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last online Apr 24, 2023 17:58:36 GMT -6
Game Master
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Mar 27, 2020 23:21:18 GMT -6
Post by Putty on Mar 27, 2020 23:21:18 GMT -6
[attr="class","info-base"] [attr="class","info-title"]Alpha Dungeons [attr="class","info-post"]We've made it a full week, everyone! Thank you to everyone who has joined and made this soft opening a success. Have you gotten settled in? Great! I know some of you are itching to truly dive into the dungeons and actually use your items; however, before we can do that, we need to address the Copperajah in the room... The dungeons aren't done.In order to revise and complete the dungeons, I need you, the members, to provide your insight! What kind of system do you think will make the dungeons easy enough that the member base can handle them on their own yet complex and random enough that nothing falls into the same old "turn left, dead end, go back, find this," etc.? Please respond below with your compiled thoughts after reading through the original system! Build off what others bring to the table, point out obvious flaws. Please do not discuss this in the server, simply because I would rather all thoughts be permanently on the site rather than lost to the void of the chat log. Plus, writing everything out in detail with the time to think may make something that seemed cool too seconds ago seem more complex than it needs to be as you try to explain it. There are no wrong answers! But please keep in mind that the core idea needs to be this: the dungeons should be capable of being member-ran unless certain circumstances (events) apply.Due to the complexity of the situation, I will be taking any and all input for two weeks (April 11th)! I will not provide any input on the systems so everyone can freely brainstorm. And I have crunch time at work to deal with, so I'll be busy with that. lol. Sometime mid-April, we will have a bit of a first event to look forward to as a reward for finishing the Dungeon Alpha! Look forward to it!
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played by Putty
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last online Mar 29, 2020 23:41:08 GMT -6
Guild Member
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Mar 29, 2020 9:11:36 GMT -6
Post by kyren Reign on Mar 29, 2020 9:11:36 GMT -6
On asking about traps / status conditions - are you just asking about how to determine them or just what they do? (I'm guessing they are part of the 1d100 equation already but just wanted to verify) Bug switch: Roll 1d-something - to see if anything happens to you while you sleep chestnut switch - pretty easy damage is done Drop hole - as there are no floors I'd just ignore this one Exploding switch - Damage + roll to see if any of your items were destroyed Fan switch - Damage - roll to see if anyone gets lost from being blown farther off (or just damage / no roll) Glue switch/grimer food - roll to see what item is affected Imprison switch - roll to see which move is unusable for x-number of post rotations Mud Switch - again roll to see which stat is reduced poison switch - bummer. you lose 1hp a turn until poison removed pokemon switch - something attacks Skill-drop trap - roll for skill affected slowpoke switch - if attacked and you want to dodge cut your speed number in half that you would of used in roll spin switch - if a fight starts roll to see if you lose your turn Summon switch - throw in multiple pokemon warp trap - probably not use it - or just use it but as something to create rp vs any actual event happening Just some first thoughts - again this is my first PMD Putty
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played by shard
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last online Apr 16, 2020 12:03:54 GMT -6
Civilian
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Mar 29, 2020 9:41:43 GMT -6
Post by Adarsa Masters on Mar 29, 2020 9:41:43 GMT -6
DUNGEONS | I really like that the dungeons are now labyrinths instead of floors! That's a neat twist, and I'm excited to see how it can be used to further confound :3c
DUNGEONEERING 101 |
With all of this, it isn't really clear when we should start adding the leader's d100 rolls? Is it during the first round with the introductions? Is it the round after that? Is the first event mod-rolled, and then by members after that?
I love having volunteer moderating for the dungeons! Good to get the community involved and invested!
TRAPS | I think all traps can stay as they are! If mods roll for a trap to occur, then they roll to decide which trap is triggered, and by whom! Most of the traps seem to fit well in their natural state with the exception of three:
Drop Hole | Pokémon that steps on trap falls to the next floor, other team members will faint even with the Resurrect Seed >> The pokemon that steps on this trap falls into a pitfall, perhaps taking damage and being unable to use moves for the rest of the round as they get out.
Glue Switch | Randomly disables one of the held items or item in bag until you leave the dungeon >> The glue switch would last only a set number of turns (perhaps 3?)
