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Official Patch 5.6.6 Suggestion Thread
Topic Started: Nov 27 2017, 05:39 PM (5,962 Views)
Bassolarr
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KING OF THE RING
Monitors
With the release of Patch 5.6.5, I'm very happy with the additions and changes that have been implemented in the latest patch, but as always, the creative juices in my head keep spinning around like crazy. I'd like to open this thread up to future additions and ideas for the next patch (probably this time next year, if not sooner), so please feel free to post up your ideas and suggestions for the next patch. As always, suggestions are subject to the approval of staff, so curb your expectations a little bit, okay?

I'll be updating this first post (when and where I can) to reflect all that's been suggested, so it'll be easier to digest for later use and review. Please keep things civil!




CHANGES


Proposed Item Changes
- Buff Scouter Interlock so it can be equipped with a scouter and any other head item.
- Change Mantle to be equipable with any other body Item.
- Double the Bonuses for Karate Gui, Shetabaki, and Obi if all three are worn together.
- Officer Mastery should also apply to students.
-
Quote:
 
Also, formal post as the creator of the item "Mutant Namekian." In a battle, it was ruled by an admin I believe that this item acts as a participant of the battle. As such, when it is defeated, nobody can take that slot. Additionally, you suffer handicap actions. This has severely nerfed the item to the point that, unlike any other existing item on the site except for Rage Reed, it is a detriment to use. It has also changed the very identity of the item, from an item to a henchman. Currently, it is without dispute the worst henchman available. A measly 10% of its user's stats, requiring a prepared item slot, an action to use, and is instantly destroyed by a DR 3 fundamental attack. As you cannot defend for yourself and an ally, one Energy Dan will instantly render the item inept. This was intentional. However, once this happens, you lose a PC ally and one action per post for the remainder of the battle. This was not intentional. Additionally, it is arguably the most difficult henchman to earn. You have to befriend or be a namekian and write 10,000 words. Why is the most difficult henchman the worst in combat?

It was designed to be an item and it was based on the Combat Drone item from an old scenario. It was an attempt to make that item available to newer members, as nobody currently has it nor can they get it. But simply recycling old items is a lame concept, so it's not a carbon copy. It shouldn't have these restrictions. However, if it needs these restrictions, then treat it like an actual henchman: Take out the insta-murder. Buff its stats to 25% or even 50%. Allow it to know actual moves.

It was meant to be a minor annoyance that would grant an action advantage because the enemy would have to destroy it before too much damage was accrued from it. You'd also have to make the enemy spend some Ki to destroy it, ever-so-slightly turning the battle in your favor. I honestly think it was balanced in its original iteration. Thoughts?


Technique Changes
- Change Dimensional Battling to:
Quote:
 
Dimensional Battling
Passive ability.  May be learned from any master in the Next Dimension for 100 SP, taking 2 weeks to learn.  Allows for a character to battle another character who also has this ability, regardless of location.  Dimensional Battles cannot be joined, must always be one-versus-one battles, and no one can be slain and nothing can be stolen.  Gains are reduced by 50% upon the battle's completion.  Recovery time for losing is 2 weeks and recovery time for winning is 1 week, due to the intense strain this form of battling puts on those that use it.  This ability may only be used once per month.

- Add another Speed Teleport at 150,000 Speed and 250,000 Speed

Feature Changes
- Change Students and Officers to be able to equip any equipment that is not Rare, Maverick, or Donation.
- Change Grapple Attempts to only requiring one action to dodge.
- Allow Students and Officers to gain 1 Passive upon reaching Level 10.

Charisma Changes
Spoiler: click to toggle



NEW ITEMS

Superior Ticket: This one-time-use item is given to any character with the Beginner's Aura special ability for free upon character creation. When claiming the bonuses from any one Roleplay or Battle, you may use this item to double all gains from that Roleplay or Battle (except zeni and RPC).


New Donation Items

Superior Battler Requires $75 Donation Credit, Costing 2000z. Used on any Underling, Officer, or Student you own. Increases that Hemchman or Sidekick's base actions in battle by +1, additionally, they may spar with you once per week (does not take up a slot) for stat and experience point gains only. Limit to use 1 per Henchman/Sidekick.

Motivated Worker Requires $75 Donation Credit, Costing 2000z. Used on any Underling, Officer, or Student you own.

If used on a Student, Allows them to have any level 1 Job (except criminal) for half the benefits. The job can be upgraded to Level 3, but the Student does not gain the increased Zeni from a Level 3 Job. Job must be selected upon purchase and cannot be changed.

If Used on a Underling or Officer, they may take the Minion Side-job, even if their owner does not have the Crime Boss or Crime Lord job. Limit to use 1 per Henchman/sidekick.


New Useable Items
Kitchen Sink Costs 300z. Useable Item. When used in battle, functions as a DR1 Physical Attack, though if the wielder is down to 10% or less Ki, it acts as a DR3 Instead. For when you've thrown absolutely everything else at the enemy.


New Equipment

Battle Greaves (Costs 600z)(Build Time 2 Weeks): Equipped on the Legs. Increases all stats in battle by +250. If worn with Battle Gear, increases the benefit of both Battle Gear and Battle Greaves by +50%.

Studded Battle Greaves (Costs 500z): Equipped on the Legs. Increases all stats by an additional +250 in battle. If worn with Studded Battle Gear, increases the benefit of both Studded Battle Gear and Studded Battle Greaves by double.

Weighted Pants (Costs 800z)(Build Time 2 Weeks): Equipped on the Legs. Amplifies training by +5 strength and +5 stamina.

