Supreme Overlord
52 Posts x Gold
Game Master
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faq
Mar 21, 2015 12:20:26 GMT -6
Post by GM LUNA on Mar 21, 2015 12:20:26 GMT -6
QUESTIONS Do items have durability? Nope! Your equipment and items will never run out of durability. However, they can still be broken in combat, so be careful of that.
How do I rank change? You reach the right amount of exp, listed in the site shop. Yes, they get very exp heavy, but this is to keep people from rushing through levels, and to give it a grindy, MMO feel. There will be events with things like double exp for a day or two, and rewards that give more exp.
How do I class change? Once you reach a rank where a class change is possible, a GM will take care of it for you. The game system assigns everyone a class based on the abilities they have chosen up until they point, so keep that in mind when you are working on your character.
What if I don't like the class my character ends up being? Send a PM to a GM and it can be discussed and most likely changed. We want to ensure that you are happy with it, too!
What does my character look like in game? They look the same as they do in the real world due to the headset scanning their body, though cosmetic changes are allowed. Say a person has blond hair outside of the game, but they want pink hair in game. Presto, visit a Stylist NPC and there you go! People have been known to get animal features (cat and rabbit ears are all the rage) for fun as well. There is even a special feature that allows wings, but it is just a cosmetic change unless a player has an ability for flight.
Do people die in the game? If a character is knocked unconscious, they are not immediately dead, no. Once unconscious, every player as a revival timer of five minutes. If they are not restored at the end of those five minutes, then yes, they die for good, and cannot be revived. ...or can they?
What happens when a player is dead-- err, unconscious? They enter this dark, misty forest. It is extremely cold and lonely, and they cannot hear anything. They are free to wander it, perhaps even see something strange, or hear voices of those they care about.
Does time pass in the game? Yep! Characters age in game as well, so don't forget those special birthdays coming up! Months in the real world are tracked by the in-game clock. The season in the game changes every real life month.
Is pain felt in game? It is, but in an odd sort of way. The longer a player is injured, the more pain they feel. For example, when their health bar is in the green region, they feel a muted version of pain. If their health is in the yellow region, they feel more pain. And if it drops into the red region, they feel pain the same as they would in the real world. Players can bleed, bruise, be cut, and everything else. Healing restores even the most extreme wounds. Needless to say, most people try to keep their health bars in the green.
Are guilds in this game? They are currently not available.
What about marriage? It is not currently available, but rumor has it that, yes, it is already implemented in the game, just not unlocked yet.
Are there world bosses? Why, of course there are, because who doesn't love the hectic, frantic allure of fighting a giant monster and getting the sweet loot of victory~
Where does my character sleep? You can sleep at an inn in any town, if you wish. Inn rooms clearly cost gold, but it won't be taken from your character's account. Same goes with drinking at a tavern or eating at a restaurant (and yes, players and NPCs still need to eat).
If my character possesses disabilities, do they carry over? Due to the technology of the game, it is only their mind that is trapped within the game. Therefore, no physical disabilities carry over unless the problem is neurological (including hearing loss due to neural damage and elective mutism). However, mental disabilities do carry over. Because NPCs are created with the game's coding itself, they can be coded for any sort of disability.
Are NPCs named differently? Nope! NPCs are named the same as players. They don't have a different profile template or anything, unless you wanna mess with it. There is a big difference between actual NPCs and the glitched NPCs that people are allowed to play, but still, they just have a regular name. (The difference, you might ask, is that the glitched NPCs will be a lot more human-like, for obvious reasons.)
Are there going to be more skills? Yep! There will be more skills added over time, with a lot being class-specific. The classes themselves will be revealed as they are unlocked by players.
What can summons do? Summons, for the most part, are companions. It is possible for summons to gain their own skills, but it would then take the player's turn in combat. To purchase a skill for a summon, visit the site shop.
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faq
May 22, 2015 12:58:47 GMT -6
Post by SISUHAASTAJA.OBJ on May 22, 2015 12:58:47 GMT -6
So we've run into some questions while we're on our quest. Since we're Beta testing and stuff. And things that I have questions about... I'm sure this list will be added to as I think of more things.
Status Effects, can they stack? For example, I rolled three fours on Coyotes.... Attacking two characters. One of them is being attacked twice and since there is one action per turn, it is possible she might have to tank the attack. Meaning that two applications of bleed would be applied at rank E. If this is the case, then would the Rank jump up to essentially D because there are two stacks of bleeding E on the target?
