Alrighty, I just went through the suggestions and asked the other mods about which things were doable, and which were not. That does mean all of the above has been looked over. ^.^ Thanks for waiting!
Things that have been implemented: LSL book is now in the Book Shop.
Things that will be implemented soon: Certain jobs that have been suggested, I'm working on them now.
Things that will not be implemented: 'Lip Reading', 'I can touch you!' (logistics issues)
If your suggestion is not on this list, don't fret, we have our secrets. ;3
In the future, please separate out your suggestions into blocks or with dashes or something. :3 It will make it easier for me to understand what you are suggesting!
Note that this is a suggestions thread; we are looking for individual suggestions for small site features. Note that asking about defunct site functions at this time will probably not yield anything (I think I've mentioned about us missing some things that Spirit either never left for us, or never put on the site anywhere to begin with; these things include 'The Beyond', 'The Robotics Shop', and 'Uses for Fossils' etc. I have noted on the Broken Doodads thread to please not ask about such things, this thread was not meant to get around that) because we can't do it at this moment if we never had a framework for it as of right now.
This doesn't mean that we won't be seeing what we can do in the future! Just not right now, okay?
- Trait: Disowned - gives a bonus of 1(?) trait point(s?) Perhaps you did something or they simply didn't like who you were. In any case, you have been disowned by your family, tribe or clan. They will never want you back, no matter what you do.
I was looking into donating Malii barding to the Heavy Hanmer, but Darky said it was something I could suggest here instead to simply be made into an official item.
So there’s Malii Barding, because I battle-train mine even though they are ‘only’ power level four and originally companion oriented. Well yeah, they are companions capable of freaking burning off the face of anyone who threatens their family. Gr. ;) Haha! Besides, with those elements and high mentality, I feel like they were designed to be fighters in their old stage.
Another idea can simply be barding items in general. There can be one of each type (leather, plate, chain, etc), and hopeully different qualities (+1 resistance all the way up to whatever the cap is). My only concern with that is a material being made the lower quality. Leather, for example, seems to be considered ‘weaker’. However, each type can be weaker or stronger with different methods of creation like weaving/patching, or simply being made thicker.
The barding item of the chosen material and quality can then be IC created for that type of pet. This way we don’t have to make a barding image for each species. (Which is what I presume has stopped more species barding from being made, the shear workload it would require.) It can be a registered item for a specific species, which can then be transferrable between the creatures of that species. (Just like the current species-specific barding.) That barding image - of a general type and quality, unshaped - can simply be listed next to a pets stats when being used, just like an RoT (which also are unshaped, don’t change creature’s official image, and only IC’ly applied to creatures.)
There can be limitation made to what can wear barding and what type and quality. For example, if something is known to be weak, only leather can be worn. There can be a strength requirement, perhaps, for the higher leveled bardings. If it’s going to be thick or woven complexly enough to provide +5 armor resistance, they may need a strength of 3. (It shouldn’t be higher than the already existing requirement to carry a rider, I’d think.) And that barding requirement can partially stack with other strength requirements like carrying riders and flying with riders. For instance, carrying a rider while wearing the heavier barding can require 5 strength instead of 3. And Flying with a rider can require 7 strength (or perhaps 5 strength and 5 dexterity as an alternative option for less-huge creatures that can simply flap their wings faster to make up for the weight.)
Another suggestion is creature-specific weapons for those with complex thought and opposable thumbs (like Felusine). Yeah, regular weapons can be used...but creature-specific ones would be a neat IC thing. They wouldn’t have to be weaker, necessarily - and definitely won’t be required!
