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> [Suggestion] A few requests, Can we has...

 
post Sep 2 2012, 23:25
Post #5621
Hitsuyou-H



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QUOTE(Death Grunty @ Sep 2 2012, 13:05) *

- if Fluttershy came up it should be something somewhat resembling her stare or animal care.. I'm having trouble with this one.

Anti-resist/parry?
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post Sep 2 2012, 23:25
Post #5622
skillchip



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QUOTE(MisterLemon @ Sep 2 2012, 21:08) *

It's been a while since we've had a suggestion for a radical design change that Tenboro will never even consider because he'd like to have some free time to himself, dammit.
So here's one:

Replacing the Overcharge and Spirit Points Gauges With a Single Power Gauge

This idea, of course, goes completely in the opposite direction from skillchip's. Instead of splitting one gauge into two, I want to fuse two existing gauges into one.

The Power gauge has the same appearance as the Overcharge gauge, just with a different name above it. Its function is similar to the Overcharge gauge, though there are several major differences to accommodate the lack of the Spirit Points gauge.

The Power gauge’s maximum fullness is determined mainly by the Power Level stat (replaces the Spirit Points, Spirit Regen, and Overcharge stats from the character page). At Level 1, Power Level is equal to 100.00. It increases by 1/3rd of a point for each point invested in STR, DEX, AGI, END, INT, or WIS. The Power gauge’s fill rate can be boosted by investing AP in the Overclock abilities on each tier (replaces the Spirit Tank and Overcharge Boost abilities).

Upon beginning a battle series, the Power gauge is set to 100.00 below the Power Level. The Power gauge fills by a tiny amount every turn, generally around 1/100th the length of the gauge. If the player lands a physical attack, the gauge will fill by 5-10 times the normal rate. The actual rate at which the Power gauge fills is dependent on how full it is already. It will fill more quickly when it is nearly empty, and more slowly as it fills. There is a minimum amount to how much the gauge can fill per turn, so it will never get stuck a sliver away from being completely full.

Power is used to pay the cost of abilities which currently use either Overcharge and/or Spirit Points. The costs for Overcharge-only abilities will be unchanged. As for abilities which use Spirit Points:

Spirit Stance requires at least 100 Power to enable, and drains Power at a rate of 20 per turn.
Spark of Life costs 100 Power to trigger.
Spirit Shield costs 3.75 (reducible to 1.75) Power for each 1% Max HP absorbed.

Most importantly, in order to re-balance the abilities that cost Spirit Points, the Power gauge has a hidden factor (or unhidden – we can vote on that) called Fatigue. Fatigue negatively impacts the rate at which the Power gauge fills, and rises only when Spirit Stance, Spark of Life, and Spirit Shield are used. Fatigue tends to accumulate quickly; in fact, triggering two Spark of Life buffs will be enough to bring the Power gauge’s fill rate to a near standstill. Fatigue does decrease each turn that these abilities are not used, albeit very slowly.

Here is the formula for determining the rate at which the Power Gauge normally fills:

CODE
PowerRecovery = 0.01 * [PowerLevel + OverclockBonus - CurrentPower - (Fatigue*PowerLevel)]


OverclockBonus is equal to the amount of AP invested in Overclock Abilities, times 3.

Remember that this rate is multiplied by anywhere between 5 and 10 when the player lands a physical attack.

Fatigue rises by 0.01 for each turn you use your Spirit Stance, rises by 0.5 for each time you trigger Spark of Life, and rises by some value between 0-0.4 when Spirit Shield reduces damage taken. On all other turns, it shrinks by 0.002.

If Fatigue becomes equal to or greater than 1, and the player has no OverclockBonus, the Power gauge’s fill rate will be reduced to its minimum.

TLDR: Spirit Points and Overcharge become one gauge, gauge fills slower the more Spirit abilities you use.


So, in other words. You want players to die because the things that keep them alive will no longer function. Great idea!!! (Sarcasm alert for those who don't get sarcasm)
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post Sep 2 2012, 23:26
Post #5623
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QUOTE(MisterLemon @ Sep 3 2012, 01:08) *
*long ass text*

QUOTE
[01:19:58] Evil_Scorpio: can somebody actually read it and tell me is it a complete bullshit or not? too much text...
[01:22:41] skillchip: his post pretty mcuh does this
[01:22:47] skillchip: kills mages: no more spark more then twice in a run
[01:22:59] Evil_Scorpio: skillchip: kill mages?
[01:23:04] skillchip: kills melee: if you want to use skill/ss, you cant have spark or spirit shield
[01:23:10] Evil_Scorpio: oh
[01:23:13] Evil_Scorpio: fuck him then
[01:23:23] skillchip: he wants overcharge/spirit points to be the same
[01:23:29] skillchip: and drain the same pool
[01:23:30] skillchip: so yeah
[01:23:32] skillchip: fuck that idea
[01:23:34] skillchip: go tell him as much

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post Sep 2 2012, 23:38
Post #5624
skillchip



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You could at least fix my typos jeez
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post Sep 2 2012, 23:51
Post #5625
aiwotorimodose



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that idea seems okay if HV only has low difficulties
oh wait, elia can casually rip through my phases even on normal (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Sep 2 2012, 23:54
Post #5626
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QUOTE(skillchip @ Sep 2 2012, 21:25) *
So, in other words. You want players to die because the things that keep them alive will no longer function. Great idea!!! (Sarcasm alert for those who don't get sarcasm)

Sounds good to me, more kills for my monsters.
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post Sep 3 2012, 00:01
Post #5627
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QUOTE
skillchip: kills mages: no more spark more then twice in a run


