I was working on a grid, but decided it would be better as an IRC game with live updates, and multiple players.[/b]
- A better explanation of the rules of this game:
- You can carry 5 consumable items on you, not including your Estus Flask.
- You may carry 3 rings, 2 equipped, 1 in your bag.
- You may carry 4 weapons/shields, All must be currently equipped. You will always use an item in the appropriate hand. Unless you indicate interest in doing otherwise. If you're wearings items that would hinder mobility, expect reasonable hinderance while wearing them.
- You can only hold clothing you currently are wearing.
- Being Hollow doubles the damage you take from all injuries, but alters what status effects may be applied to you/how easily (No more bleeding out when you don't have blood!)
- You can carry 5 consumable items on you, not including your Estus Flask.
- Stats and what they do:
- Vitality will still increase your total HP. unchanged in function.
- Endurance will increase your stamina, Stamina now effects dodging, parrying, and your capacity to do lots of actions over a short period of time.
- Attunement still has the same functionality. However additional attunement is attained at 65, 82, and 99.
- Strength will have minor/major effects on events that I deem to be strength related, and doubles as it's still intact function of what weapons one may or may not use; as well as how one might use them. Both strength and dexterity are important to ALL weapons.
- Dexterity will have minor/major effects on events that I deem to be dexterity related, and doubled as it's still intact function of what weapons one may or may not use, as well as how one might use them. Both dexterity and strength are important to ALL weapons.
- Resistance affects how much damage the player takes in a very real manner. It is no replacement for armor, but armor is not a replacement for resistance either. A true tank will need both.
- Intelligience dictates what spells are available to the hero, is also has an invisible modifier on how much about the souls world our hero will just naturally understand, as well as other aspects of player interaction at times.
- Faith dictates what spells are available to the hero. It also has an invisible modifier on how much about the souls world our hero will just naturally understand, as well as other aspects of player interaction at times.
- Vitality will still increase your total HP. unchanged in function.
- Defensive Gameplay Functions:
Defense statistics have been nullified, instead resistance and the actual armor itself will dictate the damage you take. I will be using logic and fridge logic to make fair, generally unbiased decisions on this.- Dodging is determined by Stamina, and other factors.
- Depending on your weight, armor shape, and weapon shapes, your rolls and jumps will have different efficiencies inbetween 1-100% for evasion
- Selecting to dodge has a base probability of success at 35%, before other statistics change this.
- The DWGR multiplies your dodge chance by 2; when successful. The DWGR is very strict on it's rules however: it also opens up additional combat moves and mobility outside of dodging.
- The Grass Crest Shield does not effect dodge chance, negatively or positiviely. Since having a shield generally is a malus for dodging, that as effectively a buff.
Parries only succeed if you can block the attack, and it was reasonably parriable.
During Backstabs and Ripostes, you take 90% less damage.
When blocking, all damage is heavily reduced, unless you were not capable of blocking the blow. No shield blocks 100% of all damage, nor uses it's ingame statistics for determining this. Similar to armor, logic is used instead.- Dodging is determined by Stamina, and other factors.
- invasion mechanics:
- There is particular area's of the game I've planned invasions for. In addition you can invade each other, or help each other, to your own wit and wills desire.
- The white soapstone, and other multiplayer items:
- When the white soapstone is received, it will have a very different function based on the nature of this text game. The white soapstone is used to connect to a green "summons" symbol left by various NPC's. I've already picked out all locations i intend to do this at. These green summons symbols will never expire, however they can only be completed once; as success results in the summons bearer obviously not needing others help, so they never send out another summons. These special battles will be difficult, but award the player with powerful spells or equipment. Entering a summons is not a blind trial run, you will receive a vague vision that indicates the basics of the battle at hand. You and another player can also co-ordinate to use the white soapstone to help each other with your own obstacles as a treaty of sorts, or use a green summons simultaneously to both provide aid.
The red soapstone can be used to force a encounter with an invading NPC. Red Soapstone battles are usually against very well armed foes, as the opponents you're battling do so intentionally, rather then just being invaded by a jerk that wants blood. You can also use it to PvP with another player safely: but if you intend to do so please communicate to me the intent.
The Red Eye Orb can not be obtained as the player character. Nor can the Blue Eye Orb. These covenants, and for that matter, most others, will not ever be available to the player in this experience.
White Soapstones will show up in your world occasionally. By using the summons stone Solaire will give you, you can summon these warriors to assist in battle; or perhaps another player, if you either organised the event, or the stone was left there randomly.
There is 3 Red Soapstones left by NPC's. You can view all the information about your opponents prior to summoning them. If slain the stones will not show back up. Consider them challenge fights. Each player can challenge them infinitely until their first defeat.
- The Estus Flask:
A +0 Estus Flask Heals 100 HP. Every + to the flask increases this value by 50 points. The Estus Flask can go to +10, which is 600 HP total. However, a firekeeper's souldust (grind up a firekeeper's soul to get 5) can also be used to receive the firekeepers blessing, which bestows you with a X2 multiplier to healing from flasks until your next death. This makes max healing per flask 1200.
- Level Up!:
Congratulations, you've gained a level, but what does that mean?
Well, to start with, there is a level cap of 55 in this adventure. Whenever you gain a level you will gain 5 skill points, Soul Levels in DS terms. 3 of these are automatically assigned based on player actions during that level, and 2 are assigned from the players own choices at the time of leveling up. Leveling up is done after reaching the bonfires.
There is also special skill points that are assigned for doing amazing feats; these are not of a game breaking amount, and they are rare in their availability. Treat them as demonstration that some paths lead to a stronger warrior than others...
Here is the old journey. It differs greatly from our current one, but is the inspiration.
https://soulswiki.forumotion.com/t12316-you-are-a-deprived-warrior
Last edited by Rynn on Fri Oct 18, 2013 9:25 pm; edited 4 times in total (Reason for editing : Changing rules)