So there are two possible bugs related to this skill.
Bug #1
When trying to level up the % of the skill who ever uses the skill 2nd gets a % but not who uses it first so its required to level this skill twice.
Bug #2
All it does is lets you attack at the same time, there's no other perk to using this skill, no psm, no dmg increase. At best it delays your attack so that you and a group member can attack at the same time. Which is something we can already do with practice/timing.
Search found 4 matches
- Tue Jul 01, 2014 1:52 pm
- Forum: Bugs
- Topic: Skill Combo
- Replies: 1
- Views: 308
- Tue Jun 10, 2014 7:25 pm
- Forum: Reviews and Critiques
- Topic: Review/Ideas for improvement
- Replies: 0
- Views: 299
Review/Ideas for improvement
My ideas below are just ideas from my observations of things.
More missions that are based upon level rather than having a set few missions that are specific to dauntingly high level requirements.
Current mission rules. Now I get that for items that are designed to be extremely rare and generally unreplaceable you don't want them to be flying around the mud like candy. Missions with rewards like that need to be kept a secret at all costs. However, missions that are one's that just have simply money rewards or replicable item rewards shouldn't be kept under lock and key. Especially since there's no way to even get hints to a quest so for all if know I’m 71 and skipped 25 meh quests that would netted me least some starting gold or some halfway decent gear.
Assist modes - Allowing higher level players to help lower level players by lowering high level toons stats to be on pair with lower toons.
Sparring - an alternate way to level at a slightly slower rate than killing mobs. If mobs give 100% xp sparring gives 50% or whatever %.
Taijutsu - For every 10 ranks of taijutsu a person has they gain some dmg/hitroll to improve their autoattacks. At a rate that would be lower than weapons but higher than autoattack for ninjutsu/gentsu users.
LSC - I'm going to start out with saying that I love the idea of LSC I just feel it could be improved.
Part 1- Allow lsc to provide xp using the sparring example if mobs do 100% lsc does 5% per action or 1% even. This makes it so LSC isn't a one trick pony. Now I know in the long run LSC is amazing I don't deny that but it’s still forcing people to choose levels or stats and if you grant a small amount of xp at least it feels slightly more accomplishing like you aren't totally just doing nothing. Especially because of how long it takes to level a single stat.
Part 2- Instead of giving xp another thing to do here is simply make this faster. I know you want this to take a long time however the length at which it takes is daunting and makes it difficult to want to do it. Just to get 1 stat for most stats it takes several hours to do. This is way too long even despite its amazing perks it’s not enough.
Alright this was brought up before and before you tell me what if linked below is useless I have no idea if it’s worth anything or not I look at that as a collaboration of crap if don't understand loll. But I looked around for any analyze code that if could find (Analyze items via shops) and I found this. So maybe that will help but this is definitely needed. You really don't buy an item without having some idea of what it does. Even in days long ago if you wanted a sword you didn't see a list that said "sword" and said "i want the sword" without first seeing the sword.
http://www.mudbytes.net/pastebin-3743
Alright this next one is going to get a ton of negative attention /BUT/ I feel like this is something that is really needed for the way things are right now. Now I can see in larger population muds that actual in game roleplaying is a better and more realistic option and if this game had 10+ people I wouldn't even bother recommending this. However as it stands the most I’ve seen on at any given time hasn't been more than 10 people.
Roleplaying Channel - What this would do is allow people to go about their normal game routines but still allow them to role play during downtimes. I know what most people are going to say about this.
"How can you role-play with other people without being in the same room"
I say that for now instead of needing to be in the same room we can simply RP as though we were in the same room.
"What would be the point of this?"
Would help reinvigorate RPing which I have no idea how active it is but it might make it more active and more inciting to be able to continue with normal activities and RP in down times.
I am sure people can come up with other negatives of which i would be more than happy to answer again I feel this would benefit the whole.
