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Reputation Activity
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Dan got a reaction from Vicious in HBD Vicious ChaoswordHappy Birthday Vici
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Dan reacted to Nimrodel in Tea and stuffSo i made some tea today. Have 32 cups atm. Any younger player who thinks that they'll be needing tea please contact me at GoE. I'd be happy to share some. Keep watching the thread. I might make some cake too. Mainly distributing so that younger players can participate freely in quests that need running around without AP disadvantage. Merry christmas! ^_^
PS: the tea lasts till 27th of this month. Also.. FIrst come First serve. Hurry and claim your tea!
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Dan got a reaction from Nimrodel in Quest: Dom-Second Encounter[log='How the boss could have been killed in turn 53']
Syrian moves to Zyrxae's scene in phase 0, and guard Zyrxae in phase 1, so Zyrxae wont be paralyzed, and can shoot at the boss.
Jester ambushes the Boss's scene in phase 0. He will be paralyzed by one of the 2 webs, but technically he wont lose hidden.
Amber destroys the web holding Jester in phase 1. Jester will be free (still hidden) , and Amber will be pazalyzed by the remaining web.
Then Jester can attack the boss: 6*2=12 magical damage. The boss wont be able to move due to damage.
Zyrxae attack the boss 5times: 21*5=105.
weariness damage to the boss= 5*(4*4-4) + 5*(3*3-4)=60+25=85. The boss dies.
[/log]
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Dan got a reaction from Nimrodel in Quest: Dom-Second Encounter[log='Turn 52']
37: [acronym='8att, 28def, 2mvt, 4agi, 10hp_regen']Eaxryz[/acronym] [200/200]
turn1: move to 36>35. Amber loses enchantements
turn2: acid jet{33} (acid will affect all players in 34, 33, 32, 12)
turn3: Spin cobweb
turn4: Spin cobweb
37: Web [1/1]
34:[acronym='Thick skinned, Iron skin, Action-Reaction, Chivalry, Angelic Sword, 8+2att, 8def, 1mvt, 1agi, 0rg, 1hp_regen']Amber[/acronym][100/100] +4mvt +2agi acid{+1} -1def
Phase 1: Move 34 > 35
12:[acronym='Leadersheep, Agile, Sneaky, First-Aid, Jester's Charm{Mallos}, Angelic Sword, 8+2att, 3def, 1mvt, 2agi, 0rg, 1hp_regen']Change[/acronym][150/150][5/5] -3def +2mvt +1agi
Inspire{Jester, AmberRune, Zyrxae, Syrian}
Phase 1: Ambush boss at 34
34:Demonic Sword
66:[acronym='Time Stand Still, Agile, Athletic,Precision, Demonic Sword, Angelic Sword, 120hp, 0mp, 11+6+3+2att, 3def, 3mvt, 4agi, 0rg,4hp_degen']Jester[/acronym][87/120] +2mvt +1agi
Phase 0: Move to scene 4 -> 9 -> 10 -> 31 -> 32
Phase 1: Guard
04:[acronym='Spring, Windwalk, Time stands still, Spellholder, Charmer, Enchanter, Angelic Sword ,Angelic Sword, 100hp, 3mp, 8+2+2att, 3def, 3mvt, 2agi, 0rg, 2hp_regen, 13mp_regen']Syrian[/acronym][100/100][0/5] +13upkeep +4mvt +2agi +1mod
04:[acronym='Bow, Upgraded Bow, Hawkeye, 100hp,0mp,8+3+3+3att, 3def, 1mvt, 1agi, 1rg']Zyrxae[/acronym][100/100] +6mvt +3agi +1mod
Take mod {poison}
Phase 1: move 4>9>10>12>33
Phase 2: shoot at Web at 37 . web is destroyed.
Phase 3: shoot at Boss at 37. miss
Phase 4: shoot at Boss at 37. miss
[/log]
As the end draws near, a dark silhouette appears before our heros. The sight of it strikes fear into their heart.
[log='Boss']
Eaxryz - The Spider Queen
Basic character: 100hp,0mp,3def,8att, 1mvt,1agi,0rg
Nightmare Devourer: at the beginning of a turn, every character in a radius of 1 lose all their mp. Eaxryz gains that much hp.
Fear: at the end of each turn, every character in a radius of 1 of Eaxryz move to scene= current scene +/- (their_max_hp -their_current_hp) (use + for day, use - for night) (Day is odd number turn, Night is even number turn)
Unholy Aura: all character in a radius of 1 of Eaxruz will lose all their enchantements (fortified, swiftened, enhanced on character or weapon)
Flesh Eater: bite:(action) rg=0, reduce target max_hp by 10 if target has no def. Eaxryz regains that much hp.
Her Majesty: +100hp, +25def, +1mvt, +3agi, +10hp_regen.
Enormous: cannot use ambush.
Acid Jet: (action) rg=4, all character in a radius of 1 of targeted scene will get acid{+1} (at the end of each turn, they lose 1 def, if there is no def, they lose 1 hp instead, stackable)
Paralyzing Jet: (action) rg=4, target character wont be able to do any more action this turn or the 2 following turns. Cooldown4 (can be used again in turn X+4, X is the current turn)
Bearer of Eggs: lay egg: (action) rg=0, target paralyzed character will get parasited{+1} (at the end of each turn, that character will lose 1hp. When that character dies, a spiderling (50hp, 1def,10att, 1mvt,1agi) will come from inside their body for each parasited value. If spiderlings appear when there is no Spider Queen, one of the spiderling will become Spider Queen, and have all of her initial features.
