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Flux

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Everything posted by Flux

  1. I'm pretty torn as to whether or not it's the teacher right now. Explanation for the teacher/theorizing on my alternative killer suspect incoming. On a "still Erased but unrelated to the killer" note, can I point out how weird this image of the teacher's desk is? (No plot spoilers in this one, just a picture and some non-spoiler text.)
  2. Oh, nice! But yeah, in all the time I've been thinking about it, I've basically come to the conclusion that an RP of that genre really needs some sort of definite mechanic for both combat and leveling in order to be successful and actually feel like an MMO RP, rather than any other fantasy/sci-fi/whatever setting RP. The hardest issue for me was leveling an exp distribution, simply because I always have a hard time deciding how much exp should be necessary to level up at each level to maintain a balanced state (i.e., Players aren't leveling faster or slower than the enemies they're supposed to be ready for at any given point.) Knowing what (admittedly little) I do now about systems such as DnD, I figure that the leveling system and exp distribution could be easily adapted for an RP though, so that may be workable as well. But I do think having some sort of established system like the one Acqui mentioned could go a long way for RPs like this, or more tactical RPs.
  3. I've also been giving some thought to RP combat over recent months, mostly due to my toying around with the idea of tactics and/or virtual reality MMO RPs, so I'm right there with you in saying something like this is necessary. As both a host and a player, I often got the feeling that battles were ending up as an annoying side thing at times, rather than the intense, dangerous encounters they were supposed to be. As you said, ambiguity is probably the main issue there, and some sort of combat system such as the one you presented would fix the problem. I used to be against rolling systems and damage calculations in RPs, as it seemed like a lot of work and was something I was unfamiliar with, but after playing a makeshift session of DnD for the first time with some friends, my opinions quickly changed. Having a way to calculate damage and hp makes battles feel a lot more direct - It feels more like you're actually involved and have something at risk, rather than being confident that you'll all succeed in the end no matter what just so the story can continue. It also provides a real element of growing stronger through leveling and whatnot. That being said, I do think the Fire Emblem system might be a bit too complicated for many members to want to deal with. While I personally wouldn't mind this system and think it is probably still viable for a dedicated Fire Emblem RP, something simpler such as DnD mechanics could be looked into as well. I don't think this is viable for every RP with combat (I can't imagine integrating this into "The Awakened," for example), but it definitely makes some of them more possible. If we establish a system for leveling and combat mechanics, I might finally feel confident enough to design and release a VRMMO RP. Tl;dr I think this is very viable and necessary for many RPs, but it might need simplifying, or at least a simpler alternative option.
  4. I've gotta say, Erased started out as far and above the best anime I've seen this season, but the farther Grimgar goes, the more and more I like it. I love the pacing, the world, the characters, the art style, and just how the writer ties it all together. It's at least tied with Erased as the best for me now.
  5. Daaaang, I really like this concept for a Servant. I probably never would have thought of it, but that was a really cool idea. The NPs are cool too.
  6. In my defense, I only saw this thread for the first time today, which is the same day as the initial deadline. ¯\_(ツ)_/¯
  7. No clue if you'll like any of these, but I'll throw them out there.
  8. If you're still short on submissions, I could probably write one up. This sounds interesting enough, and it reminds me of my old RP in some ways. Though I'd probably need an extension on that deadline if I were to do so.
  9. Flux

    Art!

    Drew another original character last night. Just a face, but I swear someday I'll draw the bodies for these people.
  10. From the Smash documentary. I love this song so much, and it's basically the epitome of a "comeback" song. And a short version that highlights the portion used in the documentary.
  11. Too many things to buy, too little funds to buy them...

    1. Juniper

      Juniper

      Misread funds as "Friends"

  12. Haven't ever played Warhammer and it doesn't really seem like my type of thing, so I went with Warcraft for the first one. I played Warcraft for a while and had some fun with it, but I inevitably got bored and quit. I just recently got into Counter-Strike, but I had to pick it for the second choice simply because it seems to have so much more depth than the others on the list. CoD can be fun with friends, and zombies is pretty fun in its own right, but the difficulty and strategy that goes into Counter-Strike appeals to me more. Between Pokemon and Digimon, Digimon has the better anime and a more interesting world to me, but I've never actually played a Digimon game and have a hard time believing they'd stand up to Pokemon. (Though I have been meaning to play one at some point.) For the last one, I started on MK, but upon discovering Tekken I immediately switched. Tekken's combo system is more intricate and allows for more freedom of combos, especially in the Tag Tournament games, so my vote goes to Tekken hands-down. Tekken's my favorite fighting game series (Unless you count Melee), so I have to give it my vote.
  13. Can somebody grow me a beard? Please and thank you.