Nope.
Twice in a run at Level 100ish, three times in a run at Level 200ish, and increasingly more. +1 for every 16-17 AP invested in Overclock. Not counting the ones you can get if your Spark of Life buffs trigger infrequently enough to let your Fatigue go back down to 0.
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post Sep 3 2012, 00:13
Post #5628
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hmm, what about these:
- When there are multiple monsters in a round with the same trainer, they get a team bonus. The more monsters with the same trainer, the bigger the bonus.
- If the "trainer" monster is there, they get another bonus.
- Chaos Tokens are no longer arena clear bonuses, just regular loot, with an appropriate increase in drop probability, so they can be traded. (Also makes Scavenger more effective at increasing one's Chaos Token drops.)
- A disguise proficiency, available only to Catgirl Camarilla players, that makes their notorious monsters appear to be someone/something innocuous, until they attack.
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post Sep 3 2012, 00:34
Post #5629
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QUOTE(mechafujoshi @ Sep 2 2012, 18:13) *

hmm, what about these:
- When there are multiple monsters in a round with the same trainer, they get a team bonus. The more monsters with the same trainer, the bigger the bonus.
- If the "trainer" monster is there, they get another bonus.
- Chaos Tokens are no longer arena clear bonuses, just regular loot, with an appropriate increase in drop probability, so they can be traded. (Also makes Scavenger more effective at increasing one's Chaos Token drops.)
- A disguise proficiency, available only to Catgirl Camarilla players, that makes their notorious monsters appear to be someone/something innocuous, until they attack.

1) No
2) No
3) Wrong. All tokens are standard drops. Arenas just have an extra chance to drop them.
4) No
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post Sep 3 2012, 00:34
Post #5630
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QUOTE(MisterLemon @ Sep 2 2012, 22:01) *

Nope.
Twice in a run at Level 100ish, three times in a run at Level 200ish, and increasingly more. +1 for every 16-17 AP invested in Overclock. Not counting the ones you can get if your Spark of Life buffs trigger infrequently enough to let your Fatigue go back down to 0.


Hit 200, and then come back with some suggestions about changes to functionallity with spirit shield and spark.

Its a whole new ballgame.
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post Sep 3 2012, 00:36
Post #5631
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SERIOUS SUGGESTION:
People under level 200 shouldn't be allowed to make suggestions.
/sarcasm?
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post Sep 3 2012, 00:43
Post #5632
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QUOTE(MisterLemon @ Sep 2 2012, 22:01) *

Nope.
Twice in a run at Level 100ish, three times in a run at Level 200ish, and increasingly more. +1 for every 16-17 AP invested in Overclock. Not counting the ones you can get if your Spark of Life buffs trigger infrequently enough to let your Fatigue go back down to 0.


Other issue with your idea is that a player will not be able to use SS or skills on higher difficulties
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post Sep 3 2012, 00:45
Post #5633
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QUOTE(derpymal @ Sep 2 2012, 17:36) *

SERIOUS SUGGESTION:
People under level 300 shouldn't be allowed to make suggestions.
/sarcasm?

FTFY
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post Sep 3 2012, 00:45
Post #5634
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QUOTE(derpymal @ Sep 2 2012, 17:36) *

SERIOUS SUGGESTION:
People under level 200 shouldn't be allowed to make suggestions.
/sarcasm?


Because HV doesn't need to be accessible to new players or anything. Just make everything easier for the old guys and harder for the new guys.

QUOTE(skillchip @ Sep 2 2012, 17:43) *

Other issue with your idea is that a player will not be able to use SS or skills on higher difficulties


All I know is that four gauges is one too many. Health, Mana, Special. That's all there should be.

This post has been edited by MisterLemon: Sep 3 2012, 00:47
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post Sep 3 2012, 00:56
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QUOTE(MisterLemon @ Sep 2 2012, 22:45) *
All I know is that four gauges is one too many. Health, Mana, Special. That's all there should be.

...why?
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post Sep 3 2012, 00:56
Post #5636
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QUOTE(MisterLemon @ Sep 2 2012, 14:45) *

All I know is that four gauges is one too many.

Why?
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post Sep 3 2012, 00:58
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QUOTE(MisterLemon @ Sep 3 2012, 00:45) *

Because HV doesn't need to be accessible to new players or anything. Just make everything easier for the old guys and harder for the new guys.

there's making things accessible and making things less accessible *while* simplifying things that don't need to be simplified

your "suggestion" falls squarely into the latter

QUOTE

All I know is that four gauges is one too many. Health, Mana, Special. That's all there should be.

let me show you various call of duty games that provide the exact amount of complexity and strategy in a game you desire

This post has been edited by Bunker Buster: Sep 3 2012, 00:58
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post Sep 3 2012, 00:58
Post #5638
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QUOTE(MisterLemon @ Sep 2 2012, 22:45) *
.
All I know is that four gauges is one too many. Health, Mana, Special. That's all there should be.


Lol

And why?
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post Sep 3 2012, 01:36
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Sound nice! (IMG:[invalid] style_emoticons/default/laugh.gif)

But we need to change this gauge name to "Super Combo Gauge" and change SP stance to have 3 mode to choose: A-ism / X-ism / V-ism

... also, 6 buttons for attack.
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post Sep 3 2012, 01:37
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QUOTE(skillchip @ Sep 2 2012, 17:58) *

Lol

And why?


"A designer knows he has achieved perfection, not when he has nothing left to add, but when he has nothing left to take away." --Antoine de Saint-Exupery

And I realize now where my error was. In my effort to combine the two gauges, I was trying too hard to keep all of their qualities intact. No, now I know what must be done.

Get rid of Spirit Points and Overdrive entirely. Get rid of all the skills, the Spirit Stance, the Spark of Life, the Spirit Shield, the Defend and Focus commands.

Get rid of it all.

And replace it with something else.

This post has been edited by MisterLemon: Sep 3 2012, 01:38
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