All eggs will be destroyed once the character takes fire damage (from fireball).
Spin cobweb: (action) lay a web (1/1hp) in current scene. The next non-spider character that moves into or out of the scene, or does any action, will be paralyzed (unable to do any actions) until the web is destroyed. Each web can only hold 1 character
[/log]
turn 53 starts
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Dan got a reaction from Nimrodel in Quest: Dom-Second Encounter[log='Turn 50']
04:[acronym='Thick skinned, Iron skin, Action-Reaction, Chivalry, Angelic Sword, 8+2att, 8def, 1mvt, 1agi, 0rg, 1hp_regen']Amber[/acronym][89/100] +4mvt +2agi
04:[acronym='Leadersheep, Agile, Sneaky, First-Aid, Jester's Charm{Mallos}, Angelic Sword, 8+2att, 3def, 1mvt, 2agi, 0rg, 1hp_regen']Change[/acronym][150/150][5/5] -3def +2mvt +1agi
Heal Amber 2 times then, just in case.And inspire the same four again.
34:Demonic Sword
66:[acronym='Time Stand Still, Agile, Athletic,Precision, Demonic Sword, Angelic Sword, 120hp, 0mp, 11+6+3+2att, 3def, 3mvt, 4agi, 0rg,4hp_degen']Jester[/acronym][95/120] +2mvt +1agi
73:[acronym='Thick Skinned, Iron Skin, Action-Reaction, 100hp, 0mp, 8att, 8def, 1mvt, 1agi, 0rg']Koshu Farsight[/acronym][11/100]
04:[acronym='Spring, Windwalk, Time stands still, Spellholder, Charmer, Enchanter, Angelic Sword ,Angelic Sword, 100hp, 3mp, 8+2+2att, 3def, 3mvt, 2agi, 0rg, 2hp_regen, 13mp_regen']Syrian[/acronym][100/100][2/5] +12upkeep +4mvt +2agi +1mod
swiften zyr. -2mp +1upkeep. Zyrxae +2mvt +1agi
04:[acronym='Bow, Upgraded Bow, Hawkeye, 100hp,0mp,8+3+3+3att, 3def, 1mvt, 1agi, 1rg']Zyrxae[/acronym][100/100] +4mvt +2agi
shoot at Koshu at 73. Koshu dies. Zyrxae +1mod
[/log]
Stage 2 ends. Stage 3: Boss fight stage starts.
Our five remaining heros feel a new presence at scene 37. come within a radius of 2 to discover the nature of the boss .
Turn 51 starts
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Dan reacted to BFH in Day of Fear SignupWhen: Day 204 -- 0:00 Server Time
Where: Secret - Gather at GoE
Rewards: Unknown. Probably a Silver Coin... or not :P
Host: Me and THEM
Signup Here and Provide:
Playername
Player id
AD
Note: By signing up to this event you agree that if you fail one of the tasks given, any sort of things, ranging from jail, extreme curses, missing creatures, dead, and many other types of things could happen to your account. Moreover, I wont fix any of the consequences you get for failing, so dont expect for them to dissappear at the end of the day.
You could win, you could lose, you could risk all for great rewards or you could risk all for nothing. It is up to you to take the chance. Do you dare to participate?
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Dan got a reaction from Jester in Quest: Dom-Second Encounter[log='Turn 46']
04:[acronym='Thick skinned, Iron skin, Action-Reaction, Chivalry, 8att, 8def, 1mvt, 1agi, 0rg']Amber[/acronym][85/100] +2mvt +1agi
Phase 1: Move 4 > 9 > 10 > 13 > 14 > 21 > 24
Phase 2: Retrieve Angelic sword
04:[acronym='Leadersheep, Agile, Sneaky, First-Aid, Jester's Charm{Mallos}, Angelic Sword, 8+2att, 3def, 1mvt, 2agi, 0rg, 1hp_regen']Change[/acronym][150/150][5/5] -3def +2mvt +1agi
Inspire{Jester, AmberRune, Zyrxae, Syrian}
34:Demonic Sword
74:[acronym='Agile, Athletic,Precision, Demonic Sword, Angelic Sword, 120hp, 0mp, 11+6+3+2att, 3def, 1mvt, 3agi, 0rg,4hp_degen']Jester[/acronym][111/120] +2mvt +1agi +3mod
Take mods Spring, Windwalk and Time sTands Still (commonly known as TTS even though TSS would make more sense)
Phase 1: Move 72 -> 71 -> 66
73:[acronym='Thick Skinned, Iron Skin, Action-Reaction, 100hp, 0mp, 8att, 8def, 1mvt, 1agi, 0rg']Koshu Farsight[/acronym][11/100]
24:Angelic Sword
09:[acronym='Spring, Windwalk, Time stands still, Spellholder, Charmer, Enchanter, Angelic Sword ,Angelic Sword, 100hp, 3mp, 8+2+2att, 3def, 3mvt, 2agi, 0rg, 2hp_regen, 13mp_regen']Syrian[/acronym][100/100][4/5] +9upkeep +4mvt +2agi +1mod
p0 move 4
p1 Swiften AmberRune -2mp +1upkeep. Amber +2mvt +1agi
04:[acronym='Bow, Upgraded Bow, Hawkeye, 100hp,0mp,8+3+3att, 3def, 1mvt, 1agi, 1rg']Zyrxae[/acronym][100/100] +2mvt +1agi
[/log]
Turn 47 starts.
from now on, to make time faster, each turn will last until all the actions is sent to me. If you dont do anything, please state so.