Super Weighted Pants (Costs 1900z)(Build Time 4 Weeks): Equipped on the Legs. Amplifies training by +9 Strength and +9 Stamina.

Capsule Corp Utility Pants (Costs 1500z)(Build Time 3 Weeks): Equipped on the Legs. Adds +500 Toughness in battle and amplifies training by +10 vitality. If equipped with Capsule Corp Vest, amplifies training by +20 vitality instead. Increases the number of prepared items you can carry into battle by +1.

Training Spandex Costs 850z, Build 3 Weeks. Equipped on the Legs. This pair of pants adds +2 to all stats per week of training. May be equipped with a Leg Interlock and any pair of footwear.

Ankle Bracelets Costs 500z, Build 1 Week. Equipped on the Legs. Amplifies training by +10 Speed. May be equipped with a Leg Interlock and any pair of footwear.


Roleplay Token Items

Capsule Corp Gloves Costs 1 Token. Upgrades from Leather Gloves. Increases physical damage dealt by +5% and raises toughness in battle by 5%.

Capsule Corp Boots Costs 1 Token. Upgrades from Steel Toed Boots. Amplifies training by +10 Vitality, +10 Strength, and +10 Speed. If worn with the Capsule Corp Gloves, double these benefits.

Analysis Node Costs 1 Token. Installed in a Mark 2 Scouter. Allows the you to use the special ability Shishio. If you already know the technique and if your Intelligence is double or higher than your opponent's, you may use Shishio a second time against that opponent. This upgrade only allows you to use Shishio one additional time for a maximum of twice per battle. Outside of battle, this add-on increases your efficiency when building items, reducing build times by 1 week (minimum 1).

Deluxe Training Center Costs 2 Tokens. Can be installed on a User-Owned planet that can support a training center. Adds +30 to all stats and can be upgraded with any upgrades or add-ons a normal training center can support. Can support any Gravitron. Any character that uses this facility and is not in the top 25 gains +50 all stats instead.

Superior Gem of Telepathy Costs 2 Tokens, and requires 10 Gem Spars to be completed. This item functions as a Gem of Telepathy, except it never runs out of charges, and additionally, if you are not in the Top 25, it will double all gains (except RPC and Zeni) for each spar you complete. Additionally, adds 1 additional Gem Spar slot to your weekly allotment of spars (regardless of Top 25 or not). Cannot be stacked with Personal Journal.

Talented Apprentice Costs 3 Tokens. Used on any Officer or Student, allowing them to partner train with you for 4 weeks and spend the required SP in order to learn Ki Mastery 3. Must know Ki Mastery 2 before using.

Military Base Costs 3 Tokens. Upgrade to the Barracks. Requires Level II Civilization and a Capital City. Increases the benefits of a barracks by +5 to all stats and +10 exp. Limit one per planet.

Eager Recruit Costs 5 Tokens. Used on any Underling, Officer, or Student, granting them the ability to Master train or partner train with any Player Master. Additionally, they are able to learn 3 additional fundamentals, 1 advanced, and 1 Power Up from Masters or their owner. Limit to use 1 per henchman/sidekick.


Capsule Corp Set Bonus
Requires:
- Capsule Corp Boots
- Capsule Corp Jacket OR Armor
- Capsule Corp Scientist Belt
- Capsule Corp Sword OR Gloves
Benefits:
- +3% Vitality and Stamina in Battle
- +1 Prepared Item Slot in Battle
- +1 Prepared Weapon Tech in Battle


New Other Items

Personal Journal Costs 1500z. A journal that you can use to write down your exploits and review them later in order to assist you in your personal development. Journals like these are enchanted, allowing you to revisit these memories in vivid dreams when you slumber. So long as this item is in your inventory, and the you are not in the Top 25, you gain double the EXP gains for all spars, battles, quests, Personal Sagas, and Personal Roleplays you complete. Additionally, any time you train with a master, you gain an additional +2 SP and +5 EXP, so long as you are not in the Top 25. Cannot be stacked with Superior Gem of Telepathy

Danger Room Costs 4500z. An add-on to any training center, Warlord Villa, House, or Mansion. Characters that use the danger room (and not in the Top 25), are subjected to dangerous traps, lethal holographic foes, and plenty of hazards to challenge them. Once per month, a Non-Top-25 character can use the danger room and gain +25 EXP, +1 Fighting-Style Level, and +250 to all stats--however, after using it, the character must spend two-weeks recovering, similar to losing a battle. Additionally, you will need to spend 500z to repair the room after each use (by anyone). After using the Danger Room twice, the owner may spend another 4500z to upgrade it to Level 2, doubling its benefits (except for Fighting-Style Levels) but adding another week to the recovery time. After using the Level 2 version three times, it may be upgraded again to Level 3 by paying 4500z--this triples its base benefits (except for Fighting-Style Levels) while adding another week to the recovery time. Cannot gain Fighting-Style levels higher than 20 with this facility.

Wine Cellar - Costs 2500z - May be installed on any ship, House, Mansion, High-Class Kitchen, or Warlord Villa. A cool place to properly store alcoholic beverages for proper aging. For each year (52 consecutive updates) that a drink stored in the Wine Cellar is not drank from (at all, not even once), the item doubles in overall benefits. This doubling effect continually stacks after each 52 consecutive weeks, and each time this occurs, the item gains the X-Year-Aged tag (where X is the number of years its been untouched in the Cellar; example: 2-Year-Aged Sake). Limit to own (personally) of one (an alliance can own as many as they wish, however). The Cellar can store up to five drinks at any one time.