    1. Shamitako

      Shamitako

      I would 100% trade you facial hair growth rates if I could

  14. Happy birthday Mde! Hope you have a good one!
  15. Double posts are generally allowed as long as they contribute to the topic. Source: Mods telling me so. So anyway, you should be fine.
  16. Tfw I like the characters in Birthright more, but I want to try the challenge of Conquest... ...Not that I can buy either version right now anyway. I can't afford to spend money on it right now, so I'll have some saving to do before I need to choose. (RIP my funds. To the grave with college tuition)
  17. Without adjusting other characters, giving Falco autocancel lasers would be a bit strong... It works in Melee because other characters have the speed and tools to keep up, but no so much if they did it in Sm4sh. Those videos are pretty cool though. I didn't even know there were people who could mod this game yet.
  18. S U M M E R T I M E B O Y Z

    1. Flux

      Flux

      Aka it's 47° Fahrenheit in Wisconsin and it feels amazing~

    2. Ironbound

      Ironbound

      It's summer here too. In a few weeks it'll be nearly 47 degrees...Celcius.

  19. Flux

    Brawlhalla

    The Minotaur guy you're thinking of is Teros. He's still in the game and still a heavy-hitter, tied with Scarlet (Another heavy-hitter) for the highest strength value. As Felix said, Baraza is another one, and I think Brynn might be too? I'm not sure on her stats, but she uses the axe, which is a slower, heavy-hitting weapon. Bodvar's a good in-between. He's faster when played with the sword, but slower and stronger with the hammer.
  20. Flux

    Brawlhalla

    I think I'd have to say I'm an Orion main, though he's only slightly above my Roland in level. The sword is my favorite weapon, but Orion's appearance is so cool, and I prefer his heavies to Roland's, especially on the Rocket Lance. Roland has been my go-to sword guy just because, as Sparky said, he's pretty cool. It also helps that he shares the Rocket Lance with Orion, so I've gotten pretty good with using it, despite my initial dislike for it. I picked up Queen Nai as sort of a tertiary character since the spear is my second favorite weapon (and she has a well-designed appearance imo), and I've recently started learning Hattori after buying her, just so I have a faster character at my disposal, who also happens to use my two favorite weapons.
  21. That Marth movement though... http://i.imgur.com/v1LgIxS.webm

    1. Show previous comments  2 more
    2. Zumi

      Zumi

      gotta go fast

    3. Shing

      Shing

      Ah melee. Such a masterpiece game especially in competitivie.

    4. Flux

      Flux

      It lost some frames when converted to gif form, so it looks a little bit faster than it should, but that's actually pretty close to the speed he moves at. I watched that match last night and had to keep rewinding to this point to see it again. This portion's at about 9:15 if anyone's curious.

  22. Flux

    Brawlhalla

    Ideally, a fighting game doesn't have tiers. In actuality, that's almost never the case. While you can with with pretty much any character, especially in Brawlhalla, there are clear-cut differences that put certain characters on top at high-level play. In games like Brawlhalla and Smash, this usually comes down to speed. The best example I can give is Super Smash Bros. Melee, as someone who is deep into the competitive community of that game. If you look at the top 7 characters in that game, they're pretty much the fastest characters in the game. Fox, Falco, Marth, Sheik, Captain Falcon... the only exceptions are Puff and Peach. Similarly, inn Brawlhalla, speed seems to be the biggest factor. Since this game isn't as combo-heavy as Melee, it makes it even harder for slower characters to have a chance, since they have a hard time punishing in comparison. That's why you see characters like Hattori and Asuri do so well in Ranked. Their attacks come out fast and have low end lag. As someone in the lower mid levels of Gold ranked Brawlhalla at the moment, I can attest that fast characters are definitely the hardest to deal with in high-ish level play, at least from my experience. If you play a slower character, not only are you more vulnerable after you attack (due to higher end lag), but you also have a harder time punishing a faster character (Due to your slow startup on attacks and their low endlag.) In Brawlhalla, strong attacks mean a lot, as they're your best kill option, and characters with quick strong attacks seem to have an advantage at the current point in development. Again, that's not to say that you can't win with slower characters, but it requires a more read-based style of play, which is just more difficult to do consistently at higher levels. Tl;dr Brawlhalla will probably have a tier list at some point, as most fighting games do. I imagine faster characters will be near the top, basing things just from my experiences. That being said, I do think the game is fairly balanced, though certain characters could use some tweaks to give slower characters a more even playing field. (Also I think dodging could use a nerf... It refreshes a bit too fast as is a bit too difficult to punish the way it is now.)
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