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Dan got a reaction from Nimrodel in Quest: Dom-Second Encounter[log='Turn 46']
04:[acronym='Thick skinned, Iron skin, Action-Reaction, Chivalry, 8att, 8def, 1mvt, 1agi, 0rg']Amber[/acronym][85/100] +2mvt +1agi
Phase 1: Move 4 > 9 > 10 > 13 > 14 > 21 > 24
Phase 2: Retrieve Angelic sword
04:[acronym='Leadersheep, Agile, Sneaky, First-Aid, Jester's Charm{Mallos}, Angelic Sword, 8+2att, 3def, 1mvt, 2agi, 0rg, 1hp_regen']Change[/acronym][150/150][5/5] -3def +2mvt +1agi
Inspire{Jester, AmberRune, Zyrxae, Syrian}
34:Demonic Sword
74:[acronym='Agile, Athletic,Precision, Demonic Sword, Angelic Sword, 120hp, 0mp, 11+6+3+2att, 3def, 1mvt, 3agi, 0rg,4hp_degen']Jester[/acronym][111/120] +2mvt +1agi +3mod
Take mods Spring, Windwalk and Time sTands Still (commonly known as TTS even though TSS would make more sense)
Phase 1: Move 72 -> 71 -> 66
73:[acronym='Thick Skinned, Iron Skin, Action-Reaction, 100hp, 0mp, 8att, 8def, 1mvt, 1agi, 0rg']Koshu Farsight[/acronym][11/100]
24:Angelic Sword
09:[acronym='Spring, Windwalk, Time stands still, Spellholder, Charmer, Enchanter, Angelic Sword ,Angelic Sword, 100hp, 3mp, 8+2+2att, 3def, 3mvt, 2agi, 0rg, 2hp_regen, 13mp_regen']Syrian[/acronym][100/100][4/5] +9upkeep +4mvt +2agi +1mod
p0 move 4
p1 Swiften AmberRune -2mp +1upkeep. Amber +2mvt +1agi
04:[acronym='Bow, Upgraded Bow, Hawkeye, 100hp,0mp,8+3+3att, 3def, 1mvt, 1agi, 1rg']Zyrxae[/acronym][100/100] +2mvt +1agi
[/log]
Turn 47 starts.
from now on, to make time faster, each turn will last until all the actions is sent to me. If you dont do anything, please state so.
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Dan got a reaction from Jester in Quest: Dom-Second EncounterType: Game
Requirement:
know how to play availability of at least 10 minutes each day. Participant fee: 1 item (or more) of any kind but shared item. It can be resources.
Prize:
flowers (from Zyrxae) sawdust (from Eagle Eye) A Cup of Cold Tea.(from Koshu Farsight) sticky goop (from Rikstar, Hiria) Rainbow candy (from Panthea) Piece of cake (from AmberRune) 1 8-Shaped Odd Rock (from DST) 4 BMMO Bronze Gifts (from Lord Tipu) 1 Memory stone (from Mallos) 2 heat stones (from *Nimrodel*, JadenDew) 1 Movelock stone (from Samon) 1 Invisibility Stone (from Rophs) 1 Boostdefence stone (From Syrian) 1 Chaoticboost stone (from Esmaralda) 2 locate stone (from Eara, Jester) 2 mirrorritual stones (from DarkRaptor, Valldore Nal) 3 silver coins (from Dark Demon, Change, Addy) 1 gold coin (from Lintara) 1 wishpoint (from Dan)
Starting Date: Friday 24th May
Place: the forum. We will play on map1
Rules:
Mostly the same as last time. Basically, you create a character, then each turn, you plan your action, talk to each other, fight the others for power or hide to survive. Your choice. Each turn will last for 1 day. You can send in your action any time before 0:00ST. The last 5 players will fight a boss. If they manage to beat the boss, then the heros will proceed to share the reward among themselves. [log='Rules']This game/quest is called D.O.M., or D-oh-M or D. of M., or Dofm, or whatever...
-Edited- M. by no mean stand for or related to Mur.
[hr]
Dom has 4 stages:
FIRST STAGE: Character's creation
Each player will create their own character by adding 3 modifications (mod) to a basic character, and will incarnate that character till then end of stage4. When every player has their character ready, each will choose secretly a location (scene) to begin in, then every character will be teleported to their chosen scene, and stage2 begins. SECOND STAGE: Elimination
Each and every character will carry out any [acronym='option a character is allowed to choose to do in a turn. There are 4 types of action, listed in order of priority: melee, range, magic, and move.']action[/acronym] they want, all according to the rule. This stage ends when there are 5 living characters left. THIRD STAGE: Boss fighting
The boss must be defeated in order for the remaining characters to pass to stage4 FOURTH STAGE: Reward
This stage will only end when there is an agreement amongst all the living characters on how to divide the reward. -Edited- the game mechanism is still in effect in stage4. It would be a shame if an unfortunate accident happened to our heroes who have made it this far, for example: a stab in the back.