Imprison | Switch Disables one attack until changes floors >> Again, would just be for a set number of rounds
STATUS CONDITIONS | That is...... so many status conditions. I feel like most common should be the "main" ones, sleep, burn, frozen, poison, badly poisoned, confusion, paralyzed, and the hunger statuses. I know the others are all important to the PMD system, but depending on what PMD people have played in the past, some of the statuses are completely foreign e_e Maybe slowly introduce more status conditions with (site) events? Or season changes? IDK
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played by spibe
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Tick
Make me wonder, make me understand
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last online May 13, 2020 3:09:28 GMT -6
OOC
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Mar 29, 2020 11:41:01 GMT -6
Post by Tick on Mar 29, 2020 11:41:01 GMT -6
STATUS CONDITIONS | That is...... so many status conditions. I feel like most common should be the "main" ones, sleep, burn, frozen, poison, badly poisoned, confusion, paralyzed, and the hunger statuses. I know the others are all important to the PMD system, but depending on what PMD people have played in the past, some of the statuses are completely foreign e_e Maybe slowly introduce more status conditions with (site) events? Or season changes? IDK I agree with Spibe on this, focus on the status conditions that are mostly universal in Pokémon games first and maybe add some new ones with things like special site events or general updates Don't really have anything else to add at the moment but maybe I'll think of more later ^^"
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played by Tick
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last online Nov 26, 2024 0:24:04 GMT -6
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Mar 29, 2020 21:29:14 GMT -6
Post by Deleted on Mar 29, 2020 21:29:14 GMT -6
On the thought of statuses being added through events, maybe each Month every two weeks? would place a focus on a certain status effect? Then what's added to the game is kept up in a list glossary of potential statuses? So like you encourage members to host Poison themed dungeons, lakes, random flowers or ivy.. etc in their dungeons.
I know it isn't part of the game.. but I would kinda enjoy something for Halloween having a Candycorn switch where candy corn falls from the cave top or if your character finds candy and eats it causes an effect of sorts...
Again newb to Dungeons in general, I did enjoy in events or things members did.. Is having threads interlocking or a little journal is written by a villain/hero character watching from afar... reporting on the heroes going through the dungeon, and hinting at future plots or stories to be taken.. Each time you made a post or choice, that character responded with their own journal entry...So you could see your choices influencing things overarching.
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last online Apr 24, 2023 17:58:36 GMT -6
Game Master
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Mar 29, 2020 22:26:24 GMT -6
Post by Putty on Mar 29, 2020 22:26:24 GMT -6
Since everyone is focusing on Statuses and Traps, I'm sliding in to say: Please make sure you add input on the rest of the systems! I need to know what to revise. ;-;
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played by Putty
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last online Nov 26, 2024 0:24:04 GMT -6
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Mar 29, 2020 22:53:11 GMT -6
Post by Deleted on Mar 29, 2020 22:53:11 GMT -6
I'm okay with the system as it is, But ish very easy to please... again little experience dealing with stats...or picky about systems not being unbreakable... or just systems in generalWith the math, its small numbers and basic adding & subtracting. With a little dice rolling for random effects/chance, so isn't always predictable... Then you can request mods, and if so desire you can help mod upon availability. This way Staff don't get overwhelmed, and everyone can Dungeon to their heart's content. Plus with the modding you never know what you're gonna get, So it'll be a true adventure.. If you choose to take that path in roleplay... Or if you have a plot in mind, you can control it to a certain point too... [well depending on the rolls, yeah chance? which also could add spice to plots] ---[ did like how you kept Character's moves in mind and their Abilities. //maybe with traps or statuses could be part of the Events?
If not maybe after every 5 posts there's a dice roll to decide if a trap has been activated? (evasion and speed? come into play) Then If trap succeeds, Roll the type of trap? Category Depending on Location or Site Current monthly/weekly focus?//
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last online May 13, 2020 7:58:06 GMT -6
Guild Member
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Apr 2, 2020 21:43:35 GMT -6
Post by Kaida on Apr 2, 2020 21:43:35 GMT -6
My opinion on the dungeon rules. I broke it down into the two sections to sum it up.