And what about wooden or play weapons? I can't remember if those are a thing. It’d be useful in combat training, especially with creatures. And the wooden ones would be useful on certain.....faerie-faulted creatures. ;)
The player combat system confused me a bit. It was worded okay, but the issue was that it lacked an example to tie it all together. I’ll quote the chatbox where Darky helped me out:
Darky: For every 1 skill rank, you get 5 cp. Every 10 cp you put into an offensive/defensive expertise (non-passive) you gain 1 die (1d10) for it. In that sense, having just 5 cp does nothing and having 15 still gives you 1d10. But having 20 is 2d10
Riku: Does that mean you could essentially get 10d10 for an offensive/defensive move and have a nearly 100% chance of hit? Hm, but that would only apply if the enemy didn’t have a leveled up opposing ability, huh?
Darky: The 1d10's are your To Hit roll (vs. another player's 1d10s of Defence). So if someone has, say, Fencing 30cp, that's 3d10 to attack. The defender can have Side-Step 40, that's 4d10 to defend. When you attack, your 3d10 is rolled against the foe's 4d10, the results are added together and compared. If you have a higher number, the attack lands, but if the foe's is higher then they defend against it (and follow through the defence's effects). So even with 10d10, when maxed out, means you can still miss x3 Because your rolls can be between 10-100. If all your dice are 1's and 2's, even a low-defence opponent can get lucky and defend against it.
Riku: That should be copy and pastes into the tutorial. I’ve read it a bunch of times, but the reason it didn’t connect until just now is because it was missing an example. I’ll write this into the suggestions board.
I know this combat system is still under construction, but I figured since it was the overhead tutorial of how the system actually works and not the inner mechanics of specific encounters, an example could be added. -shrug-
I feel like there could be a ‘range’ effect of certain abilities. Not so much in distance, but rather power. Intimidation, for example, would be nice to be compatible on intimidating pets that are smaller or weaker than omfgthatsafreakinghousesizeddragon creatures. Clearly, an intimidating Felusine would not intimidate a Wiurn. However, a Wiurn would not intimidate a...-insert much more powerful creature here-. It’s an ability that already relies on power levels to an undefined degree. So it would be nice to draw that line. I’m sure there is some weaker custom out there with the ability that wouldn’t logically intimidate say, a pliathor or Nyssa.
So how about it can only intimidate anything one power level higher and below. So a Felusine could intimidate a Malii (in the same way some chihuahuas intimidate great danes, comical but effective) as well as a Shiku - but a Gallor would be unaffected.
This way smaller creatures can have the trained or natural purposes of this ability without it getting in the way of logic.
Draconic LE stats would be more convenient in one thread, with the clan listed in the individual stats. Having them each in their own thread is a real hassle for comparisons and planning.
Also, it would be a lot more realistic and enjoyable if the inbreeding limitation was either clan or blood. Having it be both, I guess, makes some IC sense, but it truly makes the entire system much less enjoyable. It will highly discourage breeding for a desired draconic for bonding, since it would require a wider user-net than convenient or possibly even attainable with our lower numbers.
I believe it made sense before both were applied as a limit. The clan-family idea was very different than humanity’s perception of family, and that made the annoying limitation interesting and thus acceptable. Limiting both clan and blood breeding seems overkill.
Perhaps a compromise can be made to mimic human-inbreeding law. Meaning that direct relations (parents, offspring, and siblings) will be immoral, but distant relations (Grandparents (discouraged in human culture due to massive unhealthy age gaps, which don’t apply to immortal dragons), cousins, aunts and uncles, and further blood (second cousins twice removed)) are acceptable.
That would IC’ly (and statistically) limit breedings to a degree that wasn’t overbearing to user intentions - which are intended to make the game more fun for them, not to become system-brokenly powerful. (Thus the limitation being in place to prevent such system breaks, which keeps the game fun for everyone.)
The issue here, I believe, lies in the miscommunication of intention of the staff creating these rules. What was your OOC reason? Do you want to make it impossible to create certain draconics? If so, why not just make that a rule? If your intention was to make certain draconics more challenging to obtain.....then I am simply saying I think you’ve accidentally overshot your goal. As much as I’d love to, I don’t think I could motivate the necessary amount of people to work in unison in order to create the draconics that should be possible to be worth using that part of the game.
