OOC Milaheim online. (Virtual Reality MMORPG Roleplay with it's own forum for ultimate convenience!)

Discussion in 'Role Playing' started by Cosette, Aug 17, 2013.

  1. Cosette

    Cosette Space Spelunker

    [​IMG]


    In 2017, programmers and technicians alike joined forces and created a thing called Nerve Helmet, allowing world's major game companies to create virtual reality RPG games. This is Milaheim Online, a virtual reality player driven MMORPG set in medieval times but with a futuristic twist. Meaning that guns are allowed, but no cars, phones whatsoever. You will find more information as you read further through the post.
    This roleplay is based like an MMORPG, so expect most MMORPG elements found here. This world is floor based. Every floor has it's level range, areas, a main town in the entrance of the floor, and a boss to fight at the end of the floor so you could advance to the next floor. Please keep in mind that bosses MUST be fought in groups, and the only people allowed to advance are the ones that kill the boss. Let's move to the more important stuff, shall we?
    When you start, you are level one, with the race and class/profession you choose. As you fight monsters and do quests, you gain experience and level up in your class, unlocking skills and useful perks. Starting characters can have one active and one passive skill of their class (Be creative) and a starter weapon. Also, when you start, you get five points to spend on your stats, and two points every level. Do not godmode when fighting monsters, lose from time to time, sacrifice something, be a good roleplayer. Do not fight the boss without reaching the required level, otherwise you WILL lose.
    When you kill a normal monster, you get the experience from a range provided in each floor to help you level up and a random drop. The amount of experience and the item is chosen by a GM in this roleplay. The amount of experience is decided by the difficulity of the battle. When you kill a floor boss you are automatically moved to the next floor, and get the rewards set for that boss. When fighting the boss, one of the GM's will be in control of the boss's actions. Do not worry, it will be very much possible to kill him if your fighting tactics are worthy. Every floor has a level range that it is possible to level up. For example: Floor one would be levels 1-5, and when you reach five, you must defeat the boss and advance to the next floor, otherwise you will not get any more experience in that floor. Of course you can go to town before going to fight the boss to advance, but experience is no longer given to you by monster fights. (See the ranges below.)
    Every town will have a wide range of NPC's in need for help and if you help them they will give you rewards. The rewards will be set to the NPC's but you will be able to roleplay them give you the rewards yourself so you do not need to wait for a GM's reply. Every fifth level you are allowed to learn either one active or one passive skill of your creativity, but do not get anything overpowered, and the learning process must be roleplayed. If you are learning a skill that another person already has (the exact same), then the person has to teach you in character.
    Our domain is http://milaheimonline.forum.st/ and we welcome new players! Even though we have an Application forum in there, it is only used to have all the applications in one place. You MUST apply here. (Gives us a bump. c: )
    An example of how easy it is to roleplay:
    Well organised character:

    [​IMG]
    Roleplay example:

    [​IMG]
    Here's a brief description of how characters work:
    At start you pick a class and a profession of your choice (See application for the list).
    You start at level one, and are given five points to spend on stats you want (See application for list) and are allowed to start with one passive and one active skill (see below for explanation) and a starting weapon.
    At start you spawn at the Town of Beginnings, and are level one. Every floor has five hunting areas, a town, and a floor boss. It's placed adjacent to one another, meaning that the further you go out, the stronger the mobs are in each area. If you are level four, and fight a level two monster, expect to get less experience.
    Every level you get two points to spend on your character's stats and you must update your app.
    Every five levels you are allowed to learn one passive or one active skill of your imagination.
    Your profession level is leveled up by doing the things that your profession requires (look below for explanation)
    The world is a virtual reality, so you can basically do everything you could do in real world, example: Steal from NPCS if they don't catch you, steal from other players (with their permission OOC), fight other players, kill NPCS (This will be explained in the thread further down), and so on...
    So, let's start with classes.
    There are three main classes in the Roleplay: Melee, Ranged and Magic. How you roleplay them out and how you build them is up to you. When you roleplay them, follow the guidelines, and make logic decisions. For example if you're ranged, don't use magic or melee weapons, and so on...
    When you pick a class you must also give it a title. This will affect your playstyle (Explained later on)
    Now let's get on with stats:
    There is a list of stats in the game and depending on what class you chose they get a bonus when you spawn and plus five points to spend however you like. This is an explanation of stats.
    Strength (Increases melee damage and is required for wearing plate armors)
    Beginning stats: +5
    Speed (Increases attack speed and movement speed)
    Beginning stats: +5
    Agility (Increases dodge rate of enemy attacks)
    Beginning stats: +5
    Accuracy (Increases critical strike chance and ranged damage)
    Beginning stats: +5
    Intelligence (Increases magical damage and casting speed)
    Beginning stats: +5
    Wisdom (Increases duration of cast buffs and healing power)
    Beginning stats: +5
    Defense (Decreases damage taken from hits and increases health)
    Beginning stats: +5
    Lockpicking (Increases chance to unlock doors and chests with a pick)
    Beginning stats: +3
    Thievery (Increases chance to steal items from NPCs and people.)
    Beginning stats: +3
    Speech (This stat decreases the price of items in store by 0.5% for every point spent)
    Beginning stats: 0
    Taming 0 (This stat lets you tame creatures that resemble wild animals if it's three points above the tamed creature)
    Beginning stats: 0
    Now, every classes beginning stats:
    Melee
    Strength +5 (+2)
    Speed +5 (+2)
    Agility +5 (-2)
    Accuracy +5
    Intelligence +5 (-3)
    Wisdom +5 (-3)
    Defense +5
    Lockpicking +3
    Thievery +3
    Speech 0
    Taming 0
    Ranged
    Strength +5 (-2)
    Speed +5 (+2)
    Agility +5 (+2)
    Accuracy +5 (+2)
    Intelligence +5 (-3)
    Wisdom +5 (-3)
    Defense +5 (-1)
    Lockpicking +3
    Thievery +3
    Speech 0
    Taming 0
    Magic
    Strength +5 (-4)
    Speed +5
    Agility +5 (-2)
    Accuracy +5 (-1)
    Intelligence +5 (+2)
    Wisdom +5 (+2)
    Defense +5 (-3)
    Lockpicking +3
    Thievery +3
    Speech 0
    Taming 0
    Example of stats and how to keep track of them in your signature.
    (NUMBER) - Base stat points for your class, [NUMBER] - Level points. <NUMBER> Gear points, {NUMBER} - Points from abilities. Example shown below:
    Magic
    LEVEL 5 - 5 starting points + 2x4 = 13 points.
    ITEMS: SUPER WAND OF EPICNESS (+5 INTELLIGENCE AND WISDOM)
    Here's an example of how it put together would look:
    Strength +5 (-4)
    Speed +5
    Agility +5 (-2)
    Accuracy +5 (-1)
    Intelligence +5 (+2) [+10] <+5 from equipment>
    Wisdom +5 (+2) [+3] <+5 from equipment>
    Defense +5 (-3)
    Lockpicking +3
    Thievery +3
    Speech 0
    Now, an example for titles and what they mean. When you pick a class, you must also pick a title adjacent to your class. A Title resembles your character's battle style.
    Here are examples of titles:
    Warrior - Uses a double handed sword and plate armor (Focuses on defense and strength)
    Guardian - Uses sword and a shield, and plate armor. (Focuses on defense)
    Archer - Uses bow and arrow and leather armors (Focuses on agility and accuracy)
    Gunslinger - Uses guns and leather armors (Focuses on Agility, speed and accuracy)
    Wizard - Uses staves and cloth armors (Focuses on Intelligence)
