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A few quarls with the skill system.

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1 A few quarls with the skill system. on Wed Jan 28, 2015 3:46 am

So this is suppose to be a One Piece site, but yet the way that you have the skill system set up really makes me feel otherwise. In One Piece when characters fight they typically go all out almost every time they fight. They have certain techniques an example being Luffy's gomu gomu no pistol, its a basic attack that he uses almost 24/7 with no drawbacks compared to his second or third gear, where his power would boost by a certain extent for so long and then would have drawbacks. Drawbacks would be the turning small and a cooldown in which he couldn't use the powers until he gained back the energy.

The reason I bring this up is because I feel that by placing cooldowns on all of the techniques its really just taking the fun out of things, and stopping people from using their full potential of their fruits(An example being the barrier fruit, You could only hold the barrier for one post or a few posts then have to wait for a cooldown). Now I would understand forcing somethings in similar power/abilities like the gear second and third would have a cooldown of x posts after using, basically anything that;s too op for its own good should have a cooldown but something like a gomu gomu no pistol or 36 pound cannon should not.

Another thing is that the information on the page is really just jumbled and mixed together and its hard to kind of find specifics. I think a good way of doing it would be to make spoilers for each tier then give like two manga/anime skills which would fit in the category then a broad little description on maybe what someone could do with that tier skill.

Something else I see that is missing is like, what x attack would do. Like a 36 pound cannon could cause deep tissue and broken bones if it directly hits and like a diable jambe would cause broken bones and 3rd degree burns. Another thing is there's nothing that gives physical attributes to attacks like how fast they move or if you're t2 does your t1 skill hit with the strength of t2 or still t1?

I think that spacing the text out as well as refining it and maybe adding spoilers would be a good way to make it less messy and easier to read/find things. I'm not exactly worried about the 3rd paragraph but the first/second are the main point of me making this right now. Its just pretty much a discussion to voice my opinion and to see how other people feel about the current skill system. So feel free to post on this hopefully some staff members will share their opinions too even if they don't agree or do something may come of this something may not doesn't bother me lol.

*Edit;
Something I forgot to add is that it would be cool to give characters like 2 or 3 combo techniques in which they could make a union technique with a crew member or some type of ally whoever they wish. They would only get x combo techniques for the lifetime of the character. Think of when the wax guy coated luffy and made him the wax knight type deal. It's just something to kind of spice of battle as well as bonds between characters.

And when I say attacks like the gomu pistol I mean to include all basic attacks, like rifle bazzoka etc. Any type of basic skill that wouldn't be like zoro's asura or gear second.


Also my font makes things small if this is more difficult to read let me know and ill make it bigger or remove the font.



Last edited by Phorcys on Wed Jan 28, 2015 3:55 am; edited 2 times in total

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2 Re: A few quarls with the skill system. on Wed Jan 28, 2015 3:52 am

I agree. I believe attacks that are relatively related to Gomu no Pistol shouldn't have cooldowns.


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3 Re: A few quarls with the skill system. on Wed Jan 28, 2015 5:03 am

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At the time I cannot write a full response but I can say: You can create passive techniques. Things like Gomu no Pistol that are hardly draining could be a T1 passive to be able to do that on the fly. I will explain why it's set up the way it is though.


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4 Re: A few quarls with the skill system. on Wed Jan 28, 2015 10:45 am

Saying Gomu Gomu Pistol si a weak passive is well to be frankly a whole bunch of bull... the whole idea behind that techinique specificly, is that Lugffy is throwing puinches at the level of a Canon... Saying that he uses it 24/7 well he uses it every fight, but not one time has he thrown it, and then immediatly after getting his arm back thrown another... Not to say the attack has a freaking charge time. When he uses it rapidly there is stilla minute or two in between them, ohh guess what a post is like half a minute in most cases, atleast while in combat so a two post cool down ain't really anything at all...

