■ □ HONOR //.ONLINE |Interest check

Started by LeSane, January 19, 2021, 06:55:38 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Moon Hound Hati

Need to have more time to read all the info posted so far, but liking what I'm seeing. As someone who used to be a very competitive PvPer in MMOs, this is right up my alley. Interest definitely noted.
Lingerie is like wrapping paper for the best present in the world     the female body.

LeSane

Next time I do an interest check I need to remind myself to reserve a spot for a Q&A
'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

TheBlackThrone

#27
Quote from: TheBlackThrone on January 21, 2021, 11:14:40 AM
I meant as in the traditional games. Whatever character occupies the Team Leader position, they have a unique buff that passively buffs the entire team. I was asking if we would have these.

So far, you have 11 people interested, which is enough for two teams out of the four mentioned. That is if everyone is committed to actually participating in the game.

As for the consensus, I like having a variety of races in the game. As for what you do with the story, I am indifferent and have no comments to give.

I asked the above question to clarify the question I had asked since it wasn't answered. Also, now you have 12 people interested if they actually build a CS. Because you have 12, you can make three teams of four or keep it two teams of 5 and have the leftovers occupy a third empty team. Or just see how the CS-building plays out because people always say "yes, I'm interested," but then slack on the CS and never follow through.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Envious

For what it's worth, I'm okay with non-human race options.

Senator

What races have been planned, by the way?

LeSane

Ok, so update... I've finished the application code for those interested. It would have been done earlier but I massively overcompensated with the first version. I can feel my soul leaving my body from trying to get this all lined up (Doesn't mean it will be lined up properly for everyone. I hate coding), I digress anyway! I've decided on some things and slight changes, and concerns or two that was thrown at me privately. I'll bring these up before answering the questions brought up.

In regards to team leader and having passive buffs/skills it was brought up how nonsensically unbalanced it would be since this would solely be a gameplay advantage that shouldn't be tied to a social structure of a group. Looking at it they're right. So I've decided that if you the player wants their character class to have a skill(s) which do this go right ahead. (This goes into my second change) So because of this, I'm making the team lead just a title for the group and because of that fact lowering the total amount of people to four rather than five.

Those were about it really so question or well question. There isn't a set race list like I've said before just don't go insane and make something unruly or I'm gonna have to get the hose.


'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

TheBlackThrone

#31
Quote from: LeSane on January 24, 2021, 05:21:27 PM
Ok, so update... I've finished the application code for those interested. It would have been done earlier but I massively overcompensated with the first version. I can feel my soul leaving my body from trying to get this all lined up (Doesn't mean it will be lined up properly for everyone. I hate coding), I digress anyway! I've decided on some things and slight changes, and concerns or two that was thrown at me privately. I'll bring these up before answering the questions brought up.

In regards to team leader and having passive buffs/skills it was brought up how nonsensically unbalanced it would be since this would solely be a gameplay advantage that shouldn't be tied to a social structure of a group. Looking at it they're right. So I've decided that if you the player wants their character class to have a skill(s) which do this go right ahead. (This goes into my second change) So because of this, I'm making the team lead just a title for the group and because of that fact lowering the total amount of people to four rather than five.

Those were about it really so question or well question. There isn't a set race list like I've said before just don't go insane and make something unruly or I'm gonna have to get the hose.

Is the application code a secret?

Quote from: LeSane on January 24, 2021, 05:21:27 PM
Ok, so update... I've finished the application code for those interested. It would have been done earlier but I massively overcompensated with the first version. I can feel my soul leaving my body from trying to get this all lined up (Doesn't mean it will be lined up properly for everyone. I hate coding), I digress anyway! I've decided on some things and slight changes, and concerns or two that was thrown at me privately. I'll bring these up before answering the questions brought up.

In regards to team leader and having passive buffs/skills it was brought up how nonsensically unbalanced it would be since this would solely be a gameplay advantage that shouldn't be tied to a social structure of a group. Looking at it they're right. So I've decided that if you the player wants their character class to have a skill(s) which do this go right ahead. (This goes into my second change) So because of this, I'm making the team lead just a title for the group and because of that fact lowering the total amount of people to four rather than five.

Those were about it really so question or well question. There isn't a set race list like I've said before just don't go insane and make something unruly or I'm gonna have to get the hose.




