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 Post subject: Re: Make Your Own Soul Raver Content!
PostPosted: Wed Jan 21, 2009 3:24 pm 
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Joined: Mon Apr 21, 2008 5:54 pm
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We never said it was fixed, it was just made /better/. You can't /fix/ it because there's no set values for this. We're going to be adjusting the combat system to be more balanced with the beta reset, since everyone will more or less be on starting ground and their findings will be more accurate :/

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 Post subject: Re: Make Your Own Soul Raver Content!
PostPosted: Wed Jan 21, 2009 3:41 pm 
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Joined: Mon Apr 21, 2008 4:58 pm
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Which basically means that criticals are going to be nerfed to high hell.


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 Post subject: Re: Make Your Own Soul Raver Content!
PostPosted: Sat Jun 20, 2009 2:27 pm 
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Posts: 133
here's an idea I thought up in the shower!

patches!

they would be like tattoos, but maybe give a chat effect or some small buff or somthing

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 Post subject: Re: Make Your Own Soul Raver Content!
PostPosted: Sun Jun 21, 2009 12:33 am 
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Joined: Sun Apr 20, 2008 9:07 pm
Posts: 456
Location: Chicago, Illinois
I kind of like the sound of that. Could fit somewhere.

Which reminds me, I need to finish this game... just as soon as SATAN DOES! =P I need to get back to my summer brainstorming now that I Have all this time for game ideas..


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 Post subject: Re: Make Your Own Soul Raver Content!
PostPosted: Mon Jun 22, 2009 7:06 pm 
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Joined: Mon Apr 21, 2008 9:28 pm
Posts: 76
warjunkie wrote:
Here's an idea. We could have a "profficency" stat for different types of weapons. For example if you character uses mace class weapons (baseball bats, trolley poles, iron bars, table leg) , he gains a little experience in his mace proficiency. If they use wrestling/boxing moves they would gain un-armed combat proficiency. If they use chemical potions they would gain potion proficiency. etc etc.

You could also have certain classes naturally proficient in certain aspects and have to work much harder to become proficient in other things.
Or maybe have them become more proficient in certain areas more easily in some and harder in others (ie/ gain 3 stats in one area and only 1 some other areas)



Disgaea had a system similar to that, if I remember correctly. Each class had a base proficiency with each weapon, which would help determine their damage, and as any character used a weapon, they got "weapon exp". Characters with a higher ranking would get more exp when attacking. So, a mage with an A-ranking in staves would get more when using a staff to attack, than, say, a brawler with a D-ranking. Of course, you wouldn't have to display all this info, but it would be innate. Jocks would be able to gain proficiency faster with sports equipment, like bats, hockey sticks, etc, nerds would be able to use technology easier, etc.

Also, every class had equipment proficiencies, which were concrete, never-changing. The base enchantment of any item would be compared against their profiency. So, say, for an item that raises def when equipped, like goalie padding, a jock would get more of a def bonus, maybe even *over* the base enchantment, due to having a 110% proficiency. Nerds would get less than base. (Mages in Disgaea would get less than the listed amount of HP when equipping the muscle items, due to low HP proficiency, but they'd get *way* more MP when equipping an orb, due to having a 110% or higher MP proficiency)

It's a bit complicated, but it does make sense, in a way. Different people learn different things easier, and can also use different items better or worse. The only thing I can think that would be a sticking point is, that there would definitely have to be a clear explanation of the stat proficiencies, so you don't have 89 million players complaining that their equipment didn't give full bonuses.


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 Post subject: Re: Make Your Own Soul Raver Content!
PostPosted: Wed Sep 23, 2009 5:40 pm 
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Posts: 133
A flame thrower thats like ZOMG overpowered, but has limited ammo

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 Post subject: Re: Make Your Own Soul Raver Content!
PostPosted: Thu Sep 24, 2009 3:10 pm 
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Joined: Sun May 11, 2008 7:40 pm
Posts: 14
Location: That place SMQ was.
jimwormmaster wrote:
warjunkie wrote:
Here's an idea. We could have a "profficency" stat for different types of weapons. For example if you character uses mace class weapons (baseball bats, trolley poles, iron bars, table leg) , he gains a little experience in his mace proficiency. If they use wrestling/boxing moves they would gain un-armed combat proficiency. If they use chemical potions they would gain potion proficiency. etc etc.

You could also have certain classes naturally proficient in certain aspects and have to work much harder to become proficient in other things.
Or maybe have them become more proficient in certain areas more easily in some and harder in others (ie/ gain 3 stats in one area and only 1 some other areas)



Disgaea had a system similar to that, if I remember correctly. Each class had a base proficiency with each weapon, which would help determine their damage, and as any character used a weapon, they got "weapon exp". Characters with a higher ranking would get more exp when attacking. So, a mage with an A-ranking in staves would get more when using a staff to attack, than, say, a brawler with a D-ranking. Of course, you wouldn't have to display all this info, but it would be innate. Jocks would be able to gain proficiency faster with sports equipment, like bats, hockey sticks, etc, nerds would be able to use technology easier, etc.

Also, every class had equipment proficiencies, which were concrete, never-changing. The base enchantment of any item would be compared against their profiency. So, say, for an item that raises def when equipped, like goalie padding, a jock would get more of a def bonus, maybe even *over* the base enchantment, due to having a 110% proficiency. Nerds would get less than base. (Mages in Disgaea would get less than the listed amount of HP when equipping the muscle items, due to low HP proficiency, but they'd get *way* more MP when equipping an orb, due to having a 110% or higher MP proficiency)

It's a bit complicated, but it does make sense, in a way. Different people learn different things easier, and can also use different items better or worse. The only thing I can think that would be a sticking point is, that there would definitely have to be a clear explanation of the stat proficiencies, so you don't have 89 million players complaining that their equipment didn't give full bonuses.


There should be a page that displays the bare minimum of how good you're proficiencies are, just like

Maces: 110% damage
Sharp things: 60% damage

and then leave it at that.

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 Post subject: Re: Make Your Own Soul Raver Content!
PostPosted: Wed Oct 28, 2009 8:07 pm 
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Joined: Sun Oct 25, 2009 2:38 am
Posts: 2
I honestly love these ideas, but how come NOBODY has thought of a skill called "Misanthropy" for either the Goths?

Quote:
Misanthropy
Passive Skill
Can you possibly hate Humanity more than now? Well, apparently you can. Makes you want to just punch random people in the face for no apparent reason. It also makes you want to wear a blazer and a cane for some reason.

1 or 2 Weapon Damage x Player Level(up to a maximum of 10 Levels


It could be like a mid-level skill which could be helpful to attack higher level-tiered monsters without having to sacrifice a crappy weapon that you have (A more helpful is KoL's "Disco Fever" Skill for the DBs, which becomes useful the moment you acquire it. Well, I like to think it's useful.)


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 Post subject: Re: Make Your Own Soul Raver Content!
PostPosted: Sat Nov 14, 2009 7:34 pm 
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Posts: 14
Location: That place SMQ was.
Edit:removed because of my own personal reasons. Tell you sbout it later

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