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Post by LadyLambdadelta on Dec 4, 2013 6:53:33 GMT
Okay, so basically my idea here is rather than having separate variants of essentially the same mode, like what was done with "Classic DN" and "Regular DN"... We just make all the modes have different settings to toggle on and off, usually having to do with roles. Here's some ideas of what I have in mind for such things, sometimes not even being mode-specific, as well as some new roles tossed in: General Settings
- Computer [On/Off] (Whether or not the computer is usable.)
- Announcements [On/Off] (Whether or not the computer can make announcements.)
- Anonymous [On/Off] (With this on, the announcements always sound like a mechanical voice with no distinguishable way to tell who's making them. With this off, the announcement displays with the student's hair color alias, letting you know that their voice is not disguised and possible to make out.)
- Timed [On/Off] (Whether or not someone can set a timer when making an announcement, recording it and then later playing it after a certain period of time. Could be used for interesting tricks, such as attempting to create an alibi for yourself or leaving behind a post-death message that everyone will hear.)
- Roster [On/Off] (Whether or not the computer has access to the student roster.)
- Messaging [On/Off] (Whether or not the computer can send text messages to PDAs and other computers.)
- Key Cards [0-4] (How many Key Cards there are, from none to four, which allow a student to escape the school lock-down.)
Death Note Mode- Kira [On/Off] (Whether or not there is an original Kira. This is forced to stay toggled on and cannot be changed to off UNLESS the Shinigami is toggled on, as the Shinigami can essentially create a Kira anyway.)
- With Shinigami Eyes [On/Off] (Whether or not Kira starts out with the Shinigami Eyes, for lulz, maybe. Expect the round to be quick when you turn this on, unless Kira's more merciful than that.)
- Shinigami [On/Off] (Whether or not there is a Shinigami present, visible and audible only to those who have touched part of a certain notebook.)
- With Death Note [On/Off] (Whether or not the Shinigami has their own Death Note, which they can use themselves or drop for a student to take.)
- With Eyes Deal [On/Off] (Whether or not the Shinigami is able to make the Eyes Deal.)
- With Code [On/Off] (With this on, the Shinigami writing, saying, or emoting the name of a student will cause them to turn to dust without the message/writing going through at all due to breaking the Shinigami Code. With this off, the Shinigami is able to write or say ONE name successfully, but will turn to dust immediately afterwards. If they try to cram more than one name into the same message, only the first one will remain, as to try and prevent this from being abused.)
- "Companion" [Kira/Eyes/Kira2/Detective/None] (Who can initially see and hear the Shinigami? This is for setting up particular scenarios, like one where the student with Shinigami Eyes doesn't have their Death Note anymore at the moment, but their Shinigami is still around, OR a situation like Kira telling the Shinigami to stick with the detective for whatever reason after losing his old Death Note. The default should be "Kira", but setting this to "None" will allow the Shinigami to choose a "Kira" of their own by giving a student their Death Note.)
- Shinigami Eyes Bearer [On/Off] (Whether or not there is a student with the Shinigami Eyes, but no Death Note.)
- Second Kira [On/Off] (Whether or not there is a separate Kira with a Death Note around. Requires Kira to be toggled on.)
- With Shinigami Eyes [On/Off] (Whether or not the Second Kira has Shinigami Eyes. Again, this is a silly option that probably isn't smart to turn on in most cases, but I feel I should leave it here for completeness.)
- Detective [On/Off] (Whether or not there is a detective at the school with information on Kira the other students do not know.)
- With Information (Toggle what the detective does and doesn't know about Kira. Killing methods, possibility of certain student(s) being Kira, etc.)
- With Death Note [On/Off] (Whether or not the detective has a Death Note of their own, obtained through some clever gambit.)
- With Shinigami Eyes [On/Off] (Whether or not the detective has- Wait, what? Why would they have these? This is just silly, but it could make for an interesting round.)
[li]Death Note Capabilities[/li] - Custom Killings [On/Off] (Whether or not the Death Note allows you to specify a cause of death. By toggling this off, you can keep a round simpler by only allowing Death Note killings by heart attack.)
- Tear Page [On/Off] (You can tear paper from the Death Note, and those pieces will function just like the Death Note, but with limited writing space and being harder to detect.)
- Death Warning [On/Off] (Whether or not a victim of the Death Note will get a message alerting them of their impending doom, seconds before they're killed.)
[/ul]
Umineko Mode
- Blue Truth [On/Off] (Whether or not everyone can use the Blue Truth, including students. With this toggled off, only the roles are capable of speaking in Blue, if allowed.)
- Witch Powers (Toggle certain Witch abilities on/off.)
- Furniture [On/Off] (Whether or not there is 1 piece of "furniture" starting out, otherwise known as a servant to the Witch.)