I also don't understand the "nonsensical" part of what you're saying concerning the team leader. The team leader is just a title. Whoever occupies that team leader position has a passive team buff that buffs the team unique to their character. What this does is allows the team to decide who will be in the team leader position for whatever the situation may be because one character may have a buff that would better aid the team than the other. That is how the team buff system works in some games, and I hope I have further clarified what I am talking about. Each time you tried to answer my question, it seemed like you didn't understand what I was trying to explain because the answers always came back strange. Strange as in they didn't answer my question or seem like you understood what I was asking completely. So I hope this explains what I was asking in my first question.

I don't see where it gives anyone an advantage because it affects the entire team. Naturally, players are going to create abilities that put them at an advantage over the other. It always happens in every single game created on this site. If you are trying to make everyone happy and everyone equal, it won't happen. I would say that the story should be more important than all this power stuff, but you are making a competitive game so I can't really say that.

But in team games, the support character can be just as valuable as the fighter. The overall team power will just be decided on everyone's creativity it seems. Also, writing ability will come into play as well. You can have a team that looks strong, but the writers are not skilled in combat writing, and therefore, the team was overestimated. All I am saying, there are always going to be imbalances, but people should be trying to have fun. The only time, where I have seen writing ability doesn't matter, is in system games because the dice decides everything.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

LeSane

No, I'm just trying to get it all done correctly. It will be done soon and I'll show you all soon.
'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

Envious

Hello again!

I'm a little embarrassed for my confusion, but is the application being posted, or do we PM you to request the application sheet?

LeSane

The application isn't being posted right now I'm creating the recruiting thread and others. It should be done by Tuesday night at the very latest.
'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

Moon Hound Hati

Quote from: TheBlackThrone on January 24, 2021, 09:27:19 PM
I also don't understand the "nonsensical" part of what you're saying concerning the team leader. The team leader is just a title. Whoever occupies that team leader position has a passive team buff that buffs the team unique to their character. What this does is allows the team to decide who will be in the team leader position for whatever the situation may be because one character may have a buff that would better aid the team than the other. That is how the team buff system works in some games, and I hope I have further clarified what I am talking about. Each time you tried to answer my question, it seemed like you didn't understand what I was trying to explain because the answers always came back strange. Strange as in they didn't answer my question or seem like you understood what I was asking completely. So I hope this explains what I was asking in my first question.

I don't see where it gives anyone an advantage because it affects the entire team. Naturally, players are going to create abilities that put them at an advantage over the other. It always happens in every single game created on this site. If you are trying to make everyone happy and everyone equal, it won't happen. I would say that the story should be more important than all this power stuff, but you are making a competitive game so I can't really say that.

But in team games, the support character can be just as valuable as the fighter. The overall team power will just be decided on everyone's creativity it seems. Also, writing ability will come into play as well. You can have a team that looks strong, but the writers are not skilled in combat writing, and therefore, the team was overestimated. All I am saying, there are always going to be imbalances, but people should be trying to have fun. The only time, where I have seen writing ability doesn't matter, is in system games because the dice decides everything.

Here is my take on it as someone who used to play (team) PvP in MMORPGs very competitively: it's unbalanced and non-sensical from a video game design and balance perspective. The leader of a team in a competitive scene isn't a gameplay mechanic but a role within the social hierarchy of a group that is usually taken by the person who best suits the role based on traits such as charisma, leadership skills, and experience. Turning this into a gameplay mechanic where the leader provides a unique team-wide buff does not make sense when you consider a few things.

The first is that it's both a balance nightmare and contradicts how a leader works in a group. Say the actual leader of a group has all the makings to fulfill that role, but another would provide a better buff for the group if they were given the role? That would create a strange conflict that does not and does not need to exist. Also, how many different buffs would there be? If they're powerful tools for each team, they either need to be so generic that they're applicable to any team's composition or a team needs to build their skillsets/classes around a single buff to min-max stats and be competitive. This would then create further problems if a team falls apart or the leader leaves the party, potentially forcing the entire party to respec if a new leader is appointed, who likely doesn't have the exact same buff, or forcing players to respec when moving to a new party.

The second thing is that the whole mechanic is both niche and discriminatory towards a large section of the game's (In-Character) player base. Grouping for content is already advantageous vs playing solo, so having a gimmicky mechanic like a group buff tied to a group's leader would outright and actively punish people for doing anything in the game solo.

