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Forums :: Role Playing :: FtRPG changes

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Battalon127

Posts: 753
Member #25

Aug 14, 2007 11:04
E-Mail Web Site Master Account Battling Dragons Endless Night's Dream R.E. League Reply w/ Quote Edit Post

  So are the tracking system and always-visible life points the only changes to FtRPG, or are there other, less-noticeable changes under the surface as well?
  
  If nothing else, it has become apparent how crazy a little dance-summoning can be.
  
BlueBenevolence uses Benevolence on MadGoblin
  GlowingBenevolence uses Benevolence on MadGoblin
  GlowingBenevolence uses Benevolence on MadGoblin
  MadGoblin uses Benevolence
  CloneBenevolence uses Benevolence on MadGoblin
  CloneBenevolence uses Benevolence on MadGoblin
  Benevolence uses Benevolence on MadGoblin

  
  
So I'm on the Golden Gate Bridge, and everyone is telling me to jump! I was just taking a jog! ~Roy, That 70's Show
MintMan

Posts: 4061
Member #1

Aug 14, 2007 11:35
E-Mail Web Site Master Account Battling Dragons Shadow Aura Endless Night's Dream R.E. League Reply w/ Quote Edit Post

  There are more changes, and since you asked, I shall reveal!
  
  The dance-summoning may actually be a change. Anyone who played the FtRPG minigame (and actually had such a technique) would know that's how they worked in there, but I am not really sure how they worked in the forum FtRPG. According to an old post with Ice (which goes to show the age!), bio-dance-summonings worked a li'l differently.
  
  One of the biggest changes to FtRPG is how it is timed. Before, when you used a move, it would not instantly go into effect. Opponents would have time to counter or to interfere, and the crazier tokens only activated on set "turns", which demanded outside involvement.
  Thus, if someone danced and everyone ignored him, nothing would happen. Obviously, a problem.
  
  Now (or at least right now), there is a turn system which puts cycles at once every three posts. It is a little more complicated than that, but any further complication would actually require multiple posts to be made in a short time span, so for all intensive purposes, it is pretty much three posts.
  
  I am considering changing this, however, for the above reason. I mean, no one is even doing anything FtRPG related, but those summons just keep comin'! I am thinking about weighting posts different as to how much they count towards a passing turn based on whether or not FtRPG actions take place. Thus, in a battle, Gobbo's Dance-Summon-Song would go normally, but in a relatively FtRPG-less topic, it would stay less active.
  
  Because of these timing changes, Transform means a whole lot less now, and it didn't mean much before. I'm working on it, tho'. I don't want it to be like it was in the mini-game, tho'. That was way too powerful...
  
  Enough about the timing: here are some other changes that took place:
  Arrow Curse and Bless now affect elemental Dispels and Cures
  Arrow The Wield/Shield and Elemental bonuses affect Poison, Dispel, and Cure
  Arrow Break/Disrupt no longer apply to the tech they are attached to, but they do stay in effect for a while after their use, paintin' a big ol' target on some unlucky soul
  Arrow I'm not sure if it is quite possible to perform, but it is programmed that you can trap an item, which will spring on its wielder when used
  Arrow The new, definative order of the wackier tokens goes Bottle, Dance, Transform, Bio, Forge, Summon, Song
  Arrow Combine/Cross generate much better error messages
  Arrow Times to catch/volley have been increased
  Arrow You can now fabricate another item fifteen posts after your most recent fabrication
  Arrow Eating items can now increase your life above the maximum!
  
  And that's all I can remember right now, aside from generally improved, less buggy, and completely rewritten code, but isn't that enough?
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