-Edited- in stage4, each living character has a new action available, called decision (1 decision/turn, decision can only be made in phase1): until all the living characters make the same decision in the same turn, stage4 will not end.
[hr]
Basic character has 100 hp, 0 mp, 3 defence (def), 8 [acronym='a stat that determines the damage deals to target.']attack[/acronym] (att), 1 movement (mvt), 1 [acronym='number of actions a character can do in 1 turn. It also determines the priority of action of the same type.']agility[/acronym] (agi), 0 range (rg)
All action of range = 0 is melee.
A basic character’s action can be chosen amongst: [acronym='melee action that deals physical damage = (your_att) minus (target_def)']strike[/acronym], intercept, ambush, guard, retrieve, and move.
[hr]
GAME’s MECHANISM:
From stage2 to stage4, the game is divided into turns.
At the beginning of each turn, every living character confirms all of their actions (in order that they will happen if there is more than one).
Each turn is divided into X phases, with X is the greatest agi that a living character has. In the phase 1, the first action of each character is carried out, in order of priority. If any actions have the same priority, they all happen simultaneously. When all action and damage of a phase takes effect, that phase ends and the next phase (if there is) begins.
Each character can only execute 1 action in each phase.
Order of priority: melee > range > magic > move
Amongst actions of the same type of the same phase, action of the character with higher agi has priority.
Weariness: if you lose hp during any turn, add the following damage: damage=for k from 1 to n do sum of〖5×(k^2-agi) 〗, with n is the last phase that you do an action.
Any negative number results from calculation will take the value of zero.
Damage’s calculation has effect immediately when the action is executed.
Only the enteger part of the result of calculation will be taken into account. For exemple: 2.5 is 2; 1.3 is 1; 0.8 is 0.
Promotion: if you are (amongst) the last to deal a hit that makes a character lose his last hp, you gain an extra mod. You can use it at the end of any turns.
When a character dies, any object that character has will belong to the scene.
If a mod contradicts a regular rule, follow the mod. If a higher tier mod contradicts another mod, follow the higher tier. If there is a specific rule for the specific situation, follow the specific rule.
[hr]
GLOSSARY:
Action: option a character is allowed to choose to do in a turn. There are 4 types of action, listed in order of priority: melee, range, magic, and move.
Agility: number of actions a character can do in 1 turn. It also determines the priority of action of the same type.
Ambush: use “ambush [character] at [scene]” to become hidden, move to [scene] and strike [character] when they enters [scene], with damage=(your_att)*2 - target_def. You will lose hidden then or when you do any other action or when you takes damage. Omit [character] to use ambush on the first character enters [scene].
Attack: a character’s stat that determines the damage deals to target.
Condition: temporal change applied to a character. All character starts with no condition.
Damage: amount of hp subtracted from a character’s current hp.
Defence: a character’s stat that reduces the damage you take.
Disable: you can't take any action.
Guard: if target the scene you are in, double your def during the current turn, and you will make the first character that travels through that scene stop in it. If target another character, during this turn, action targeting that character is directed to you instead, any physical damage dealt to you this way will be reduced by the double of your def.
Hidden: your current scene won't be displayed.You have vulnerable until you lose hidden by doing any action or get hit. Double your_att when you do.
Hit: when you successfully does damage to a character.
Hp: it represents a character’s health. The character dies when their hp is 0.
Intercept: use "intercept [character]" to strike [character] when they enter your scene, the damage = (your_att)*2 – target_def. Omit [character] to use intercept on the first character enters your scene.
Move:
A character travels to a scene other than the one he starts the turn in, through all the scenes in between. Distance between the starting scene and the destination can be any integer from 1 to X, with X is the character’s mvt. If the character chooses to move X scenes, with X being any number ends with .5, then, in the current turn, that character moves (X-0.5) scenes, in the following turn, that character moves (X+0.5) scenes. Those moves execute under normal move’s rule. Move can only be executed in phase1 when the character has not taken any melee damage that turn. Range:
The distance between the attacker and its target. When they are in the same scene, the range is 0 and the attack is melee. X range means the character can target any character in scene whose distance is less than or equal to X. Range action’s damage is calculated by damage= (your attack) + (distance) - (defense) Retrieve: use “[retrieve] + [object’s name]” to get an available object in the current scene. You are vulnerable until the end of that turn. You can get the object only if you dont get any hit that turn.
Strike: melee action that deals physical damage = (your_att) – (target_def)
Vulnerable: double any damage you take. [/log]
Please post your inscription here (your character's name, and the item(s) you donate towards the prize).