- Furniture Powers (Toggle certain Furniture abilities on/off.)
- Voyager Witch (Whether or not there is a second Witch, but one of greater or equal power who is moreso just there to observe and relieve her boredom. She may or may not side with the humans against the first Witch, but generally they'll avoid direct conflict. Perhaps certain limits could be imposed to encourage that lack of confrontation?)
- Voyager Witch Powers (Toggle certain Voyager Witch abilities on/off.)
- Detective/Inquisitor [On/Off] (Whether or not there is a detective/inquisitor. Sometimes this person is just a human gifted with certain privileges by the Voyager Witch, so that they can stand up to the Witch and confront her properly, while other times they may have a more supernatural origin.)
- With Blue Truth [On/Off] (Whether or not the Detective can wield the Blue Truth. This overrides the general Blue Truth toggle, so that one can make it so none of the non-Witches except the Detective can speak in Blue.) "The victim was clearly strangled, as shown by the markings on his neck! It wasn't magic causing the air to vanish from his lungs at all, or anything of the sort! And his body wasn't transported downstairs by magic, there are open air vents in plain sight! Those were used to move the corpse without anyone else noticing a thing!"
[/ul] - With Red Truth [On/Off] (Whether or not the detective can wield a limited version of the Red Truth. They cannot freely confirm things as true, but they can use the Red to state preset messages in the form of Van Dine's Commandments or Knox's Decalogue. Selecting the Red Truth command in-game will bring up a box listing each of the "rules", and selecting the appropriate one will have the detective speak that Red Truth.) "Knox's 4th: It is forbidden for unknown drugs or hard to understand scientific devices to be used!" "Van Dine's 1st: It is forbidden to have a crime without all clues presented!"
- With Sword [On/Off] (Whether or not the detective has a weapon for direct confrontation with witches. The Truths are merely knife wounds, while the longsword is meant for aiding in providing a more decisive blow to the witch. Essentially just a unique weapon they spawn with, like the Nanaya's Nanatsu-Yoru, to put them above humans when it comes to actually fighting witches. Most likely just an improved Alondite, faster and more stamina-efficient with possibly a damage buff too. I don't really know how much damage the Alondite does, so I can't say for sure how necessary that would be.)
[/ul] Keep in mind that I avoided listing some generic settings that will probably be included anyway, if they haven't already. You know, like Hoard Delay and Lethality.
Oh! One final suggestion I figure is worth mentioning before I post this. I dislike Pyrce High's character customization, as the hair colored aliases were part of MH's charm, and I love that you brought that back. However, I do think it'd be neat to have a Game Option for picking your "Favorite Hair" the same way you can set Gender. Your Favorite Hair would be a preferred choice for icon, and if nobody else picked that hair color, you get it. It would also of course be possible to simply keep your favorite as "random", like usual.
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Post by MetaFrosty on Dec 4, 2013 10:00:58 GMT
Hi, thanks for the suggestions! I'll go though them and share my thoughts, though I should note that liking them doesn't necessarily mean they'll make it in, or not liking them means they definitely won't get in.
Okay, so basically my idea here is rather than having separate variants of essentially the same mode, like what was done with "Classic DN" and "Regulard DN"... We just make all the modes have different settings to toggle on and off, usually having to do with roles. Here's some ideas of what I have in mind for such things, sometimes not even being mode-specific, as well as some new roles tossed in: First of all, I'm a little hesistant about the idea of too many toggles. This isn't a definite no, but I would like to avoid clogging up the game options and making it confusing for new hosts. I do like the idea of being able to vary the modes though. General Settings
- Computer [On/Off] (Whether or not the computer is usable.)
- Announcements [On/Off] (Whether or not the computer can make announcements.)
- Anonymous [On/Off] (With this on, the announcements always sound like a mechanical voice with no distinguishable way to tell who's making them. With this off, the announcement displays with the student's hair color alias, letting you know that their voice is not disguised and possible to make out.)
- Timed [On/Off] (Whether or not someone can set a timer when making an announcement, recording it and then later playing it after a certain period of time. Could be used for interesting tricks, such as attempting to create an alibi for yourself or leaving behind a post-death message that everyone will hear.)
- Roster [On/Off] (Whether or not the computer has access to the student roster.)
- Messaging [On/Off] (Whether or not the computer can send text messages to PDAs and other computers.)
- Key Cards [0-4] (How many Key Cards there are, from none to four, which allow a student to escape the school lock-down.)
