rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2016-03-02 01:43 pm

boofffhh

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Re: atelier dusk/monster hunter au game

(Anonymous) 2016-03-06 06:15 pm (UTC)(link)
i'm very very into this, but the au part kills it for me.

you also might want to be careful with any sort of ranking system, whether it relies on ac or in game involvement or events or whatever. every game that's had it either has become excessive and convoluted (melodies of life) or has died a sad death due to mods being overwhelmed. if you do keep it, i'd suggest maybe doing a blind opening without a test drive and limiting apps and app cycles, even if you think you can handle it.

otherwise really excited! i really like all the ideas you have and i'm someone that's whined a few times about how there needs to be more action, adventure, and (j)rpg games that allow for sol silliness too out there! i'm not sure if i'd end up apping if it was an au game, but i'm still rooting for you! i'm just hype to see different games come around.

i think it would be integral to have decent layouts/graphics/etc. since the series does tend to attract certain types of players of a certain quality (see any attempts at disgaea and n1 games and who flocks to them) and while i'm definitely not against fun, easy tags i really get tired of the same thread 1000 times with one sentence given to me. this is just my preference though, and if you're one of the people from those crowds i can't complain and still only wish you the best.

other feedback: if you're keeping ip logging on, at least allow anon. i know myself and other players generally find mod accounts that don't allow for anon (or have ip off) distasteful, especially if it's a running game. sometimes players have critiques or commentary they don't want their names attached to and i could just make a sock, but i don't personally use them regularly and i know plenty of people who don't.
mh_atelier: (Default)

[personal profile] mh_atelier 2016-03-07 12:04 am (UTC)(link)
to be honest, ip logging and anon off are only there because i keep forgetting how to set a journal up so it doesn't need those! it's fixed now.

thank you for your advice! the ranking system is there to have some yardstick to measure a character's estimated aptitude against the dangers in a given area (which uses the same star ranking) and it's also an integral part of how the guild works in the MH games, but i'll think about rejigging it.

honestly a lot of the popular games recently have been either wargames, horror games or sci-fi, so i felt like we were long overdue for something else since from what feedback has been given elsewhere in this post people are really sick of what's available

yeah, it'd definitely be necessary for decent, readable and pretty layouts - i have a lot of art resources i can pull from and such, so there's not going to be a shortage of images, but i'm going to have to dig up some coding.

(Anonymous) 2016-03-07 11:22 am (UTC)(link)
da but this game looks cute so far! I'm a bit iffy on the au part, but I can offer coding for you if you'd like!
mh_atelier: (Default)

[personal profile] mh_atelier 2016-03-07 11:31 am (UTC)(link)
i'd love to have some coding help, ty anon! i admit i primarily envisioned this as an AU game because i really like au games and i wanted to avoid some of the jamjar pitfalls that characters can get into (also to avoid the "where am i, what happened, when can i go home" questions), but if anyone has any advice on how to make that...not be as much of a focus, i am all ears!
Edited 2016-03-07 11:38 (UTC)
tussocks: (Sedge)

[personal profile] tussocks 2016-03-07 01:04 pm (UTC)(link)
Hey there! I'm the person who proposed an Atelier game previously and agree that such questions would be unavoidable in a classic jamjar.

My idea to lessen its impact was to have an automaton explain what has happened (Essentially, more and more people have been vanishing and a machine has brought the characters there) and getting to go home would have been one of the goals a character or characters could work towards if they were so inclined either by locating the original device and repairing it, or constructing their own if you happen to gain enough genius characters and the required materials.

To this end set-ups like monster hunting would still work as a system like Atelier Totori's adventuring license could be used to cap how much progress a character can make whether by questing, exploring or synthesizing while not overwhelming mods at the same time- it'd also be optional to hunt monsters, so people who play characters more inclined towards other things like alchemy and research can do so without feeling too left out of the action.