[log='Map']
[/log]
[log='Current locations at the beginning of Turn 54']
35: [acronym='8att, 28def, 2mvt, 4agi, 10hp_regen']Eaxryz[/acronym] [200/200] -paralyzed jet(3)
35: Web [1/1] {Amber}
35: Web [1/1]
35: Web [1/1]
35: Web [1/1]
35:[acronym='Thick skinned, Iron skin, Action-Reaction, Chivalry, Angelic Sword, 8+2att, 8def, 1mvt, 1agi, 0rg, 1hp_regen']Amber[/acronym][100/100] acid{+1} -1def paralyzed
33:[acronym='Leadersheep, Agile, Sneaky, First-Aid, Jester's Charm{Mallos}, Angelic Sword, 8+2att, 3def, 1mvt, 2agi, 0rg, 1hp_regen']Change[/acronym][150/150][0/5] -3def acid{+1}
34:Demonic Sword
75:[acronym='Time Stand Still, Agile, Athletic,Precision, Demonic Sword, Angelic Sword, 120hp, 0mp, 11+6+2att, 3def, 3mvt, 4agi, 0rg,4hp_degen']Jester[/acronym][79/120] acid{1} -1def
04:[acronym='Spring, Windwalk, Time stands still, Spellholder, Charmer, Enchanter, Angelic Sword ,Angelic Sword, 100hp, 3mp, 8+2+2att, 3def, 3mvt, 2agi, 0rg, 2hp_regen, 13mp_regen']Syrian[/acronym][100/100][5/5] +8upkeep +4mvt +2agi +1mod
33:[acronym='Bow, Upgraded Bow, Hawkeye, Poison, 100hp,0mp,8+3+3+3att, 3def, 1mvt, 1agi, 1rg']Zyrxae[/acronym][100/100] +6mvt +3agi paralyzed(2)
[/log]
[log='Previously...']
35: [acronym='8att, 28def, 2mvt, 4agi, 10hp_regen']Eaxryz[/acronym] [200/200]
Phase 1: Paralyzing Jet{Zyrxae:33}
Phase 2: Spin cobweb
Phase 3: Spin cobweb
Phase 4: Spin cobweb
35: Web [1/1]
35: Web [1/1]
35:[acronym='Thick skinned, Iron skin, Action-Reaction, Chivalry, Angelic Sword, 8+2att, 8def, 1mvt, 1agi, 0rg, 1hp_regen']Amber[/acronym][100/100] acid{+1} -1def
Phase 1: hit web 2 on scene 35. Web is destroyed. Stuck in the other web (pazalyzed)
34:[acronym='Leadersheep, Agile, Sneaky, First-Aid, Jester's Charm{Mallos}, Angelic Sword, 8+2att, 3def, 1mvt, 2agi, 0rg, 1hp_regen']Change[/acronym][150/150][5/5] -3def acid{+1}
Inspire{Jester, AmberRune, Zyrxae, Syrian}
Phase 1: move{33}
34:Demonic Sword
32:[acronym='Time Stand Still, Agile, Athletic,Precision, Demonic Sword, Angelic Sword, 120hp, 0mp, 11+6+3+2att, 3def, 3mvt, 4agi, 0rg,4hp_degen']Jester[/acronym][83/120] +2mvt +1agi acid{1} -1def
Phase 0: Move to 33 -> 34. lose enchantements
Phase 1: Intercept Eaxryz
04:[acronym='Spring, Windwalk, Time stands still, Spellholder, Charmer, Enchanter, Angelic Sword ,Angelic Sword, 100hp, 3mp, 8+2+2att, 3def, 3mvt, 2agi, 0rg, 2hp_regen, 13mp_regen']Syrian[/acronym][100/100][2/5] +11upkeep +4mvt +2agi +1mod
do nothing
33:[acronym='Bow, Upgraded Bow, Hawkeye, Poison, 100hp,0mp,8+3+3+3att, 3def, 1mvt, 1agi, 1rg']Zyrxae[/acronym][100/100] +6mvt +3agi acid{+1} -1def
Phase 1: move to 31. Pazalyzed3
Phase 2: shoot the other web at 35. Pazalyzed3
Phase 3: shoot at Boss at 35. Pazalyzed3
Phase 4: shoot at Boss at 35. Pazalyzed3
[/log]
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Dan reacted to Mallos in My neg repmore than 113 neg rep - out of 856 posts, that's less than 1/7th of your posts, is it that unlikely someone didn't simply dislike 1/7th of your posts? Even more so for the ones who have given you less negative rep than that.
It is a large number but who's to say Plix Plox didn't give someone else a bunch also? Maybe he liked that red button instead of voicing out.
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Dan reacted to Nimrodel in Day of FearI know i'm not a mod and all, but I don't think something small as this needs to be posted in the forum. There's a forum search. There are in game lhos, veteran players, relatively older players. 1 pm to them would suffice really. Please try to do that next time instead of directly posting here. If you do not get any response or if you feel the question needs answers from majority of MD population or if there is something you want to let other people know, that would be the best time to post on the forum.
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Dan got a reaction from Zyrxae in Interim Dream Questand btw, i think the background could use another color. The current one is not very helpful. It is impossible (for me) to see the borderline of white pieces.
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Dan reacted to Kaya in Quest: Dom-Second EncounterI like how there is no real randomness in the game now. You should be prepared for a possible kill steal, and watch the other players when you're close to killing someone.
