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Post by neoguides on Oct 11, 2013 22:15:36 GMT -5
EDIT: Some more information to help out. As of right now that stats are kind of like neopets battledome stats; strength increases physical, defense reduces damage taken, intelligence increases magical damage, and speed increases how many attacks you can make before your opponent moves. The stat system will change and grow as new classes are implemented and adjusted to help with class balances and varities. It's a text role play with leniency toward's the players favor when it comes to PvE so when writing the role plays people are free to have the once in a while critical attack or have the enemy miss or have a weak attack. The easiest way to describe it would be if you have the ability to do 7 damage and your opponent has 5 defense they would take 2 damage unless you deliver a critical blow which would double the damage delivered. If you have any questions or concerns at all feel free to ask. The more questions I have the more directly I can address specific areas. To those helping with this you have the ability to earn an additional title if you ever decide to join and play in the NeoRPS. I believe this is the best place to post this project as all are welcome to help. I am currently working on the NeoRPS mostly on my own, so getting help here and there is a great improvement and speed boost to the system. Neopets Role Play System(Alpha stage) | NeoRPS Blog Everyone is welcome to pre-join the NeoRPS system. I would like to be out of Alpha by December and have beta testing begin with a hopeful public opening by February. The current primary focus I am working on before moving on to stat balancing is classes. People will have the option to make custom classes as well but I want to make some pre-made classes to start things out for people. After classes will be the skills(abilities) for the classes. As we get some alpha and beta testers we will see if characters will have 1 class or be able to take on higher classes(2nd jobs)((example thief would turn into an assassin). Some classes sound more like profession boost, and may end up being that instead. Eample of that would be a Warrior class with Blacksmith profession. Petpet Tamer - Special class, no bonus | battle style depends on weapon *A - Higher chance at taming petpets after battle *B - Able to use multiple petpets for role plays *C - Rare chance to have bosses become petpets Warrior(Roan) - Special bonus, points added to HP increase health by 7 instead of 5 *A - Physical attack based *B - Physical defense based Wizard(Mipsy) - Special bonus, points added to HP increase health by 7 instead of 5 *A - Magical attack based Cleric(Velm) - Undecided *A - Magical attack based *B - Healing and stat boost Thief - Special bonus, adding points to agility gives +1 to every 4 points spent *A - Physical speed based *B - Critcal and dodge based Shapeshifter - Special class, no bonus | battle style depends on 2nd form *A - Can transform into a 2nd form for 3 turns in battle for enhanced stats/abilities *B - Takes 5% less damage while transformed Merchant - Special class, no bonus | physical based *A - Reduced cost of items from shops by 5% *B - Increased selling price of items to shops by 5% *C - 3% bonus NP reward from missions Artisan - Special class, no bonus | battle style depends on weapon *A - Ability to craft special equipment form miscellaneous items *B - Additional items added to item reward table(to be explained) Blacksmith - Special class, no bonus | physical based *A - Can enhance weapons and armor stats *B - Can add elemental damage and resistance to weapons and armors *C - Can repair broken equipment Couldn’t think of more neopets type of specific classes I could try to add in. Was thinking possibly of a TCG master. Something that would be able to use TCG cards and the effects/descriptions on them. Any suggestions?
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Post by Gav on Oct 12, 2013 16:39:37 GMT -5
Consider some of the classes/enemies in the plots - Quartermaster, Supporter, Palace Guard, etc. Just off the top of my head. If you're thinking of a more traditional D&D system, you can even have traits for what land they come from - Maraquan, Terror Mountaineer, etc.
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Post by neoguides on Oct 12, 2013 17:08:32 GMT -5
Consider some of the classes/enemies in the plots - Quartermaster, Supporter, Palace Guard, etc. Just off the top of my head. If you're thinking of a more traditional D&D system, you can even have traits for what land they come from - Maraquan, Terror Mountaineer, etc. What types of skills would you suggest for those examples?
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Post by M is for Morphine on Oct 13, 2013 5:43:57 GMT -5
I couldn't find anything about basic combat in this rpg.. what are the elements? Standard Neopets TCG/Faerie elements?
If so, to expand on Gav's idea, certain lands seem like they could have innate elemental resistances. Tyrannians/Moltarens are used to fire, Maraquans water, Terror Mountain people are used to the chilling winds, Darigan citizens might be resistant to darkness.
