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Post by Wolf_Rainbowtail on Feb 27, 2013 17:19:39 GMT -5
The revamp is finally upon us. Or, well, you might not notice anything different for awhile XD This thread is to discuss changes you'd like to see. I'm pretty much open for changing anything. There are a few things that I'm definitely keeping the same. Things like the word minimum per post, training and leveling are all staying exactly how they are. I'm open for ideas about new things to train (including elemental attacks, I'd also like attacks that cause the other Fiero to skip a turn or lose speed and stuff like that) how battling works (I have a few ideas there, but I definitely want your opinions first), things other than shows and battling to do with your Fieros (I have Explore pretty much all figured out as well), changing or making clear anything that you guys find challenging, confusing, or even too easy...
Pretty much, if you've ever wanted something or wanted something changed regarding the Fieros, now is the time to tell me XD The suggestions can be as specific or as broad as you want ^.^
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Salki
New Member
Posts: 259
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Post by Salki on Feb 27, 2013 20:20:37 GMT -5
I don't find anything too easy in my opinion. XD It's a healthy challenge to write a little post for the threads... I can't think of any suggestions at he moment buit I'l think about it and see ^_^;
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Post by Wolf D. Plasma on Feb 27, 2013 22:24:45 GMT -5
REEEEEEEEEEEEEEEEEEEEEEEEEEVVAAAAAAAAAAAAAAAAAAAMMMMMMMMMMMP *shot*
Uh, well, this is certainly an exciting time for us, isn't it? The end of the plot has finally come, and now, the time for some spring cleaning is here XD Gonna have to kick myself in the rear to tidy up descriptions and such now XD
But, as far as suggestions go, I have nothing concrete yet that I feel like proposing. So I'm going to just wait for you to spill your ideas and see if I can suggest anything further XD
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Post by Wolf_Rainbowtail on Mar 1, 2013 18:58:51 GMT -5
Alright, revamp ideas. Here's what I had on the thread.
*More tricks, attacks and abilities *Guide to train each thing *Any amount of Fieros in a roleplay at a time as long as rules are followed (150 words per Fiero per post) *Take a look at the board structure *Make explicit rules for everything implicit *Get explore more structured (different pets depending on the Fiero's level, pets swapping out each month, etc) *Get shows up *Kill the random no leveling on intro post rule *Make more Deer and Scrimp designs. Much more.
And here's some more specific thoughts.
Training Specific *More things to train that do a wider variety of stuff *A guide on how to train each thing *Everything else about training stays the same
Battle Specific *More attacks *Every attack has a slight change to miss (1 out of 6 maybe? Attacks used in a row and attacks that already have a chance to miss would stay the same) *Might tweak the starting stats a bit... More toughness points so battles last a bit longer perhaps? *Have people choose where they want to fight instead of just in the arena? *Get battles other than one on one figured out
Shows Eh... I think with this one, I'm going to put the shows up, do some practice ones, and you guys can tell me what needs to be tweaked then? XD
Explore *Fieros would be able to find different pets depending on what level they're at *The pets that could be found would vary depending on the time of year (Maybe seasonal or monthly) *Everything else would likely stay the same, but I am very open to more ideas.
Deer More new designs
Scrimps *More horned ones *A new feature that allows you to trade in horned Scrimps for hornless Scrimps. Hornless Scrimps would have a wide variety of patterns, the one you got would be random, and they would be able to sort of breed, however that would require trading in horned Scrimps as well, and would result in a single offspring *I'm thinking three horned Scrimps for a hornless or hornless breeding, open to changing that, though it wouldn't be one for one
Also very open for any suggestions that will make this more fun and interesting.
I might do a bit of board reordering and thread cleanup too.
Think that's about all my current thoughts.
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Post by Wolf D. Plasma on Mar 2, 2013 22:46:19 GMT -5
Adding onto your thoughts, especially about the Fiero stats because those definitely need some kinks smoothed out of them *nods*
Everything else looks good by the way, even the possibility of a missed attack, because the more posts, the merrier XD
Okay, so anyway...Stats.
We either need to raise the toughness stat a lot so that the power of each Fiero doesn't outright slaughter them, or we need to decrease the power they have so that attacks like nibble don't send Fieros running with their tails between their legs. Or do a combination of those two.
Another suggestion regarding stats that I have is possibly making a set of randomized stats for each pup born/brought over. It would be a bit of extra work, and even that has some kinks that would need sorting out (like toughness and power being a certain distance away or something like that) but it could add some more uniqueness the the Fieros themselves since each would have at least one attribute that they're good at (like being fast, strong, tough, graceful, you get the idea), and the dragons could help raise any stat that the person wants to either further enhance that attribute or give it another one.