As for the same time attack, you should be able to work around it when needed. (There really is not a single moment in the day both of you can be on at the same time?)
That being said, it might be nice to have more absolute rules about when all players in a team get a mod and when only the first to kill the target gets one. How far apart can the attacks be, does every strike need to be a killing blow, or only the first, etc.
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Dan reacted to Zyrxae in Quest: Dom-Second EncounterSamon, I guess I just don't like how RL-based that element of the gameplay is. DOM is an RPG inside an RPG, and it seems like the further nested you go, the less the outside world (irl timing) becomes important.
If Players A and B have the same agility and strike player Z in the same phase, with player Z being killable by either of their strikes, roll a six-or twelve-sided die. If the result is odd, A gets the mod; if even, B gets it.
If three players strike someone down at the same time, a roll of 1 or 2 gives A the kill, 3 or 4 goes to B, and 5 or 6 to C.
In the highly unlikely case of four or more players killing someone at once, roll as above for A vs. B and C vs. D and roll the winners of those against each other until you're down to one.
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Dan reacted to Nimrodel in Quest: Dom-Second EncounterCall it Tactics? Adds an element of randomness to the game. or everything [was] pre planned. [retracted] The caster didnt want you to get the mods and thought samon getting a mod would be better. Hence they inspired him. Also inspired is more like a status. [retracted] You hear the other side blow a horn to raise their army's morale and get inspired yourself because you need to fight against an army boosted by their morale... This situation cant really be compared with RL. Also, this is a game. Why does everyone forget that?
Agility is defined as:
1. the power of moving quickly and easily; nimbleness: exercises demanding agility.
2. the ability to think and draw conclusions quickly; intellectual acuity.
Either way you have an advantage over your oponent if you have more agility because you are mentally/physically ahead of him. So with increased agility, you attack double /triple (and so on) times faster in the time a regular individual can attack only once. and each time you attack is called a phase. Thats how agility works basically. And for the sake of swiftness you sacrifice more energy hence weariness damage.
Edited for grammar.
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Dan reacted to Kaya in Quest: Dom-Second EncounterI think it's nice that you can use inspire for more than just helping out your friends. It's just another trick you should be prepared for. Further more it's not to hard to avoid if you have someone with the necessary leadership skills amongst your own, and when you don't... It's no surprise things go a little awry at times.
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Dan reacted to AmberRune in Quest: Dom-Second EncounterWell, let's put this out:
1) We are playing a game on a game. Do things work like they realistically would? No. But that's ok because we are playing like we actually have the ability to sap life when slicing at people with swords. And that some people think or move faster than others. Or, look out, that we have awesome aim, can cast magic, and get stronger off the demise of others. So why not have somebody with an authoritative tone of voice be able to inspire you?
2) Because we seem to want to make this connect to rl somehow, are there not people who sometimes tell you "That was nicely done, keep up the good work"? Does that little comment not give you good feels and make you feel like you're actually doing good? Don't you sometimes work a bit harder to impress the person who complimented you once in hopes that they might compliment you again? Even if they are not exactly your friend or might not even be a person you like in spite of ourselves? Heck I'm happy when people tell me that I gave a nice 2 sentence example in class, when somebody tells me I have a good concept for a project I'm jazzed.
We're social creatures and a little bit of encouragement from anywhere can go a long way
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Dan got a reaction from Change in Quest: Dom-Second EncounterType: Game
Requirement:
know how to play availability of at least 10 minutes each day. Participant fee: 1 item (or more) of any kind but shared item. It can be resources.
Prize:
flowers (from Zyrxae) sawdust (from Eagle Eye) A Cup of Cold Tea.(from Koshu Farsight) sticky goop (from Rikstar, Hiria) Rainbow candy (from Panthea) Piece of cake (from AmberRune) 1 8-Shaped Odd Rock (from DST) 4 BMMO Bronze Gifts (from Lord Tipu) 1 Memory stone (from Mallos) 2 heat stones (from *Nimrodel*, JadenDew) 1 Movelock stone (from Samon) 1 Invisibility Stone (from Rophs) 1 Boostdefence stone (From Syrian) 1 Chaoticboost stone (from Esmaralda) 2 locate stone (from Eara, Jester) 2 mirrorritual stones (from DarkRaptor, Valldore Nal) 3 silver coins (from Dark Demon, Change, Addy) 1 gold coin (from Lintara) 1 wishpoint (from Dan)
Starting Date: Friday 24th May
Place: the forum. We will play on map1
Rules:
Mostly the same as last time. Basically, you create a character, then each turn, you plan your action, talk to each other, fight the others for power or hide to survive. Your choice. Each turn will last for 1 day. You can send in your action any time before 0:00ST. The last 5 players will fight a boss. If they manage to beat the boss, then the heros will proceed to share the reward among themselves. [log='Rules']This game/quest is called D.O.M., or D-oh-M or D. of M., or Dofm, or whatever...
-Edited- M. by no mean stand for or related to Mur.
