Alright... I feel it's time we legitimately tackle this problem head-on. Now, implementing currency and experience was originally my idea, so I'll gladly take the responsibility of taking care of it, to an extent. Now there's quite a few different ways we could work the experience half of it, but I think I know a way to keep track of it without it getting out of hand.
I was thinking that only key events (as in classes and special events) were the only threads experience could be offered. A set reward would be offered to those who participate, either experience or bits or a combination, and they'll receive that amount (or at least a portion of it) if they stay in the event or class from beginning to end. At least this is my take on what we should do, if any of you have other ideas I'd love to hear them, as this should really be a group effort.
We should also decide what exactly experience and levels should entail, would they give special perks? Abilities? Which brings up the point of currency. Now, I'll save this for a different thread, but we need to find a meaning behind the items students can buy, as in they actually do something for them, and don't disappear the second the character buys them. Which begs the question, if we're going to have an experience system, should we also have stats?
Any suggestions or thoughts you have will be greatly appreciated.
1470926 Yeah... We might want to delegate some of the stuff you do to someone else...
1470935 Okay, how do you feel we should accomplish that? Should it be direct, as in "I'll use this item to help me in battle!" or should it be indirect, or both?
1470926>>1470935>>1470954 some OCs (like Scribble) would be intrinsically rich and wouldn't need bit rewards to buy stuff, but wouldn't be interested in combat what about them?
1470911 How about we have a list of approved abilities, traits, or perks? I like S.P.E.C.I.A.L. so I think we should use that in character creation. There should be a thread specifically dedicated to tracking every person's OC progress. Username: OC: EXP: X/Y Level: X Stats S.P.E.C.I.A.L. Abilities: Trairs/Perks: Job: Items/Equipment: Money: Current as of: MM/DD/YY
1470963 I feel there should be both types of items, as in there should e single use items, like potions and such, as well as items that you keep forever that improve an aspect of your character.
1470974 That's what I want to figure out. Experience shouldn't just be for combat and events, it should also be used for every day things. It could also be a type of respect meter of sorts, where getting it to a certain level allows you access to things you couldn't before.
1470911 I think experience should be awarded during classes and clubs. I also think the amount of experience given to some one should be up to the teacher/club head. Since if we have it be set. Then some one could just come in and say they were there with out actually participating. Rewarding them with money doesn't make sense. I think currency should be earned by quests and jobs. Quests would be a type of event. 1470954 Some items could give the user this amount of extra stats. Or in the case of a healing potion. When the used it gives x amount of health back. Weapons could have there own amount of stats. Such as strength, health, then specials if they have that.
I want this to be fun for both those who do and don't fight... So perhaps it could work like charisma. or something. You build it up and then spend it on something fun at the school. I'm wanting input from you guys. I'm just one person here! I can't think of everything!!!
1471095>>1471085 We'd need to decide that now, and make people keep to it. We also need to decide how much XP it will take per level. 0/100 every level, or should it scale with the level? As in LVL 1: 0/20 LVL 2: 0/40 LVL 3:0/60...
1471095 True but if we have a standard then a helpful student who contribrutes alot would get as much as some one who does nothing. Maybe we should reward extra experience? I like the sheet idea.
1471124>>1471095 I'm thinking we should have it as an experience pool, depending on what you do and how you do it you get a fraction of the reward in respect to your contribution.
1471100 Intelligencs would dictate how fast someone can learn, and how well/long they can use magic. Stamina and agility would affect flight. Things of that nature.
1471123 I like how ot scales. Because then you can get xp quickly during the first of levels. But harder as you move up. Also what would be ponies starting levels? Should they depend on the backstory?
1471140 No, that's not what I meant... I mean we need to find a uniform way for students to start out. Should they already have a few points in their skill set as they start out or what?
1471141 We need to keep it fair, so everyone would start out the same. Although there will be several different variables regarding a character. i.e. starting currency, stats, etc
1471123 Scaled is the standard for most video games, and it seems to work the best. How fast do you want people to level up? That's the deciding factor. EDIT: Also, is there going to be a level cap?
1471163 Well, maybe after a thread is done it should be locked until the teacher, or someone else, tallies it up, posting the results as soon as they're done. Or perhaps multiple people should decide, since classes will only occur once a week?
1471159 Yes, kind of like Fallout. If you have 15/100, you can do the job, just not well. Having 0 means you can't do it at all. Some things would do that, like forging weapons. Not everybody can do that.