Plus its a bonus you could theoretically keep pretty even and balanced.
Edit: actually a lot of things are unclear to me. How does combat work, and what resource powers movements? What is gameplay supposed to be like? I get that there are weapons, and elements, but nothing beyond that.
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Post by Deleted on Oct 13, 2013 11:52:29 GMT -5
I'd love to see some sort of a tinkerer/engineer/mechanist class. Gotta have the nutty inventors who make robots and flying battleships and stuff, possibly with a Moltara/steampunk bent. A summoner/elementalist class would be awesome, too, someone who can call upon the elemental powers of Neopia to fight for them. I imagine they'd have a lot to do with Motes. Oh, and a martial artist class based around Shenkuuvian culture. These could have the ability to manipulate their qi (this could mean anything from overblown, DBZ-esque energy attacks to simply being able to temporarily alter their stats in battle by influencing the flow of qi through their bodies, and turn their opponents' qi against them). And don't forget the ranger/sharpshooter (Talinia), for... er... ranged attacks! These could possibly further divide into specializations in either bows/crossbows (Meridell and surrounding areas) or blasters (Virtupets and etc.). Perhaps the wizard class could incorporate subdivisions of elemental schools to be trained in, so wizards could specialize in, say, dark or light or fire magic. (Maybe even the magic divisions found in the original Neoquest--that was an unconventional element set that I feel has a lot of potential.) Like Teow said, though, without knowing anything about the mechanics of the game itself, it's kind of difficult to understand what kind of skillsets we should be coming up with.
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Post by Fang of the Dead on Oct 13, 2013 15:46:09 GMT -5
I definitely agree with Surfersquid that there needs to be a martial artist class; it's not just from Shenkuu, but also from Mystery Island That said, a full-fedged Dragon Ball-styled ki attacker is kinda ridiculous, but a less overblown chi-attacker could be useful. You might want to call the class a ninja, since Neopia's definition of a ninja is "any vaguely Far Eastern-themed warrior that isn't a samurai". You could also give them some elemental powers, since I could see a wind-based ninja or a dark-based one pretty easily. A paladin class would also be good, and it would be something half-way between a cleric and a warrior - it's good at fighting (especially smiting evil) and decent at healing as well.
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Post by neoguides on Oct 13, 2013 18:07:25 GMT -5
I couldn't find anything about basic combat in this rpg.. what are the elements? Standard Neopets TCG/Faerie elements? If so, to expand on Gav's idea, certain lands seem like they could have innate elemental resistances. Tyrannians/Moltarens are used to fire, Maraquans water, Terror Mountain people are used to the chilling winds, Darigan citizens might be resistant to darkness. Plus its a bonus you could theoretically keep pretty even and balanced. Edit: actually a lot of things are unclear to me. How does combat work, and what resource powers movements? What is gameplay supposed to be like? I get that there are weapons, and elements, but nothing beyond that. Thank you for the advice and sorry for the confusion. As of currently there are no elements involved in the system(other then the idea of the blacksmith). They will be implemented a bit further along but I have not yet decided if it will be a 4(Wind, Water, Earth, Fire), 6(previous + light/dark), or further advanced system. Combat works simply as stats of player vs stats of opponent. Difference = how much damage you take, how many times you get to move before opponent, etc. If you have 10 speed and the monster you're fighting has 4 speed you will get to attack twice before the monster does. If you have 5 strength with a sword that adds 2 strength and the opponent has 5 defense they take 1 damage. Gameplay is purely text RPG with variations of luck but no god-modding so a monster can occasionally miss, player can occasionally critical but mostly regulated by the stats of the player. Hopefully this makes a bit more sense.
