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Another DS2 Site Update

#1 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 18 January 2008 - 03:03 AM

(Here is the upcoming DS2 site.)

I updated the homepage a little bit, added all of the rules, added the roleplaying side of the Origins page, and made a couple significant changes.

If you're new, be sure to read the Beginner's Guide first. DS2 may seem complicated, but you can start with a really basic understanding of the game without any problems. Most of the complicated aspects involve the battle system, which is optional in most cases, and can be figured out after you roleplay a bit. Most of it should seem logical, except for the class system which may be a little different than what you're used to. I made a visual guide to hopefully make those aspects easier to understand. thumb.gif

As for the significant changes, the first involves alternate characters. There were many suggestions for balancing, including dividing stats between characters, having three types of characters, and having three versions of each character, but we won't be implementing any of them. DS doesn't need that level of balancing, and we don't need to complicate things even more. I've gone all the way with this, allowing infinite characters without limitations for grouping them together. The only limitation is that when trade classes come, they won't be able to trade the stuff they make with each other (although anything else can be traded). This sounds crazy, I'm sure. I'm taking a gamble and thinking that we're mature enough for honor to be the balancing factor. I don't want to have to limit roleplaying if I don't have to, and putting limitations on the number of characters, or how many can fight together, will get in the way.

The other change is somewhat minor, but worth saying... There are two mutually exclusive kinds of shoulder slots now. One is for pauldrons, which go over both shoulders and don't limit movement. The other is for a shoulder guard, which goes over one shoulder and prevents dual-wielding. Shoulder guards would have better stats than pauldrons. The reason is to give better defense for someone who is using a two-handed weapon or a shield. This may sound strange, but the "shoulder guards" in DS are actually quite heavy.

The main addition other than rules is the Origins page. It will provide abilities eventually, but not until a while after DS2 is ready. The Origins update is just not vital for the game to be fun, so all I'm providing now is a basis for roleplaying it. You can think of it right now as your characters just discovering their origins, so they wouldn't necessarily gain abilities from them yet.

Also note that the "Storm's Progression" is not necessarily where it will be when DS2 begins. The limitations will probably change from what they are now, so don't start making your characters yet. bluetongue.gif


***********************************


So what's next? If nothing needs to be fixed, the classes are it...

I may add some minor stuff to the Codex before the update, but the classes are the focus now. I've already made a lot of class content, but I haven't finished the improved template for the class pages. This is a big chunk of the update, but really, everything else is done!

DarkStorm 2 may not be so far away anymore... I'll go concentration by concentration, getting everything ready that's necessary for balance and for variety. When DS2 comes, not every class will be available at the start, but enough will be available to blow DS1 miles away. I guarantee that. bluetongue.gif
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#2 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 18 January 2008 - 07:34 PM

Yay! I like how free and open things are with the honor system. I'll probably still constrain myself to 3 or 4 party members per battle, much like Final Fantasy where I can switch in and out, while having some in reserve.
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#3 {lang:macro__useroffline}   MA-53 {lang:icon}

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Posted 18 January 2008 - 10:08 PM

Awesome. Myself, I'm more of a single-character kinda guy, but having the flexibility to make more characters if I need to is great. Not having to worry about point mitigation lifts a big inhibition off of branching out.

Now if only I could decide what I want my character to be.
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#4 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 21 January 2008 - 04:06 AM

The lack of growth means that advancements come in the form of items, which would require us GMs to be making more and more elite items. Perhaps some other achievement type could be implemented, like the GW titles system.
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#5 {lang:macro__useroffline}   Dragonman {lang:icon}

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Posted 21 January 2008 - 02:41 PM

I believe that the players who actually bother to stay with the game for awhile will be trustworthy to use the honor system, so it should work out well. Looking forward to the classes completion. grnwink.gif
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#6 {lang:macro__useroffline}   Darkness {lang:icon}

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Posted 21 January 2008 - 09:20 PM

QUOTE (Cspace @ Jan 17 2008, 07:03 PM) <{POST_SNAPBACK}>
I've gone all the way with this, allowing infinite characters without limitations for grouping them together.


....

I love you.

QUOTE (Neraphym @ Jan 20 2008, 08:06 PM) <{POST_SNAPBACK}>
The lack of growth means that advancements come in the form of items, which would require us GMs to be making more and more elite items. Perhaps some other achievement type could be implemented, like the GW titles system.

You mean like the tomes?

Also, this -is- a roleplaying game bluetongue.gif The focus shouldn't always be to improve your character, but just as much to further your characters' plots XD Well, not like scheming evil manipulative plots, but like... Your character's story. You know what I mean bluetongue.gif







“In the valley of hope, there is no winter.”

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#7 {lang:macro__useroffline}   Dragonman {lang:icon}

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Posted 21 January 2008 - 09:52 PM

How about work on improving your character's influence in the world instead of improving his/her actual power? Something like fame.
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#8 {lang:macro__useroffline}   Zziggywolf5 {lang:icon}

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Posted 21 January 2008 - 09:57 PM

*slips in*
QUOTE (Dragonman @ Jan 21 2008, 04:52 PM) <{POST_SNAPBACK}>
How about work on improving your character's influence in the world instead of improving his/her actual power? Something like fame.

That's a pretty interesting idea.
*slips out*

QUOTE (JGJTan @ Jul 17 2008, 04:48 PM) <{POST_SNAPBACK}>
I endorse stalking. :thumb:
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#9 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 22 January 2008 - 12:09 AM

That's already possible. thumb.gif

One way involves the conflicts, where you can take control of regions and give bonuses to all your allies. Another involves events (quests), which could potentially be significant. Another way is through discoveries, if you can piece together the scattered information that I provide in the Codex, in the Store, and in the game. The biggest discoveries can lead to large events, and very likely into the story of AoA. Certain events that I provide, also, will sometimes get players' characters into the story.

Lastly, since this is a roleplay game, the point is to follow your own story among everyone else. Interaction between characters will probably lead to this sort of thing on a different scale, and it can be somewhat dynamic since it's based on everyone's creativity.
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#10 {lang:macro__useroffline}   MA-53 {lang:icon}

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Posted 01 February 2008 - 06:20 PM

Taking control of regions, eh? Sounds promising. I'd like to see some players involved in government, leading armies, being prophets of new religions, assasinating officials, and eating pasta.

The fame idea has some merit, but for people who don't *want* to be widely renowned, it's sort of pointless.

I'm all for more and more elite items. Items are fun.

As far as plot goes, that shouldn't be the central issue in advancement, so that people who are less in to the roleplay can advance without having to grind through the sometimes annoying process of developing a rich plot for themselves.

Did I mention that I really like the idea of having superelite items? Items are good!
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