First Aid? Quick question, this requires physical touch yes? Just making sure, but there is something else that confuses me, primarily because while yes I understand that it is supposed to heal health, wouldn't it naturally cover bleeding as a status effect. I ask this, because it makes sense it being a low level healing thing and since the status effects at low level are currently poison and bleed... well I don't understand how one would know how to cure spider poison. If first aid is actual first aid, then one of the first things one would learn is how to stop bleeding or at least slow it down. Would it have a secondary effect when used on someone with a bleeding status.
Status Effects, do they remain after a thread? Another question, concerning bleed and thus poison is that it appears that they cannot be cured except with the appropriate spell or item. The question then becomes... posts. If each post is combat is about 3-5 seconds in length where you would be receiving bleed and poison, then there is no way a person can reach a healer or a shop from an in game perspective before they die, especially if they don't have first aid. Does this mean that the status effect is removed after the thread is completed? Or is there at least for players, a shop application on their interface that allows them to buy the appropriate items? If it carries over between threads, can items be bough in between those threads that would cure it?
Shop items, when and where to use them? If a shop item is bough in the middle of a thread, can it be used in that thread? I would say no, but, it could easily be worded that the character bought the object before the thread started. Does this mean we have to sign when the item was purchased aka be aware that items bought while in a thread, cannot be used in that thread.
Status effects, "knocking out" More of a verification, but knocking out means that the condition has the ability to render the player unconscious correct?
Battle System and Movement? I read the combat system that only one action is allowed per turn so to speak, however does this include movement? Jumping, hopping, skipping, positioning... these are all forms of movement. If an NPC moves back, it seems strange that we'd have to waste a turn to move to pummel it the next round of posting. Therefore is movement within reason considered a free action, like speaking is? Or rather do we go with a DnD style where you have one standard action (aka the action you speak of) and then a movement action, such as the ability to reposition?
NPCs and Death This is more of a question that I have because I'm curious and because I have a glitched NPC... Since most NPC characters essentially dissipate at least the monsters do, does this mean that a glitched NPC also dissipate immediately? This would mean no countdown for death could occur and all Glitched NPC characters die immediately after hitting 0 hitpoints. This would also mean that the feather would useless. Another question is that... is the dissipation a normal phenomena for a NPC character to witness? Does everything turn into blocks and dissipate when it dies? Or do the NPCs who are unaware of the game world see something else entirely different? I'm curious, because if they interpreted death differently, then a graveyard would make sense to a more aware NPC. No body? WHY BLOCKS AND LOOT?
Ornelia Culvert Quest Mentions a school, but it doesn't really describe what it teaches and there is no separate thread that describes it. Can player characters attend it? In fact what does it teach if it has a swords master as a teacher. This goes for descriptions in general, since I've been reading a lot of threads and there is a lot of variation. Like i think there is a tea shop now in one of the threads. I realize that we sorta make stuff up as we go, but it sounds like a landmark.
Normal NPC behavior I noticed this in another quest thread, that one of the NPCs seemed to well act like an NPC, even repeating phrases again and again, which isn't exactly realistic. Do NPCs recognize NPCs? Can you give a baseline description of normal NPCs. I assume they prioritize PCs over other NPCs for example. Can regular NPCs grow from encounters? As in re-recognize and respond in a different manner to PCs they've already met?
EXP Rate Since we get about one EXP per in character post, i thought i should bring this up. Since none of us know if and even how EXP would be distributed via quests, it looks like we need 250 posts to rank up one SKILL. Even if EXP is distributed via quests, this is a very slow rate for regular role play threads. Unless you decide to change the amount an upgrade to a skill costs, since its possible we might get more of them... I suggest either lowering the amount required to level up or making posts generate more exp. Since I know gold is covered by quests, I'm not worried about that. It just feels like the EXP rate is off, especially since we're all starting off at level E.
Rank E -> Acrobatics and Sprinting? Uhhh according to the description it says that it allows players to jump and to run at their normal speeds? Can we not jump and run as players and NPCs? It seems a bit odd on the account that it implies otherwise we can't do either of those things even though in the PC's case the same neurons would be firing. These skills seem kinda worthless at the moment on the account that these seem like things both NPCs and PCs should automatically be able to do.
