Barton, Aekea, etc.) but also extensions of certain places, few ideas being wherever the cave at the Durem Reclamation Hub leads to, planet Zurg, from warp gate, though I’d hate to see what issues that would unfold if we reopened that door, even Atlantis, or something close to it, we do have an ocean, maybe even add a volcano, just for the heck of it, maybe even be able to switch to the towns if when we explore it, of course it would be a PvP free zone, have Leon confiscate, or at least render useless rings inside the towns. And yes I am suggesting we add new sections to the map, but at a pace, to many options at once distress me greatly

Plotline Suggestions:

Well the plotline suggestions I have (which open up tremendously) ties in directly with the World Expansion ideas. It’s simple, and I guarantee the major ones could hold over for at least a solid half a year at least. Anyways, the few things I could think of were us visiting Zurg (a delight for alien enthusiasts and stranded Zurg alike, if at least revive those UFO cars for those who own them) help them with crisis (invasion, perhaps?) just stop by for a bite to eat, what ever the reason, Atlantis, or many another mythical/ancient place also, for some smaller story arcs, another holiday snafu would be fun, creature farm/zoo outbreak, the generic plots, madman taking over the world routine etc., bringing back G-corp. that would be nice, but enough on reviving dead subjects, let’s press on, shall we?

The reason I’ve given you really nothing but recycled ideas is because, I have very few unique ideas, but expounding and combining things I’m much better at, so if we spend more time on fillers, we’re still entertained (for a bit, so don’t overdo it), and we have more time to think for more original ideas.

Dieing, Item Loss and Insurance:

I get the whole, you die and you get punished for it by losing items things, but I was hoping we could have a way to soften that by putting something to the like of insurance in there so that when a giant organized boss battle or something goes on not everything would be a big waste, something to the effect of “go bring me item X to insure item Y for Z amount of time/till the next time you die”, with different levels for different degrees for you troubles. That way you could get reimbursed in some way for your troubles, whether either gold, lesser variants of items, or just copies of items, while at the same time, not causing unbalance due to the economic status between players, not to mention being able to counter unexpected Pks on your character wouldn’t be as bad, I just think the whole thing would be nice.

Now saving the best for last,

Gaining Experience:

}{ Now this might be kinda tricky to understand, as I’m not sure if I’ve worked out the kinks yet, but this is kinda radical, (though most of my ‘radically new and unique’ ideas end up flopping cuz one person can understand it or has to be a noob about it) I’m gonna try to make it as clear as possible, so either try to keep up, or just skip this entirely. Also, note I’m talking about skill experience not ring experience, though I’m not sure how pertinent this is then.}{

There are 3 kinds of experience first is absolute, after gaining this you can never lose this, nor be below this level, this experience is ingrained in your mind, and you could use it even if you can’t realize it. The second kind is set skill, what this is your current, total, and generally accepted level for a skill is. The third is proficiency and it generally dictates how much faster you gain experience, this is because it is nothing more than a experience gaining multiplier.

Going into detail on each of these;

Absolute experience is really just a portion of your set experience that is in fact absolute, you cannot degrade past this point, (you’ll understand my wording later) also meaning modifiers can’t push you back past this point. Now, to gain it, simply gain experience as you would normally, and a portion of the experience you earn (like 1%-10%) will be absolute, the rest will be set.

With set experience, it’s just like normal experience it’s increased, decreased, modified, multiplied, mutified, and revampified, just like in any other MMORPG, of uber sweetness. And to point this out before it gets confuzzeling set experience is as much of an extension of absolute experience as absolute experience is a portion of set experience, so in a sense they are the same, only with different attributes.

Now, proficiency is really short term, it is really just a measure of how long and hard you work at something, and how much your rewarded for such. I’m suggesting this because I find it beyond annoying to spend a month advancing a level only to know that when I get there I have a month and three days after that, then anther month and week on top of that, till I can start doing what I want/need to be doing. What I plan this for to do is have those who are really passionate about a specific skill, no longer have to wait longer every time they level up, I find it quite depressing and a definite moral buster for me, and so I can only assume it’s the same for others, what it essential does on the other hand is let those who work hard at a certain skill, catch a break level at speed only noticeably slower than one who just started out instead of how awfully horrible it usually is, though it only lasts while your being passionate about it, if you decide to do something else, you’ll start, losing proficiency in the fist skill

Also, I’d like to talk about another part in my system, and that may clear up a few things in the process, experience decay, it’s probably just anther fishy idea that’ll just flop, but, I cannot begin to describe the guilt I get form keep my skill from months of inuse or hate when others do the same, basically it works the same as wait 3 years after finish up school, and trying to remember how to do those advanced trig problems, can’t can you? Why? Because, you forget, that’s why, it’s in our nature to forget, even as were learning it, and ignoring it never helps, now how I planed for this to work is that proficiency works as a shield slowly being eaten away instead of your set skill, but after it gets to a certain point it’ll bypass proficiency altogether and go straight for the set experience, at an even slower rate of course, which will degrade until it its hit the absolute experience point, and at that point, it’ll stop. Of course, I expect the effect to be much greater when your active and can counteract it, so don’t think you’ll get off scott-free by just no longer being active, but it’ll probably take months, even years of offline…inactivity to even think about losing your precious progress…

The reason I have behind this system is so that it stops peoples from being uberly skilled at every thing at the same time, the more you want the more you got to work for it, and it seems to be more realistic, for me, which I like, and cuz I know very, very few people who are proficient in more than 2-3 things, I’d just like to bring that into gaming

And as far as any ring/ class/title modification, positive stats would register to your absolute experience while negative stats register with to your set experience.

(also note, I have no idea on hard or easy coding this would be so I’m sorry if that’s a factor
But in my defense, these are only suggestions so you should feel free to alter or disregard them as you see fit)

Since this is my journel version, feel free to comment, or qusestion anything you want





Revuri
Community Member
Revuri
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