One last change that I feel would be a major improvement to the quality of the MUD. If a mob nets xp, let it give xp at a straight amount regardless of level difference. If an area has mobs that give xp they should be the same level. As my level stands now i can go fight Tired Rikyoku Ninja's, the Ninja's with the assassins but not the assassins? That leaves me with needing to fight the bandits who only 5 or 6 of which exist and take 5-10 minute's to respawn and die in 3 or 4 rounds so I’m lucky to get 300k to 500k xp which i require 12mil xp to level. So I’m looking at several hours per level. I get this at higher levels when you are nearing the cap. I don't expect to get to 300 in a month. In fact I could see 250-300 taking 2 months but really don't want to slow things down to a crawl. This can be discouraging to new players or semi-new players. You want a slowdown point but you don't want that to be at 75 or 80 when the max level is 300.
I know I’m new here and I know my ideas sound extreme but truth is, this is the only true Naruto MUD out there that’s worth anything. I enjoy the company of the people who play here and just think this is the best place to be right now. I just want to see more people coming in but more important I want to see those people staying because they are enjoying themselves and aren't feeling overwhelmed by things that need minor tweaking in their eyes.
Anyway just wanted to share my thoughts on what I've noticed again my ideas are just ideas and if they suck don't be afraid to come out and say they suck. Though reasoning why they suck would help cause maybe just maybe I can convert you onto the idea.
More missions that are based upon level rather than having a set few missions that are specific to dauntingly high level requirements.
Current mission rules. Now I get that for items that are designed to be extremely rare and generally unreplaceable you don't want them to be flying around the mud like candy. Missions with rewards like that need to be kept a secret at all costs. However, missions that are one's that just have simply money rewards or replicable item rewards shouldn't be kept under lock and key. Especially since there's no way to even get hints to a quest so for all if know I’m 71 and skipped 25 meh quests that would netted me least some starting gold or some halfway decent gear.
Assist modes - Allowing higher level players to help lower level players by lowering high level toons stats to be on pair with lower toons.
Sparring - an alternate way to level at a slightly slower rate than killing mobs. If mobs give 100% xp sparring gives 50% or whatever %.
Taijutsu - For every 10 ranks of taijutsu a person has they gain some dmg/hitroll to improve their autoattacks. At a rate that would be lower than weapons but higher than autoattack for ninjutsu/gentsu users.
LSC - I'm going to start out with saying that I love the idea of LSC I just feel it could be improved.
Part 1- Allow lsc to provide xp using the sparring example if mobs do 100% lsc does 5% per action or 1% even. This makes it so LSC isn't a one trick pony. Now I know in the long run LSC is amazing I don't deny that but it’s still forcing people to choose levels or stats and if you grant a small amount of xp at least it feels slightly more accomplishing like you aren't totally just doing nothing. Especially because of how long it takes to level a single stat.
Part 2- Instead of giving xp another thing to do here is simply make this faster. I know you want this to take a long time however the length at which it takes is daunting and makes it difficult to want to do it. Just to get 1 stat for most stats it takes several hours to do. This is way too long even despite its amazing perks it’s not enough.
Alright this was brought up before and before you tell me what if linked below is useless I have no idea if it’s worth anything or not I look at that as a collaboration of crap if don't understand loll. But I looked around for any analyze code that if could find (Analyze items via shops) and I found this. So maybe that will help but this is definitely needed. You really don't buy an item without having some idea of what it does. Even in days long ago if you wanted a sword you didn't see a list that said "sword" and said "i want the sword" without first seeing the sword.
http://www.mudbytes.net/pastebin-3743
Alright this next one is going to get a ton of negative attention /BUT/ I feel like this is something that is really needed for the way things are right now. Now I can see in larger population muds that actual in game roleplaying is a better and more realistic option and if this game had 10+ people I wouldn't even bother recommending this. However as it stands the most I’ve seen on at any given time hasn't been more than 10 people.
Roleplaying Channel - What this would do is allow people to go about their normal game routines but still allow them to role play during downtimes. I know what most people are going to say about this.
"How can you role-play with other people without being in the same room"
I say that for now instead of needing to be in the same room we can simply RP as though we were in the same room.
"What would be the point of this?"
Would help reinvigorate RPing which I have no idea how active it is but it might make it more active and more inciting to be able to continue with normal activities and RP in down times.
I am sure people can come up with other negatives of which i would be more than happy to answer again I feel this would benefit the whole.
