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Izanagi Games is an Indie game company looking forward to developing the next gen of gaming.

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    Aincrad_Info

    Akira
    Akira
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    Posts : 3326
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    Join date : 2014-12-16
    Location : USA

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    Organization (AoNB): The Shinsengum

    Aincrad_Info Empty Aincrad_Info

    Post by Akira Thu 2 Apr - 12:55

    Here i will post info on how many floors are done and any other info about Aincrad.

    So here goes first post will be floors:  Key=  *=Done  -=Not Done, And += Being worked on.


    Sword Art Online


    Floors
    01* Mix        11*              21-              31-              41-                
    02*              12*              22+             32-              42-              
    03*  Woods   13* Horror    23-              33-              43-
    04* jurassic   14*              24+             34-              44-
    05*              15+              25-              35-              45-
    06*              16+              26-              36-              46-
    07*              17-               27-              37-              47- Aquatic(Towns r under water and above water)
    08* Woods    18-               28-              38-              48- Desert
    09*              19-               29-              39-              49-  
    10* Cold(ice) 20-               30*             40-              50- India(or where Buddha came from that style of theme they have going on)



    51-                      61-                71-            81-              91-
    52-                      62-                72-            82-              92-
    53-                      63-                73-            83-              93-
    54-                      64-                74-            84-              94-
    55+                     65-                75-            85-              95-
    56-                      66-                76-            86-              96-
    57-                      67*                77-            87-              97-
    58-                      68-                78-            88+             98+
    59-                      69-                79-            89-             99+
    60-                      70-                80-            90-             100+


    Physical Surroundings:
    In Sword Art Online, physical surroundings such as walls, buildings, monuments, and major features are considered "Immortal Objects". A error beep and a notification will sound if immortal physical objects are struck, even if by accident.
    SAO immortal object
    All non-immortal objects have a «durability» value. Durability is an important feature of Sword Art Online, and it a measure of how much an item or object has been used (similar to HP), and how much it will last before it expires and shatters into polygon fragments. Clothes, equipment, weapons, potions, crystals, and food are all subject to gradual loss of durability. Oftentimes, players must invest significant resources into repairing and buying equipment. Food always declines in durability with respect to time, and freshly prepared foods will disappear if not eaten soon enough. Merely dropping food can cause food to lose its durability and fragment into polygons.
    Game play
    Initiation and Character Creation
    Logging onto «Sword Art Online» is done by stating, "Link Start!" after powering-on Nerve Gear hardware. A brief few seconds of tunnel-vision colors are seen while the Nerve Gear intercepts signals from the gamers’ brain, before the power up screen is seen. A pre-game status check then confirms the link connection of the five senses: touch, sight, hearing, smell, and taste. Upon logging on, a language-select is prompted, and then the login screen. After a welcome screen, a bright light ensues and the gamer can begin creating their character. The first time a player utilizes Nerve Gear hardware, he or she is prompted to touch various parts of the body in order to calibrate the machine. While gamers were given an option to choose their in-game appearance however they liked (gender, height, girth, etc.)


    Basic Game Interface Visual Interface
    In a player's display, without accessing any skills, one can see several interfaces.
    The health bar is located on the upper left corner of one's field of vision. It displays the health of the player, name, numerical HP (8120/8120), and level. It also shows the heath and names of all other members one's party in a smaller bar.

    A clock displaying Aincrad local time can be seen in the bottom left corner of the visual field.

    A Color Cursor can be seen over every NPC, monster, and player in the game. This cursor is either green (for players), orange (for players with criminal infractions), yellow (for NPCs), or various shades of red (monsters). During battle, the health bar of monsters can be seen around the targeted enemy, as well as the name of the monster. Bosses typically have multiple health bars. As for a monster that level is too far apart, health bars of that monster will be unable to see and instead indicated with 'unknown'.

    Touch Interface
    Players can interact with the environment by tapping various key objects (door knobs, items, etc.). Doing so either performs the default function, or brings up a floating dialogue that has several options, similar to the "right-click" on a PC. In Sword Art Online, the Touch Interface replaces many actions and simplifies the process of actually performing an action. For example tapping on a jar of cream to "use" the cream. Tapping again on bread automatically spreads the cream on the bread.