Slow Cooker - Costs 2500z - May be installed on any ship, House, Mansion, High-Class Kitchen, or Warlord Villa. A complicated machine designed for really sealing in the flavor of meats and vegetables and cooking them over time at just the right temperature. Whenever you prepare a meal, you may add any number of weeks to the time it takes to create the meal; for each week added to the time it takes to make the meal, it adds +10% to the overall benefit of the item. This may be stacked any number of times, but you may not prepare more than one meal at a time with the Slow Cooker. Limit to own (personally) of one (an alliance can own as many as they wish, however). Cannot be used with Superior Oven.

Superior Oven - Costs 3000z - May be installed on any ship, House, Mansion, High-Class Kitchen, or Warlord Villa. This oven has been hand-crafted to meet all of your cooking needs! When using this oven to make a meal, you may create two of the meal in question in the same slot (spending the requisite zeni for the ingredients). Cannot be used at the same time as a Slow Cooker.


New Next Dimension Items

(The Following Items Would Be Purchasable Only In Hell)

Demonic Plate Armor Costs 3000z. Equipped on the Body. Reduces damage taken by 10%, Increases Toughness and Strength by +800 + 8% (does not increase Power Level). Increases the stat gains from Flames of Hell by 25% (effectiveness, not base). Requires Evil or at least one Demon Race Trait to equip.

Demonic Plate Gauntlets Costs 2000z. Equipped on the Arms. Increases Toughness and Strength by +200 + 2%. Increases physical damage dealt by +10%. Requires Evil or at least one Demon Race Trait to equip.

Demonic Plate Boots Costs 2000z. Equipped on the Legs. Increases Toughness and Strength by +300 + 3%. Increases the damage reduction of Demonic Plate Armor by +5%. Decreases the Ki cost of Flames of Hell by 2%. Requires Evil or at least one Demon Race Trait to equip.

Demonic Plate Helm Costs 2000z. Equipped on the Head. Increases Toughness and Strength by +200 + 2%. Increases the DR of Fire-Based attacks by +0.5. Requires Evil or at least one Demon Race Trait to equip.

Demonic Plate Set Bonus
Requires:
- Demonic Plate Armor
- Demonic Plate Gauntlets
- Demonic Plate Boots
- Demonic Plate Helm
Benefits:
- -2% Ki Cost for Flames of Hell (Making it cost 0% Ki).
- +25% additional effectiveness of Flames of Hell (making it a total of +50% effectiveness)



New Avalon Item

Weighted Leg Interlock Costs 800z. Allows you to wear a set of boots and a set of greaves/pants together on the legs. Amplifies training by +1 all stats.


New Damaskia Items

Shurikens Costs 1000z. Useable Item. Each set of shurikens can be used up to three times (per prepared item slot). Can be used in a battle to make a surprise special attack (double speed) with a damage level of 2. Can carry any number of shurikens, but each set takes up a prepared item slot.

Grappling Hook Costs 2000z. Equipped as an accessory. May be used once per battle to stop a physical combo or Level 1 Weapon Technique Attack.

Sai Costs 2000z. Equipped as an accessory. May be used once per battle to perform a free counter attack against a Weapon Attack Combo or Level 1 Weapon Technique Attack. May be equipped with one other accessory in the same slot (max of 2 in one slot).


New Frieza Item

Lord Frost's Martial Arts Uniform Equipped on the body. Obtained after training with Master Frost for 15 consecutive weeks. Upgrades your Karate Gui. In addition to normal Gui gains, increases all training by +30 Strength per week when training with a master. Reduces Ki cost of any Evil Only Technique by 1%.


New Kelioux Item

Grandmaster Adel's Martial Arts Uniform Equipped on the body. Obtained after training with Grandmaster Adel for 15 consecutive weeks. Upgrades your Karate Gui. In addition to normal Gui gains, increases all training by +15 Strength, +15 Toughness, and +10 Stamina per week when training with a master. Reduces the Ki Cost of Double Zanzoken to 0%.


New Valhalla Item

Luther's Martial Arts Uniform Equipped on the Body. Obtained after training with Luther for 15 consecutive weeks. Upgrades your Karate Gui. In addition to normal Gui gains, increases all training by +20 Strength and +20 Stamina per week when training with a master. Increases the DR of the move Static Flicker by 1.


New Toffit Item

Elder Council Martial Arts Uniform Equipped on the Body. Obtained after training with the Elder Council for 15 consecutive weeks. Upgrades your Karate Gui. In addition to normal Gui gains, increases all training by +40 Strength, Toughness, OR Speed per week when training with a master. Decreases the Ki cost of Celestial Only techniques by 1%.


NEW FEATURES
New Quests

3 New Epics Quests:
1 on Maverick: Completion grants a bonus of +500 Intelligence
1 on Avalon: Completion grants a bonus of +500 Charisma
1 on Juno: Completion grants a bonus of +500 Determination

New Attractions
-
Quote:
 
Casino Royale of Maverick

While on Maverick, players may participate in the various gambling arenas of the Casino Royale, Maverick's latest and greatest attraction! You may participate in each of the following once per week while on Maverick:

Low-Stakes: You may place a bet on the following possible numbers: 1, 2, 3, 4, 5, or 6. Bets are capped at 500 zeni per bet, bets can only be accepted between Tuesdays and Saturdays, and the number is always drawn on Sundays. Any staff member may roll a d6 to determine the winning result--if you win, you gain double your bet (up to 1000 zeni), but if you lose, you get nothing!