One of the things I really liked from Atelier Shallie was the environmental changes that would result from actions you take, and while I don't know much about MH besides the monster hunting bit I like the concepts you've mentioned so far!
mh_atelier: (pic#10070325)

[personal profile] mh_atelier 2016-03-07 01:28 pm (UTC)(link)
that sounds like a good idea, actually! i've been rereading Atelier LPs and i was thinking that in a jamjar-type setup, like your idea, characters could possibly be brought through use of a device like the cradle that existed in Ayesha and that could be one of the goals - finding a way to repair it so it works again and characters are able to go home and aren't just stuck forever, and bringing back the people who vanished from the world in the first place

i also had a secondary idea where OU characters would have a handwaved few years in the world so they've gotten most of the regular jamjar questions out and have a legitimate investment in being there but i'm not sure how well that would work

i agree, i definitely want to keep that 'the world changes when you take certain actions' - it's one of the things that i really enjoyed about atelier shallie as well! characters being able to change and explore the environment and the town that they're deployed to and being able to make their own marks on the world is one of the main goals i'd like to have for this game

but again, i'm slightly worried that it might be overshadowed by the jamjar aspect of characters possibly only wanting to make progress towards getting home and not really paying attention to anything else...

monster hunter actually shares a few loose thematic links with the atelier dusk series, namely the ideas of building on/living with the remnants of past civilisations and making use of technology they don't fully understand in order to create apparatus for present-day use (even though this is..mostly just piecing together bits and pieces because there's no real coherent lore)
and there's a spinoff yet to be released that will explore what happens when monsters go away, since giant rampaging beasts are kind of part of the world and ecosystem and are a major part of daily life
tussocks: (Grass)

[personal profile] tussocks 2016-03-07 01:38 pm (UTC)(link)
Agreed, your concern is something I've also worried about and it's admittedly IC for nearly every character to find a way back at all costs. While characters in other jamjars do settle down in time it'd be nice if characters could be motivated to do varying things such as researching how to re-vitalize the land for instance

And that's neat! The link between ancient civilization's acts and the present world is something I enjoyed about the Dusk series, and tying that into another video game series that explores it too is a neat idea, and I'd love to see what else people can suggest.
mh_atelier: (Default)

[personal profile] mh_atelier 2016-03-07 01:57 pm (UTC)(link)
that's honestly one of the major reasons i want to make the game AU: it allows characters to have varying motivations beyond "I want to go home and I want to do everything in my power to do that" because, well, it's IC, and characters don't have much motivation to even care about the world if it's not even theirs unless it's life-threatening (like a lot of jamjars where it becomes "you need to care about this world because your world could be next" or "do things here because you're saving your own world", etc, and i don't want that kind of pressure in what's supposed to be an exploration/SoL game)

i mean there's always voluntary world displacement, but then that limits the number of characters that can be played in a setting ICly, but i could be overthinking it! maybe that would work

yeah, i'd love to have more feedback! both the atelier series and monster hunter are very dear to me for different reasons, so i'd like to see what other people can come up with.
tussocks: (Moth)

[personal profile] tussocks 2016-03-07 02:07 pm (UTC)(link)
That part has always bothered me, yeah. On the one hand it's IC for characters to want out...on the other hand that seriously limits what sort of plots and settings mods can make to maintain a dynamic level of interest, and a game like this definitely doesn't work with any sort of immediate looming threat.

Fingers crossed that more anons will chime in with suggestions! I've always apped OU characters, but given Brave New World is still going on an available AU game is also a good idea.

(Anonymous) 2016-03-07 02:18 pm (UTC)(link)
not for nothing, but some people prefer ou versions as opposed to aus since... well, we like playing the character we picked up, not a completely different version of that character. i'd argue that au games should be limited to ocs, since that way you're not playing a character that wouldn't work in that setting, changing them to make them work, but then you're not playing that char anymore as much as you are an oc with the same name. that's always been my argument for aus, particularly something with such a specific setting as you're going for.

just my 2cents.

(Anonymous) 2016-03-08 12:18 am (UTC)(link)
passeby just so say: i don't like au either, but don't let a couple of people change your mind. we have so many similar games because mods always end up taking out everything different when people cry. listen to suggested changes that are actual crit, of course, but au or ou basically comes down to preference. want an au game? then make your au game.

another da

(Anonymous) 2016-03-07 10:36 pm (UTC)(link)
I actually really like the idea of making this an AU.

I'm kinda bored of playing out my characters just trying to get home all the time, and it's a little tiring to go along with the "jump through these hoops and you'll totally get home someday!" thing for a long time with no progress, since progress would mean either breaking the setting, or endgame.

We also have waaaay more jamjars than any other kind of game, so I feel like having a non-jamjar once in a while could only be a good thing.

dda

(Anonymous) 2016-03-08 11:31 pm (UTC)(link)
probably because the non jamjars usually don't have enough people and close