-For the record, most players see the announcements as a text to speech sort of thing, so there's no voice disguising going on. There could be an option to enter your alias, but it's easy enough to state it in the message if you need to clarify who you are. -I like the idea of timed messages. I may implement this as a standard feature of the computer. -What I'm planning for the roster is that you'll be able to enter in a PDA number and it'll return you the information of who-ever it belongs to, rather than being freely able to sort through every student's data in the school. With it working this way, I'm not sure I see a need for a seperate toggle. -I like the idea of being able to message PDAs directly. I approve this -Key cards will be included in item spawn rates when I get that working, so a higher rate will spawn more key cards Death Note Mode- Kira [On/Off] (Whether or not there is an original Kira. This is forced to stay toggled on and cannot be changed to off UNLESS the Shinigami is toggled on, as the Shinigami can essentially create a Kira anyway.)
- With Shinigami Eyes [On/Off] (Whether or not Kira starts out with the Shinigami Eyes, for lulz, maybe. Expect the round to be quick when you turn this on, unless Kira's more merciful than that.)
- Shinigami [On/Off] (Whether or not there is a Shinigami present, visible and audible only to those who have touched part of a certain notebook.)
- With Death Note [On/Off] (Whether or not the Shinigami has their own Death Note, which they can use themselves or drop for a student to take.)
- With Eyes Deal [On/Off] (Whether or not the Shinigami is able to make the Eyes Deal.)
- With Code [On/Off] (With this on, the Shinigami writing, saying, or emoting the name of a student will cause them to turn to dust without the message/writing going through at all due to breaking the Shinigami Code. With this off, the Shinigami is able to write or say ONE name successfully, but will turn to dust immediately afterwards. If they try to cram more than one name into the same message, only the first one will remain, as to try and prevent this from being abused.)
- "Companion" [Kira/Eyes/Kira2/Detective/None] (Who can initially see and hear the Shinigami? This is for setting up particular scenarios, like one where the student with Shinigami Eyes doesn't have their Death Note anymore at the moment, but their Shinigami is still around, OR a situation like Kira telling the Shinigami to stick with the detective for whatever reason after losing his old Death Note. The default should be "Kira", but setting this to "None" will allow the Shinigami to choose a "Kira" of their own by giving a student their Death Note.)
- Shinigami Eyes Bearer [On/Off] (Whether or not there is a student with the Shinigami Eyes, but no Death Note.)
- Second Kira [On/Off] (Whether or not there is a separate Kira with a Death Note around. Requires Kira to be toggled on.)
- With Shinigami Eyes [On/Off] (Whether or not the Second Kira has Shinigami Eyes. Again, this is a silly option that probably isn't smart to turn on in most cases, but I feel I should leave it here for completeness.)
- Detective [On/Off] (Whether or not there is a detective at the school with information on Kira the other students do not know.)
- With Information (Toggle what the detective does and doesn't know about Kira. Killing methods, possibility of certain student(s) being Kira, etc.)
- With Death Note [On/Off] (Whether or not the detective has a Death Note of their own, obtained through some clever gambit.)
- With Shinigami Eyes [On/Off] (Whether or not the detective has- Wait, what? Why would they have these? This is just silly, but it could make for an interesting round.)
[li]Death Note Capabilities [/li] - Custom Killings [On/Off] (Whether or not the Death Note allows you to specify a cause of death. By toggling this off, you can keep a round simpler by only allowing Death Note killings by heart attack.)
- Tear Page [On/Off] (You can tear paper from the Death Note, and those pieces will function just like the Death Note, but with limited writing space and being harder to detect.)
- Death Warning [On/Off] (Whether or not a victim of the Death Note will get a message alerting them of their impending doom, seconds before they're killed.)
[/ul] -Giving the original Kira Shinigami Eyes is definitely not going to work out, especially if it ends up in the hands of someone who doesn't wish to RP and instead goes around writing all the names they see. -Pyrce has proven to me that the Shinigami is inherently uninteresting to play as, especially if you lose your Kira or they hog the notebook but don't do anything with it. There are steps that could probably be taken to make it more interesting but for now I think I would rather stick with keeping everybody as a student and visible. -Making Eye/Second Kira optional would be a little awkward. It may be considered once the mode has gone through RP playtesting to see how things play out as they are -The detective essentially serves as anti-metagaming by giving the players a legitimate way to discover. I don't think players will read through the roles they receive once they believe they understand them, so altering what information they might not be the best idea. Also again, fiddling with scenarios is a little awkward, but we'll see. -The custom death function is optional of course, but a toggle would be simple. -Tearing pages is entirely possible. It would have to be limited to names alone though. -Players receive a message shortly before they die, but I think you're asking for a message that you get as soon as you're cursed to die? I'm not sure, I think the sudden death is part of what makes the death note effective if you get what I mean.
Umineko Mode
- Blue Truth [On/Off] (Whether or not everyone can use the Blue Truth, including students. With this toggled off, only the roles are capable of speaking in Blue, if allowed.)
- Witch Powers (Toggle certain Witch abilities on/off.)