High-Stakes: This operates similar to Low-Stakes, except the bets are capped at 1000 zeni per bet and the winning number is drawn from a d100, rather than a d6. The results are 00 - 99. If one of your numbers in the same digit spot match (meaning if you bet on 37, and the winning result in 87, for example, but not if you bet on 78), then you get your bet back. If you win spot-on, you get tripe your bet (up to 3000 zeni). If you lose, you get nothing!

Combat Bets: If a battle starts while you are on Maverick, you may place a bet on which side you believe will win. Bets are capped at 750 zeni. If the side you bet on wins the battle, you get double your bet (up to 1500z), but if you lose the bet, you get nothing!

(Might be interested in other events later, like organized poker games or whatever).


Edited by Bassolarr, Feb 2 2018, 06:40 PM.
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Uriel
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Justice's Hammer
Have we made any progress on a danger room?
I had way more important things to do then to approve a trivial zolton buy.


http://www.alexsdbzrpg.info/page/Uriel
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Bassolarr
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KING OF THE RING
Monitors
My current suggestions:


Roleplay Token Items

Superior Gem of Telepathy Costs 2 Tokens, and requires 10 Gem Spars to be completed. This item functions as a Gem of Telepathy, except it never runs out of charges, and additionally, if you are not in the Top 25, it will double all gains (except RPC and Zeni) for each spar you complete. Additionally, adds 1 additional Gem Spar slot to your weekly allotment of spars (regardless of Top 25 or not). Cannot be stacked with Personal Journal.

Analysis Node Costs 1 Token. Installed in a Mark 2 Scouter. Allows the you to use the special ability Shishio. If you already know the technique and if your Intelligence is double or higher than your opponent's, you may use Shishio a second time against that opponent. This upgrade only allows you to use Shishio one additional time for a maximum of twice per battle. Outside of battle, this add-on increases your efficiency when building items, reducing build times by 1 week (minimum 1).

Deluxe Training Center Costs 2 Tokens. Can be installed on a User-Owned planet that can support a training center. Adds +30 to all stats and can be upgraded with any upgrades or add-ons a normal training center can support. Can support any Gravitron. Any character that uses this facility and is not in the top 25 gains +50 all stats instead.
Quote:
 
Might nerf to +20 all for people, +40 all for non-top-25 people


Military Base Costs 3 Tokens. Upgrade to the Barracks. Requires Level II Civilization and a Capital City. Increases the benefits of a barracks by +5 to all stats and +10 exp. Limit one per planet.

Capsule Corp Gloves Costs 1 Token. Upgrades from Leather Gloves. Increases physical damage dealt by +5% and raises toughness in battle by 5%.

Capsule Corp Boots Costs 1 Token. Upgrades from Steel Toed Boots. Amplifies training by +10 Vitality, +10 Strength, and +10 Speed. If worn with the Capsule Corp Gloves, double these benefits.


Capsule Corp Set Bonus
Requires:
- Capsule Corp Boots
- Capsule Corp Jacket OR Armor
- Capsule Corp Scientist Belt
- Capsule Corp Sword OR Gloves
Benefits:
- +3% Vitality and Stamina in Battle
- +1 Prepared Item Slot in Battle
- +1 Prepared Weapon Tech in Battle


Proposed Changes
- Buff Scouter Interlock so it can be equipped with a scouter and any other head item.
- Change Mantle to be equipable with any other body Item.
- Double the Bonuses for Karate Gui, Shetabaki, and Obi if all three are worn together.


New Other Items

Personal Journal Costs 1500z. A journal that you can use to write down your exploits and review them later in order to assist you in your personal development. Journals like these are enchanted, allowing you to revisit these memories in vivid dreams when you slumber. So long as this item is in your inventory, and the you are not in the Top 25, you gain double the EXP gains for all spars, battles, quests, Personal Sagas, and Personal Roleplays you complete. Additionally, any time you train with a master, you gain an additional +2 SP and +5 EXP, so long as you are not in the Top 25. Cannot be stacked with Superior Gem of Telepathy

Danger Room Costs 4500z. An add-on to any training center, Warlord Villa, House, or Mansion. Characters that use the danger room (and not in the Top 25), are subjected to dangerous traps, lethal holographic foes, and plenty of hazards to challenge them. Once per month, a Non-Top-25 character can use the danger room and gain +25 EXP, +1 Fighting-Style Level, and +250 to all stats--however, after using it, the character must spend two-weeks recovering, similar to losing a battle. Additionally, you will need to spend 500z to repair the room after each use (by anyone). After using the Danger Room twice, the owner may spend another 4500z to upgrade it to Level 2, doubling its benefits (except for Fighting-Style Levels) but adding another week to the recovery time. After using the Level 2 version three times, it may be upgraded again to Level 3 by paying 4500z--this triples its base benefits (except for Fighting-Style Levels) while adding another week to the recovery time. Cannot gain Fighting-Style levels higher than 20 with this facility.


New Next Dimension Items

(The Following Items Would Be Purchasable Only In Hell)

Demonic Plate Armor Costs 3000z. Equipped on the Body. Reduces damage taken by 10%, Increases Toughness and Strength by +800 + 8% (does not increase Power Level). Increases the stat gains from Flames of Hell by 25% (effectiveness, not base). Requires Evil or at least one Demon Race Trait to equip.

Demonic Plate Gauntlets Costs 2000z. Equipped on the Arms. Increases Toughness and Strength by +200 + 2%. Increases physical damage dealt by +10%. Requires Evil or at least one Demon Race Trait to equip.

Demonic Plate Boots Costs 2000z. Equipped on the Legs. Increases Toughness and Strength by +300 + 3%. Increases the damage reduction of Demonic Plate Armor by +5%. Decreases the Ki cost of Flames of Hell by 2%. Requires Evil or at least one Demon Race Trait to equip.