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faq
May 23, 2015 1:27:22 GMT -6
Post by DARJEELING on May 23, 2015 1:27:22 GMT -6
*raises hand* I too, have questions actually... just perhaps things to consider or things that might come up in thread or in general. But in all honesty, when you're building a new place like this where things may not function quite the same as real life, there are a lot of things that could change between reality and VR.
Skill Memory? If a person has, say, muscle memory of doing something, but don't have a skill registered, is it that they cannot interface with certain objects in a game? For example, if someone knows how to play violin outside of the game, but doesn't choose the 'musical skill', what is preventing that person from picking up a violin and playing it?
First Aid? When a player uses First Aid, it says it is 'cast' so does it require MP? Or if it is just a regular skill, can it be used in concurrent posts for as long as the PC wants as long as it is one cast per post?
Environmental Interaction? I assume weapon shops will be open to characters once the site develops more, but for right now, picking up a stick or rock or a pipe from the environment and using that like a weapon you can equip seems like it would do more damage if sticks and rocks are able to be interacted with. Also, how would one calculate environmental damage? Things like fall damage, poison from eating toxic mushrooms, having objects fall on you, etc? Can environment also 'instantly kill' a player through things like drowning or fire?
Altered Time Perception? So, something that I was thinking about was that even if a PC eats in game, their body isn't being nourished, nor can they do other... bodily functions and such that would need to happen... daily XD. There are two solutions: 10,000 people wind up in the hospital globally, or time perception. It already sounds like there's some time perception stuff with the seasons changing every real life month, but is that Harvest Moon style (30 days equals a season?) or some other kind of measurement? Could it be possible that the game uses an altered time perception mechanic thingy to make people feel like they are sleeping, eating, etc. for days when it's been minutes in the real world? Certain things like dreams or substances can give a sense of altered time, so why not a program in your head? This would also make it easier to prevent the outside from catching on to the 'no log-out' thing for a bit and have a bunch of parents/spouses/governments being upset over 10,000 people being digitally held hostage (or at least being in comas) and sending out people to fix it immediately. If you wanted to have birthdays/ events, it could run on the game clock, like you have before, and people would just choose a 'birthday' when they logged in for the first time.
Hammerspace/ Item limits/Weight Limits? So... many RPGs have a weight limit function, but I assume we aren't going there because they're really quite annoying. Usually JRPGs opt for hammerspace instead, or a mystic Pokemon-style near-infinite bag of holding. If this is true for PCs, then do NPCs also have this function? If they can, do they view it as a magical thing?
More about NPC awareness? Can NPCs differentiate PCs from NPCs? And if, like Aphe said, NPCs (like merchants) prioritize player characters over NPCs, do other NPCS (glitched or otherwise) notice this?
'Ethics Code'? So, if there are codes in place to prevent things like... minors from drinking or people being harassed, then are these dictated by U.S.A law? Or are people tagged by country? For example, most people in Europe can drink by the time they are 18, or even 16 if it's just beer or wine. I could imagine someone being angry for not being served wine when they've been able to drink it for four years XD. Also, I assume if people need to sleep and eat, they also must bathe and change clothes from time to time? Which would involve certain non-PG13 things happening.
Magic/ Technology? What kind of time period is Runis currently? Are we looking at a Tales kind of tech where it's more vaguely fantasy but with amenities or more of a medieval feel like a Zelda game would have? I am assuming that they would have enough tech/magic to have the 'comforts of home' and include things like hot water, a somewhat modern kitchen set up, etc. Also, would magic play a part in people's lives? If PCs can buy potions and such, can NPCs buy different potions as well that would have story effects (say, like a 'love potion'). Also, if magic isn't widespread, how well would it be accepted by the average NPC?
Economy Set Up? With things being digital and needing to be able to be made on demand for 10,000 people, I think that the game has to be able to have shops that never run out of items and taverns that never run out of food. Are most NPCs just oblivious of this and continue to farm or make potions despite having a surplus, or might they chalk it up to magic or magi-tech? Or is there supply and demand? And if there is limited food, space, and potions, how do 10,000 all survive in one town along with an unknown amount of NPCS who also must have space and food?
Shop Locations? Will shops only be available in towns or might there also be travelling merchants so that people posting can grab items from them? In games like Okami, there are merchants in pretty much every area, able to give at least the basic items. If merchants were to be available in each board, it would make it easier to explain why a person suddenly might have a potion in a thread when they bought a potion after the thread began.