There are passive abilities to each fruit, like Gomu has a rubber body, logia are incorporal, and a whole bunch of stuff that aren't using skills and well you're "spamming" tham as they are active all the same.

Now to adress the power issue... I said this once and I'll do so again this problem is all cause of the removal of stats I wanred that these things was going to happen, but hey its where we are so people will just have to know common logic in their rp's to think about what kind of power level you're throwing around. As far as what techniques can do, break bones etc. add it in your techs strengths and weaknesses, its what they are there for, done deal.

as far as how organized it is, give it time the staff is busy.

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5 Re: A few quarls with the skill system. on Wed Jan 28, 2015 1:36 pm

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I understand we'll have issues, we just need to work them out. I'm not backing out because of a few small issues. Also, I didn't mean pistol was weak, but it is weak in comparison to Luffy's other techniques such as Bazooka, Missile, etc. It's supposed to be used very often, and yes while it is like a cannon it is still weaker than the less-often used offensive techniques. Also, some extra things like Unison attacks aren't implemented because we're trying to get the primary functions done. Don't worry, we will be expanding in some form. It all depends on what is discussed, you know the usual process. As for innate passives, I'm referring to specific abilities you can use as a passive expanding upon the ability the fruit gives you, or adding functionality to what it could possibly give you if it's too strong to not take a slot. You can make things that are passive techniques, they are just inferior in a way to their tier. I.e. if you can passively use gomu no pistol, as in keep using it, it sacrifices power for frequency.


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6 Re: A few quarls with the skill system. on Wed Jan 28, 2015 2:46 pm

I would like to quote one question in the first post of this thread.

"Another thing is there's nothing that gives physical attributes to attacks like how fast they move or if you're t2 does your t1 skill hit with the strength of t2 or still t1?"

I'd like to explain why. When we made the system the majority of people didn't exactly want us to restrict skills down to doing a set amount of damage. We agreed, so we left it up. In doing this, all we did was say t1 techs just aren't that complex. They are relatively simple in terms of what they can do. BUT as you tier up the speed and the power of that tech grows with you.

For instance. You make a tier one tech called "Stomp" where you stomp the users foot hard. At tier one you'd hurt his foot badly, bruise it, maybe fracture it. If you used the same skill at t6 you're looking to make a crater in the ground and flat out destroy the guys foot due to the power, physically you've gained through that period of time.

We will likely NOT give defined damage to what a skill can ultimately do because that changes frequently depending on the person using it. We MAY be able to work out a damage scale for each tier to give some sort of reference to how much you would do for each tier, but some techniques will go beyond this and it is HARD to show damage for tier 5 and tier 6, tier 6 even more so because you can have earth changing attacks.

Also please keep in mind as with cool downs, its used to keep everything balanced. Yeah, one piece does go all out constantly, but as of right now this is a new community and a new site and we need to get established and get out kinks before we can sit down and go. "Alright, I think its time to lower the restrictions" Unfortunately a lot of sites have cd's for a reason. I know some people don't like it, but its there to stay for the time being.

As for the tiers themselves. We'll look into adding better examples and spacing them out better so things are easier to read.

I DO however like your combo idea. Its something I can discuss. Now will it be implemented right away? Probably not. But I can tell you I'll pursue it and see what can be done.


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7 Re: A few quarls with the skill system. on Wed Jan 28, 2015 2:57 pm

This is honestly the first op site out of the 5 or so i've been on thats used cooldowns.

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8 Re: A few quarls with the skill system. on Wed Jan 28, 2015 2:58 pm

I've been in 7 other ones in my life time that all used cooldowns. -lol- I've seen both sides though. Ones with and ones without cooldowns. We may eventually get there, but were not those other sites right now.

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9 Re: A few quarls with the skill system. on Wed Jan 28, 2015 3:23 pm

Adrian

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It's not that we will forever have cooldowns, it's that we need to get to a point where everything is stable, we are a more developed community so we can make bigger leaps.


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