Hey guys, I don't know if you remember, but I had a training guild on the old site, complete with a training gym anyone could train in outside of the Park. Would anyone be interested in it coming over here now? We would have people re-apply if you wanted to, and if you wanted to we could bring your point count over as well!
My thing is, I never had any prizes, and now I'm getting some funds for prizes. If you get to a new level, I thought you could get a prize! I just need to know what would be interesting to some people as prizes for a training guild. Thanks in advance!
Or, if you have ideas of what to turn it into, I'm willing to hear ideas on that as well.
And the warden sang Come on somebody Why don't you run Ol' Red's itchin' to have a little fun Get my lantern Get my gun Red'll have you treed before the mornin' comes
I think I was a member of your training guild on the old site. (Or at least participated in an event, if I remember right, that's why my thundergug has some training.) I'd be interested in (re?) joining if you brought it here, once I actually get a character set up to RP with here.
You asked for input/ideas, so I'll fling a few out there.
Something that might be fun/useful to have would be is areas/buildings that have different 'training environments'. Like an artificial cave, for training something like 'cave crawler', or 'accept enclosed spaces'. Or sandy area for training pets with something like 'sand swim'. That sort of thing. Would be mostly an RP/in character thing, but might make it easier (or more interesting) for people to write training their pets in different settings than a park.
Also some kind of training/stat related contests? Things like racing, or maybe messenger pets? There's the Pit that uses combat training, but there's not really anything that uses other types of trained pets. There is the contest hall, but from what I understand, that's mostly about looks, and your pet doesn't need any training at all.
Or an addition of 'character training'. Not necessarily combat focused (there's the Keeps for that), but RPing characters learning new skills (combat or otherwise), possibly with some members being teachers?
Riku: Oh yay! A new staff member to help us! <3
Jul 3, 2020 15:09:28 GMT -6
Fanged: Hooray! Thanks Nadia for stepping up to the plate. <3
Jul 3, 2020 14:39:19 GMT -6
Darky: I may have looked into things before.. x3
Jul 3, 2020 4:58:37 GMT -6
Riku: I love it when you walk into a room like "Oh, ye, hear thine wisdom." <3 It never ceases to amaze me.
Jul 3, 2020 4:10:33 GMT -6
Darky: From what I've looked at things over the years, both sides are actually correct: the elements do need some fleshing out, but they are also very much their own types of style/flavour/effect as well. Still, one doesn't have to compromise the other x3
Jul 3, 2020 2:23:22 GMT -6
Riku: I think Morgan's attempt was less of a "do this now plz?" and more of a "Can we simply acknowledge that this is where we eventually want to go?" -shrug- // Congrats to the agility winners! <3
Jul 2, 2020 21:34:18 GMT -6
Riku: For instance, elements can be perceived different than usual. Like Shadow not being evil, or acid being direct and immediate harsh damage rather than a DOT. Things can also get interesting when you mix elements. So imagine a DOT cold move, etc.
Jul 2, 2020 21:33:19 GMT -6
Riku: I also came to the conclusion about every element having the different techs, but like mentioned it would be a massive overhaul so I just didn't mention it. lol I do feel like elements should be more flavor than technique, therefore all having all techs.
Jul 2, 2020 21:30:49 GMT -6
Morgan: I wish I could thumbs-up a cboxpost. /laugh/ If the nerf goes through, they could be made NRS and nerfed down to the other similar moves. But this was just the heart of my first suggestion here, I was hoping to make more as time goes on.
Jul 2, 2020 20:01:13 GMT -6
Haix: We have moves like deluge/harsh gust that cost 7/8 tp, deal 10 fit damage, but lack the NRS modifier that would make them as powerful. Maybe they could be altered slightly to be on a similar level as they have the same cost?
Jul 2, 2020 19:59:20 GMT -6
Morgan: You're right, they're not suited for the only fighting we've ever had on site up to this point.
Jul 2, 2020 19:59:14 GMT -6
Morgan: I agree, but we definitely Do Not Have Those at the moment.
Jul 2, 2020 19:58:55 GMT -6
Aster: Mmm, I dunno if they're not 'good' so much as not really suited for the only type of fighting we have access to, which is one on one. I think the metagame would be pretty different with like, the boss battle type fights Skylark had been workshopping before
Jul 2, 2020 19:58:07 GMT -6
Morgan: I know that curses/poisons are a thing, but there's a reason no one uses those. They aren't technically... Good. (Not with fltnrs10 around. While someone is trying to drain the person's stuff, which doesn't work with hardy anyway, the fltnrs10 kills.)
Jul 2, 2020 19:54:14 GMT -6
Morgan: And if it isn't overpowered for one element to have the tech, then it shouldn't be for others (obvious exception is physical) because the same rules go for all resistances/immunities save for physical. Nothing was meant to be resistant to every element.
Jul 2, 2020 19:51:51 GMT -6
Morgan: Doing it in pieces would be best, because other than spirit's little blurbs (which we've changed other things before for the good of the site) the elements aren't really set in stone with tech choices. Moves were added fairly often before.
Jul 2, 2020 19:49:01 GMT -6
Morgan: I know, but I've been suggesting it for... Quite some time.
Jul 2, 2020 19:47:55 GMT -6
Aster: That would be a pretty big rehaul of the current movepool P:
Jul 2, 2020 19:47:35 GMT -6
Morgan: I personally don't think that the elements matter, IE: I think every element should have all tech choices.
Jul 2, 2020 19:47:00 GMT -6
Aster: And 7 STA is still a pretty significant threshold. Definitely not as much as 10, but
Jul 2, 2020 19:45:13 GMT -6