Leveling with/without fighting? Because posting is the easiest way of gaining XP, even in small amounts, there could technically be a character who never leaves the first town, never fights an enemy, and still makes it to D rank with enough posts. If a PC refuses to fight monsters and merely decides to play the game as if it were like Harvest Moon, would there be adverse effects on the PC or would certain codes force the player to go out and try to complete the game eventually? And if battles, for instance, give XP, then do things like PVP battles/training between players?
Causing Glitches? Is there anyway a person would be able to cause glitches from inside the system? Perhaps using something like an overload?
Pre-Highjack Communications? Probably all communications to the outside world are down, but before the game wouldn't let people logout, where there systems that would allow you to communicate with the outside? Or Game Mods? Or send in reports for glitches?
NPC Races? It seems that NPCs could be a different race other than human, so is it possible that we can we eventually get an official list of NPC races? Could race also affect what skills can or cannot be gained? Would they have certain strengths and weaknesses that their human counterparts wouldn't?
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Supreme Overlord
52 Posts x Gold
Game Master
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faq
May 31, 2015 20:15:51 GMT -6
Post by GM LUNA on May 31, 2015 20:15:51 GMT -6
FINALLY GETTING TO THESE I haven't been ignoring this, I've been busy with some personal drama lately that has been keeping me from having motivation to do much of anything @w@ This board is still being worked on, and since some of that drama's clearing up, I'll be refocusing my energies here~
A lot of these things will be addressed more fully (and hopefully make more sense) when things are completely ironed out, but here are the tentative answers for now. (ANYTHING MIGHT CHANGE, SO DON'T HOLD ME TO THIS, OKAY? *sobs*)
Status Effects, can they stack? For example, I rolled three fours on Coyotes.... Attacking two characters. One of them is being attacked twice and since there is one action per turn, it is possible she might have to tank the attack. Meaning that two applications of bleed would be applied at rank E. If this is the case, then would the Rank jump up to essentially D because there are two stacks of bleeding E on the target?
Nope, status effects of the same type won't stack. Bleeding on bleeding on bleeding, not a thing. Poison and bleeding? Totally a thing.
First Aid? Quick question, this requires physical touch yes? Just making sure, but there is something else that confuses me, primarily because while yes I understand that it is supposed to heal health, wouldn't it naturally cover bleeding as a status effect. I ask this, because it makes sense it being a low level healing thing and since the status effects at low level are currently poison and bleed... well I don't understand how one would know how to cure spider poison. If first aid is actual first aid, then one of the first things one would learn is how to stop bleeding or at least slow it down. Would it have a secondary effect when used on someone with a bleeding status.
First aid is literally just the basic healing ability anyone can use. It won't take care of any status effects. The name might change later on to be something else, but for now, it's just there to put people on the path to becoming a healing class.
Status Effects, do they remain after a thread? Another question, concerning bleed and thus poison is that it appears that they cannot be cured except with the appropriate spell or item. The question then becomes... posts. If each post is combat is about 3-5 seconds in length where you would be receiving bleed and poison, then there is no way a person can reach a healer or a shop from an in game perspective before they die, especially if they don't have first aid. Does this mean that the status effect is removed after the thread is completed? Or is there at least for players, a shop application on their interface that allows them to buy the appropriate items? If it carries over between threads, can items be bough in between those threads that would cure it?
This'll be something else addressed more fully, but for the most part, all status effects will clear up after a thread is over. This is more of a threat in early game when people don't have access to as many spiffy dispel abilities and whatnot.
Shop items, when and where to use them? If a shop item is bough in the middle of a thread, can it be used in that thread? I would say no, but, it could easily be worded that the character bought the object before the thread started. Does this mean we have to sign when the item was purchased aka be aware that items bought while in a thread, cannot be used in that thread.
Shop items cannot be bought in the middle of a thread, nope c: *nodnod* We'll be trusting people to be fair and smart with them, especially since shop items are gonna be fairly pricey and limited to a certain number per item.
Status effects, "knocking out" More of a verification, but knocking out means that the condition has the ability to render the player unconscious correct?
Yeeep, bull's eye! Knocking out literally means rendering a person temporarily unconscious.
Battle System and Movement? I read the combat system that only one action is allowed per turn so to speak, however does this include movement? Jumping, hopping, skipping, positioning... these are all forms of movement. If an NPC moves back, it seems strange that we'd have to waste a turn to move to pummel it the next round of posting. Therefore is movement within reason considered a free action, like speaking is? Or rather do we go with a DnD style where you have one standard action (aka the action you speak of) and then a movement action, such as the ability to reposition?