Yes, I know weaker or less impressive draconics can be used, but what’s the point? Where’s the (achievable) challenge and benefit of individuality? I fear in that case they’d just be used as basic “yippee, an unimpressive dragon that made me immortal by bonding”.
Sure, through breeding, colors can be customized, and intelligence, size, and breath can be customized to a degree - but that’s the point! Because of the amount of active people involved in Draconics, the clan/blood inbreeding rule has limited the options to “to a degree”.
I just don’t think that was your intention. To limit the fun of a challenge and unique creature. <3 So my suggestion is to alter the rule to fit the lower population.
I think shops should not require RP. It’s a fun tradition, yeah, but the requirement is killer when you want to obtain, trade, sell, etc an item or creature OOC. For instance, Riku may not feel comfortable selling offspring Pachee, but that’s how I’m going to raise credits for my second character purchase. I have plan for a Shadow Injection OOC, that I want to IC be a natural and mysterious new ability, not an intensional Injection. So buying one in the store IC would be weird. I want a draconic in the rookery to be my second character’s, but he doesn’t exist yet. I want to get it before someone else snags it up, but it wouldn’t make sense for Riku to adopt it for him.
There’s also the general issue of it being one extra thing staff have to reply to - and that we have to wait for - since staff already do so much. That’s especially painful when we’re on a time crunch. Lol
Moves like Breathe Fire are too powerful and accessible. When an orbaru can defeat a(n unluckily dexterous) Sarane in one hit, I think that is proof that there is a break in the system.
There are two options here: Limit the accessibility, or limit the move.
Injections were designed to give an added edge and uniqueness to creatures, so I think that removing it would ruin that fun. Also, the fact that a great number of creatures already have it added to their stats means that there would either be an unfair upgrade grandfathered into those that have already done it, or the people who did it would be unfairly docked their intended powerful move.
I think the best way to handle this issue is to alter the move to be more fair all around. I think this type of move should be a Men+5 move, in a category the same as moves like Exorcise. I know that no-res is a big part of it, so perhaps that can stay true to the original but have the damage bonus lowered to reflect it.
Exorcise is the strongest general-offensive Light move (not counting Wrath that only affects two types, or non-offensive moves), and it does Mentality + 5 damage. With resistance, that can be very low or very high. Let’s use a balanced Power Level 5 creature (as I’d say this is a PL5 move, similar to crunch and Rend normally being limited to strength and capability) with an average of 5 Mentality and 5 Resistance. Exorcise would potentially cause 10 damage, but be reduced down to 5. Breathe Fire would currently cause 10 damage that wouldn't be resisted. In this case, that is just unrealistic. If it were a power Level 8 fight, sure. That makes sense. But two Lion or Wolf powered creatures...? Not so much.
The Mentality+X alteration can fix that in two ways:
- The first option is that it ditches the no-res and is a more balanced “((5Men+5)-5Res)=5 damage”, which can scale up and down to match the creature. This means a creature with 10 Mentality can do 15 damage before resistance. And a creature with 0 Mentality can do 6 damage before resistance.
- The second option is that it keeps the no-res but ditches the excessive damage bonus. This means a creature with 10 Mentality will do 10 no-res damage. And a creature with 1 Mentality will do 1 no-res damage.
Linking the move to Mentality will both realistically and fairly lower its affect in weaker creatures as well as strengthen the affect past its original cap for stronger creatures. This way a giant dragon can truly do even more massive fire damage - and a bunny is no longer able to kill said dragon with their tiny magical lungs.
I recognize that many creatures who use moves similar to Breathe Fire don’t have higher Mentality, but that will make the game more fair. Mentality moves are limited to mentality because they don’t use physical strength. So a physically weak creature with high mentality can use mentality moves powerfully - but physical moves are weak for it. Why should creatures entirely dependent on physical strength be able to use non-physical moves just as powerfully?