And lastly, it's just weird to have a potentially game-changing party buff be tied to a more niche situation, namely an organized group with a designated leader. It would make more sense to have party-wide buffs, be them castable abilities or passives, be tied to a character's skill set/class.

The TL;DR here is that it would be a mechanic that would be insanely problematic to effectively implement into a (competitive) MMORPG. You don't always have to reinvent the wheel, so party buffs/passives are easier and more effectively worked into a character build/class than trying to hamfistedly tie it to a social structure role.
Lingerie is like wrapping paper for the best present in the world     the female body.

TheBlackThrone

Quote from: Moon Hound Hati on January 25, 2021, 01:36:17 PM
Here is my take on it as someone who used to play (team) PvP in MMORPGs very competitively: it's unbalanced and non-sensical from a video game design and balance perspective. The leader of a team in a competitive scene isn't a gameplay mechanic but a role within the social hierarchy of a group that is usually taken by the person who best suits the role based on traits such as charisma, leadership skills, and experience. Turning this into a gameplay mechanic where the leader provides a unique team-wide buff does not make sense when you consider a few things.

The first is that it's both a balance nightmare and contradicts how a leader works in a group. Say the actual leader of a group has all the makings to fulfill that role, but another would provide a better buff for the group if they were given the role? That would create a strange conflict that does not and does not need to exist. Also, how many different buffs would there be? If they're powerful tools for each team, they either need to be so generic that they're applicable to any team's composition or a team needs to build their skillsets/classes around a single buff to min-max stats and be competitive. This would then create further problems if a team falls apart or the leader leaves the party, potentially forcing the entire party to respec if a new leader is appointed, who likely doesn't have the exact same buff, or forcing players to respec when moving to a new party.

The second thing is that the whole mechanic is both niche and discriminatory towards a large section of the game's (In-Character) player base. Grouping for content is already advantageous vs playing solo, so having a gimmicky mechanic like a group buff tied to a group's leader would outright and actively punish people for doing anything in the game solo.

And lastly, it's just weird to have a potentially game-changing party buff be tied to a more niche situation, namely an organized group with a designated leader. It would make more sense to have party-wide buffs, be them castable abilities or passives, be tied to a character's skill set/class.

The TL;DR here is that it would be a mechanic that would be insanely problematic to effectively implement into a (competitive) MMORPG. You don't always have to reinvent the wheel, so party buffs/passives are easier and more effectively worked into a character build/class than trying to hamfistedly tie it to a social structure role.

If this wasn't a MMORPG game, I would agree with you, but it is. We are role playing a video game and so it makes absolute sense why the game would run that way. If we weren't running a MMORPG game, and if it was more of a Isekai where the game mechanics do not exist as strongly, then sure. But from what I am getting out of this, this is a video game, the IRL characters still exist separate from their in-game characters. The game is bound to have video game mechanics that do not work with envisioning this as a non-video game medieval fantasy RPG.

The team buffs should be unique to how that writer builds that character. In the video games, the team buff was unique to that character. If you have a SPEED-based champion, then the buff he would give to the entire team was a speed boost. It was one buff while occupying the team leader spot. If there is a leader-type player, just like IRL, and because there is a in-game IRL existence, it would be no different than the player who is adopted as the leader by the group to tell what players will occupy the team leader position for the purpose of the passive buffs. This makes every character potentially valuable to the team as far as the "team buff" mechanic. It would be an extra buff to the buffs they already would give or have (in the case of a support or those characters non-support who have buff abilities). Also, there is going to be a leader conflict. There are always more than one leader in a team especially in role play. We may have up to three leader candidates in one team. This allows for those players to cycle through without conflict. But as was already stated, it is just a title and position, it doesn't mean anything for the video game aspect. If you're trying to look at it as in the players being a leader, then I am telling you, there's going to be more than one. There always is.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Deathnote

What if the team buff ability was temporary and only accessible to the designated team leader when the party is formed?

In other words, at first, whoever forms the team party gets the ability.  When the team leader leaves the party, a new team leader is assigned at random.  The team leader can also pass along the role to someone else.  Former team leader loses the ability, new team leader gets it.  The ability also immediately goes away as soon as the party is disbanded.