[hr]
Dom has 4 stages:
FIRST STAGE: Character's creation
Each player will create their own character by adding 3 modifications (mod) to a basic character, and will incarnate that character till then end of stage4. When every player has their character ready, each will choose secretly a location (scene) to begin in, then every character will be teleported to their chosen scene, and stage2 begins. SECOND STAGE: Elimination
Each and every character will carry out any [acronym='option a character is allowed to choose to do in a turn. There are 4 types of action, listed in order of priority: melee, range, magic, and move.']action[/acronym] they want, all according to the rule. This stage ends when there are 5 living characters left. THIRD STAGE: Boss fighting
The boss must be defeated in order for the remaining characters to pass to stage4 FOURTH STAGE: Reward
This stage will only end when there is an agreement amongst all the living characters on how to divide the reward. -Edited- the game mechanism is still in effect in stage4. It would be a shame if an unfortunate accident happened to our heroes who have made it this far, for example: a stab in the back.
-Edited- in stage4, each living character has a new action available, called decision (1 decision/turn, decision can only be made in phase1): until all the living characters make the same decision in the same turn, stage4 will not end.
[hr]
Basic character has 100 hp, 0 mp, 3 defence (def), 8 [acronym='a stat that determines the damage deals to target.']attack[/acronym] (att), 1 movement (mvt), 1 [acronym='number of actions a character can do in 1 turn. It also determines the priority of action of the same type.']agility[/acronym] (agi), 0 range (rg)
All action of range = 0 is melee.
A basic character’s action can be chosen amongst: [acronym='melee action that deals physical damage = (your_att) minus (target_def)']strike[/acronym], intercept, ambush, guard, retrieve, and move.
[hr]
GAME’s MECHANISM:
From stage2 to stage4, the game is divided into turns.
At the beginning of each turn, every living character confirms all of their actions (in order that they will happen if there is more than one).
Each turn is divided into X phases, with X is the greatest agi that a living character has. In the phase 1, the first action of each character is carried out, in order of priority. If any actions have the same priority, they all happen simultaneously. When all action and damage of a phase takes effect, that phase ends and the next phase (if there is) begins.
Each character can only execute 1 action in each phase.
Order of priority: melee > range > magic > move
Amongst actions of the same type of the same phase, action of the character with higher agi has priority.
Weariness: if you lose hp during any turn, add the following damage: damage=for k from 1 to n do sum of〖5×(k^2-agi) 〗, with n is the last phase that you do an action.
Any negative number results from calculation will take the value of zero.
Damage’s calculation has effect immediately when the action is executed.
Only the enteger part of the result of calculation will be taken into account. For exemple: 2.5 is 2; 1.3 is 1; 0.8 is 0.
Promotion: if you are (amongst) the last to deal a hit that makes a character lose his last hp, you gain an extra mod. You can use it at the end of any turns.
When a character dies, any object that character has will belong to the scene.
If a mod contradicts a regular rule, follow the mod. If a higher tier mod contradicts another mod, follow the higher tier. If there is a specific rule for the specific situation, follow the specific rule.
[hr]
GLOSSARY:
Action: option a character is allowed to choose to do in a turn. There are 4 types of action, listed in order of priority: melee, range, magic, and move.
Agility: number of actions a character can do in 1 turn. It also determines the priority of action of the same type.
Ambush: use “ambush [character] at [scene]” to become hidden, move to [scene] and strike [character] when they enters [scene], with damage=(your_att)*2 - target_def. You will lose hidden then or when you do any other action or when you takes damage. Omit [character] to use ambush on the first character enters [scene].
Attack: a character’s stat that determines the damage deals to target.
Condition: temporal change applied to a character. All character starts with no condition.
Damage: amount of hp subtracted from a character’s current hp.
Defence: a character’s stat that reduces the damage you take.
Disable: you can't take any action.
Guard: if target the scene you are in, double your def during the current turn, and you will make the first character that travels through that scene stop in it. If target another character, during this turn, action targeting that character is directed to you instead, any physical damage dealt to you this way will be reduced by the double of your def.
Hidden: your current scene won't be displayed.You have vulnerable until you lose hidden by doing any action or get hit. Double your_att when you do.
Hit: when you successfully does damage to a character.
Hp: it represents a character’s health. The character dies when their hp is 0.
Intercept: use "intercept [character]" to strike [character] when they enter your scene, the damage = (your_att)*2 – target_def. Omit [character] to use intercept on the first character enters your scene.
Move:
A character travels to a scene other than the one he starts the turn in, through all the scenes in between. Distance between the starting scene and the destination can be any integer from 1 to X, with X is the character’s mvt. If the character chooses to move X scenes, with X being any number ends with .5, then, in the current turn, that character moves (X-0.5) scenes, in the following turn, that character moves (X+0.5) scenes. Those moves execute under normal move’s rule. Move can only be executed in phase1 when the character has not taken any melee damage that turn. Range:
The distance between the attacker and its target. When they are in the same scene, the range is 0 and the attack is melee. X range means the character can target any character in scene whose distance is less than or equal to X. Range action’s damage is calculated by damage= (your attack) + (distance) - (defense) Retrieve: use “[retrieve] + [object’s name]” to get an available object in the current scene. You are vulnerable until the end of that turn. You can get the object only if you dont get any hit that turn.
Strike: melee action that deals physical damage = (your_att) – (target_def)
Vulnerable: double any damage you take. [/log]
Please post your inscription here (your character's name, and the item(s) you donate towards the prize).