- Furniture [On/Off] (Whether or not there is 1 piece of "furniture" starting out, otherwise known as a servant to the Witch.)
- Furniture Powers (Toggle certain Furniture abilities on/off.)
- Voyager Witch (Whether or not there is a second Witch, but one of greater or equal power who is moreso just there to observe and relieve her boredom. She may or may not side with the humans against the first Witch, but generally they'll avoid direct conflict. Perhaps certain limits could be imposed to encourage that lack of confrontation?)
- Voyager Witch Powers (Toggle certain Voyager Witch abilities on/off.)
- Detective/Inquisitor [On/Off] (Whether or not there is a detective/inquisitor. Sometimes this person is just a human gifted with certain privileges by the Voyager Witch, so that they can stand up to the Witch and confront her properly, while other times they may have a more supernatural origin.)
- With Blue Truth [On/Off] (Whether or not the Detective can wield the Blue Truth. This overrides the general Blue Truth toggle, so that one can make it so none of the non-Witches except the Detective can speak in Blue.) "The victim was clearly strangled, as shown by the markings on his neck! It wasn't magic causing the air to vanish from his lungs at all, or anything of the sort! And his body wasn't transported downstairs by magic, there are open air vents in plain sight! Those were used to move the corpse without anyone else noticing a thing!"
[/ul] - With Red Truth [On/Off] (Whether or not the detective can wield a limited version of the Red Truth. They cannot freely confirm things as true, but they can use the Red to state preset messages in the form of Van Dine's Commandments or Knox's Decalogue. Selecting the Red Truth command in-game will bring up a box listing each of the "rules", and selecting the appropriate one will have the detective speak that Red Truth.) "Knox's 4th: It is forbidden for unknown drugs or hard to understand scientific devices to be used!" "Van Dine's 1st: It is forbidden to have a crime without all clues presented!"
- With Sword [On/Off] (Whether or not the detective has a weapon for direct confrontation with witches. The Truths are merely knife wounds, while the longsword is meant for aiding in providing a more decisive blow to the witch. Essentially just a unique weapon they spawn with, like the Nanaya's Nanatsu-Yoru, to put them above humans when it comes to actually fighting witches. Most likely just an improved Alondite, faster and more stamina-efficient with possibly a damage buff too. I don't really know how much damage the Alondite does, so I can't say for sure how necessary that would be.)
[/ul] -Students will definitely get the power to use the blue, although depending on how it plays out, it may not stick. It might become subject to constant abuse, after all! -We'll see what powers the witch will have first before deciding whether to make them toggle-able. -A voyager is a possibility -I like the idea of a detective, although I would like to avoid the round revolving around them and the witch as they did in Pyrce when Beatrice and Battler were in the game. Perhaps that was inherently because the two had icons that stood out though, so we'll see. An interesting note I thought of was that maybe the detective can't attack other students, as the detective's proclamation makes it impossible to be a "culprit". If students end up not being able to use blue, the detective is a good alternative. And I do like the limited red truth idea as well.
Oh! One final suggestion I figure is worth mentioning before I post this. I dislike Pyrce High's character customization, as the hair colored aliases were part of MH's charm, and I love that you brought that back. However, I do think it'd be neat to have a Game Option for picking your "Favorite Hair" the same way you can set Gender. Your Favorite Hair would be a preferred choice for icon, and if nobody else picked that hair color, you get it. It would also of course be possible to simply keep your favorite as "random", like usual.
Maybe. It could be a bit messy but I might consider it.
[/quote]
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Post by fennec on Dec 4, 2013 14:44:51 GMT
I'm not 100% sure I like the idea of a Detective role in Umineko. Along with the danger of having RPs revolving around only a handful of people, it can also limit the RP possibilities for the Witch. While there's "Red Truth" and "Blue Truth", the Witch isn't actually Beatrice. The Witch can be anything you want. For example, I've done RPs where the witch was obsessed with stealing other people's beautiful features and kills them for it. Introducing a Detective might make it too similar to Umineko—which is bad for people who don't know much about the series. (On that note, you might want to make the abilities of "Red Truth" and "Blue Truth" more clear, as I was only able to get the basic gist due to reading about them a long time ago. I'm still trying to figure out if it's just flavor or if they have any actual impact in-game, like "You will get stabbed" would cause the person to randomly get stabbed or something. I'm assuming it has SOME impact, but "The Red Truth can only be used to tell the absolute truth. Any lies will cause it to become useless" doesn't make it 100% clear...)
Although, on a related note, I think it would be helpful if you could include a "Role On/Off" toggle for individual players that would allow them to disable being randomly selected for roles in general. Some players don't WANT to play with a role; new players in particular may want to play a little bit and get the hang of the game before they spawn with the DN or the ability to transform into a butterfly. The toggle could be overridden if there aren't enough players, or if everyone has the role disabled.