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Post by neoguides on Oct 13, 2013 18:13:12 GMT -5
I'd love to see some sort of a tinkerer/engineer/mechanist class. Gotta have the nutty inventors who make robots and flying battleships and stuff, possibly with a Moltara/steampunk bent. A summoner/elementalist class would be awesome, too, someone who can call upon the elemental powers of Neopia to fight for them. I imagine they'd have a lot to do with Motes. Oh, and a martial artist class based around Shenkuuvian culture. These could have the ability to manipulate their qi (this could mean anything from overblown, DBZ-esque energy attacks to simply being able to temporarily alter their stats in battle by influencing the flow of qi through their bodies, and turn their opponents' qi against them). And don't forget the ranger/sharpshooter (Talinia), for... er... ranged attacks! These could possibly further divide into specializations in either bows/crossbows (Meridell and surrounding areas) or blasters (Virtupets and etc.). Perhaps the wizard class could incorporate subdivisions of elemental schools to be trained in, so wizards could specialize in, say, dark or light or fire magic. (Maybe even the magic divisions found in the original Neoquest--that was an unconventional element set that I feel has a lot of potential.) Like Teow said, though, without knowing anything about the mechanics of the game itself, it's kind of difficult to understand what kind of skillsets we should be coming up with. Good ideas I will add them in. I can make skills off of those ideas, but as far as things like quatermaster or palace guard I could see those as being the same thing as warrior just having a different title. I just replied to Teow with some more information on the mechanics of the game. I will be putting up a super simple role play on the forum based on the current stats system, but as far as right now I'm pretty much flying solo on the project so don't have much feedback on what systems people want to see, so kind of like a rock and a hard place. Want to move forward, but want to move forward with something people will like. Though I guess this is only Alpha so I can make errors until beta then fine tune til release. Yeah I had plans for ranged fighter in general but I wanted to tinker around with the idea some more.
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Post by neoguides on Oct 13, 2013 18:20:01 GMT -5
I definitely agree with Surfersquid that there needs to be a martial artist class; it's not just from Shenkuu, but also from Mystery Island That said, a full-fedged Dragon Ball-styled ki attacker is kinda ridiculous, but a less overblown chi-attacker could be useful. You might want to call the class a ninja, since Neopia's definition of a ninja is "any vaguely Far Eastern-themed warrior that isn't a samurai". You could also give them some elemental powers, since I could see a wind-based ninja or a dark-based one pretty easily. A paladin class would also be good, and it would be something half-way between a cleric and a warrior - it's good at fighting (especially smiting evil) and decent at healing as well. Thanks for the opinions. I'll make sure to add those in as well. I could break down Ninja into something like North(Terror Mountain ice element), South, East, West and have different skillsets for each one. I suppose some Ninjas could have physical skills and some could have magical skills so you could have varied skill and stat builds.
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Post by Deleted on Oct 13, 2013 19:33:40 GMT -5
Well, if you're looking for feedback on game systems, I'd love to see something that incorporates an element of "luck"/dice rolling. Without that chance/chaos/randomness aspect, a game can become too predictable, especially if it's more about numbers and stats than storytelling. Virtual dice rollers/random number generators are easy to find online, and I'm willing to bet a good number of people playing the game will also own physical dice they can play with. I would suggest looking around at the mechanics of other RPGs to get ideas for how you can build your engine. D&D is a good, basic start, but there are plenty of other great engines out there with very different mechanics. One of my personal favorites is one called The Burning Wheel--it's more realistic than D&D, maybe too realistic for a Neopets-based game in places, but incorporates some great, very different ideas surrounding skill progression, combat, and character builds. By the way, one awesome thing about this forum that you might find useful: see that little gear on the upper right corner of individual posts? If you click on it and click on "Select Post", you can select multiple posts at once. Then, if you click on the "Quote" button on any of them, in the reply form, you'll have quoted all of the selected posts. That way, you can reply to multiple people in the same post, and reduce clutter.