Demonic Plate Helm Costs 2000z. Equipped on the Head. Increases Toughness and Strength by +200 + 2%. Increases the DR of Fire-Based attacks by +0.5. Requires Evil or at least one Demon Race Trait to equip.

Demonic Plate Set Bonus
Requires:
- Demonic Plate Armor
- Demonic Plate Gauntlets
- Demonic Plate Boots
- Demonic Plate Helm
Benefits:
- -2% Ki Cost for Flames of Hell (Making it cost 0% Ki).
- +25% additional effectiveness of Flames of Hell (making it a total of +50% effectiveness)


New Quests
Since the alignment restrictions to being a Paladin have been removed (even if most of them require Lawful Good to do after that), I wanted to explore something different for these items. Basically, there would be a Paladin Quest Branch for 'Good' Aligned Paladins, and one for 'Evil' Aligned Paladins (still working on some stuff for Neutral Folks, though).

The Good Aligned Path Requires:
- Paladin Signet of some description
- 3 Epic Quests
- Good (any tag), but must be +7 alignment or higher.
Benefits:
1st Quest Grants: Anointed Paladin Gauntlets. Combine the effects of both the Anointed Gauntlets and the Paladin Gauntlets together. Requires both the Anointed Gauntlets and the Paladin Gauntlets to be in your inventory (as they're being forged together).
2nd Quest Grants: Anointed Paladin Helm. Same thing--Combine the effects of both the Anointed Helmet and Paladin Helm together. Requires both items to be in your inventory (as they're being forged together).
3rd Quest: Anointed Avalanian Plate Armor. Combine the effects of both the Anointed Plate and the Avalanian Armor. Requires both items be in your inventory (as they're being forged together).
This would allow certain, hard-working individuals to gain access to both the Anointed Set bonus and the Paladin Set Bonus.

The Evil Aligned Path Requires:
- Paladin Signet of some description
- 3 Epic Quests
- Evil (any tag), but must be -7 alignment or lower.
Benefits:
1st Quest Grants: Demonic Paladin Gauntlets. Same concept as above.
2nd Quest Grants: Demonic Paladin Helm. Same concept as above.
3rd Quest Grants: Demonic Avalanian Plate Armor. Same concept as above.
This would allow certain, hard-working individuals to gain access to both the Paladin Set bonus and the Demonic Plate Set bonus (listed above).

Disclaimer: The good-aligned one would require only the quests be added--the Evil aligned one would require the new demonic items (listed above) to be added as well.
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Uriel
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Justice's Hammer
The danger room looks perfect. My one thing I would change is

Military Base Costs 4 Tokens. Upgrade to the Barracks. Requires Level II Civilization and a Capital City. Allows for the training of warriors. Any person on the planet may fight these warriors once per week for a bonus of +15 to all stats and +50 exp. Limit one per planet.

That's a level up every two weeks. Even 3 spars doesn't do that. I'd reduce that down a bit.
I had way more important things to do then to approve a trivial zolton buy.


http://www.alexsdbzrpg.info/page/Uriel
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Bassolarr
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KING OF THE RING
Monitors
Uriel,Nov 27 2017
05:45 PM
The danger room looks perfect. My one thing I would change is

Military Base Costs 4 Tokens. Upgrade to the Barracks. Requires Level II Civilization and a Capital City. Allows for the training of warriors. Any person on the planet may fight these warriors once per week for a bonus of +15 to all stats and +50 exp. Limit one per planet.

That's a level up every two weeks. Even 3 spars doesn't do that. I'd reduce that down a bit.

At level 1 to 10, yes. At the levels the top tier folks are at, still takes 5 weeks to get a level up out of that. But if its too much, can probably knock it down to +35 EXP, probably reduce its cost by 1 token.
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Uriel
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Justice's Hammer
Sounds good, to me at least.
I had way more important things to do then to approve a trivial zolton buy.


http://www.alexsdbzrpg.info/page/Uriel
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Beerus
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How would the Military Base work with the Genetics Quest Upgrade if that is chosen?

I don't know the math or really want to figure it out, but while I think things to buff noobs is nice, I am not a huge fan of free fighting style gains. Up to 20 is fine not really sure if you could use it get more than that and stay out of top 25. Does that make sense?
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Bassolarr
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Beerus,Nov 27 2017
06:41 PM
How would the Military Base work with the Genetics Quest Upgrade if that is chosen?

I don't know the math or really want to figure it out, but while I think things to buff noobs is nice, I am not a huge fan of free fighting style gains. Up to 20 is fine not really sure if you could use it get more than that and stay out of top 25. Does that make sense?

I havent looked at the genetics quest line, honestly. If I need to change things, Ill do so when I get the time to look it up. Edit: changed to be an add-on bonus.

If the fighting style level up is an issue, I can totally remove it--probably reduce the cost of the item and upgrades by 500z, in that case.
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Gray
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Bloodlines would be cool. If a new player comes in and choses to be the offspring of another set of players (yans daughter for example) they should be able to inherent x amount of abilities based off of what the parents have. Also if parents favor a particular stat they could get a bonus to that start for hereditary role play purposes. This would be a cool ideal to see.

Game dnd play, players can open up a new role play game that is based on short posts but direction is controlled by a dungeon guide. I don't play DnD but this sounds like it could be an interesting concept. Like inception...game within a game. Our players coukd have their own avatars! No stat bonuses but they could earn limited items.