Movement isn't an action. The "actions" of combat are the ones listed--basic attack, use a skill, or an item. You can only do one of these per post/per turn/whatever you wanna call it. Mostly, the combat system is around to make combat move easier and be more manageable, because freeform and these kinds of sites don't work all that well.
NPCs and Death This is more of a question that I have because I'm curious and because I have a glitched NPC... Since most NPC characters essentially dissipate at least the monsters do, does this mean that a glitched NPC also dissipate immediately? This would mean no countdown for death could occur and all Glitched NPC characters die immediately after hitting 0 hitpoints. This would also mean that the feather would useless. Another question is that... is the dissipation a normal phenomena for a NPC character to witness? Does everything turn into blocks and dissipate when it dies? Or do the NPCs who are unaware of the game world see something else entirely different? I'm curious, because if they interpreted death differently, then a graveyard would make sense to a more aware NPC. No body? WHY BLOCKS AND LOOT?
This is gonna actually be unanswered, because NPCs are something I'm thinking a lot of an not 100% sure what will be done with them in the final, finished board.
Ornelia Culvert Quest Mentions a school, but it doesn't really describe what it teaches and there is no separate thread that describes it. Can player characters attend it? In fact what does it teach if it has a swords master as a teacher. This goes for descriptions in general, since I've been reading a lot of threads and there is a lot of variation. Like i think there is a tea shop now in one of the threads. I realize that we sorta make stuff up as we go, but it sounds like a landmark.
Making up stuff for now is cool, since it'll all be fleshed out more. Honestly, feel free to what whatever you want with anything mentioned right now. Things will be a bit more concrete later on with where what is and stuff, and it'll be easier to go along with.
Normal NPC behavior I noticed this in another quest thread, that one of the NPCs seemed to well act like an NPC, even repeating phrases again and again, which isn't exactly realistic. Do NPCs recognize NPCs? Can you give a baseline description of normal NPCs. I assume they prioritize PCs over other NPCs for example. Can regular NPCs grow from encounters? As in re-recognize and respond in a different manner to PCs they've already met?
This is something else being toyed with. NPCs are definitely something we're toying with/working on in general.
EXP Rate Since we get about one EXP per in character post, i thought i should bring this up. Since none of us know if and even how EXP would be distributed via quests, it looks like we need 250 posts to rank up one SKILL. Even if EXP is distributed via quests, this is a very slow rate for regular role play threads. Unless you decide to change the amount an upgrade to a skill costs, since its possible we might get more of them... I suggest either lowering the amount required to level up or making posts generate more exp. Since I know gold is covered by quests, I'm not worried about that. It just feels like the EXP rate is off, especially since we're all starting off at level E.
It's meant to be grindy like an MMO, but no, it won't take 250 posts to get that much exp, I swear xD There are going to be random events where exp rate is turned up, and quests will reward exp bonuses, and there will be a lot of odd ways to earn more exp. It is something that is meant to keep people engaged and working toward it, while not being something that takes forever.
Rank E -> Acrobatics and Sprinting? Uhhh according to the description it says that it allows players to jump and to run at their normal speeds? Can we not jump and run as players and NPCs? It seems a bit odd on the account that it implies otherwise we can't do either of those things even though in the PC's case the same neurons would be firing. These skills seem kinda worthless at the moment on the account that these seem like things both NPCs and PCs should automatically be able to do.
This has already been reworked in the in-progress-finished-version. Rank E/Novices with this get a 50%+ boost to their running/jumping abilities.
Skill Memory? If a person has, say, muscle memory of doing something, but don't have a skill registered, is it that they cannot interface with certain objects in a game? For example, if someone knows how to play violin outside of the game, but doesn't choose the 'musical skill', what is preventing that person from picking up a violin and playing it?
This is something that will be thought about for awhile. I'm not entirely sure what the final ruling on this one will be. It might be something where instruments have to be "equipped" and without the skill, people can't equip/play them properly without it sounding terrible.
First Aid? When a player uses First Aid, it says it is 'cast' so does it require MP? Or if it is just a regular skill, can it be used in concurrent posts for as long as the PC wants as long as it is one cast per post?