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Post by neoguides on Oct 13, 2013 19:43:46 GMT -5
Well, if you're looking for feedback on game systems, I'd love to see something that incorporates an element of "luck"/dice rolling. Without that chance/chaos/randomness aspect, a game can become too predictable, especially if it's more about numbers and stats than storytelling. Virtual dice rollers/random number generators are easy to find online, and I'm willing to bet a good number of people playing the game will also own physical dice they can play with. I would suggest looking around at the mechanics of other RPGs to get ideas for how you can build your engine. D&D is a good, basic start, but there are plenty of other great engines out there with very different mechanics. One of my personal favorites is one called The Burning Wheel--it's more realistic than D&D, maybe too realistic for a Neopets-based game in places, but incorporates some great, very different ideas surrounding skill progression, combat, and character builds. By the way, one awesome thing about this forum that you might find useful: see that little gear on the upper right corner of individual posts? If you click on it and click on "Select Post", you can select multiple posts at once. Then, if you click on the "Quote" button on any of them, in the reply form, you'll have quoted all of the selected posts. That way, you can reply to multiple people in the same post, and reduce clutter. Ahhhh nice to know. Well right now it's being hosted on Gaia since gaia has a roll number roll dice feature pre-built into the forums while as proboards have yet to implement these types of features. The role plays are going to be hopefully more about the stories then just the stats since you get graded for role plays and higher rewards and bonuses based on it being more of a story then a direct kill monster, kill monster, fight boss, end role play. I have looked into the other RPG mechanics but so far the interest has been to keep the stats simple like neopets, though as I'm building on it I'm finding I'm going to have to add in at least a few more stat types to add some variety to the game. I will check out the Burning Wheel since I haven't heard of that one. I'm not too concerned with the solo role plays as players can do what they wish in those so long as they don't god mod. There will be a couple different types of roleplays that people can do. A. Solo self role play: Players write their own story, choose their own monsters, etc. B. Solo mission role play: Players write their own story based on pre-designed locations, monsters, and events. C. Group mission role plays: Players can participate with others(or solo if they have high enough stats) with pre-designed locations, monsters, events, but moderators play as the boss to add some variety to the flow of game. D. PvP E. Colosseum: Players can fight in a challenge arena until their health runs out, with randomly selected monsters, stats, buffs and debuffs.
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Post by Deleted on Oct 13, 2013 19:58:52 GMT -5
Ah, good point with the Gaia dice roll system. I love that about their forums. And that's awesome that you're going to make things more story-based, with bonuses awarded for good roleplaying. I'm afraid I don't really have as much experience in that, but it sounds like a lot of fun.
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Post by neoguides on Oct 13, 2013 21:25:30 GMT -5
Ah, good point with the Gaia dice roll system. I love that about their forums. And that's awesome that you're going to make things more story-based, with bonuses awarded for good roleplaying. I'm afraid I don't really have as much experience in that, but it sounds like a lot of fun. Thank you kindly There is going to be a minimum base exp/neopoint(RP)/items(RP) payout since I don't expect everyone to have the same quality of writing and story telling, and mods will grade based on individual users writing(so picking mods fairly will be a large portion once the forum is fully open) rather than user A has years of writing experience so they get an A grade while user B has basic writing experience so they get a C grade. Missions have their own pay grades as well as the monsters and events are pre-determined so the base amounts are already available. I haven't decided on the grading system yet but it will pretty much be a checklist of something like; described environment, went into detail during battle, etc. The more check marks the the higher the grade; however, to keep things from getting stale the check requirements will be randomized from a list of possible requirements. I think that would work better than simply having a do these things over all the time to always get the highest payout.
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Post by Deleted on Oct 13, 2013 21:57:54 GMT -5
Ooh, I see. Sounds like a really interesting writing exercise. And I like the idea of randomized requirements, it'll help keep things fresh. It sounds like it also has the potential to be good writing training, especially if you included the occasional literary requirement to stretch players' writing muscles, maybe something like "character got into an argument with an NPC", "character confronted one of their deepest fears", "environment included an unexpected and unusual landmark", etc. Then the player could have fun trying to figure out how to work that requirement into the plot of the mission and the personality of their character.
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Post by neoguides on Oct 14, 2013 9:11:46 GMT -5
Ooh, I see. Sounds like a really interesting writing exercise. And I like the idea of randomized requirements, it'll help keep things fresh. It sounds like it also has the potential to be good writing training, especially if you included the occasional literary requirement to stretch players' writing muscles, maybe something like "character got into an argument with an NPC", "character confronted one of their deepest fears", "environment included an unexpected and unusual landmark", etc. Then the player could have fun trying to figure out how to work that requirement into the plot of the mission and the personality of their character. Those are nice requirements for a S ranked grade, but I think too obscure to guess to do for a regular grade. Mods will get randomized requirements after the role play is complete, but I like the ideas I'll make sure to throw in several off the wall possibilities. Item rewards will be done as an excell file sheet with a list of items in each row in a single column. It will get randomized each time someone completes a role play, they then get to choose a number and whatever number corresponds to that item is what they receive. Some items will also have a +^ or +v for receive this item plus the item above or below.
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