One last change that I feel would be a major improvement to the quality of the MUD. If a mob nets xp, let it give xp at a straight amount regardless of level difference. If an area has mobs that give xp they should be the same level. As my level stands now i can go fight Tired Rikyoku Ninja's, the Ninja's with the assassins but not the assassins? That leaves me with needing to fight the bandits who only 5 or 6 of which exist and take 5-10 minute's to respawn and die in 3 or 4 rounds so I’m lucky to get 300k to 500k xp which i require 12mil xp to level. So I’m looking at several hours per level. I get this at higher levels when you are nearing the cap. I don't expect to get to 300 in a month. In fact I could see 250-300 taking 2 months but really don't want to slow things down to a crawl. This can be discouraging to new players or semi-new players. You want a slowdown point but you don't want that to be at 75 or 80 when the max level is 300.
I know I’m new here and I know my ideas sound extreme but truth is, this is the only true Naruto MUD out there that’s worth anything. I enjoy the company of the people who play here and just think this is the best place to be right now. I just want to see more people coming in but more important I want to see those people staying because they are enjoying themselves and aren't feeling overwhelmed by things that need minor tweaking in their eyes.
Anyway just wanted to share my thoughts on what I've noticed again my ideas are just ideas and if they suck don't be afraid to come out and say they suck. Though reasoning why they suck would help cause maybe just maybe I can convert you onto the idea.
- Fri Jun 06, 2014 1:34 pm
- Forum: Skills
- Topic: Skill system
- Replies: 1
- Views: 171
Re: Skill system
Alright so I have gathered that there's a reason behind the lack of practices in the game so I've decided to amend my earlier post with some ideas on how to allow more skills to be gained in a way that doesn't change the style of the game but also allows players to gain extra skills without the need to spend valuable practices on skills that are most valuable.
Now this would take quite a lot of work on behalf of the coders but it would also require builders to create zones, mobs, and immense mob/room programs. What I could be done is with certain skills (for this case i'm going to use Goukakyuu as an example).
The best way to do something like this is to make it costly, time consuming, and borderline ineffective.
Player A decides he wants to learn Goukakyuu, he would have to head over to the person who would be able to train the ability, We'll tempoararily name this guy Uchiha Gouk. Player A would be asked if he wantst o learn Goukakyuu and a quest would begin that would take the player through hours of training. Now before Uchiha Gouk would even take Player A under his wing this player would have to go through a series of quests that would become more and more complicated and difficult to accomplish. Now how would we make this fair for low level players and higher level toons to come to such an area and they would both be challenged properly? Easily if checks to detect players level and send them to an arena that is appropriate to their level range. So if a level 150 player would want to learn the skill and he'd talk to Gouk and accept his mission they would be sent to a new area with mobs that are 150. If I had to make a guess i'd say increments of 50 levels. Another way to do this, which would make for less room programming necessary.
For something like this a program would need to be coded that would allow mobs to have players do a numerous amount of skill training activities. Think how Naruto trained to learn how to use wind rasengan. He had to train himself through several steps before he would finally be able to even mix his wind into his rasengan, at which point he finally started training the actual skill. For this case another option would be to use something similar to handseal which would force the player to practice the hand seals of the spells. After this you'd eventually be able to learn the skill and level up the skill naturally.
Now this is just a rough 10 minute draft i thought up on the draw. Even if you don't want to make it so it doesn't take a practice could always allow foreign villages to be able to go through this quest to lower the practice requirement for the skill from 3 to 2 or 2 to 1. ETC.
Now this would take quite a lot of work on behalf of the coders but it would also require builders to create zones, mobs, and immense mob/room programs. What I could be done is with certain skills (for this case i'm going to use Goukakyuu as an example).
The best way to do something like this is to make it costly, time consuming, and borderline ineffective.
Player A decides he wants to learn Goukakyuu, he would have to head over to the person who would be able to train the ability, We'll tempoararily name this guy Uchiha Gouk. Player A would be asked if he wantst o learn Goukakyuu and a quest would begin that would take the player through hours of training. Now before Uchiha Gouk would even take Player A under his wing this player would have to go through a series of quests that would become more and more complicated and difficult to accomplish. Now how would we make this fair for low level players and higher level toons to come to such an area and they would both be challenged properly? Easily if checks to detect players level and send them to an arena that is appropriate to their level range. So if a level 150 player would want to learn the skill and he'd talk to Gouk and accept his mission they would be sent to a new area with mobs that are 150. If I had to make a guess i'd say increments of 50 levels. Another way to do this, which would make for less room programming necessary.
