Skills Learned Via Quest?
Skills Learned Via Quest?
Some MUDs have it so certain power moves have to be learned from the Master of that. I'm not talking about SBAs but say Kage Bunshin would be learned by doing a quest for the Hokage or something. Meaning some moves would require you go to a certain place and do something for someone. Thoughts?
Gatz Seijuro,
Owner of NarutoMUD
Owner of NarutoMUD
- Higa Yamamoto
- Ninja Trainee
- Posts: 32
- Joined: Wed Nov 19, 2008 3:00 am
Re: Skills Learned Via Quest?
It's a good idea. The quest should be involving/interactive (similar to LSC 3.0). What I mean is, for a skill like kage bunshin, it should be more than go find scroll come back and Bam! you learn the skill; regardless of whether it's hard to find or if there's a series of hard mobs to kill. Although if the whole quest is particularly involving, then perhaps that's challenging enough. But what i mean is, it would be neat to have an interactive way to learn to skill as well.
Maybe you would first have to learn bunshin first (the one that doesn't make a shadow, the one Naruto keeps failing in Ep 01). Players could be granted the "bunshin" skill for the purposes of training kage bunshin.
Maybe you need to first chakra mold then input the handseals before learning it (that would be neat).
The order of handseals could be a simple riddle from the scroll.
For the ckakramolding it could be a minigame where you input numbers (or words) which modifiy how much chakra you mold, while the handseals act like a timer. (So first maybe you need to solve the handseal riddle, then input the handseals). What i mean by timer is, as your character automatically does the seals for you, the player has the actively mold chakra. So the player doesn't know the amount he needs and the base chakramolded should fluctuate. So a player molds and molds and molds chakra and when the handseals are done, the better the molded chakra, the better his chances of learning the jutsu.
If say 300 chakra needs to be mold, there should be a leeway of 290-310 which should still be excellent. 280-290 and 310-320 should result in good but also let the players know either too much or too little was molded.
While molding chakra the outputs could go something like this, when you're greatly molding chakra, you mold +10, normal raise is +5, slightly raise is +! (sort of like the chakra mold LSC right now). But as you input the amount, perhaps let it fluctuate. You greatly increase the amount of chakra molded, however {something distracts you greatly (-10)}, {something distracts you (-5)}, {something distracts you slightly (-1)}/{you overconcentrate greatly {+10)}, {you overconcentrate (+5)}, {you overconcentrate slightly (+1)}. Of course there are times when you mold chakra perfectly. (It may be easier if there's a bar output similar to how much exp you need to level like the one in prompt, or if it actually showed the amount of chakra molded; if you can see the number of chakra molded, then overconcentrating and the distractions might be useless since they add in a sort of randomized factor).
And once you've learned the skill, you can unpractice and repractice whenever you want. Without going through the quest again.
I dunno if my idea makes any sense... I think the main idea i wanted to get through is an example of how interactivity could be added. If my idea seemed tedious that wasn't the idea.
More than only a few would still be cool.
Maybe you would first have to learn bunshin first (the one that doesn't make a shadow, the one Naruto keeps failing in Ep 01). Players could be granted the "bunshin" skill for the purposes of training kage bunshin.
Maybe you need to first chakra mold then input the handseals before learning it (that would be neat).
The order of handseals could be a simple riddle from the scroll.
For the ckakramolding it could be a minigame where you input numbers (or words) which modifiy how much chakra you mold, while the handseals act like a timer. (So first maybe you need to solve the handseal riddle, then input the handseals). What i mean by timer is, as your character automatically does the seals for you, the player has the actively mold chakra. So the player doesn't know the amount he needs and the base chakramolded should fluctuate. So a player molds and molds and molds chakra and when the handseals are done, the better the molded chakra, the better his chances of learning the jutsu.
If say 300 chakra needs to be mold, there should be a leeway of 290-310 which should still be excellent. 280-290 and 310-320 should result in good but also let the players know either too much or too little was molded.
While molding chakra the outputs could go something like this, when you're greatly molding chakra, you mold +10, normal raise is +5, slightly raise is +! (sort of like the chakra mold LSC right now). But as you input the amount, perhaps let it fluctuate. You greatly increase the amount of chakra molded, however {something distracts you greatly (-10)}, {something distracts you (-5)}, {something distracts you slightly (-1)}/{you overconcentrate greatly {+10)}, {you overconcentrate (+5)}, {you overconcentrate slightly (+1)}. Of course there are times when you mold chakra perfectly. (It may be easier if there's a bar output similar to how much exp you need to level like the one in prompt, or if it actually showed the amount of chakra molded; if you can see the number of chakra molded, then overconcentrating and the distractions might be useless since they add in a sort of randomized factor).
And once you've learned the skill, you can unpractice and repractice whenever you want. Without going through the quest again.
I dunno if my idea makes any sense... I think the main idea i wanted to get through is an example of how interactivity could be added. If my idea seemed tedious that wasn't the idea.
More than only a few would still be cool.
Re: Skills Learned Via Quest?
I like your idea Gatz, especially for high level jutsu like the bunshins (especially Kage, since it is said to be forbidden), but for low level jutsu like kick or henge it would be a little ridiculous. I'd prefer to see it rolled out for high level jutsu first to see how it goes, then evaluate whether it could also work for mid and low level jutsu.