Going further along with this idea, everyone starts out with the basic version of the team leader power up, but they can be given the opportunity to gain new team leader abilities based on their class / play-style.  These abilities, however, are only usable while designated as the party leader.  The party leader role could be changed at any time.

I've never really heard of an MMORPG that has done this before, though... so not sure how well that would work.  Then again, I haven't played an MMORPG in quite a while.

TheBlackThrone

Quote from: Deathnote on January 25, 2021, 02:47:24 PM
What if the team buff ability was temporary and only accessible to the designated team leader when the party is formed?

In other words, at first, whoever forms the team party gets the ability.  When the team leader leaves the party, a new team leader is assigned at random.  The team leader can also pass along the role to someone else.  Former team leader loses the ability, new team leader gets it.  The ability also immediately goes away as soon as the party is disbanded.

Going further along with this idea, everyone starts out with the basic version of the team leader power up, but they can be given the opportunity to gain new team leader abilities based on their class / play-style.  These abilities, however, are only usable while designated as the party leader.  The party leader role could be changed at any time.

I've never really heard of an MMORPG that has done this before, though... so not sure how well that would work.  Then again, I haven't played an MMORPG in quite a while.

This sounds interesting and workable for a role play, but as you said, I have never seen a MMORPG do this because assigning the team leader was part of the strategy. If you put a champion with a certain team buff in the team leader slot, and the other team put their own champion in the team leader slot with a team buff. Team A could have a slight advantage over Team B because by luck, their Team Leader's buff was more advantageous than the other teams. But I don't know of any team who wins solely because they chose the right Team Leader/Buff to start the game. It was always the strength of each of the characters, their unique capabilities, that decide who dominates the other. So you had to make sure you always had a variety of champions who can lay down a variety of buffs, debuffs, and punishment that you interchange for each strategic battle.

lol Disclaimer: This was just an idea in my head but allowing the player characters to have more than one champion with unique abilities that they can interchange does make the MMORPG more strategic and it would allow them to war-game with their leader-type what characters should be used for comprising the team. This would allow those players who love playing more than one character to get their fix. But this was just a thought that went through my head because I thought it was interesting. That is all. Just sharing.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Moon Hound Hati

In my opinion, the concept is too unbalanced and convoluted to work in a competitive MMORPG. The buff is either useless or forces a team to build around it, killing build diversity within a team in order to maximize benefits from the buff. In a competitive, team-based PvP game you also don't want to create special snowflake scenarios, where teams hyper-focus on killing the same person first for the same reason. That is both boring to watch and to play, which would likely cripple and kill the game's competitive scene if not fixed ASAP. In a competitive scene, player skill is and should be most important, followed closely by min-maxing the hell out of the tools you're given, so I really think this weird buff system would only be to the detriment of an MMORPG     for the reasons I've mentioned. If you've never heard of an MMO do this sort of thing before, it's probably because it was scrapped each time before even making it into the finished product.
Lingerie is like wrapping paper for the best present in the world     the female body.

TheBlackThrone

#40
Quote from: Moon Hound Hati on January 25, 2021, 03:42:57 PM
In my opinion, the concept is too unbalanced and convoluted to work in a competitive MMORPG. The buff is either useless or forces a team to build around it, killing build diversity within a team in order to maximize benefits from the buff. In a competitive, team-based PvP game you also don't want to create special snowflake scenarios, where teams hyper-focus on killing the same person first for the same reason. That is both boring to watch and to play, which would likely cripple and kill the game's competitive scene if not fixed ASAP. In a competitive scene, player skill is and should be most important, followed closely by min-maxing the hell out of the tools you're given, so I really think this weird buff system would only be to the detriment of an MMORPG     for the reasons I've mentioned. If you've never heard of an MMO do this sort of thing before, it's probably because it was scrapped each time before even making it into the finished product.