    Main Menu Window
    The main menu is the primary means of accessing a player's items, maps, skills, and inventory. It can be accessed by putting one's right index finger and thumb together, then pulling downwards. Immediately afterwards, a ringing sound is heard and the menu appears. The main menu has a white layout, and is structured with the summary diagram on the left, circular category buttons in the middle, and the detail dialogue to the right. There are five category options:
    inventory/equipment,
    friends/guild, communication,
    maps/quest,
    settings. These five category icons scroll, and the category being accessed moves to the top.
    Inventory/equipment:
    The icon for the category is a character icon. This is the default screen when opening the Menu interface. The left screen is an image of the body, with multiple points that allow the gamer to equip items or clothes. The right screen has three sub-menus:
    Equipment: Selecting this sub-menu will open another three sub-menu:
    Weapons: The icon for this category is a sword like the one used in Equipment.
    Equipped: The icon for this category is an armor.
    Accessory: The icon for this category is a necklace.
    Items: Selecting this sub-menu will open an additional scrolling screen on the left that lists all items. When an item is selected, it materializes in front of the player. The inventory turns red when a player has too many items.
    Skills: Selecting this sub-menu will open additional scrolling screen on the left that lists all skills of the player.





    Friends/Guild:
    The icon for the category is two character icons together. The right screen has three sub-menus:
    Party: Selecting this sub-menu will open three additional options. «Create»
    «Invite»
    «Dissolve».
    Friend: Selecting this sub-menu will reveal a list of a player's friends. Selecting a single friend will produce three additional options:
    «Message Box»
    «Position Check»
    «Profile».
    Guild
    Communications:
    The icon for this category is two chat box icons together. The icon flashes automatically whenever a player receives a message. Messages cannot be send to a player who is currently in dungeon.
    Befriend: This option allows the player to send a friend request to another player. The other player is added to the Friend List if the request is accepted.
    Trade: This option opens a trade window with another player. Trading can be used just to show another player items, or complete a trade after both parties accept the offers put forth.
    Duel: This option allows the player to send a Duel request. The player being challenged has the privilege of selecting one of the available duel modes.
    Marriage: This option, located at the very bottom of the Communications category, allows the player to send a marriage request to another player. Married players have uninhibited access to the other's equipment window, and their inventories are merged.
    Maps/Quest:
    The icon for the category is a balloon location icon. The right screen has three sub-menus:
    Field Map
    Dungeon Map:
    Selecting this sub-menu will reveal a map of the dungeon that the player has explored.
    Quest
    Settings:
    The icon for the category is a gear. The right screen has three sub-menus:
    Option:
    Help: Selecting "Help" will call a GM (Game Master) in the left screen.
    Logout:

    Environment
    Sword Art Online is set in Aincrad, a floating castle of 100 floors. At its base, it is approximately 10 kilometers in diameter, and it is completely rendered in all dimensions. Because of the nature of Aincrad as a floating castle, there are no invisible barriers or no-access regions at the edges of the map. Aincrad's perimeter is merely surrounded by guard rails that can be jumped off of (the system will render falling for approximately 2 minutes before suicide is registered as death). Each individual floor has its unique climate, geography, fauna, and environment.
    Seasons and Weather
    Globally, Sword Art Online has seasons and weather settings that are effective throughout the floors. Aincrad's season correlate with the seasons of the real world, but they are generally much milder. As a result, it is not always snowy in the winter, or scorching hot in the summer. Weather settings are generally random and quite realistic. Sword Art Online has its own «Aincrad Standard Time»
    «Month of Sakura» (April)
    «Month of the Ash Tree» (October)
    «Month of the Cypress» (November)
    «Month of the Holly» (December)