All skills ICly require stamina. We're not monitoring stamina, but stamina functions as your basic MP/SP in the game. The more you do in combat, the more it kind of wears a person down. Again, not something that'll be monitored/enforced/etc, just something for people to keep in mind. Having lowered HP also effects stamina >w<~
Environmental Interaction? I assume weapon shops will be open to characters once the site develops more, but for right now, picking up a stick or rock or a pipe from the environment and using that like a weapon you can equip seems like it would do more damage if sticks and rocks are able to be interacted with. Also, how would one calculate environmental damage? Things like fall damage, poison from eating toxic mushrooms, having objects fall on you, etc? Can environment also 'instantly kill' a player through things like drowning or fire?
Environment can kill a player, with things like drowning and burning and falling, but for the most part, it will instead reduce them to 1 HP, for burning and falling in particular... and for drowning, whelp, avoid deep water. People can interact with the environment just as they would in the real world. Though, for the most part, that level of environmental damage will only happen in dungeons, or high-end quests, or special events, and not so much in regular threads. Fall damage, eating poisonous mushrooms, having things drop on you, and stuff like that will probably receive a set amount of damage based on total health points, but we'll see how that goes.
Altered Time Perception? So, something that I was thinking about was that even if a PC eats in game, their body isn't being nourished, nor can they do other... bodily functions and such that would need to happen... daily XD. There are two solutions: 10,000 people wind up in the hospital globally, or time perception. It already sounds like there's some time perception stuff with the seasons changing every real life month, but is that Harvest Moon style (30 days equals a season?) or some other kind of measurement? Could it be possible that the game uses an altered time perception mechanic thingy to make people feel like they are sleeping, eating, etc. for days when it's been minutes in the real world? Certain things like dreams or substances can give a sense of altered time, so why not a program in your head? This would also make it easier to prevent the outside from catching on to the 'no log-out' thing for a bit and have a bunch of parents/spouses/governments being upset over 10,000 people being digitally held hostage (or at least being in comas) and sending out people to fix it immediately. If you wanted to have birthdays/ events, it could run on the game clock, like you have before, and people would just choose a 'birthday' when they logged in for the first time.
Going the Sword art Online route with this--most of the people who are trapped have been moved to hospitals to be monitored by the government/medical staff/etc, while they try to figure out how to get them out of the game. So, yeah, they'll pretty much be in long term comas c= Don't gotta worry about them starving/becoming dehydrated/etc. Time in the game and the real world pass at the same time, it's just that the game has every month be a full season, and a full season is roughly 30/31 days depending on the month. Harvest Moon style, like you said cx Annnd because the game wants to be as real as possible, people still have to eat/drink/use the bathroom/sleep, or else it feels like it would in the real world. I'm thinking of the birthday thing, yeah +w+ I'll add a birthday spot in the profile, actually, for this <3
Hammerspace/ Item limits/Weight Limits? So... many RPGs have a weight limit function, but I assume we aren't going there because they're really quite annoying. Usually JRPGs opt for hammerspace instead, or a mystic Pokemon-style near-infinite bag of holding. If this is true for PCs, then do NPCs also have this function? If they can, do they view it as a magical thing?
People have an inventory menu they can access, which people of the world view as magic. But the inventory is limited! Items will only stack so high, so there will be some inventory management for regular items. It won't be too bad, I promise cx
More about NPC awareness? Can NPCs differentiate PCs from NPCs? And if, like Aphe said, NPCs (like merchants) prioritize player characters over NPCs, do other NPCS (glitched or otherwise) notice this?
This will be figured out more in the final. NPCs are definitely a hot debate right now, ehehehe...
'Ethics Code'? So, if there are codes in place to prevent things like... minors from drinking or people being harassed, then are these dictated by U.S.A law? Or are people tagged by country? For example, most people in Europe can drink by the time they are 18, or even 16 if it's just beer or wine. I could imagine someone being angry for not being served wine when they've been able to drink it for four years XD. Also, I assume if people need to sleep and eat, they also must bathe and change clothes from time to time? Which would involve certain non-PG13 things happening.
Nope. There is no ethics code in the game c=; Anyone, minor or otherwise, could get alcohol in the game... because, really, it's virtual alcohol, and only programmed to have an effect, without really effecting a person, y'know? But then boom, everyone's trapped |3 And because the game was meant to be as real as possible, in terms of non-PG13 things happening... well... people would have been able to log out whenever they wanted. Now they can't. It's something people will have to deal with when it comes up. (Thankfully, towns are safe places, and something like rape, for instance, would involve physically hurting another player, and dueling in a town has to be agreed upon, which is sort of a safety net.)