DUNGEONS/DUNGEONEERING 101. Dungeons being semi-modless is something I have never seen before in PMD but I think it's rather cool. Having team party leader to the spawn can be a fun or even frustration time depends on what happens. It give the party leader or volunteer a chance to make a story and for other people to join in on the fun. Being semi-modless is putting more trust in the members who can handle it and to be active so the thread keeps going. Nothing is wrong with that plus could used as way for new members to enter more with one another which I love. I don't have anything really against it. The only really if the volunteer goes inactive or takes extremely long to reply I can see that is what people will be worried about the most but I bet there would be rules for that so I'm not worried about it.
BATTLING/DAMAGE
I really like the core battle mechanics. There not overly complicated however I see a lack of type mashups coming into play like fire vs water as much they could. If allow it it would a simple fix could be doubling the damage two super effective times hits while ineffective the damage would be cut in half. If the damage is uneven number you just round up to the nearest ten like you would do any normal attack.
Meaning: Move Damage + (User Sp/Atk - Opponent Sp/Def) x2 /÷2 /0 = damage
I also want to ask about one-hit OKs moves and or two turn moves like fly and solar beam. How would they come into play?
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played by Aria
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last online Apr 9, 2020 2:41:54 GMT -6
OOC
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Apr 4, 2020 9:28:49 GMT -6
Post by Saint Judas on Apr 4, 2020 9:28:49 GMT -6
I will try to add more cohesive and helpful thoughts later, but I noticed something that I think could quickly become problematic with how the system is currently written!
This rule would make so unless you had a speed lowering or accuracy raising move, a pokemon having 16 speed would make it essentially unhittable, which 16 really... isn't much when you consider starting characters have 20-30 points and have quite a lot of levels ahead of them.
Perhaps this number should account for the enemy level or speed, or something else as well, I love the idea of speed having an effect that relates to dodging, but I couldn't help but notice that most characters would be hard to hit, and several of the cannon characters impossible to hit with the current math (Klaus has 26 speed for example, even if you lowered his speed a couple times and raised your accuracy he would be impossible to hit)
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played by Saint Judas
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last online Apr 23, 2020 15:05:28 GMT -6
Guild Member
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Apr 8, 2020 14:12:14 GMT -6
Post by Celes Humboldt on Apr 8, 2020 14:12:14 GMT -6
The system looks fun overall! I like the idea of team leader-moderated battles and the arithmetic isn't too complicated. Here's some rough thoughts I had reading through:
- the split between offensive/defensive moves doesn't feel super clear to me. is it just physical/special vs. status moves?
- will there be any concept of positioning? e.g. for ranged moves, moves that hit every Pokemon adjacent to the user, or moves that immobilize the target. I think there's room there for fun strategies that can't be implemented in a video game, but I understand that could be hard to moderate.
- some moves work differently in the PMD and main series games; which effect will we be using?
- how do stat-changing moves work and do they wear off after an encounter?
Also, for damage calculations:
- with the current numbers, it feels like stats will be way more important than move power, especially as characters level up (e.g. if you have 30 satk then absorb's +2 and giga drain's +8 doesn't make much difference, whereas in the games giga drain would do ~4x the damage of absorb regardless of satk). that can be a good thing, but I dunno if it was the intended goal.
- what if (user atk - opponent def) is negative? is it subtracted from the move power? if so, an opponent with def 7-8 higher than your attack would be able to no-sell pretty much everything you throw at them, and that's pretty easy with the points we have available / stat-boosting moves.
- it sounds like pokemon with roughly the same stats will do about (move power/10) damage to each other with each attack. as levels get higher, HP will increase but each attack still deals the same amount of damage... so nothing changes except battles get way longer.
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played by squid
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last online Jun 29, 2020 13:13:39 GMT -6
Dungeon Mod
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May 15, 2020 14:44:28 GMT -6
Post by chishio on May 15, 2020 14:44:28 GMT -6
Re: Traps I think we could use the same statuses that the traps do on the actual PMD games - however ones like the warp trap might have to be changed/not used depending on how the dungeons work? Since there's no floors and instead is a labyrinth maybe there could be rooms instead of floors. In which the warp trap warps them to a random place in the room.
Traps I don't think should be used(without changes Imprison Switch: This one disables attacking until the person affected changes floors - without floors here it could cause some issues of the pokemon not being able to attack at all. While it could prove to be pretty interesting for pokemon in a party plot-wise, i don't think it would be good for soloing pokemon or people that want to participate in battles the entire time. Once again could bring up the rooms idea instead of floors - makes you unable to attack until you switch rooms.