I believe this was the intention of the Mentality stat, but was accidentally overlooked when it came to a handful moves. -nod-
I believe Sentient creatures should be able to fight without anything being trained on command to a degree. I understand if they have a move or ability that may be too complex for them to discover on their own. However, things like fly and bite are instinctual and basic. If an unbroken brown can do those things, why couldn’t a sentient creature? The Sentient can think for themself and make choices - in fact, I think it would make more sense for them to fight without commands. That the training would only be to use those skills and then know the command for them as well. Then the command could just be an extra advisory suggestion from the humanoid character who might have more experience than them.
It just doesn’t make sense to me that a sentient creature would just sit there hopeless in a battle without their ‘master’ telling them what to do. I think there could be a system of levels that allows them to have discovered and mastered their active skills. Like TP can be the amount of levels for them to automatically be able to use it on their own. The command would still have to be trained, but only 1TP per move to simply explain what it is the command is referring to.
That could look like this: 3TP Fly 3TP Bite 4TP Horn-Strike 7TP Breathe Fire 1TP Command (Fly) 1TP Command (Horn-Strike) 1TP Command (Breathe Fire) Total - 20TP
Sentient creatures are essentially characters. And even if they can’t speak or use an RoT, they still understand language with time. They will be more aware of their bodies and capabilities - and how would a character IC know their potential more than them?
Sentient creatures should be able to fight without commands. They don’t really need a humanoid character. So if they were on their own, they wouldn’t have a battle-master calling out moves to use. Surely they wouldn’t just sit there incapable. They’re usually more capable than a humanoid. (In the case of power leveled 4+ creatures designed for battle.)
I understand if the pit wants character supervision, so there can be a character there. I just believe the sentient creature should be able to work outside of their commands. I’m having a hard time explaining to one right now why the fluff he should listen to Riku. Hahaha!
Keen Mind This ability is required for a creature to use "combat training". Only Martial skills are allowed with this ability, unless the creature also has "opposable thumbs". This ability allows the creature to spend up to 5 "combat points". Passive – Untrainable
Are able to use the move and likely use only their own dexterity to try and hit another opponent with it, but for characters it’s not considered. (Or spirit left that bit out of it? I mean there is a few combat moves that requires 25 cp for duel wielding, making you need to throw out the last 5 cp in the ether if you don’t want to go for the 50 or higher in dual wielding.)
What if the same would be for the character if they only know 5 cp of a move in combat? They’d still be severely outmatched against someone with 10 cp or higher, but then, it’s still useable for them, and makes sense why a creature could use 5 cp for a move.
These type of abilities below have been on my mind for a while now, the first one for months to be honest. X3
Ancestral Remembrance When the creature is reborn it will remember the past lives it has lived before that, and while it might remember everything but its past name and the faces of those it’s predecessor knew, there is still some emotional fondness for those it knew even when it can’t be tied down to what they looked like. When the creature gets reborn it will remember all the past training except their name (remember, just because they know how it is done, doesn’t mean they can do it right away if their body doesn’t have the means to perform it yet), the initial level before the death of their predecessor stays the same, but loyalty is reverted back to 4 if it was above that previously – if not, the loyalty reverts to 2 as they are essentially a offspring. This ability is only useable in combination with the ability “Phoenix-Blooded”. Passive - Untrainable
Water-Dweller It knows how to swim and maneuver itself swiftly to avoid predators, creature gains +2 Dexterity while in the water. Passive – 5
Water-Dweller would belong in the same group as these ones; Cave Crawler Desert Dwelling Forest Dweller Jungle Dweller Plains-Runner Tundra-Dwelling
Since it is essentially teaching your creature to survive in a certain type of environment. :3
Post by Twilight-Claw on Nov 16, 2019 5:03:21 GMT -6
New Character Trait?
