about this RPG

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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jack1974
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Re: about this RPG

Post by jack1974 »

Each season is a chapter of the game but they are NOT the same length.
And yes, the game will be in open beta/preorders until is FINISHED. I think all of this talk about seasons is confusing people. Is NOT AN EPISODIC GAME :lol: is just that, rather than make people wait until Summer or maybe even September, I'll release to the testers each season as I manage to finish it, nothing more nothing less than what I did with Loren's chapters :)
This way each season gets well tested early, so the final game is released much faster.
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yayswords
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Re: about this RPG

Post by yayswords »

Well goddamn did I type a lot of shit instead of figuring that out first.

Still, I guess you can always use those ideas for something anyway :P
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: about this RPG

Post by jack1974 »

Image
I remember some users asking for this skill long time ago for Loren's thief class. Your wishes have been fulfilled! :twisted:
(I know might seem a useless/pointless skill, but the Hunter class has so many powerful skills already that even with this one I think is balanced!)
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jack1974
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Re: about this RPG

Post by jack1974 »

OK I have another idea for a skill but I'm having a bit of trouble with the English to describe it properly. This is what I've written now:
"The character will balance the HP and SP values: every turn for the next 10 turns the lower one will be increased by 10% and the higher decreased by 10% until they are of the same value."
in practice each turn the HP/SP values adjust towards a middle ground value of them, until they're the same value. Is it clear from what I've written, or could be written better? thanks
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Lonestar51
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Re: about this RPG

Post by Lonestar51 »

Pickpocket: This skill is simply too awesome not to take it. It is also something which supports the feeling of roleplaying, rather than just min-maxing.

HP-SP-Balancing: The basic idea is good too, but why go the 10% route. And 10% of what. Say a char has 10 SP and 100 HP (hello min-maxing ;-) ) as a maximum, and used up the SP for a low-value-special-move. Is it really the intention that half the HP should be lost to regain SPs worth half the lowest SP-attack? On the other hand, what if the char does not use any special attacks at all, then once the HP fall below the SP value, in this case the char will get substantially healed more or less for free. I would prefer to have a fixed amount of HP/SP which get added/subtracted.
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jack1974
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Re: about this RPG

Post by jack1974 »

Hmm yes true, I'll use a fixed amount then, for now 10 HP/SP, then probably will tweak as needed. What about the description, is OK ?
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Miakoda
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Re: about this RPG

Post by Miakoda »

Just a minor quibble with Pick Pocket. For the title you have it as two words, Pick Pocket, and in the description you have it as a single word pickpocket. I would probably go one way or the other (and Pickpocket as a single word is fine).

I would also add a 'the' before front row: Pickpocket a target in the front row, stealing a variable amount of money.

Heh, and it reminds me of a game where if the victim chosen was poor, all you could get was pocket lint :D

HP-SP Balancing:
Interesting skill. Do you happen to have an idea what you are going to name the skill itself? The description works fairly well, but with a title it could go something like this:

'Skill Title' balances the character's HP and SP values. Every turn for the next 10 turns the lower one will increase by 10%, and the higher decrease by 10% until they are the same value."
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jack1974
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Re: about this RPG

Post by jack1974 »

Thanks :) and now I understood a joke I got by a coder friend about "pocket lint" :lol:
About the skill I've called it "Perfect Balance" and put a sort of chi icon (temporary). Will see if something better comes out :)
renke_
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Re: about this RPG

Post by renke_ »

jack1974 wrote:Hmm yes true, I'll use a fixed amount then, for now 10 HP/SP, then probably will tweak as needed. What about the description, is OK ?
Why not use the percental average?

Say, the char has up to 80 SP and 120 HP, after some unfortunate hits and a few performed skills the current value is 40 SP (50 %) and 40 HP (33 %) - averaged to 42 %. The skill lowers SP to 34 and raise HP to 50. About the wording: Ask some native speaker and not me ;)
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jack1974
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Re: about this RPG

Post by jack1974 »

Oh and I also realized while testing the skill some effects:
- I put a variation of 5, since 10 was too much (if you had 11 HP and 8 SP, you would almost commit suicide :lol:)
- is not possible to actually be the same value, since HP/SP values obviously can be not multiple of 5
so I added "until are about the same value" to the description!

Anyway after trying it in some test battles the skill is quite interesting, has several possible uses, as healing if you still have many SP or as SP regen if you have high HP. I am thinking if to make the skill progressive, so that for example if the gap is big, the step is higher: +/- 20, then +/- 10, then +/- 5 and so on. This way I could even reduce the change to 1-2 points and really have the same values (if possible).

The average could work but I think would be rather hard to understand for players - I think I would get many false bug reports :mrgreen:
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