I don't understand when you say it forces the team to build around the buff. The team leader role is interchangeable in the situation we're talking about. Every character has a unique team leader buff that only becomes active if they are assigned to the team leader position. No one would have to tailor to anything. All the team would be doing is deciding who will occupy the team leader slot for whatever scenario they face. And as Deathnote mentioned, if a Team Leader wanted to hand over the Team Leader assignment because giving it to Player A is better than leaving it with him/her, then it would be a strategic decision decided by the team. And MANY of the MMORPG games on mobile app, the strategic ones like RAID, use the team leader concept discussed. Because it is part of the game strategy. As previously mentioned though, the games do not allow you to change the team leader. Once you go in with that team leader, then that is your team leader. If your team leaders buff wasn't as effective as the team leader's on the other team, oh well. You can't change it (once you start the match you can't change it. You have to make the changes in the lobby). But it doesn't determine whether you win or lose. Who you assigned in your team does.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Envious

I feel like a distinction needs to be made clarifying what a Team Leader is.

In my limited experience with MMORPGs a Team Leader is the social role for the same group of people. It's the person who is put in charge of deciding strategy; they make the call on when to switch attack targets, when to use crowd control, call out timers, call out when to pop the big pew pew skills - stuff like that. It is not a position some random person is put in charge of when it comes to competitive gameplay, which is the theme of this particular roleplay. Competitive Team Leaders (in general to my experience, not specific to this game) are the ones who make the large-scale difficult calls after only nanoseconds of allowed contemplation. Not only are they making judgements that determine how a certain scenario is tackled, they are typically responsible for the overall vibe of if people are enjoying their gaming experience since they are typically doing most of the talking. It has nothing to do with the role they play in the game (tank, dps, support), but how those roles interact to overcome a challenge. There is definitely strategy in assigning the right Team Leader - they will make or break an experience - but it is a social strategy where the "IRL" player is bringing in skills beyond the video game. Being a good player does not make you a good Leader.

I have thoughts about buffs, but I think it's pretty moot until we see what the character sheet requires of us and what types of characters we have the potential of building.

TheBlackThrone

Quote from: Envious on January 25, 2021, 04:08:08 PM
I feel like a distinction needs to be made clarifying what a Team Leader is.

In my limited experience with MMORPGs a Team Leader is the social role for the same group of people. It's the person who is put in charge of deciding strategy; they make the call on when to switch attack targets, when to use crowd control, call out timers, call out when to pop the big pew pew skills - stuff like that. It is not a position some random person is put in charge of when it comes to competitive gameplay, which is the theme of this particular roleplay. Competitive Team Leaders (in general to my experience, not specific to this game) are the ones who make the large-scale difficult calls after only nanoseconds of allowed contemplation. Not only are they making judgements that determine how a certain scenario is tackled, they are typically responsible for the overall vibe of if people are enjoying their gaming experience since they are typically doing most of the talking. It has nothing to do with the role they play in the game (tank, dps, support), but how those roles interact to overcome a challenge. There is definitely strategy in assigning the right Team Leader - they will make or break an experience - but it is a social strategy where the "IRL" player is bringing in skills beyond the video game. Being a good player does not make you a good Leader.

I have thoughts about buffs, but I think it's pretty moot until we see what the character sheet requires of us and what types of characters we have the potential of building.

We talked about this. The GM said the Team Leader was just a title. If it is "just a title," then it is a game mechanic in this game. Therefore, anyone can occupy it. If the team has a "IRL player" as the leader, then they can make the decisions who will occupy the team leader position to give the team that particular team buff in relation to the scenario they find themselves facing. But also as previously discussed, in "role play" there is always more than one leader-type. So everyone deciding that Player A is the decision maker may not be something long-term. Unlike an anime, movie, story novel, every writer here is a main character. Therefore, if there is more than one writer who creates a character with a leader personality, trying to say there is only one leader won't work because in past RPs, that person will take charge over the thought-to-be accepted team leader, and you get drama any way. If the team leader role is just a title we avoid that because then there isn't a designated leader. Instead, the leader can naturally manifest on its own and if there is more than one leader, then they can naturally manifest and perhaps talk to compromise.

If this had been a regular RP, where it wasn't a video game, then yes, the leader role would ideally be what you describe. But this is a video game RP, and the Team Leader role is a title.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Envious

#43
I get that Team Leader is just a tittle, but I don't see how that makes it a game mechanic. I really don't see what it has to do with buffs at all. If you want strategy for group buffs, just make it so buffs aren't stackable. Each player may have their own unique buff they can contribute, but only one player will be chosen to apply it to a scenario because only one buff can be active at any given time.