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Gray
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Bloodlines would be cool. If a new player comes in and choses to be the offspring of another set of players (yans daughter for example)
Achievement system more detailed than one we have that could be very large but give players purpose to do things. "Craft 100/1000/10000 items. Visit rach planet. They could be worth points and players could use them for bragging and purpose driven things. I enjoy achievement hunting, this could be a site thing and not so much a primary/second soul thing. I will even start working on the system and present to Alex down the road to see how he likes the idea. Got this idea because I achievement hunt on Xbox, steam, and in wow.
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Gray
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Sorry for multiple posts, i couldn't actually send messages from phone because the text went over the reply box.
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Beerus
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I don't think it is an issue, but I think it should cap at 20 for gains that way that is all. You can get a second style and if you survive 40 months outside of the Top 25 then sure you can have 20 in both styles. I am not really sure 20 months of constant activity won't be enough to at least get top 25. That is almost 2 years. I think my concern was getting to 50 or 100, but again 50 or 100 months.... Yeah seems legit. (I posted last night tired with alcohol being consumed so I really wasn't thinking that much)
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Yan Cass
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Gonna be the debbie downer here.

Superior GoT: mmm yes.

Analyst Node: Not sure I like shishio being used twice personally.

Deluxe TC: That's a lot of stats. Considering the only planet owners are well established players, I don't see this helping new people all that much.

Time Dilation: Another, I don't think vet members need another way to get large boosts...but that may be just me.

Military Base: as Beerus said, it kind of messes with an Epic Quest bonus...so I'm not sure if I like it.

CC gloves: I like, CC boots: once again, pretty high trade back. I think the highest training glove is theives with a +20spd. the Epic level bracers only give +40 one stat.

YES BUFF SCOUTER INTERLOCK PLZ.

Personal Journal: Some of these double everythings need to not stack.

CC AND Demon Set Bonus: These are kind of doing a lot more than other set bonus so it should probably be scaled down.

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Bassolarr
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Beerus,Nov 28 2017
01:32 PM
I don't think it is an issue, but I think it should cap at 20 for gains that way that is all. You can get a second style and if you survive 40 months outside of the Top 25 then sure you can have 20 in both styles. I am not really sure 20 months of constant activity won't be enough to at least get top 25. That is almost 2 years. I think my concern was getting to 50 or 100, but again 50 or 100 months.... Yeah seems legit. (I posted last night tired with alcohol being consumed so I really wasn't thinking that much)

I don't mind capping it at 20 per fighting style. The idea is to get newer folks up to speed compared to the top performers with some semblance of assistance if they're willing to put the work in. This seems a bit more 'automatic' than the others, since this can be done purely through updates, but that's a level of activity I want to promote amongst newbies anyway.

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Analyst Node: Not sure I like shishio being used twice personally.


It was mostly an attempt to make more add-ons for the Mark 2 scouter. This was really the first thing that came to mind that people would really like (or so I think), but if you have an alternate idea, I don't mind hearing it out.

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Deluxe TC: That's a lot of stats. Considering the only planet owners are well established players, I don't see this helping new people all that much.


Well, think about it--what better way to get people to interact with the vets than basically giving newbies an incentive to go to player-owned planets? This would increase the traffic of player planets overall (hopefully), while giving someone a bit of a benefit on top of that. Would you prefer I lowered the stat gains to, say, +20 all instead?

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Time Dilation: Another, I don't think vet members need another way to get large boosts...but that may be just me.


Same as above. Should promote newer characters going to player-owned planets, and newbies get more out of these things anyway. But, if anything, I can see this being on the chopping block first if we should start removing things.

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Military Base: as Beerus said, it kind of messes with an Epic Quest bonus...so I'm not sure if I like it.


I changed it to just boosting the gains from barracks fights, not replacing the gains, if that makes more sense.

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CC gloves: I like, CC boots: once again, pretty high trade back. I think the highest training glove is theives with a +20spd. the Epic level bracers only give +40 one stat.


I'd be okay with halving the CC boot gains, if that would be better.

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Personal Journal: Some of these double everythings need to not stack.


Yeah, I'm kosher with Personal Journal and Superior GoT not stacking, if that's what you'd prefer. It all only applies to newbies anyway, the doubling effect.

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CC AND Demon Set Bonus: These are kind of doing a lot more than other set bonus so it should probably be scaled down.


Sure. I can probably remove the Burn CE thing for the demon set, and the +5% for usable items on the CC set. Would those removals be sufficient?
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Yan Cass
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Shishio: I just don't like the idea of losing two of my moves in one battle. Takes away from my fighting style...I'm not completely opposed though. I'll think on something else it could do.

Deluxe TC: Okay I kinda get that.

personal journal: it just gets big quick. you go from 60 exp to 120 exp to 240 exp and that's like three levels up for an under top 25 person from two spars lol. If you meant it to be 60 x 3 instead that would need to be worded differently and I'd rather it just not stack to avoid any confusion.

Sets: Once again, sorry to be debbie downer, but every other set bonus does two things tops. Kinda okay leaving CC with three since it is a token dump, but the demon set is just zeni, and getting things from ND is not that hard. I honestly dunno why the demon set should lower flying bonuses to begin with either. Like some have wings sure, but Dabura and many prominent canon demons do not. Actually I think the only PC demon I've ever seen on site to have wings is Lilim. Plus we have Vorox Wing. (RISK THE SNEAK PEOPLE. Damaskia beckons you.)
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Bassolarr
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Yan Cass,Nov 28 2017
05:14 PM
Shishio: I just don't like the idea of losing two of my moves in one battle. Takes away from my fighting style...I'm not completely opposed though. I'll think on something else it could do.