Drop Hole - I honestly don't think this one should be used at all since the lack of floors. Unless we changed it to like,,, an event somehow? As in "Oh no! Your teammate has fallen into a Drop Hole. Roll a 1d20 to escape! and have a number higher than 10 be an escape and lower not or something? Perhaps could also have party members help as well - using the same thing.
Slowpoke switch: Instead of slowing walking movement, maybe slow speed instead? By -1 stage or somethin.
Statuses: Completely remove hunger statuses unless there's a new system planned for it. I don't think the site needs a hunger system for the dungeons - so those shouldn't be included.
Sleep: Instead of not being able to wake up for 3-6 turns, have it to where you can roll a 1d20 to wake up, and if the number is under whichever number chosen, they wake up. With a max of being asleep 4 turns maybe? Auto wake up at that point.
Sleepless: Should stay essentially the same, however if rooms are put in, maybe make it go back to normal if the character moves into a different room.
Napping: Keep it since it only affects mons not in your party.
Burn: Lower the attack of the pokemon burned depending on how high the attack is. Hard to find a good number with all of the pokemon's stats being so different. Take x amount of damage every x turn (or amount of posts)
Frozen: Use the same system as sleep.
Poison: Same as burn without lowering any stats.
Badly poisoned: It essentially is the same thing as being poisoned but takes more damage? Could be the same as poison but more damage per x number of posts.
Paralyzed: Reduce speed by a number depending on what their level and speed stat are. Roll a 1d20 per turn, under 10, can't move, over 10, can. Maybe? It would be unlike the PMD games but function more like it does in the actual pokemon games. Could also have a low chance to recover from it without items.
Slowed: Reduce speed by half just like in the games. If rooms are added, stops happening when room is changed.
Speed Up: It doubles speed in games but that might make pokemon actually unhitable so maybe +a number of points depending on speed stat and level.
Leg Hold: This honestly could function as a trap - you can't move during battles. Potential for being unable to dodge or escape? Stops after a battle is over.
Petrified: Remove this one completely - alternately, consider: flinching. If a pokemon flinches it just can't attack during that next turn.
Ingrain: Heals a set amount of HP each turn (only in battle) depending on HP number and level. Pokemon's speed is lowered by half and they cannot run away from battles. Can still attack each turn. Status stops after the battle is over.
Wrapped: Instead of not being able to do anything, lower speed by half and take residual damage. Roll a dice to break out every turn, however 100% chance of breaking out on turn 5.
Constriction: The same as wrapped
Whirlpool, Clamp, Fire spin, Sand tomb, infestation, bound, trapped: Speed is lowered by half, cannot run away from battles. Certain amount of hp is lost every turn depending on HP and level. Roll a dice to potentially break out, in which status is lost. Status ends after battle ends 100% of the time.
Magma storm: Speed lowered by half, cannot escape battles, can still attack. Status leaves after battle is over.
Slip: Pokemon can walk on water if they couldn't before. Potentially - certain amount of damage from water attacks instead.
Magnet Rise: Pokemon can not be hit by ground type moves and can travel on water/lava tiles. Magnet rise lasts for an entire room, status goes away once room is changed. Could also last for 10 posts or turns if there is no rooms.
Telekinesis: Pokemon cannot move, evasiveness lowered (potentially speed?) by a certain amount depending on level.
Grounded: Pokemon can now be hit by ground type moves. Potential to lower speed or increase flinch chance?
Confused: Party-mates can be seen as enemies; attacks directed at random pokemon nearby (including party-mates). Roll a dice to see if they break out once per turn, 100% chance to break out on turn 10; or when battle ends.
Infatuated: Pokemon has a chance to attack, or not attack the pokemon that gave them the status. Chance to break through using rolls too? Status ends after battle ends.
Recoil/Recovering: The status a pokemon has when recovering from an attack that requires them to.
Cowering: Affects both the party and the wild pokemon; Random chance to try and flee battle rather than attacking(for party) or pokemon tries to escape the battle (wild pokemon). Chance for an ally to be treated as a foe.
Puppet: Pokemon will randomly attack allies or use items. Chance to break through by roll of dice, or when battle ends.