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Post by LadyLambdadelta on Dec 4, 2013 16:10:08 GMT
Thanks for the reply! I appreciate you taking a look at my suggestions, and I'll help clarify some things that I might not have made clear. First of all, I'm a little hesistant about the idea of too many toggles. This isn't a definite no, but I would like to avoid clogging up the game options and making it confusing for new hosts. I do like the idea of being able to vary the modes though.Yeah, I can understand what you mean. A bunch of my ideas for toggles could probably be trimmed out easily enough, anyway. Alternatively, there could be an in-game Help menu for Hosts that tells them the things I put in parentheses, a short and simple description of what the toggle does. Sure, there'd be a bit of a learning curve to it, but I think any new host should be able to get the hang of what does what after a few minutes of reading, I think. If some of these things don't make it as toggles though, would they end up as separate game modes instead? To be honest, there are times when I like the idea of doing a round with or without a certain role, to change things up a bit. For instance, not having someone with Shinigami Eyes in the round can make things more challenging for Kira, as they'll have to actually get peoples' names through smoothtalking or somehow getting their PDA. -For the record, most players see the announcements as a text to speech sort of thing, so there's no voice disguising going on. There could be an option to enter your alias, but it's easy enough to state it in the message if you need to clarify who you are. -I like the idea of timed messages. I may implement this as a standard feature of the computer. -What I'm planning for the roster is that you'll be able to enter in a PDA number and it'll return you the information of who-ever it belongs to, rather than being freely able to sort through every student's data in the school. With it working this way, I'm not sure I see a need for a seperate toggle. -I like the idea of being able to message PDAs directly. I approve this -Key cards will be included in item spawn rates when I get that working, so a higher rate will spawn more key cards-Odd, I actually never thought of it that way. I've always thought it was speaking, but I guess the text-to-speech thing makes a lot of sense too. Anyway, it's true that you can just say who you are in the announcement, but with Anonymous Voice there's no guarantee of that being the truth. It's not really a necessary feature, I agree. A lot of my suggestions list was me jotting down everything I could think of before it left my head, not to mention it was late at night, so there are some less thought out options. =Text to speech also makes the timed messages thing sound a bit more viable, so this is a plus. Anyway, it being a standard feature sounds good. I think it makes some sense too, since there are probably real schools out there with timed announcements, I assume. =Anyway, being able to input a PDA number to find someone's name sounds great, and would really speed things up in a round. I definitely like that, and I look forward to it being implemented. -I'm glad you like the idea of messaging PDAs from the computer. I think it'd be an interesting way to go about contacting someone, since if you use the computer, you're essentially anonymous because the other person can't just look up your PDA number. Well, granted, you could also use a dead person's PDA, but the computer's more reliable. Maybe even make it possible to send timed PDA messages from the computer too? Could be funny- I mean interesting. -Sounds good to me, though I personally still like the idea of being able to toggle Key Cards off entirely for certain rounds. Either way's good.-Giving the original Kira Shinigami Eyes is definitely not going to work out, especially if it ends up in the hands of someone who doesn't wish to RP and instead goes around writing all the names they see. -Pyrce has proven to me that the Shinigami is inherently uninteresting to play as, especially if you lose your Kira or they hog the notebook but don't do anything with it. There are steps that could probably be taken to make it more interesting but for now I think I would rather stick with keeping everybody as a student and visible. -Making Eye/Second Kira optional would be a little awkward. It may be considered once the mode has gone through RP playtesting to see how things play out as they are -The detective essentially serves as anti-metagaming by giving the players a legitimate way to discover. I don't think players will read through the roles they receive once they believe they understand them, so altering what information they might not be the best idea. Also again, fiddling with scenarios is a little awkward, but we'll see. -The custom death function is optional of course, but a toggle would be simple. -Tearing pages is entirely possible. It would have to be limited to names alone though. -Players receive a message shortly before they die, but I think you're asking for a message that you get as soon as you're cursed to die? I'm not sure, I think the sudden death is part of what makes the death note effective if you get what I mean. -That was more of a joke suggestion anyway. I agree that giving Kira the Eyes would be pretty pointless and silly. -I honestly disagree, and I know people who absolutely love playing as the Shinigami, and would be disappointed if it were left out. I think rather than outright deciding not to implement it, there might be a way to make him "more active"? I'm not sure how to do that, but it may be a possibility if you're so set on removing it. If you really don't like it though, I think going the route of having the Shinigami role optional would be fine. Doesn't have to be added really soon, but I still like the Shinigami, especially