For something like this a program would need to be coded that would allow mobs to have players do a numerous amount of skill training activities. Think how Naruto trained to learn how to use wind rasengan. He had to train himself through several steps before he would finally be able to even mix his wind into his rasengan, at which point he finally started training the actual skill. For this case another option would be to use something similar to handseal which would force the player to practice the hand seals of the spells. After this you'd eventually be able to learn the skill and level up the skill naturally.
Now this is just a rough 10 minute draft i thought up on the draw. Even if you don't want to make it so it doesn't take a practice could always allow foreign villages to be able to go through this quest to lower the practice requirement for the skill from 3 to 2 or 2 to 1. ETC.
- Thu Jun 05, 2014 2:21 pm
- Forum: Skills
- Topic: Skill system
- Replies: 1
- Views: 171
Skill system
So I saw this on another MUD I used to play back in the day and I thought to myself that it would work so much better and make so much more sense in a game like this one that I figure i'd see how other people thought of the idea here.
Basically the system was built to make it so that if you wanted to learn Skill B you would need to level up Skill A's % in order to learn Skill B. What this did was eliminated the need for practice points as you would have to level up each skill in order to have access to a later skill.
So this is how it worked, I am going to use skills from that game since my knowledge of the skills in NarutoMUD are severely limited atm. (DBZ MUD)
So in this game lets say you wanted to learn the skill Kamehameha, you would need to first level up energy ball to 95% which would open up the skills scatter shot and energy beam. You would then need to level up energy beam to 95% in order to learn the skill Kamehameha. This would continue for any skills thereafter each skill at higher ranking would require more skills to use. Dragon Fist would require 95% punch, 95% energy ball, and 95% energy beam. Some skills would require you to find a specific trainer in order to learn them such as the Kamehameha, Kaioken, and Spirit Bomb.
What this does is makes it harder to gain skills but able to learn more skills and allows them to get the hang of skills as they level through the game. Right now what I notice (only 17 so my information is obviously lacking) is that a lot of skills available to me I don't see myself really ever picking up. 1 because i don't have to and 2 because I don't see myself using them.Where I see a problem with that is what if its actually really good and could improve my over all dps? If I have to train askill to gain another this would allow me to see oh this skill is pretty nifty.
In addition to these changes another change that could help would be a combo system, use kick then no-shadow kick and nsk gets a slight buff because kick was used first. (This is just a basic example there are many different possibilities to this).
Anyway just some idea's for a newbie.
Basically the system was built to make it so that if you wanted to learn Skill B you would need to level up Skill A's % in order to learn Skill B. What this did was eliminated the need for practice points as you would have to level up each skill in order to have access to a later skill.
So this is how it worked, I am going to use skills from that game since my knowledge of the skills in NarutoMUD are severely limited atm. (DBZ MUD)
So in this game lets say you wanted to learn the skill Kamehameha, you would need to first level up energy ball to 95% which would open up the skills scatter shot and energy beam. You would then need to level up energy beam to 95% in order to learn the skill Kamehameha. This would continue for any skills thereafter each skill at higher ranking would require more skills to use. Dragon Fist would require 95% punch, 95% energy ball, and 95% energy beam. Some skills would require you to find a specific trainer in order to learn them such as the Kamehameha, Kaioken, and Spirit Bomb.
What this does is makes it harder to gain skills but able to learn more skills and allows them to get the hang of skills as they level through the game. Right now what I notice (only 17 so my information is obviously lacking) is that a lot of skills available to me I don't see myself really ever picking up. 1 because i don't have to and 2 because I don't see myself using them.Where I see a problem with that is what if its actually really good and could improve my over all dps? If I have to train askill to gain another this would allow me to see oh this skill is pretty nifty.
In addition to these changes another change that could help would be a combo system, use kick then no-shadow kick and nsk gets a slight buff because kick was used first. (This is just a basic example there are many different possibilities to this).
Anyway just some idea's for a newbie.