I think that there is some great juicy drama potential if two writers chose to create characters that both wanted the Leadership role due to the "IRL" fanfare and fame that could be associated with it. Kind of like how the lead singer in the band becomes the face even though they're only one part of the group. That could be really fun to explore in writing as long as both writers were doing it intentionally. I don't think that's what you're talking about though?

Moon Hound Hati

Quote from: TheBlackThrone on January 25, 2021, 03:50:47 PM
I don't understand when you say it forces the team to build around the buff. The team leader role is interchangeable in the situation we're talking about. Every character has a unique team leader buff that only becomes active if they are assigned to the team leader position. No one would have to tailor to anything. All the team would be doing is deciding who will occupy the team leader slot for whatever scenario they face. And as Deathnote mentioned, if a Team Leader wanted to hand over the Team Leader assignment because giving it to Player A is better than leaving it with him/her, then it would be a strategic decision decided by the team. And MANY of the MMORPG games on mobile app, the strategic ones like RAID, use the team leader concept discussed. Because it is part of the game strategy. As previously mentioned though, the games do not allow you to change the team leader. Once you go in with that team leader, then that is your team leader. If your team leaders buff wasn't as effective as the team leader's on the other team, oh well. You can't change it (once you start the match you can't change it. You have to make the changes in the lobby). But it doesn't determine whether you win or lose. Who you assigned in your team does.

Then the game mechanic is pointless? If it contributes nothing of worth, there's no point in having it to begin with, other than fluff, which is what you don't want in a competitive game format. And mobile games are not designed to be competitive; they're time killers for on the go. Raid: Shadow Legends is but another gacha game funded by literal casinos, so that's the last game I'd reference when talking about competitive gaming. And if not for that, the entire game isn't even in a compatible genre, since this is a game where each player has a single avatar they build up and play together within a team with other players vs other players in real-time. It's like comparing chess to football.

This mechanic either sounds completely useless or completely broken. There's no scenario where I see this as having a middle-ground. Like I said, either it's so pointless the players can ignore the mechanic, making it literally pointless to have to begin with, or it forced them to build around it to get the most out of it. The main concept of this RP is playing in a competitive MMORPG, which is all about squeezing every drop out of the tools you are given, which in this case would funnel players into boring strategies and single-theme team setups.

But hey, at the end of the day, it's the GM here who decides if we're bringing in this proposed mechanic or not. I've clearly explained on several occasions now why I think it's a bad concept that would not fall in line with the concept of the game, so I'll leave it at that before things go in circles all day.
Lingerie is like wrapping paper for the best present in the world     the female body.

TheBlackThrone

#45
Quote from: Envious on January 25, 2021, 04:37:44 PM
I get that Team Leader is just a tittle, but I don't see how that makes it a game mechanic. I really don't see what it has to do with buffs at all. If you want strategy for group buffs, just make it so buffs aren't stackable. Each player may have their own unique buff they can contribute, but only one player will be chosen to apply it to a scenario because only one buff can be active at any given time.

I think that there is some great juicy drama potential if two writers chose to create characters that both wanted the Leadership role due to the "IRL" fanfare and fame that could be associated with it. Kind of like how the lead singer in the band becomes the face even though they're only one part of the group. That could be really fun to explore in writing as long as both writers were doing it intentionally. I don't think that's what you're talking about though?

I meant when people get really nasty IRL rather than it being in-game drama. I mean, if we're all mature about it, then it could make for some juicy drama but that's not how it has ended up in the past. It complicated things in team missions because you had one player saying go here and the other saying go there, and then people in the OOC would complain about the discord.

Quote from: Moon Hound Hati on January 25, 2021, 04:39:19 PM
Then the game mechanic is pointless? If it contributes nothing of worth, there's no point in having it to begin with, other than fluff, which is what you don't want in a competitive game format. And mobile games are not designed to be competitive; they're time killers for on the go. Raid: Shadow Legends is but another gacha game funded by literal casinos, so that's the last game I'd reference when talking about competitive gaming. And if not for that, the entire game isn't even in a compatible genre, since this is a game where each player has a single avatar they build up and play together within a team with other players vs other players in real-time. It's like comparing chess to football.

The other team is who we're against in this game. I don't understand how you see the team buff as pointless. Any who, I explained how the team buff mechanic was useful. I would be just repeating myself at this point.