for rounds where there is no initial Kira and the Shinigami's the one who makes one. Well, if you're absolutely sure you don't want the Shinigami, I'll try not to pursue the subject any further than this. It'd be a shame to lose it, but I suppose the mode can do without it. -Well, I think making them optional would generally be more beneficial for smaller games. A game with Kira, the Detective, Shinigami Eyes, a second Kira, and 1 Student... Yeah, it's obvious who's gonna feel left out here, until one of the Kiras probably inevitably kills him. For smaller games, just Kira and Detective should be fine, or maybe Kira + Detective + Eyes at most. A second Kira seems like overkill for certain rounds, because I can say from personal experience that there are times a round is so small that one of the Kiras barely gets to do any killing thanks to the other one doing everything. -Yeah, the information thing wasn't that great an idea. I should've thought that one through more. Still, I personally dislike how the detective always starts with a Death Note. It feels incredibly biased towards the detective winning in those cases. You know how in MH/PH, people would inevitably metagame and freak out over the sign of a black notebook? Well now you're giving one player, or more depending on who the detective tells, an in-character reason to do that. And it sounds irritating to me, to be frank. If you're really going to make the detective starting with a DN mandatory, I hope you at least add storing items as soon as possible. As it is now, Kira's practically doomed from the start unless they're REALLY lucky and finds the Eyes fast or the detective happens to be a moron. -Minor suggestion anyway, I just thought it could be neat to have a round with only heart attacks since that'd make it clearer who's dying by Kira. Granted, that only makes things even harder for Kira in a game where I already think he's at a disadvantage, but I digress. -Names only on torn paper sounds fine, and makes enough sense since I assume it just means you're ripping off tinier pieces rather than full pages. -No, that's not what I meant. I mean the message that's already there being togglable, but in hindsight it's a really unnecessary feature, so feel free to ignore that suggestion. I think it's fine how it is.-Students will definitely get the power to use the blue, although depending on how it plays out, it may not stick. It might become subject to constant abuse, after all! -We'll see what powers the witch will have first before deciding whether to make them toggle-able. -A voyager is a possibility -I like the idea of a detective, although I would like to avoid the round revolving around them and the witch as they did in Pyrce when Beatrice and Battler were in the game. Perhaps that was inherently because the two had icons that stood out though, so we'll see. An interesting note I thought of was that maybe the detective can't attack other students, as the detective's proclamation makes it impossible to be a "culprit". If students end up not being able to use blue, the detective is a good alternative. And I do like the limited red truth idea as well.-If it's abused, that would be a shame, but I think that could be at least slightly decreased by giving even students a "role message" at the start of the round with a description on what you're SUPPOSED to use Blue Truth for. Alternatively, maybe make it so no student starts with the ability, but give Witches the ability to "enable" Blue Truth in humans? Actually, I like this second idea more. It'd probably work really well, and be accurate, since Beatrice was the initial reason Battler even knew how to speak in Blue anyway. If you make it a Witch power to enable it, then only those properly able to combat the Witch (aka non-idiots) will be given the ability to use it. Now, you might say that the Witch may abuse that and just not give anyone Blue Truth, but... You could say the same for any of the Witch's powers. They're all abusable, which is why you have to hope the one who gets the Witch is someone willing to actually roleplay. In a way, most roles are "abusable" in some way, but that's unavoidable. If they didn't have something other students didn't, it'd be pointless. -Yeah, the togglable powers was just a side idea. It's probably not necessary any time soon. -I think the Voyager Witch could be narrowed down even more to be just an "anti-witch witch" role of its own rather than neutral, if that makes it easier for turning it into a concrete role with an actual purpose. That'd be a little less accurate to canon, but simpler for the purposes of the game. It would also make the idea of them being able to make detectives while the standard Witch makes furniture a more distinctive mechanical difference, should you decide to add that. -Oh, of course, it shouldn't be all about the detective and witch. I do think the icons standing out was probably the main issue, though. If the detective and witch are simply students like everyone else, except with the witch appears in her other form, then it feels more like students vs the witch rather than detective vs the witch. I completely agree with the idea of making it "impossible for the detective to be a culprit", but maybe make it so they only can't use lethal damage against a non-witch? It'd be pretty silly for them to be totall defenseless against everyone, so they should at least be able to defend themselves by knocking an attacker unconscious. The limited Red Truth for the detective is probably my favorite part of all my suggestions, and I'd really love to see that implemented. It would give the detective a distinctive advantage against the witches, while at the same time not really being a "broken" ability. I think it's just right in terms of game balance, and would really make the rounds a lot cooler when it comes to showdowns against the Witch.