1471159 So every student starts at zero. I think teachers should already be at the level cap. Or at least start high. So then it establishes that they are better than the students. 1471196 Maybe the admins as a whole vs just the teacher. 1471209 That sounds efficient and good.
1471209 Then it looks like we're in agreement, we just have to decide the starting amount of points you can put in and I think we might just have something here.
We have seven stats, so how many points do you think we should start with?
A system I used before was that you have 3 times whatever number of stats you have, which would be 21 in this case, and you'd have to put at least 1 point in each, but couldn't put more than 5 in a single stat.
1471124>>1471256>>1471209 Scribble is a level 63 Dohvahkiin specializing in Heavy plate and Dragon Bone armor, Crossbows, and sword and shield combat, Big emphasis: Crossbows. (I fracking one shot vamps!!))
1472801 it's about 209 years after the coronation Scribble has been really depressed after Red Wonder finally died, and human video games are being sold in Equestria. She becomes a really big video game nerd, and suffers from some mental turmoil. She finally comes out of her shell to defend video games from ignorant parents.
Alright... I feel it's time we legitimately tackle this problem head-on. Now, implementing currency and experience was originally my idea, so I'll gladly take the responsibility of taking care of it, to an extent. Now there's quite a few different ways we could work the experience half of it, but I think I know a way to keep track of it without it getting out of hand.
I was thinking that only key events (as in classes and special events) were the only threads experience could be offered. A set reward would be offered to those who participate, either experience or bits or a combination, and they'll receive that amount (or at least a portion of it) if they stay in the event or class from beginning to end. At least this is my take on what we should do, if any of you have other ideas I'd love to hear them, as this should really be a group effort.
We should also decide what exactly experience and levels should entail, would they give special perks? Abilities? Which brings up the point of currency. Now, I'll save this for a different thread, but we need to find a meaning behind the items students can buy, as in they actually do something for them, and don't disappear the second the character buys them. Which begs the question, if we're going to have an experience system, should we also have stats?
Any suggestions or thoughts you have will be greatly appreciated.
1470911 Well okay, less stuff more me to do. Since I'm off most of the time.
1470911 This is going to be the most advanced RPG ever.
Well, the items they would buy could help them get around events and fighting
1470926
Yeah... We might want to delegate some of the stuff you do to someone else...
1470935
Okay, how do you feel we should accomplish that? Should it be direct, as in "I'll use this item to help me in battle!" or should it be indirect, or both?
1470954 The former.
1470926>>1470935>>1470954 some OCs (like Scribble) would be intrinsically rich and wouldn't need bit rewards to buy stuff, but wouldn't be interested in combat what about them?
1470911
How about we have a list of approved abilities, traits, or perks?
I like S.P.E.C.I.A.L. so I think we should use that in character creation.
There should be a thread specifically dedicated to tracking every person's OC progress.
Username:
OC:
EXP: X/Y
Level: X
Stats
S.P.E.C.I.A.L.
Abilities:
Trairs/Perks:
Job:
Items/Equipment:
Money:
Current as of: MM/DD/YY
1470963
I feel there should be both types of items, as in there should e single use items, like potions and such, as well as items that you keep forever that improve an aspect of your character.
1470974
That's what I want to figure out. Experience shouldn't just be for combat and events, it should also be used for every day things. It could also be a type of respect meter of sorts, where getting it to a certain level allows you access to things you couldn't before.
1470994
I'm afraid I'm not familiar with that, could you please elaborate?
But I do like the character sheet, I feel that could work rather well, given a few adjustments to better suit the college.
1471025 access what?! Celia's hidden porn stash? Blue's collection of marital aids?!? A CHAMBER OF SECRETS?!?!!?
1471044
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck
1470911 I think experience should be awarded during classes and clubs. I also think the amount of experience given to some one should be up to the teacher/club head. Since if we have it be set. Then some one could just come in and say they were there with out actually participating. Rewarding them with money doesn't make sense. I think currency should be earned by quests and jobs. Quests would be a type of event.
1470954 Some items could give the user this amount of extra stats. Or in the case of a healing potion. When the used it gives x amount of health back. Weapons could have there own amount of stats. Such as strength, health, then specials if they have that.
1471061
...Think more on a Slice of Life scale.
I want this to be fun for both those who do and don't fight... So perhaps it could work like charisma. or something. You build it up and then spend it on something fun at the school. I'm wanting input from you guys. I'm just one person here! I can't think of everything!!!