[log='Map']
[/log]
[log='Current locations at the beginning of Turn 54']
35: [acronym='8att, 28def, 2mvt, 4agi, 10hp_regen']Eaxryz[/acronym] [200/200] -paralyzed jet(3)
35: Web [1/1] {Amber}
35: Web [1/1]
35: Web [1/1]
35: Web [1/1]
35:[acronym='Thick skinned, Iron skin, Action-Reaction, Chivalry, Angelic Sword, 8+2att, 8def, 1mvt, 1agi, 0rg, 1hp_regen']Amber[/acronym][100/100] acid{+1} -1def paralyzed
33:[acronym='Leadersheep, Agile, Sneaky, First-Aid, Jester's Charm{Mallos}, Angelic Sword, 8+2att, 3def, 1mvt, 2agi, 0rg, 1hp_regen']Change[/acronym][150/150][0/5] -3def acid{+1}
34:Demonic Sword
75:[acronym='Time Stand Still, Agile, Athletic,Precision, Demonic Sword, Angelic Sword, 120hp, 0mp, 11+6+2att, 3def, 3mvt, 4agi, 0rg,4hp_degen']Jester[/acronym][79/120] acid{1} -1def
04:[acronym='Spring, Windwalk, Time stands still, Spellholder, Charmer, Enchanter, Angelic Sword ,Angelic Sword, 100hp, 3mp, 8+2+2att, 3def, 3mvt, 2agi, 0rg, 2hp_regen, 13mp_regen']Syrian[/acronym][100/100][5/5] +8upkeep +4mvt +2agi +1mod
33:[acronym='Bow, Upgraded Bow, Hawkeye, Poison, 100hp,0mp,8+3+3+3att, 3def, 1mvt, 1agi, 1rg']Zyrxae[/acronym][100/100] +6mvt +3agi paralyzed(2)
[/log]
[log='Previously...']
35: [acronym='8att, 28def, 2mvt, 4agi, 10hp_regen']Eaxryz[/acronym] [200/200]
Phase 1: Paralyzing Jet{Zyrxae:33}
Phase 2: Spin cobweb
Phase 3: Spin cobweb
Phase 4: Spin cobweb
35: Web [1/1]
35: Web [1/1]
35:[acronym='Thick skinned, Iron skin, Action-Reaction, Chivalry, Angelic Sword, 8+2att, 8def, 1mvt, 1agi, 0rg, 1hp_regen']Amber[/acronym][100/100] acid{+1} -1def
Phase 1: hit web 2 on scene 35. Web is destroyed. Stuck in the other web (pazalyzed)
34:[acronym='Leadersheep, Agile, Sneaky, First-Aid, Jester's Charm{Mallos}, Angelic Sword, 8+2att, 3def, 1mvt, 2agi, 0rg, 1hp_regen']Change[/acronym][150/150][5/5] -3def acid{+1}
Inspire{Jester, AmberRune, Zyrxae, Syrian}
Phase 1: move{33}
34:Demonic Sword
32:[acronym='Time Stand Still, Agile, Athletic,Precision, Demonic Sword, Angelic Sword, 120hp, 0mp, 11+6+3+2att, 3def, 3mvt, 4agi, 0rg,4hp_degen']Jester[/acronym][83/120] +2mvt +1agi acid{1} -1def
Phase 0: Move to 33 -> 34. lose enchantements
Phase 1: Intercept Eaxryz
04:[acronym='Spring, Windwalk, Time stands still, Spellholder, Charmer, Enchanter, Angelic Sword ,Angelic Sword, 100hp, 3mp, 8+2+2att, 3def, 3mvt, 2agi, 0rg, 2hp_regen, 13mp_regen']Syrian[/acronym][100/100][2/5] +11upkeep +4mvt +2agi +1mod
do nothing
33:[acronym='Bow, Upgraded Bow, Hawkeye, Poison, 100hp,0mp,8+3+3+3att, 3def, 1mvt, 1agi, 1rg']Zyrxae[/acronym][100/100] +6mvt +3agi acid{+1} -1def
Phase 1: move to 31. Pazalyzed3
Phase 2: shoot the other web at 35. Pazalyzed3
Phase 3: shoot at Boss at 35. Pazalyzed3
Phase 4: shoot at Boss at 35. Pazalyzed3
[/log]
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Dan reacted to Eagle Eye in Internal Server ErrorAn error occurred
You have reached your quota of positive votes for the day LIKE BUTTONS
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Dan reacted to Jubaris in Internal Server ErrorGo outside...?
http://www.youtube.com/watch?v=f5JKCxeWahE
NOOOOOOOOOOOO!
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Dan got a reaction from Eagle Eye in Internal Server ErrorMD-Post Apocalypse Edition: now with zombie grasans and more...
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Dan got a reaction from Chewett in Cleaning up Seighearts "Day of Fear"That statement sends fear down my spine. I want to see my rewards before i die >.<"
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Dan reacted to Rophs in Quest: Dom-Second EncounterRophs
Invisibility Stone
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Dan reacted to Kaya in Quest: Dom-Second EncounterSamon
Movelock stone
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Dan reacted to Zyrxae in Quest: Dom-Second EncounterZyrxae
Some flowers