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Post by LadyLambdadelta on Dec 4, 2013 16:20:35 GMT
I apologize for the double post. but... I'm not 100% sure I like the idea of a Detective role in Umineko. Along with the danger of having RPs revolving around only a handful of people, it can also limit the RP possibilities for the Witch. While there's "Red Truth" and "Blue Truth", the Witch isn't actually Beatrice. The Witch can be anything you want. For example, I've done RPs where the witch was obsessed with stealing other people's beautiful features and kills them for it. Introducing a Detective might make it too similar to Umineko—which is bad for people who don't know much about the series. (On that note, you might want to make the abilities of "Red Truth" and "Blue Truth" more clear, as I was only able to get the basic gist due to reading about them a long time ago. I'm still trying to figure out if it's just flavor or if they have any actual impact in-game, like " You will get stabbed" would cause the person to randomly get stabbed or something. I'm assuming it has SOME impact, but "The Red Truth can only be used to tell the absolute truth. Any lies will cause it to become useless" doesn't make it 100% clear...) Although, on a related note, I think it would be helpful if you could include a "Role On/Off" toggle for individual players that would allow them to disable being randomly selected for roles in general. Some players don't WANT to play with a role; new players in particular may want to play a little bit and get the hang of the game before they spawn with the DN or the ability to transform into a butterfly. The toggle could be overridden if there aren't enough players, or if everyone has the role disabled. Beatrice has no connection to the existence of a detective role. Willard and Dlanor were involved in plenty of cases, and Dlanor herself is basically a "Witch Hunter". I don't see anything at all that suggests the Witch has to be exactly like Beatrice, and my ideas for the Witch only give her abilities that all Witches already have the capability to do, even Bern and Lambda. It's nothing at all exclusive to Beatrice. Maybe if I were suggesting the Witch had 7 pieces of furniture and a stockpile of gold hidden in the school, then that accusation would make some sense, but right now I have no clue what exactly you're getting at by claiming the Witch's RP possibilities are "limited". There's nothing at all limited about them. "You're a witch and you can use magic, go troll some humans and make them believe in your existence." That's about as open-ended as it gets. The Red and Blue Truth exist without Beatrice too, so I'm just really confused at what your point is. As for the detective, I strongly disagree about it being a bad idea. The only way the detective would steal the show is if the other students let them. Students can find evidence and make theories just as well as the detective. The only thing the detective should really have by default to help that are Van Dine and Knox's rules, and those rules aren't a certain "these will fuck over the witch" thing. Even with those rules, it's no guarantee the detective can handle everything on their own. Even Battler had a lot of help, granted his role as "the detective" in the series is highly debatable at times. I think the detective would add a lot to the mode, just like the detective adds a lot to Death Note mode. Why aren't you accusing the DN Mode Detective of being a bad idea for the same reasons? They have a huge advantage over other students towards figuring out who Kira is, even MORE than the Witch Detective would have, actually. The Witch Detective gets no special information, only some powerful "rules" to help them create theories. Nothing more, and nothing less. Meanwhile, the DN Detective knows pretty much everything about Kira aside from who they are. They know the exact method of killing, as it is right now, due to having a Death Note, and they presumably know that Kira is in the school during the lockdown. Oh, and I'll gladly make a tutorial about the Truths somewhere in the forum as a guide for new players. In fact, I think I'll go make some general guide in general for Umineko mode, as it really is a bit harder to understand unless you've read the novels. I'll do my best, though.
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Post by MetaFrosty on Dec 4, 2013 17:57:40 GMT
Storing items in containers has now been added.
(In future, can you use a different color? The blue is kinda eye-hurting, haha).
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Post by LadyLambdadelta on Dec 4, 2013 19:06:17 GMT
Sorry about that, it just felt natural to go at Red with Blue, ha. I changed it to a lighter shade of blue, how does that look?
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Post by Julius Clonkus on Dec 5, 2013 4:52:51 GMT
Well, I love the mentality in here already; I'd throw in my support for most of the Witch- err, Umineko suggestions because I'm obviously a sucker for that.
Especially the furniture part. That usually came into play way back anyway, with people using a resurrect charge to pull someone onto their side...if that person was willing to play along, at the very least.
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Post by LadyLambdadelta on Dec 5, 2013 7:38:27 GMT
You reminded me that I was gonna make a list of Witch Power suggestions, though that might take me a bit to think up and elaborate on in detail.
Partly due to laziness, but still.
Anyway, the main thing with furniture I imagine is that they'd be able to use the Red, as well as possibly bypass doors in some way, but not go through walls. That'd give them access to just about every place a witch would, but less mobility in comparison. They'd probably have some form of increased damage too, maybe? The most important part though, in my opinion, is figuring out exactly what sort of limit to place on the amount of possible furniture. A set number? A percentage of the total players in the game? And even then, what should that number or percentage be? I was thinking maybe 15-20% of the total players would likely be fine, with a minimum of 1 furniture unless there's some ridiculously small amount of players like 3-4. I think once the player count hits 5, it may be fine enough for there to be 1 piece of furniture, but from that point on I'm not sure when to let it go up. Maybe +1 maximum furniture for every 4 total players, not counting the witch herself, to an absolute max of 3 or 4 furniture? So that'd be...