Whiffer: Moves have a high chance to never hit. Status ends after battle is over.
Muzzled: Pokemon cannot use sound based moves, or moves using the mouth. (bite, etc)
Encore: Rather than last 11 turns, roll a dice to break free? Status ends after battle. Pokemon can only use one move (the last move they used).
Sealed: The pokemon cannot use a sealed move. Limited to one sealed move at a time. Healed by using Max elixir or leaving the dungeon.
Decoy: This pokemon(or substitute) is more likely to be attacked by party members, however it has to be attacked by wild pokemon.
Terrified: This pokemon cannot attack but can pick up items, break out using dice roll or after the battle ends.
Powder: If a pokemon uses a fire move while affected by powder, the move will fail and the pokemon will damage its self.
Charging: Lasts for one turn, an electric attack used after will do more damage.
Sea of fire: Damages all non-party members in a room.
Berserk: The pokemon will attack in a random direction and even attack dungeon walls. Dice roll to break free or status will end after battle.
-- Honestly too lazy to type out more. Essentially traps or moves that would make the pokemon unable to move, could lower speed and also make the pokemon unable from running from battles. Most of the statuses should be able to end using a dice roll or after a battle ends - i cut some of the ones that last for a long time among other things. A lot of the statuses would do better changed or not in at all but those were a few i had the energy to type out entirely.
The room idea comes from there being no floors, maybe the dungeons could have bigger rooms rather than the smaller ones that the dungeons would have in the normal games. (Easier dungeons having smaller rooms) - it wouldn't be changing too much and neither would changing some of the stats. A lot of the status conditions come from moves, too.
Having the site be so stat-heavy is going to cause there to be some problems when it comes to lowering or raising stats as higher level = more stats and it should fluctuate depending on the number of stats a pokemon has.
This was honestly just word vomit lol but hopefully it somewhat makes sense - none of this is official; it all is ideas
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last online Nov 26, 2024 0:24:04 GMT -6
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May 16, 2020 14:46:34 GMT -6
Post by Deleted on May 16, 2020 14:46:34 GMT -6
Jumping in to add there's nothing detailed in the alpha on item spawning in dungeons. This could be a "separate" mechanic, but because of the intention behind the merchant class, I think it's important to detail how items play into dungeon-crawling, even if it ends up deserving its own thread in the final build. Because one character class is dependent on items, unless how items are found changes in the future, I think it'd be the best to determine how spawning works so that it lines up with dungeons.
Because of the absence of item spawning, I don't think the alpha largely accounts for its inclusion. We could have an encounter roll for items, and then the mod draws from a list of potential items of potential probability for that specific dungeon. Maybe merchants have a say on whether they can roll an item or not and that can give them an advantage - otherwise the class' niche would rely on random chance...
An enemy could also have a chance to drop an item. We could also determine "loot" by the end of the dungeon. The consequence is characters wouldn't be able to use items they find in a dungeon in a dungeon, and it can be disorienting to explain in-character afterwards: Wow, this Blast Seed would've been useful...
We should also decide what items to include. What different seeds and orbs are we including? A lot of their effects depend on the different status conditions that we're still parsing through. Are link boxes a thing; can we link characters' moves together? Are treasure chests a thing, and who would appraise them? What about those exclusive items from PMD2?
Another crucial mechanic missing here, if to a lesser degree, are abilities. If we're defining statuses and traps, we probably, unfortunately, have to define abilities - or at least the ones that don't translate as written. For example, Chlorophyll and Swift Swim boosts a Pokemon's speed in sun/rain respectively. How will that work, as in: how much will speed increase?
...also how does weather work in dungeons? Is it permanent for the entire labyrinth? Because no weather means certain abilities are completely useless, like the ones above, the auto-weather abilities (Snow Warning, Drought, Drizzle, Sand Stream) as well as the evasion-boost-in-weather ones like Sand Rush and Slush Rush.
Oh my god, it's a goddamn rabbit hole. Let me add to other points.
I agree that semi-modless is a good approach. I disagree on monthly status updates. Just get 'em all and edit the system going forward as needed; I like Chisio's list.
I would say more about the stats but I only have a passing curiosity in tabletop games and I'm awful at game designing: I won't know what the hell I'm talking about until I get to play. I might have more suggestions down the line...
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