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Direction of the site
Topic Started: Jan 29 2014, 05:16 PM (492 Views)
Yamakuzy
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Alright guys, discussion time.
So far, our plan is to have the site canon continue from the last site, so that we can all continue our RPC plots and the like.
Mods will stay mods, and this is because they're trusted as it is and they do a good job.
System will be modified and tweaked, so while it'll still be recognisable, we'll be doing some fixing up.

However, we'd like to know where everybody else things the site should go, and how we should go about it. A big problem with the previous site is there was no discussion between the higher ups and the rest of the site, and as far as i'm concerned that will change in a lot of ways, so feel free to make suggestions here :)

Summary of suggestions thus far:
-No stat system
-System to determine if someone is stronger, faster, tougher, more perceptive,more skilled in various ways of fighting, etc
-Less focus on staff planned events and plots
-More focus on putting the ability to impact to world in the players hands
Edited by Yamakuzy, Jan 29 2014, 07:32 PM.
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Trei_Trei

Well, as far as systems go I'm sure there is no need or want for a stat system and so I won't be pushing for one. I would however like to see some kind of system to determine which character is superior to another in certain aspects. Who's stronger, faster, tougher or more perceptive? Who is more skillful in various ways of fighting?

Regarding plot, I think we should put less focus on site wide plots run by staff and try to put the ability to impact the world in the player's hands as much as possible. Site wide events could be run to shake up the status quo or to instigate player actions. Then again site wide plots can be fun just so long as they're 100% ready to go at launch.
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Hermit

What Trei said, for now.
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Tyrade
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Agreed with Trei. While staff will do some GM quests and such, actions and events will be strongly member based.
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Ken Hetzer
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I once was on a site which I can link you to, which had a point system that determined various strengths, such as spirit energy (general endurance) or speed (Self explainatory).

In the new system we could use experience to increase these attributes, and get kido etc. However, keep in mind this is a stat system but it would exponentially help in determining character strength. I find it to be a pretty good idea if excecuted right.
Edited by Ken Hetzer, Jan 29 2014, 08:48 PM.
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Trei_Trei

I like such a system but many people have an aversion to numbers so it might be a better idea to use words and descriptions to determine a charactrers' strength in various fields. Of course this is not hard comparison where the higher ranked one always wins but rather has an advantage, requiring the opponent to either come up with an inventive form of attack or simply try to capitalize on their own strengths.
Edited by Trei_Trei, Jan 29 2014, 08:53 PM.
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Yamakuzy
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Personally, I think a stat system could work well alongside a descriptive system, as we already have one of sorts in place (dodging distance, for example)
Edited by Yamakuzy, Jan 29 2014, 08:57 PM.
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Ken Hetzer
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Perhaps the ability to rank up specific stats using the Tier system of the old site for each stat. Quite an interesting compromise, no?
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Tyrade
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I despise stat systems, wouldn't know how to run one. However I do want to find ways to make an actually point of difference in strength between tiers. My ideas for the spiritual pressure system are the first step.
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Trei_Trei

A couple of Skype entries on stats from me.


Ok, regarding the whole stats vs no stats thing. Firstly I would like to define something. A stat, to me, is just a parameter for how good you are. It doesn't have to be a number.

Character A is of Master rank in Zanjutsu but only a Beginner at Kidou.
Those to me are stats, they're just measured in words.

Character B is a Captain so he's simply better than his VC.
This is another stat only it's much more general.

Character C has 5 Strength, 6 Speed and 3 Control.
I'm guessing this is what most everyone thinks of when they hear stats.


Now, just because we have a stat system it doesn't mean that Character A with 8 speed can dodge Character B's 5 speed every single time. It might give him an edge, depending on how high the numbers might go. Also, things like this:
A difference of 1-5 is a hit, 6-10 is a hit and 11+ is a dodge.
Is something I don't like. That's a hard stat system and doesn't support any sort of creativity in combat.
Naturally there could be a difference so vast that you simply can't dodge but then that's life.
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