2-4 players: 0 furniture 5-7 players: 1 furniture 8-11 players: 2 furniture 12-15 players: 3 furniture 16+ players: 4 furniture
That actually sounds pretty decent, in my opinion. What do you guys think? It could be cut back to 3 max furniture though, to be honest, since now that I think about it 4 is kinda excessive. A witch with 3 pieces of furniture should cause more than enough trouble even for a group of nearly 20 players, assuming all furniture has superhuman capability.
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Post by Julius Clonkus on Dec 5, 2013 15:12:53 GMT
Well, the biggest advantage of Furniture would be that they obviously wouldn't count towards the Magic Toxin counter. You'd never be sure if the group of three you had would be safe from butterflies or stakes because one of them might not be on their side AND not be able to cockblock magic.
You know, I regard the fact that people love to move in giant hordes as they do in PH as a pretty large malus to gameplay entertainment value. Only very few culprits can actually do something like achieving the And Then There Were None with a suitably crowded round. Making the individual culprits more powerful isn't really the way to go, I think - makes smaller rounds just uncomfortably one-sided. Having furniture/accomplices goes a long way to fixing that problem, I suppose. A large group can be thrown into total disarray if the accomplices cause trouble together; small groups shattered by a single infiltrator in cooperation with the culprit.
That way you won't empower the culprit itself too much and decrease the viability of large student stampedes ever-so-slightly by increasing the odds of someone with ill intent being among them. Even if the culprit is identified; can you trust everyone else from that point onwards? Or is there someone else working with him? Well, what do you think, everyone~?
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Post by Kamuna on Dec 5, 2013 18:23:08 GMT
I do believe that "Furniture", though I never heard of them until I read this (In relation to Misuterii High, I'm more of a Higurashi fan than Umineko fan, and more of a Tsukihime/Kagetsu Tohya/Melty Blood fan [All time favorite series, actually.] than Higurashi fan.), would be a pretty nice addition to the game if both the ma'am and sir's methods and/or ideas from the two posts above are incorporated into it.
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Post by LadyLambdadelta on Dec 5, 2013 19:00:58 GMT
In simple terms, "furniture" just means servants to the witch, Shiki. More literally, they're accomplices to the killer.
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Post by Kamuna on Dec 6, 2013 2:53:55 GMT
Yeah, I know, I got that from reading your suggestions.
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Post by LadyLambdadelta on Dec 6, 2013 16:54:08 GMT
Well now I feel like an asshole.
Anyway, Julius has a point that accomplices already pretty much were a thing sometimes in PH when the Witch revived people. That could even be one way to make furniture, by turning a "dead" student into furniture? I dunno, that one's kind of a stretch and probably not necessary, but it's a possibility. I shouldn't come up with ideas when it's really early in the morning or really late at night.
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NotSoKaito
New Member
An Amateur Writer and Champion of Shiki
Posts: 29
Byond key: NotSoKaito
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Post by NotSoKaito on Dec 6, 2013 22:26:41 GMT
Soo, I had an idea for the Umineko mode:
Golden Hour - On/Off - This one will work ONLY if the cause of the end of the game is time running out.
Basically, at 5 AM, all students would start seeing the goat-men, who would disappear when they get in contact, golden butterflies which do no harm and whisper "The prize is coming...".
6 AM would go something along the lines of "As the clock hits 6 AM, the hands of the clock stop, and so do you.", and the Witch would receive such choices:
- "Would you want to start a banquet? - Yes/No" - If Yes is picked, the questions continue. If No is picked, the game ends. - "Would you want to chain the non-believers?" - If Yes is picked, everyone who has not converted to Witch's side gets chained and forced to walk few tiles behind the witch. - "Would you want more guests for the feast? Yes/No" - If Yes is picked, all the watchers receive a question "Do you want to go on a feast? Yes/No". Any Watcher who says Yes will turn into a goatman and teleport into the hall. - "Would you want to reward your Furnitures? Yes/No" - Anyone who has been turned into Furniture receives [Frosty, decide pls].
After those, all the survivors get text "Everything around you goes white.". Everyone gets teleported into a expensive looking hall, which [as well as most of what I imagine] looks something like this (http://tinyurl.com/kgdjg4s - pages 9 - 22). Also, the game is up for additional [Frosty, decide pls] in-game hours.
Pros:
- More Umineko in the Umineko mode - More feel to the RP - You don't really see what happens when the time ends, but with Golden Hour, you will.
Cons:
- Requires RP co-operation (which will probably be difficult in the full version) - Lengthens the round - One more toggle
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