1471085
Nope, we need to set a standard. Teachers shouldn't decide on their own.
Like I said, we need a sheet to keep track of an OCs progress.
1471073
Ah, that could work then, it covers just about every aspect we'd need here, and I already have an idea how we could build it.
1471085
That's basically what I just said.
1471095>>1471085
We'd need to decide that now, and make people keep to it. We also need to decide how much XP it will take per level. 0/100 every level, or should it scale with the level? As in LVL 1: 0/20 LVL 2: 0/40 LVL 3:0/60...
1471095 True but if we have a standard then a helpful student who contribrutes alot would get as much as some one who does nothing. Maybe we should reward extra experience? I like the sheet idea.
1471124>>1471095
I'm thinking we should have it as an experience pool, depending on what you do and how you do it you get a fraction of the reward in respect to your contribution.
1471100
Intelligencs would dictate how fast someone can learn, and how well/long they can use magic.
Stamina and agility would affect flight.
Things of that nature.
1471123 I like how ot scales. Because then you can get xp quickly during the first of levels. But harder as you move up. Also what would be ponies starting levels? Should they depend on the backstory?
1471132 Sounds good to me.1471140 So what your saying is we should implement stats? I can agree to that.
1471140
No, that's not what I meant... I mean we need to find a uniform way for students to start out. Should they already have a few points in their skill set as they start out or what?
1471141
We need to keep it fair, so everyone would start out the same. Although there will be several different variables regarding a character. i.e. starting currency, stats, etc
1471141
1471132
Who would judge how much of a contribution that they've made? Someone like me can't get on that often, so it would penalize us.
1471123
Scaled is the standard for most video games, and it seems to work the best.
How fast do you want people to level up? That's the deciding factor.
EDIT: Also, is there going to be a level cap?
1471163
Well, maybe after a thread is done it should be locked until the teacher, or someone else, tallies it up, posting the results as soon as they're done. Or perhaps multiple people should decide, since classes will only occur once a week?
1471159
Yes, kind of like Fallout. If you have 15/100, you can do the job, just not well.
Having 0 means you can't do it at all.
Some things would do that, like forging weapons. Not everybody can do that.
1471177
I'd like to keep the leveling under control, and make sure everyone is on fair ground, and yes, a level cap will most likely be implemented.
1471159 So every student starts at zero. I think teachers should already be at the level cap. Or at least start high. So then it establishes that they are better than the students.
1471196 Maybe the admins as a whole vs just the teacher. 1471209 That sounds efficient and good.
1471209
Then it looks like we're in agreement, we just have to decide the starting amount of points you can put in and I think we might just have something here.
We have seven stats, so how many points do you think we should start with?
A system I used before was that you have 3 times whatever number of stats you have, which would be 21 in this case, and you'd have to put at least 1 point in each, but couldn't put more than 5 in a single stat.
1471236
Teachers most likely will not be a part of this system, either that or they'll transcend it.
1471124>>1471256>>1471209 Scribble is a level 63 Dohvahkiin specializing in Heavy plate and Dragon Bone armor, Crossbows, and sword and shield combat, Big emphasis: Crossbows. (I fracking one shot vamps!!))
1471256 why you reply and then delete it?!?!
1471651
*blush* Cuz...
1471248 That sounds excellent. Now what are the stats?
1471500 If she's that then Ukaih is level 100. But they are not.
1471715
The highest level was 80 last time I played Skyrim, if I remember correctly.
1471651
It was stupid anyways... Just ignore it.
1471734 Exactly . But any who what are your ideas on the stats?
1471651
DAMMIT PMs Y U NO WORK?!!?!?!?!
1471949 ((remember the private group!)
1472082
Okay...
1471922>>1471949 I wasn't joking that's her real life Skyrim character!!!
1472692
I haven't played Skyrim in forever... So many good memories!
1472731 Play it again! Tomorrow! btw, my recent playing of Skyrim has given me a awesome story idea!
1472766
I'd have to rebuy it and fix my Xbox for that to happen...
But what about your story idea?
1472801 it's about 209 years after the coronation Scribble has been really depressed after Red Wonder finally died, and human video games are being sold in Equestria. She becomes a really big video game nerd, and suffers from some mental turmoil. She finally comes out of her shell to defend video games from ignorant parents.
1472887
So much wat
1472921 lots of video game jokes and slice of princess life
1472976
But... That just sounds depressing...
1473008 but she eventually comes out of her shell and makes friends!