Deluxe TC: Okay I kinda get that.

personal journal: it just gets big quick. you go from 60 exp to 120 exp to 240 exp and that's like three levels up for an under top 25 person from two spars lol. If you meant it to be 60 x 3 instead that would need to be worded differently and I'd rather it just not stack to avoid any confusion.

Sets: Once again, sorry to be debbie downer, but every other set bonus does two things tops. Kinda okay leaving CC with three since it is a token dump, but the demon set is just zeni, and getting things from ND is not that hard. I honestly dunno why the demon set should lower flying bonuses to begin with either. Like some have wings sure, but Dabura and many prominent canon demons do not. Actually I think the only PC demon I've ever seen on site to have wings is Lilim. Plus we have Vorox Wing. (RISK THE SNEAK PEOPLE. Damaskia beckons you.)

Shishio: That's fine, let me know if you think of something else it can do. I'm not married to the name or concept overall, just feel like its time to give the Mark2 Scouter something new it can do.

Personal Journal: I went ahead and made it not stack with the Superior Gem of Telepathy, and vice versa, that way it does not get too bloated.

Sets: I went ahead and removed the flight and burn CE from the set--its supposed to be focused around Flame of Hell anyway. That being said, if the raw numbers need to be curbed a little bit, let me know.

(And yeah, I'll eventually get the Vorox Wing for Lilim, just want to be prepared before I do that)
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Bassolarr
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I'm noticing a distinct lack of pants-related items for the leg interlock. Mostly, I see Greaves for armor sets, the Greaves from Damaskia, or the Shetabaki. Really, the Shetabaki is the only real training pants, so let's see if we can fix that...

Equipment

Training Spandex Costs 850z, Build 3 Weeks. Equipped on the Legs. This pair of pants adds +2 to all stats per week of training. May be equipped with a Leg Interlock and any pair of footwear.

Ankle Bracelets Costs 500z, Build 1 Week. Equipped on the Legs. Amplifies training by +10 Speed. May be equipped with a Leg Interlock and any pair of footwear.
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Daji
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Shurikens Costs 1000z. Useable Item. Each set of shurikens can be used up to three times (per prepared item slot). Can be used in a battle to make a surprise special attack (double speed) with a damage level of 2. Can carry any number of shurikens, but each set takes up a prepared item slot.

Grappling Hook Costs 2000z. Equipped as an accessory. May be used once per battle to stop a physical combo or Level 1 Weapon Technique Attack.

Sai Costs 2000z. Equipped as an accessory. May be used once per battle to perform a free counter attack against a Weapon Attack Combo or Level 1 Weapon Technique Attack. May be equipped with one other accessory in the same slot (max of 2 in one slot).
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Joseph Wiltshire
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New Stance Ideas

Peek-a-boo Stance: Increases strength, speed, and toughness by +3% for your next two actions and the next action used against you.

Image:https://vignette.wikia.nocookie.net/ippo/im...=20110721124449

Segate Stance: Increases all stats by +1% for your next three actions and the next three attacks used against you.

Image:http://www.boladedragon.com/dragonball/inf...odios/38_04.jpg

New Attacks

Adel

Fundamental:

Serafin Kick: A stronger version of Dynamite Kick. Must know dynamite kick to use. This technique may be used in grapples. Considered a hybrid ki attack(damage can be reduced by that work with physical or ki attacks).

Advanced

Total Temperance: The user speaks a chat that nullifies all ki usage in the area for short period of time. Ki attacks cannot be used for the next two rounds after this technique is used. May be used once per battle.

SP Cost: 17
DR: 2
Ki Cost: 4%

Grand Priest

Advanced

Forceful Palm: A stronger version of forceful flick. The user simply throws their palm against the opponent. This is considered a hybrid attack.

SP Cost: 10
DR: 4
Ki Cost: 8%

Elder Council

Finisher
x10 Dragon Kamehameha: Fire the x10 Kamehameha and fly through the attack to send a Dragon Fist through your opponent. Considered a beam and hybrid attack(damage can be reduced by things that work with physical or ki attacks).

SP Cost: 90
DR: 8/5&10
Ki Cost: 35%

Advanced
Total Temperance: The user speaks a chat that nullifies all ki usage in the area for short period of time. Ki attacks cannot be used for the next two rounds after this technique is used. May be used once per battle.

SP Cost: 17
DR: 0
Ki Cost: 10%

Rush

Meteor Combination: Lower to a ready track stance before kicking off for a mad dash towards your opponent. Open with a vicious elbow, follow it with a storm of kicks before a heavy punch and as your coup de grace, jump into the air and fire a Kamehameha right on top of your opponent. Used: 2 Special Attacks, 10 Quick attacks, and 1 Kamehameha

SP Cost: 25
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Daji
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Wine Cellar - Costs 2500z - May be installed on any ship, House, Mansion, High-Class Kitchen, or Warlord Villa. A cool place to properly store alcoholic beverages for proper aging. For each year (52 consecutive updates) that a drink stored in the Wine Cellar is not drank from (at all, not even once), the item doubles in overall benefits. This doubling effect continually stacks after each 52 consecutive weeks, and each time this occurs, the item gains the X-Year-Aged tag (where X is the number of years its been untouched in the Cellar; example: 2-Year-Aged Sake). Limit to own (personally) of one (an alliance can own as many as they wish, however). The Cellar can store up to five drinks at any one time.