...More ways to battle might be interesting to dive into as well, now that I think about it.
Okay, so we have one-on-one...Other possibilities could be:
Last man standing Partner/Group battles
Since they all would need more than two Fieros in play, all the speeds would need to be accounted for (obviously)
For Last one standing, speeds could be calculated like the one-on-ones, and any Fieros with the same speed would have coins flipped (or dice rolled, if there's more than two) to see who goes before the other.
For Partners and groups, the speeds of each Fiero in each group could be added up together to see which team goes first, and then it could be further divided into the individual Fieros to see which Fiero goes first.
For how each of the battles would play out afterward would need some playing around with test dummies because then we'd be able to see stats and whatnot.
So, my thoughts right now; might add to them later or whatever if I get inspiration again like I did when I was brushing my teeth XD
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Post by Wolf_Rainbowtail on Mar 9, 2013 23:45:41 GMT -5
Okay, so I'm like, apparently really out of touch with this site. *Tries to shake some sense into her head and work on stuff* I think I'm going to work on this
*Make explicit rules for everything implicit
But for now, have two more implicit ones.
Each post you make with your Fiero contributes to leveling it up, including introduction to thread posts.
You may now have as many Fieros as you want in a thread, and can level them all in the same post. However, each Fiero must have at least 150 words written concerning it in order to level it up (or, gain stuff toward it leveling up, you know what I mean)
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Post by Wolf_Rainbowtail on Mar 12, 2013 15:21:55 GMT -5
Now I'm tempted to rewrite a bunch of stuff from the ground up. Should I just go with what I want to do and if you guys have any complaints or suggestions tell me? It wouldn't be major stuff, I want to rewrite a section on Fieros though that makes things more clear... Actually I kind of want to rewrite all the threads in the Animals section to start off with...
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Post by Wolf D. Plasma on Mar 12, 2013 16:06:36 GMT -5
That sounds fine by me ^.^
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Post by Wolf D. Plasma on May 11, 2013 11:07:20 GMT -5
Hm...I just had a random thought occur to me, regarding attacks and battling, and I think it may even help extend how long battles last, and maybe even add a level of mystery and excitement to them.
I'm thinking that perhaps maybe the more damage an attack does, the more likely it's going to miss? In Pokemon, and a lot of other RPGs and fighting games, some of the strongest attacks have the most likely chance of missing due to a lower accuracy percentage. Perhaps there might be a way to factor that in, in addition to the 50% accuracy of striking with the same attack twice in a row?
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Post by Wolf D. Plasma on Jun 17, 2013 22:04:48 GMT -5
Oh hey, another random thought. Brought to you by WolfDragonPlasma *shot*
Okay, random thought. If we were to increase the total amount of Toughness points to make it so that battles last longer than they do now (and this could work even with the idea of individual randomized stats too), we could increase it so that the base amount would be 100, and then take it from there. Like, instead of the Toughness being only 10 points away from the Level itself, like level 37 with a toughness of 47, then we could instead add 100 to that level, making it 137, or something of that nature. Or more, if we wanted to go that route.
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Post by Wolf_Rainbowtail on Aug 9, 2013 5:44:40 GMT -5
I promise I haven't forgotten your ideas Dragon. But, just wanted to post here that Explore is open again ^.^ It feels really nice to actually get something visible done with the revamp XD
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Post by Wolf_Rainbowtail on May 7, 2014 16:02:50 GMT -5
So, after waaaaaaay too long, we've finally hit another milestone in the revamp, battle fixes! And I'm happy to say that you don't have to change your Fiero's stats or moves at all. Allllll of it is to do with how attack damage is calculated.
First up. Every attack now has a chance to miss. level one attacks (Nibble, Scrape, etc) have a 10% change of missing, level two have a 20% chance, level three a 30% chance and so on and so forth (although I think the highest attack currently is only level 4 XD)
Second, for the physical moves at least, they now do damage based on percents. Level 1 attacks do the damage of 20% of their level (minimum 1, rounded down) Level two attacks do 30% damage, and so on and so forth.
So, a Fiero at level 100 would only do 20 damage with Nibble, but 50 damage with Slash, if it hit.
Lower level fights would take longer because of the 10 points of toughness, but by level 500, having ten more points wouldn't do much XD
Speaking of level 500, we also now have the level caps for the stats figured out. All the stats cap at 500, besides the toughness stat, which is 510. You can use stat dragons to boost stats of Fieros not at the cap, but once a stat reaches a cap, you can't use that stat dragon on them anymore.
And how do elemental attacks work, you ask? Same way as physical, except they use the number of points the power stat has instead of the level.
Feel free to test out the new battling system if you like ^.^ Might tweak it a bit more if there end up being problems.
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