This mechanic either sounds completely useless or completely broken. There's no scenario where I see this as having a middle-ground. Like I said, either it's so pointless the players can ignore the mechanic, making it literally pointless to have to begin with, or it forced them to build around it to get the most out of it. The main concept of this RP is playing in a competitive MMORPG, which is all about squeezing every drop out of the tools you are given, which in this case would funnel players into boring strategies and single-theme team setups.

There's no point to build around it because the team leader buff is dependent on what character occupies the team leader position. It will change according to whatever the scenario is. Here is another example. If the team is training and they enter a dungeon where the Boss casts poison all. You have a support with remedy abilities, but if that support has to cast it on everyone, then they are burning mana. Instead, knowing you were going to enter this dungeon, you assign Champion A in the team leader position because his team buff grants the team poison resistance. Now the Boss's poison doesn't affect your team and you can focus all your abilities on the mission without losing extra mana/energy or what have you.

Another example, you have a Boss who is extremely fast. Your characters cannot keep up with him or maybe only one can. You assign the fast champion as your team leader because his team leader buff boosts the speed of the entire team so all players can catch up with the Boss.

In these scenarios, if you did not have a champion with those buffs, then you would be at a disadvantage. So you always assigned the character who best suits the scenario to the Team Leader position.

A final scenario, when entering the Arena, you may assign a champion who places armor points on the team. This forces the other team to have to hack through those armor points before they can do damage to your team.

The other team may have assigned a champion who has reflect and the damage inflicted will be reflected back by a certain percentage.

That is how the team leader position is used.


But hey, at the end of the day, it's the GM here who decides if we're bringing in this proposed mechanic or not. I've clearly explained on several occasions now why I think it's a bad concept that would not fall in line with the concept of the game, so I'll leave it at that before things go in circles all day.

It's just a discussion. That's all it is.

I made comments in bold and some not in bold above. This concept is suggested in the belief that Mary Sues will not be allowed in this game. If we have champions who have endless mana and stamina, then the Team Leader Buff is pointless. Actually, everything will be because there won't be any strategy or difficulty to the game. If we have one character who is a tank, support, fight, and DPS all in one package, then that is a game breaker. Why even?

Because I'm assuming Mary Sues are not allowed into this game, then that means every character will have a unique and crucial role to play in the team. The Team Buff is a beneficial bonus.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Senator

Speaking of game mechanics, how will classes work? Branching paths from one seed like Dragon Nest? One class for the rest of the game (and maybe a subclass which is basically a weaker version of an existing class like Aura Kingdom)? Maybe even Granblue Fantasy's approach where you can freely switch between classes, but the prerequisites of unlocking a higher tier class is mastering two or more lower-tier classes? Maybe something like Onigiri or Mabinogi where class just up and doesn't exist?

LeSane

Quote from: Senator on January 25, 2021, 09:05:34 PM
Speaking of game mechanics, how will classes work? Branching paths from one seed like Dragon Nest? One class for the rest of the game (and maybe a subclass which is basically a weaker version of an existing class like Aura Kingdom)? Maybe even Granblue Fantasy's approach where you can freely switch between classes, but the prerequisites of unlocking a higher tier class is mastering two or more lower-tier classes? Maybe something like Onigiri or Mabinogi where class just up and doesn't exist?

So your character will be of one sticking with a single class. The reason behind this is if you were placed on the group because they were interested in how your character was an amazing Tank they wouldn't enjoy it if you decided to be DPS (stepping on toes and such) as for your class be creative. If you wanna be a that allows accessing cooking-related skills to heal/Buff/ and Support then you can do that, if you wanna be a Grim Reaper and have access to death-related abilities go right ahead.

You are only limited by the imagination, and not being 'overpowered' because I'll say something.
'Life is an unreasonable game in which winning was impossible from the start. Even so spread your wings and fly straight into the sun! If the world threatens to swallow you whole crush it under your heel.'

iridum248

This looks fascinating, but I'm wondering about both the adult aspect and the viability of a long-term game. Definitely throwing my hat into the ring, though!

Senator

Quote from: LeSane on January 25, 2021, 09:29:01 PM
You are only limited by the imagination, and not being 'overpowered' because I'll say something.

So, does that mean that a class akin to the Grenadiers of Aura Kingdom or the Tinkerer/Academic of Dragon Nest would be permitted? They do delve into the territory of machine summoning and guns, so I wanted to make sure.