They Know – Gives a bonus of 6 trait points Whether your dark secret has finally become public and everyone knows you for the criminal you are, or you are such a gullible fool that social awkwardness is just stamped on your forehead, or perhaps some “thing” touched you in the past that gives off a certain vibe towards people. Whatever it is, shopkeepers have their stock price raised by 10% due to this “Vibe” your "Criminal Past" or perhaps even because your such a "Gullible Fool" that they could make more easy money from you, and if your able to barter at all, you don’t barter for a lower price, but rather, for a fairer price! You cannot choose Charisma as a skill group - and all charisma skills cost you +6 the normal skill points, as opposed to +2.
I chose the name They Know for The Thing, because if someone ever used both traits in combination they could make it into 'The Thing They Know' or even 'They Know The Thing'. While the +6 apposed the +8 that The Thing has is done because people will face the fact that they need to pay for any shopping more then normal (which could be seen as punishing enough if one wants to be a breeder and buy specific products for it with the Orbaru/Pachee), as well as if they want to make a more criminal character that is known, they have at least a little easier time to get it done with the skills that are also found in the charisma section compared to The Thing that has a extra +2 on top of it.
The mind is a double edged sword, it has immense Power, capable of accomplishing both useful and destructive feats.
fieraferella: Ohhh i see. D: That really, really sucks. Im so sorry!
Dec 15, 2019 20:10:56 GMT -6
Jack: There were at least 13 who called in
Dec 15, 2019 20:02:18 GMT -6
Morgan: In my experience; it sucks, and gets worse around the holidays or if there is bad weather.
Dec 15, 2019 17:47:24 GMT -6
Morgan: Guards are what is considered a 'required/essential' (p1) position, so it has to be filled for safety. So folks get sort of... Requested* (*expected as it is your duty) to stay if there are call-outs that may put others in danger.
Dec 15, 2019 17:46:51 GMT -6
Jack: He works as a guard at the local prison. Mandated means he has to stay late because other people called in or something.
Dec 15, 2019 17:40:13 GMT -6
fieraferella: im afraid I don't know what mandated means. :c What does Adam do for work?
Dec 15, 2019 17:32:27 GMT -6
Morgan: Oh good, that's good at least. I'm super sorry though, Jack.
Dec 15, 2019 16:49:49 GMT -6
Jack: Yeah, it's in town
Dec 15, 2019 16:47:12 GMT -6
Renathan: With the snow, will he be able to get home after the extra hours?
Dec 15, 2019 15:59:48 GMT -6
Renathan: Oh that is the worst. :c Its the time of year for it, too though.
Dec 15, 2019 15:59:19 GMT -6
Jack: Ugh, Adam got mandated at work
Dec 15, 2019 15:53:41 GMT -6
Renathan: Oh no. :c Snow really is a big ole mess most of the time.
Dec 15, 2019 15:27:56 GMT -6
Jack: They're shutting down highways already
Dec 15, 2019 15:25:31 GMT -6
Renathan: Goodness, good luck with the snow... I hope it doesn't get too bad on y'all!
Dec 15, 2019 15:23:17 GMT -6
Jack: We've had like 2 inches of snow so far today
Dec 15, 2019 15:18:58 GMT -6
Twilight-Claw: I would certainly be cheering for you when/should that happen.
Dec 15, 2019 4:48:10 GMT -6
fieraferella: aw, yeah! That'd be so cool!
Dec 14, 2019 20:05:09 GMT -6
Riku: Not suggesting as a change, just stating the strategy I might use. // Someday soon when I’m on TV y’all are gonna be able to go watch me. <3 I’ll be like “Hope you guys see my movie tonight!” That’ll be so cool. I feel like we’ll be able to connect deeper.
Dec 14, 2019 19:40:09 GMT -6
Riku: I really like the idea of spells being systemic rather than directly damaging. They’re more useful and unique that way. And damage can be reserved for moves/weapons.
Dec 14, 2019 19:31:37 GMT -6
fieraferella: *slides in my spell contest entries right under the wire*
Dec 14, 2019 17:58:09 GMT -6