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Rules:
Do not post pornographic or shocking images.
Do not share private entries, plurks, chat logs, etc.
Do not use this community as your social/political/hatespeech soapbox.
Do not be redundant. One page does not need three or more threads on one topic/theme. Your unfunny, forced memes also fall under this rule.
Do not treat this comm like your personal therapist. Threads about nonfictional suicide, self injury, rape, and abuse will be deleted. There are better resources out there for you.
Do not treat this comm like your personal Plurk or Twitter. Off-topic happens, but it should be open for discussion and not just a play-by-play of your life. No one cares.
Shut up about Tumblr. If it's not a discussion about Tumblr RP it will be deleted.
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+1
(Anonymous) 2016-06-19 05:32 pm (UTC)(link)As for thoughts, I like the use of activity to reward players with demon growth, but a concern would be new players standing little chance against players who have been in the game a long time and have raised a strong team. This is assuming attacking each other is permitted, which I hope is the case because I love the alignment system in SMT and this sounds like a game where villains can shine as much as heroes.
The shrine system sounds interesting, but what kind of rewards would they be? I feel that if my activity goes towards strengthening and fusion demons to create stronger and stronger ones, I'd be reluctant to turn them in unless rewards weighs equally to the time and effort I put into leveling the demons.
Also, demon, skills, summoning mechanics and the like will have to be written VERY clearly and concisely since there is a lot of things that can confuse players who are unfamiliar with the non-Persona games.
no subject
(Anonymous) 2016-06-19 06:04 pm (UTC)(link)PVP isn't an intended focus of the game, but I understand that it might come up so I'll be working on something to balance that out and make it more fair. As it is, the demon summoning system will work a bit like SMT: Imagine in that each character can have only one demon summoned at a time.
The shrine system was something I thought up after recalling my brief time spent in Route 29. Players would get a pokemon to level 100 and sometimes just retire them and not use them anymore. With the shrine, even if someone already had the max level demons they wanted, they could continue to level others and turn them in for things like extra character levels (which will take much longer to gain than demon levels, since demons are the focus) or skill gems that would allow them to give a skill to a demon it wouldn't normally be able to get without fusion. Useful items for customization. Rewards will be based on how many times a demon's level was raised through activity rather than on the level of the demon itself (so that people don't just continue to catch the highest level demons, raise them once and then turn them in for max rewards, because that's lame).
op again
(Anonymous) 2016-06-19 10:26 pm (UTC)(link)There will be a demon banking system put into place that will allow people to store extra demons they don't want to get rid of but don't want active at the moment. Only the ten active demons will be able to gain levels during AC but you can store as many as you want in your personal bank (as long as you keep the same amount of information logged for them as you do your active ones). That means no worrying about having to get rid of some you like to make room for others, or being out of space if a surprise event happens.
Through this method, you can throw some extra demons into your active group before AC if your main party happens to be small but you think you've been really active. After they're leveled you can store them away to build up later, or cash them in as they are. Kind of like a weird way to manage bonus points.
It'll be written much better in the FAQ, but I hope this makes sense.
As for the world and plot - bits of each will be revealed as the game progresses. When everyone originally arrives, they'll be in a small, partly ruined town filled with friendly but wary civilians and armed guards at the perimeter. An electronic barrier will keep anyone from going further. As the months go on, that barrier will move further and further away from the town, opening up new areas to explore before eventually disappearing altogether. Terminals discovered in new areas will allow for instant transportation between them so that people don't feel obligated to stay close to the main town.
I'll most likely be looking for a helper mod or two in the future (depending on how well the game goes over) but right now I'm still too deep in the game building process. I'll try to post updates!