    Healer - Uses staves and cloth armors (Focuses on Wisdom)
    These are just examples and are NOT REQUIRED TO PICK FROM. They are your own free will. You can be a thief, an explorer, anything you imagine!
    Crafting.
    There are a few types of crafting professions you can choose from, but you can only choose one:
    Blacksmith, Tailor, Leatherworker, Woodworker, Infuser, Jeweller and Malitechnician.
    Blacksmith creates weapons and armors made out of metals, for example Swords, axes, maces, and plate armors. Usually for Warriors and all that.
    Tailor creates cloth and fabric armors used by magic users, and sometimes ranged aswell.
    Leatherworker creates leather and fur armors usually used by ranged users, and sometimes mages and warriors aswell.
    Woodworker creates weapons and trinkets made out of wood. Such as Bows, Crossbows, Wands, Staves, and so on...
    Malitechnician creates weapons and useful gadgets of modern technology, such as Handguns, Rifles, Grenade and rocket launchers, night vision goggles, and so on...
    Inscriber makes spellbooks that can be turned into skillbooks of a skill the person thinks of, and when you learn the skill, it doesn't take the ability per 5 levels rule, meaning you can freely learn these abilities without worrying.
    And Jewellers make Rings, earrings, necklaces and bracelets that increase Resistance to various stats.
    Now, how does crafting work? Let me tell you with an example.
    Let's say a person is level 8, and is on the third floor.
    Now, take the floor number, and the level number, and add them together, before dividing them by two. You would get (8+3)=11; 11/2= 5.5. Now, if the number has a .5 at the end, use the higher number (at this time it would be 6), and if it's a plain number, just use that. Now, the number you just got is the number of stats you will be able to give the item on whatever points you wish. Let's say we want to make a staff. We would be able to spend those six points on whatever we want, but if we're a mage, we'd probably want Intelligence, so just put those six points on Intelligence, and you'd get a *WEAPON'S NAME* (+6 Intelligence), if you're a ranger and want a bow, you can make *BOW NAME* (+3 Agility, +3 speed) and so on... You get the idea.. But this is not it!
    Your weapon will also get a rarity bonus! The higher rarity it gets, the more stat bonuses you will get. Here's how rarities go:
    Normal - No Bonus.
    Green - +1 point.
    Blue - +3 points
    Purple - +5 points
    and Red - +10 points
    So if you were to make let's say that staff a red rarity, you would be able to spend 16 points in general. KEEP IN MIND THAT THIEVERY, LOCKPICKING AND SPEECH ARE NOT AVAILABLE FOR THOSE POINTS.
    Now, let's talk about how to craft items, and then I'll explain how you get higher rarities.
    Let's say you're still on the same third floor, and you want to make that staff. Your staff will give you +6 intelligence, so you take that number, divide it by two, and you get the amount of items you need to craft it. And there are let's say, four types of monsters in that area, and they all drop their respectful items (Like Synthetic Fabrics for Bunnies). The amount of items you got was 3 from that stat number, right? So now what you have to do is get 3 item drops from EACH MOB in that area. For example, if you were to craft an item at level one, floor one, you would need one bunny synthetic fabric, one wolf pelt, one fish bone and so on...
    Now, I know this doesn't make sense yet, but now it will. When you get these items, you go to a Magical Converter machine at every gear shop. For example, if you're making that staff I mentioned earlier, you will have to go to the Woodworker's shop, and use the Woodworker's Magical Converter. What the converter does, is converts all the item drops into weapon parts that later are fused together by you. For example, you put the items in that converter, and since you're making a staff, it gives you the orb to put on top, and the staff body itself, and you put them together into one. Now you got your staff! Congratulations. "What if I want the red rarity staff?" You ask? Well, read further!
    To get different rarities, pick the rarity you want, and add the additional stat points' number to the amount of items you need from every mob. Meaning if you want a red staff at level one, you will need not 1 synthetic fabric, but 11! Yes, this is a challenge, but it's well worth your while. TRUST ME, IT IS.
    After this has been made, you can also roll a die (You can find it below a post editing window in the name of "Dice") with the name "Sockets" and get a number from 0 to 3.
    For example, let's take an item example I made earlier:
    Now when you made this weapon, you roll a die, and let's say you rolled out two.
    That means this weapon would now look like this:
    And when you infuse it with these:
    Strength Gem +2 (x2), you get:
    Here is a list of available sockets:
    Although, those were just examples. You can ONLY start making items from floor 2 and above. You have to do a quest to pick the crafting profession you want. :)
    However, the Inscriber works differently. The Inscriber makes a spellbook out of scrolls. Scrolls are made the same way equipment is - with monster drops. For example if you are on floor one, you would need one synthetic fur, one fish bone, one wolf pelt and one fox pelt to make one scroll.
    Now that you got your scroll, you can make an ability! As you know, there are two types of abilities - passive and active, and this is how their crafting work:
    Passive abilities: Passive abilities are usually abilities that increase your stats. Out of three scrolls gathered, you can make a passive ability that gives you +1 point to a stat specified. But for every extra scroll you use on that spellbook, you get +1 more, meaning if you use five scrolls, you get 3 points on stats specified.
    You can also make passive abilities that do not affect stats, such as Breathing underwater and such, but they still cost the same.
    Now, active abilities are made out of three scrolls too. Active abilities are abilities that you can use during battle or outside of one to gain tactical or practical advantage. An example of an active ability: [Bash] - Stuns the target for three seconds. However, for an active ability that is either a buff, or a debuff, for example Increase strength and Poison, out of the three MANDATORY scrolls, the buff or debuff only lasts three seconds, and for every additional scroll, +2 seconds are added. Meaning a debuff Bash made out of five scrolls would give your enemy a stun of duration 7 seconds in total.
    Now, if you want to make a Pet Ability, all the same rules of the above apply, except that pets can't have human abilities and vice versa.
    The Jeweller also works differently. When making a piece of jewelry, you have to first pick what you are making: Rings, Earrings, Necklace or Bracelet. When you have that decided, you move on to the gathering part. Now, before we move to the gathering, I should tell you how Jewelry works. What it does, is give you resistance to a stat provided. For example an earring can have +1 to +5 Resistance to Intelligence, Strength, Accuracy or Thievery. Now, the point range is one to five, but how to decide how much points the item gets? Well, easy. Same crafting rules apply as the other crafting professions - you need one item of each monster on the same floor to make a piece of jewelry with +1 resistance. But let's say you want +5? Then you would need five items of each monster on the same floor. Keep in mind that rarity applies to jewelry, but instead of giving stats, it gives resistance in the appropriate numbers.
    Tell me if something is missing.
    Now onto skills. There are two types of skills; Active and Passive. Active skills can be used in combat to deal higher amounts of damage, or aid yourself. Passive skills are skills that are always activated and affect your character. Examples of skills:
    Stab (Active) : *Character* stabs the opponent dealing 5% more damage, and leaving a deadly open woundthat bleeds for three seconds bleed.
    Sharpshooter (Passive) : Passively increases Accuracy by one point.
    Now, this is how things work with skills:
    If your skill is passive:
    The highest amount of stat points for a skill to increase is 3, meaning you cannot make a skill increase a stat by 4.
    The highest amount of percentage for passive skills that increase stats is bound to 2%
    If you have a variable skill, example:
    Steady hands: Increases 1 Pickpocket per every X Agility.
    Then the first number is maximum of one, and the X is the minimum of 5.
    When you level up this ability, BOTH numbers must be increased by one!
    If your skill is active:
    Same rules apply with the stat bonuses, the number 3.
    If your skill deals higher damage than normal attacks, the highest percentage you can get is 5%
    Now, you can also upgrade skills. Every five levels, you can learn an ability, or upgrade an existing one.
    Meaning, if you have an ability that increases stats, then when upgraded, it would add one additional point:
    Sharpshooter (Passive) : Passively increases Accuracy by 3 points.
    Then an upgraded version would be this:
    Sharpshooter (Passive)(Level 2) : Passively increases Accuracy by 4 points.
    If you have a percentage ability, then every upgrade to it would increase 0.5%, meaning if you have this:
    Sharpshooter (Passive) : Passively increases Accuracy by 2%.
    Then upgraded would look like this:
    Sharpshooter (Passive)(Level 2) : Passively increases Accuracy by 2.5%
    Now for active skills: If you have an ability that increases a stat for a set amount of time, then the beginning ability would look like ths:
    Sprint (Active) : *Character* gets increased speed by 3 points for 3 seconds. Now, when you upgrade it, the values go higher by one number, meaning an upgraded would look like this:
    Sprint (Active)(Level 2) : *Character* gets increased speed by 4 points for 4 seconds.
    Now, if an ability is bound by percentage, for example:
    Fireball (Active) : *Character* shoots a ball of fire, which deals 5% more damage than basic attacks.
    An upgraded version gets 3%, meaning it would look like this:
    Fireball (Active)(Level 2) : *Character* shoots a ball of fire, which deals 8% more damage than basic attacks.
    Abilities learnt by spellbooks require the same spellbook to be leveled up.
    NOTE: If you have a skill that increases a certain stat, you CANNOT get a new skill that involves the same stat. Meaning if one skill increases Accuracy by 3, you cannot get another skill that would increase or decrease it, you will have to upgrade the old skill.
    Abilities that do not have numeric values, like Riding a pet, or having better hearing CANNOT be upgraded.
    Now, let's take a look at items, shall we?
    Every equipable item is class based, meaning that you can't equip items not available for your class. Here's a list of examples:
    Melee: Shortsword, Longsword, Two handed sword, shield, plate armor, leather armor.
    Ranged: Leather armor, Bow, Pistol, Rifle, Shotgun, Crossbow.
    Magic: Wand, Staff, Orb, cloth armor. Keep in mind that these ARE NOT THE ONLY types of items. These are just examples. You will have to provide the weapon and armor type you use in the application. Although Armor types are bound by three: Plate armor, Leather armor and Cloth armor.
    Equipment has a limit! Let me give you an example before I dive into it. Let's say we have this item:
    It's base stats are +5 Accuracy and +3 Agility, which makes 8 in total. The rarity points do not count here (Gems neither). Now, that we have 8 points, we need to see if you can equip that item. Let's say you are level 2. For every level you have, you can equip an item with 3 points. Meaning a level 2 person can only equip an item with 6 points or below. Which means the weapon listed above would not be available for equiping. Although if you leveled to level 3, that weapon then would be available to equip. Simple enough!
    These are the slots that can be used to equip items:
    Left Hand (Weapon):
    Right Hand (Weapon):
    Headgear:
    Neck:
    Body:
    Shoulders:
    Hands:
    Legs:
    Feet:
    Finger:
    Ear:
    Back:
    Now, equipment can be bought, sold, and crafted. But there's one more option. When you get an equipment item, you can carry it to an Identifier, and he will break it into Gem Shards. Gem shards are basically shards that are used to craft Socket Gems to boost an item's stats if it has socket dents in it (See crafting). When you go break an item, the amount and type of shards you get depend on the stats of the item and the rarity.
    For example, let's say we have this item:
    Now, this item's rarity is green, meaning it gets +1 stat. In total, it has 6 Accuracy stats and 3 Agility stats. When you take this item to an Identifier, upon breaking, this item gives you 6 Accuracy shards, and 3 Agility shards. The Rarity stats are added to it.
    Now, once you have those shards, they can be used to make gems out of them. Let's take Accuracy shards and Gems as an example. This is an accuracy gem:
    Now, note how it has a range from +1 to +3. The amount of shards decide what number of stats you get.
    10 Accuracy shards would make:
    25 Accuracy shards would make:
    And 50 Accuracy shards would make:
    Get it? Okay. Now, to explain the cycle. Once a Gem is put into a weapon or armor, upon breaking that equipment, the gem ISN'T RESTORED. It gets shattered into 1-3 shards depending on what gem it is. And once a Gem is put into a weapon or armor, it CANNOT be pulled out.
    Easy enough, right?
    About races...
    Races are just a type of vanity in the Roleplay. They do not give you any stat boosts, they are just there to vary the roleplay. It can have an impact on a character's personality, but not stats. When thinking of a Race to play as, be as creative as you can, make it unique, but don't cry if other people choose to pick the same race. Encourage them.
    Examples of races: Human, Elf, Dark Elf, Orc, Goblin, Ancient. It actually depends on your imagination. But keep in mind that if you want a race that transforms, the transformation requires an active skill.
    Now for monsters.
    Monsters in Milaheim online are not agressive towards players unless attacked. They don't drop equipment. Most items you will wear will be either boss drops or bought in shops or from other players in the market. Every monster when killed gives a certain amount of experience points, gold, and a drop that they give. These settings are decided by players themselves accordingly.