Magic/ Technology? What kind of time period is Runis currently? Are we looking at a Tales kind of tech where it's more vaguely fantasy but with amenities or more of a medieval feel like a Zelda game would have? I am assuming that they would have enough tech/magic to have the 'comforts of home' and include things like hot water, a somewhat modern kitchen set up, etc. Also, would magic play a part in people's lives? If PCs can buy potions and such, can NPCs buy different potions as well that would have story effects (say, like a 'love potion'). Also, if magic isn't widespread, how well would it be accepted by the average NPC?
Think of something closer to Tales, yep! There are some conveniences like hot water, electricity, and a somewhat modern kitchen--running water, a good stove, a refrigerator, etc--without it being as modern as the real world is. No computers, no televisions, no phones. Magic is widespread. It just isn't something everyone in the world has the potential to use/do. NPCs can buy different potions, just as PCs can, mhm~
Economy Set Up? With things being digital and needing to be able to be made on demand for 10,000 people, I think that the game has to be able to have shops that never run out of items and taverns that never run out of food. Are most NPCs just oblivious of this and continue to farm or make potions despite having a surplus, or might they chalk it up to magic or magi-tech? Or is there supply and demand? And if there is limited food, space, and potions, how do 10,000 all survive in one town along with an unknown amount of NPCS who also must have space and food?
There's no supply/demand as far as things that players can buy from an NPC. NPC farms and stores and whatnot keep up the work because, in all honestly, there aren't many glitched NPCs at all in the world, and they follow their routine (again, think Harvest Moon things here) while having nearly unlimited dialogue options/paths/trees. As for the 10,000 people in the (small) starting area, again, this'll be fleshed out more c:
Shop Locations? Will shops only be available in towns or might there also be travelling merchants so that people posting can grab items from them? In games like Okami, there are merchants in pretty much every area, able to give at least the basic items. If merchants were to be available in each board, it would make it easier to explain why a person suddenly might have a potion in a thread when they bought a potion after the thread began.
There will be travelling merchants that people can conveniently come across. They won't be in every board, but it something is bought and a player is out in a field questing, they can just sort of run into a travelling merchant. Or, if a person is in a safer spot in a thread, they CAN ICly purchase items during a thread itself, but playing an NPC travelling merchant. Just not in the middle of combat, or a very obscure area.
Leveling with/without fighting? Because posting is the easiest way of gaining XP, even in small amounts, there could technically be a character who never leaves the first town, never fights an enemy, and still makes it to D rank with enough posts. If a PC refuses to fight monsters and merely decides to play the game as if it were like Harvest Moon, would there be adverse effects on the PC or would certain codes force the player to go out and try to complete the game eventually? And if battles, for instance, give XP, then do things like PVP battles/training between players?
Nope, there is no adverse effects on the PC, because there are ways to get exp without ever killing an enemy. PVP battles and training give small bits of exp, as do things like cooking, fishing, etc. If a person doesn't want to fight in game, they'll just have to justify how they got the exp elsewhere... but since exp is gained the quickest through questing, partying, and dungeon running with people, those that don't get out there and fight at all will be in for a loooong, loooooooong grinding process.
Causing Glitches? Is there anyway a person would be able to cause glitches from inside the system? Perhaps using something like an overload?
Fufufu... there is, but it will not be something any player can do on purpose. (Little spoiler; there will be an event involving this in one of the storyline arcs and it leads to VERY BAD THINGS c':)
Pre-Highjack Communications? Probably all communications to the outside world are down, but before the game wouldn't let people logout, where there systems that would allow you to communicate with the outside? Or Game Mods? Or send in reports for glitches?
Once you were in the game, you couldn't communicate to the outside world without logging off. That's why the in game clock was so handy, to see when it was time to head on out. There are game moderators... or were, supposedly, to take reports and stuff, but no one knows if they are in the game, and any way to contact them has been removed from the interface.
NPC Races? It seems that NPCs could be a different race other than human, so is it possible that we can we eventually get an official list of NPC races? Could race also affect what skills can or cannot be gained? Would they have certain strengths and weaknesses that their human counterparts wouldn't?
There will eventually be a list of NPC races, but for the most part, they will become available when the place they are from is unlocked. There will be certain strengths and weaknesses, yep! All of this and more will be toyed with more later on cx
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