Slow Cooker - Costs 2500z - May be installed on any ship, House, Mansion, High-Class Kitchen, or Warlord Villa. A complicated machine designed for really sealing in the flavor of meats and vegetables and cooking them over time at just the right temperature. Whenever you prepare a meal, you may add any number of weeks to the time it takes to create the meal; for each week added to the time it takes to make the meal, it adds +10% to the overall benefit of the item. This may be stacked any number of times, but you may not prepare more than one meal at a time with the Slow Cooker. Limit to own (personally) of one (an alliance can own as many as they wish, however).
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Zyren
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As to joining my first alliance recently, I realized that the one key item for an alliance is the bank card, which lets you donate to it. Important for getting all that alliance stuff with only alliance funds, right?

That bank card is 3 tokens, which to me, is a bit too expensive. I understand it lets you donate 500z a week, but tokens are hard to come by (At least in my experience, and even if they weren't, a card with one sole purpose at 3 tokens seems a bit too excessive).

I would like to either see the cost lowered to 1 token, to promote PS's in alliances and make it a bit easier on newer people and alliance members overall; or to have it moved to where it costs Zeni. Whether that be via the donation page for X amount, or the other Items, I'm fine with either.

"Don't make a promise you can't keep, for it no longer becomes a promise...but a burden."
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Ticho
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The Charisma trait seems to be the least useful of the 3 by far and does even less for scholars like myself once max rank is achieved. Perhaps a sort of chart of benefits should be made for Charisma at certain benchmarks. Maybe something like:

30: Jobs yield an extra 25 zeni per week
50: May now use a build slot to Gather Information*
75: May increase the training speed of one henchman/sidekick at a time by +10 all
100: May now teach an advanced fundamental to a henchman/sidekick
200: Increases your max henchmen/sidekicks by 1
400: May bring an additional henchman/sidekick into battle (does take up a slot)
500: Up to 1 applicable henchman/sidekick may complete an additional quest per week
1000: Jobs yield an extra 100 zeni per week
2000: Improved Gather Information: You can Gather Information more effectively, doubling it's efficiency per build slot*
4000: Allows one to attempt to talk their way out of a zeni sneak**

*Gathering information allows one to pursue treasure on any given planet. 2 weeks can be spent to find treasure worth 300 zeni, 3 weeks for 500, or 4 weeks for 800. Multiple build slots maybe used for the same treasure (so using both build slots would yield a 300 zeni treasure in 1 week). Treasures are immediately sold and the zeni added to one's own wallet. Additionally, Rare Items can be found 1 week sooner with Gather information (2 weeks with Improved Gather Information). Does not work with Dragonballs

**The first set of posts are posted for the sneak in question, but the victim may attempt to talk their way out of the mugging. The victim must rp this attempt and all actions are put towards doing so. The ref then determines how likely this attempt is to succeed based on the rp and rolls a d20 to check if the victim successfully convinced the mugger. If a sufficient number is rolled, the ref announces this and the attacker is forced to rp his backing out from the attack. The victim must still spend 1 week to recover.
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Dabura
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Ticho,Jan 4 2018
02:04 PM
The Charisma trait seems to be the least useful of the 3 by far and does even less for scholars like myself once max rank is achieved. Perhaps a sort of chart of benefits should be made for Charisma at certain benchmarks. Maybe something like:

30: Jobs yield an extra 25 zeni per week
50: May now use a build slot to Gather Information*
75: May increase the training speed of one henchman/sidekick at a time by +10 all
100: May now teach an advanced fundamental to a henchman/sidekick
200: Increases your max henchmen/sidekicks by 1
400: May bring an additional henchman/sidekick into battle (does take up a slot)
500: Up to 1 applicable henchman/sidekick may complete an additional quest per week
1000: Jobs yield an extra 100 zeni per week
2000: Improved Gather Information: You can Gather Information more effectively, doubling it's efficiency per build slot*
4000: Allows one to attempt to talk their way out of a zeni sneak**

*Gathering information allows one to pursue treasure on any given planet. 2 weeks can be spent to find treasure worth 300 zeni, 3 weeks for 500, or 4 weeks for 800. Multiple build slots maybe used for the same treasure (so using both build slots would yield a 300 zeni treasure in 1 week). Treasures are immediately sold and the zeni added to one's own wallet. Additionally, Rare Items can be found 1 week sooner with Gather information (2 weeks with Improved Gather Information). Does not work with Dragonballs

**The first set of posts are posted for the sneak in question, but the victim may attempt to talk their way out of the mugging. The victim must rp this attempt and all actions are put towards doing so. The ref then determines how likely this attempt is to succeed based on the rp and rolls a d20 to check if the victim successfully convinced the mugger. If a sufficient number is rolled, the ref announces this and the attacker is forced to rp his backing out from the attack. The victim must still spend 1 week to recover.

There were already some Charisma perks talked about but I like a lot of these as well. We can probably combine my ideas with yours. Well done!
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Ticho
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Trumpet,Jan 4 2018
12:36 PM
There were already some Charisma perks talked about but I like a lot of these as well. We can probably combine my ideas with yours. Well done!

Ah, I must've missed that. Love the idea though. Seems Charisma just never gets any love on this site despite how powerful a stat it can be in many other rpgs when applied correctly. In a d&d campaign in which I took part, one of the players had an absurd diplomacy score and allowed us to talk our way through encounters that we should've had to fight.
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Dabura
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The ideas I posted up were in the staff forum, so you couldn't have seen them anyways lol. It's definitely an underappreciated stat and I think all of us would like to see more out of it. Even back in the old days when Captains and Co Captains generated zeni for their alliance based on Charisma, it was more useful.
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"It is pride that turns angels into demons."

DaddySenpai - Tomorrow at 12:40 AM
if i use deca
ill always have a friend
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