    Taming. Yes, I am adding a new stat to the game, called Taming. You start at level 0. What it does, is gives you an ability to tame creatures that resemble wild animals, not humanoids. How it works is the stat level has to be at least three points higher than the creature to successfully tame. Once you tame a creature, it has it's own levels and stats (Will be introduced later.) It gets the same amount of EXP you get for killing monsters, and it needs the same amount to level up. Every fifth level, same as yourself, it can learn one passive or active skill. It doesn't matter if you tame a bunny which is level 1, or a freaking hellhound at level 50. The bunny can also be leveled to 50 and have the same or even higher stats than the Hellhound. Keep in mind that a pet ONLY learns skills when YOU level them up. You don't get 10 skills if you tame a level 50 mob.
    There are three types of pets:
    Strength +3
    Speed +2
    Agility +3
    Accuracy +3
    Intelligence 0 (Useless)
    Wisdom 0 (Useless)
    Defense +7
    Strength +3
    Speed +3
    Agility +6
    Accuracy +9
    Intelligence +0 (USELESS)
    Wisdom +0 (USELESS)
    Defense +3
    Strength +0 (USELESS)
    Speed +3
    Agility +3
    Accuracy +3
    Intelligence +8
    Wisdom +8
    Defense +2
    Now, how to determine what stats they get? Well, first of all, the stats above are level 1 stats. And the pet stats work the same way as player stats, they get five points at level 1, and then two points each level. So for example if you were to catch a level three fox, it would have 9 points available to spend. And the pet type is chooseable by you. KEEP IN MIND THAT IN ORDER TO RIDE THESE PETS YOU NEED TO LEARN THE ABILITY <MOUNT> BY USING UP ONE OF YOUR OPPORITUNITIES AT CREATING AN ABILITY EVERY FIVE LEVELS.
    Now, there is another way to get a pet - Adoption Center. You can buy eggs at adoption centers which need certain amounts of experience to hatch. Keep in mind that when they do hatch, they are level 1 and you can apply the above stat system to them.
    WARNING!: PETS DO NOT AQUIRE QUEST EXP!
    Boss battles.As you know every floor will have a boss monster you have to kill to proceed to the next floor. The boss monster will have a set amount of exp and gold it will drop, a range of gear to drop, but only one item will be dropped. The boss monster is controlled by a GM, and has up to five skills (active or passive) that it will use during the battle. Bosses have a lot of hp and are strong, so don't expect them to go down easily. If you rush to kill them while you are not high enough level, YOU WILL DIE. Now, you ask how people split the gear? Well, it's simple really.
    Let's say there are three people fighting the first boss Minotaur. They defeat it, and available drops are:
    Town of Beginnings Staff (+5 Intelligence)
    Town of Beginnings Bow (+5 Accuracy)
    Town of Beginnings Mace (+5 Strength)
    And let's name the people Player 1,2 and 3.
    Now, a GM goes to a website http://www.random.org/lists/ , puts the available drops in that field and people names in there, so it would look like this:
    Town of Beginnings Staff (+5 Intelligence)
    Town of Beginnings Bow (+5 Accuracy)
    Town of Beginnings Mace (+5 Strength)
    Player 1
    Player 2
    Player 3.
    Then, a GM presses Randomize, and the first ITEM name is the item dropped, and the first PERSON name is the person to get it. For example, I just pressed randomize with those names, and got:
    Player 2
    Town of Beginnings Mace (+5 Strength)
    Town of Beginnings Bow (+5 Accuracy)
    Town of Beginnings Staff (+5 Intelligence)
    Player 3.
    Player 1
    Meaning Player 2 would get the Town of Beginnings Mace.
    That is all.
    Now, for the application:
    This is the application format if you want to apply.
    Application:
    Full name:
    Age:
    Race (Be creative):
    Class:
    Title:
    Weapon type (Mace, Sword, Staff, Spear, etc):
    Armor type (Cloth, Leather or Plate):
    Stats: (Use stats correspondant to your class, and add five points where ever you wish)Strength +5
    Speed +5
    Agility +5
    Accuracy +5
    Intelligence +5
    Wisdom +5
    Defense +5
    Lockpicking +3
    Thievery +3
    Speech 0
    Taming 0
    Starting Skill:
    Items:
    Pick one of the following equipment:
    Left Hand (Weapon):
    Wooden branch with a leaf. (Magic wand)
    Slingshot and stones (Ranged weapon)
    Stone on a stick (Melee weapon)
    Right Hand (Weapon):
    Headgear:
    Neck:
    Body:
    Shoulders:
    Hands:
    Legs:
    Feet:
    Finger:
    Ear:
    Back:
    ---Starting Inventory---
    800 gold.
    4 healing potions.
    Free Item Voucher (Floor one)
    Appearance (Picture or describtion):
    Personality:
    Back story (Real world):
    Reason you want to join this RP:
    Prove it that you REALLY read the FULL post (Be creative):
     
  2. Can some spoilers be given to this OP?
     
  3. m0k0n4

    m0k0n4 Ketchup Robot

    Whoah-ho. This RP looks quite complex. Whether or not "quite" is an understatement I don't know.
    Also, it seems vaguely similar to, say, Sword Art Online. Is this RP inspired by it or something?
     
  4. GravityFlux

    GravityFlux Guest

    My thoughts exactly.
    But it shows that a lot of work has been put into it.
    I might join.
    But try putting some spoilers so that it doesnt seem RIDICULOUSLY COMPLEX, which at its core, it isn't
     
  5. Cosette

    Cosette Space Spelunker

    Haha, yeah. True. I will try to make the thread look more appealing to the eye. :) You are welcome to join. :) Keep in mind that these are not all the features, there are much more. And considering it's a VRMMORPG Roleplay, it IS inspired by Sword Art Online, just that it has magic, and races, and features that SAO didn't originally have. :)EDIT: But the problem is, Curse forums are weird, and they make five spoilers... Can anyone tell me how to make the forums make 1 spoiler instead of 5 adittional? > _ <
     
  6. GravityFlux

    GravityFlux Guest

    This is XenForo, not Curse.
    What you are seeing is a glitch that often appears.
    Anyways, Ive opened all of the pages on your forum, but am having a hard time finding WHERE the backstory is
     
  7. Cosette

    Cosette Space Spelunker

    There is no backstory yet. I am in the process of making one, alongside a few new features for the next patch. :p
    By saying "seeing" a glitch, it means that only I see it? Or is everyone seeing it? Because it posts craploads of spoiler BBcode in the OP that aren't necessary. Do you also see six spoilers up there?

    By the way, this is how the end result of a fully customized and hand crafted weapon would look like:
     
  8. m0k0n4

    m0k0n4 Ketchup Robot

    I had that problem before, and I frequently see weirdness in spoiler tags in this forum. Empty spoiler tags near a functioning one, spoiler tags that divide a text into two or more segments...
     
  9. Cosette

    Cosette Space Spelunker

    But for just dividing segments, I like to use quotes, like this:


    Segment text,Segment text,Segment text,Segment text,Segment text.
     
  10. GravityFlux

    GravityFlux Guest

    Thats whats happening. Everyone can see it
    Also, any kind of basic plot to come to the VRMMORPG?
    Also, in the register area, what the HELL do I put in the Personalized Profile: Others thing?
     
  11. Cosette

    Cosette Space Spelunker


    Yeah, when I finish the backstory/storyline of the game, I will "implement" story quests that will allow players to progress through the story, making the game more fun and interesting.

    Uhh, the profile is explained in the guide section, this thread.
     
  12. Cosette

    Cosette Space Spelunker

    We've added a lot of new stuff, but we need players to use that new stuff! Everyone is welcome to apply!
     
  13. Cosette

    Cosette Space Spelunker

    We have revamped the thread, making it more appropriate and easily understandable. And added visual examples! Join us!
     
  14. I agree, this looks a bit complicated...and I play pathfinder :p
     
  15. Cosette

    Cosette Space Spelunker


    It might look complicated at first, yes, but when you read through, and try all these features in RP, they become easily understandable, as most features involve creativity and originality. Why don't you join us and try it for yourself? ;)
     
  16. I guess I could...
     
  17. m0k0n4

    m0k0n4 Ketchup Robot

    In my honest and humble opinion, the 'center' alignment feels jarring and difficult to understand. Perhaps because it's less commonly used than the 'left' alignment we're so used to.

    Anyway, I MIGHT think of something, but the sheer amount and frequency of the posts I've seen is rather overwhelming - I tend to make my posts as long as I can, or at least a single paragraph, that I need to think over for hours or even days before posting. Well okay, part of that was because I'm lazy. I also tend to be rather clueless if left to my own devices - I require a GM, or at least someone else, to go "hey, we're in this place, let's do this and that" on me.

    Plus, I have this strange but relatively predictable otaku tendency to create characters of the OPPOSITE gender as I am. I'm a guy.
     
  18. Cosette

    Cosette Space Spelunker


    Our forums consist of every type of roleplayers from hardcore with walls of text (None of those yet haha), to medium roleplayers, to just casual. I prefer to be a medium one with a paragraph or so for each post, but sometimes I just don't have enough time and I don't want to leave my friends behind because of me so I just occasionaly post one liners.

    It's fine however you like to roleplay, we accept all kinds here. To be honest, I sometimes roleplay/play MMORPGs as girl characters also, (And I'm a guy too. ((IT IS PROVEN BY MY FORUM NAME IN HERE HAHA)) ) and it's fine. It is a roleplay, you can be whoever you wish to be! :)

    You are welcome to if you just wish so! :)
     
  19. sooo what do I do now?
     
  20. Cosette

    Cosette Space Spelunker


    Haha well, I don't know. o.o If you want to join, just make an application for your character, and then if I accept you (More likely yes, I'm very light at these things), you can go register on the forums and start roleplaying after you get the information needed. :)
     

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