    Equipment:
    A number of equipment exists in Sword Art Online, including armors, weapons, and so on. Players can equip them on over ten different parts of their body, including the left and right hand, head, arm, body, wrist and so on. Equipment in SAO can be divided into two groups: «Player-made» and «Monster-drops». However, there also exists a third group of equipment, which included those that are purchased in NPC shops.
    Level System:
    SAO uses a level-based system to determine the strength of a player. Once the player gains enough EXP, their avatar glows a golden hue, and their current level is raised by one. Three stat points are awarded at each level-up, which the player can use to raise either their STR attribute or their AGI attribute.
    As for the near-unlimited number of Skills within SAO, the skills have to be utilized in order to be leveled up. After reaching a skill level of 1,000, that skill is said to be «complete» and cannot be further leveled. Sometimes, while training a skill, other skills could be unlocked, such as the necessity of training the «One-Handed Sword» skill in order to unlock the «Two-handed Sword» and «One-Handed Rapier» skills.
    Combat Parameters:
    Weapons have the following enhancement parameters that determine stats: Sharpness, Quickness, Accuracy, Heaviness, and Durability. When a weapon is given to an NPC or player smith to upgrade, bonuses such as +1 or +2 are appended select categories.
    On a regular basis, these parameters cannot be seen unless a weapon is «Appraised». Selecting a weapon will only show its name and its aggregate bonuses (the sum of all enhancement parameters). For example, Kirito's «Anneal Blade +6» has the parameters «3S3D».
    Status Effects
    Like many MMORPGs, play an important role in combat. Many attacks have a random chance of dealing status effects. They are generally not curable, unless the appropriate Crystals are used. Most status effects expire after a set period of time.
    Delay - Slows the movements of the affected player.
    Tumble - Disrupts the standing balance of the affected player and knocks them over.
    Paralysis - Prevents movement of any sort.
    Poison - HP slowly drains.
    Hate - Attracts enemy attention, causing monsters to focus their attacks on whoever has this status effect. It's gained by being the person antagonizing the monster the most.
    Amputation - A negative status that prevents use of a limb (and keeps it from being rendered) caused specifically by limb loss (usually a result of taking a powerful sword skill to the arm, and so on.) Ends in 3 minutes, at which point the affected limb regenerates.

    Geographical Damage
    While it's possible to inflict cosmetic damage to the landscape (cracks, digging, chopping down trees and so on) it is not possible to create long-lasting changes (such as creating a massive volcano from nowhere, or a crater the size of a city block.) When such damage happens, Cardinal will get around to repairing it.
    Buildings, doors, mountains, and so on are 'Immortal Objects' with system protection too, and cannot normally sustain damage or be moved. While overwhelmingly powerful attacks from Elites may circumvent this, Cardinal will also replace these (and be much faster at doing so, and may consider it an assault against the system's integrity.)

    Sword Skills
    are activated when a player performs the appropriate «Pre-Motion» for a skill (such as raising a sword atop one's shoulder). As soon as the system recognizes the motion, the player's weapon begins to glow in a color specific to a Sword Skill. The player can then allow the system to take over and automatically complete the skill at a speed that is normally near impossible for a player to achieve and dealing much more damage than a regular sword swing.
    After a skill is completed, the user is temporarily rendered rigid in a state called a «Post-Motion» during which the user is made vulnerable to any counter-attacks. The higher the level of the Sword Skill used, the longer the «Post-Motion» period is.
    After a Sword Skill has been used, the skill enters a «Cooling» period, which is displayed as a cooling icon at the bottom of the player's view. Until this period ends, the same Sword Skill cannot be used, however, any other learned skills that are not in a cooling period can still be used.
    The amount of available Sword Skills and their type depends on the Weapon Skills that the player has trained.

    Quest System:
    is an NPC-initiated event that typically leads to a reward after fulfilling a series of set conditions. Certain quests are given via a bulletin board, instead of an NPC.
    Repeatability
    In Sword Art Online, most quests can be completed repeatedly, however, most such quests have a "cool down time" after the quest is completed before it becomes available again, though certain quests, usually the ones offering high-value rewards, can only be completed once. In some quests, instance maps would be generated, so that different players could accept the same quest without interfering with each other or being interfered with.

    Initiation and Progress
    Initiation of an NPC-given quest begins by interacting with NPCs that have a gold «!» symbol above them. Usually, a phrase like "Is something troubling you?" is used to accept a quest from an NPC, though this is not the only possible variant and it's not applicable to all quests. Certain quests might also require certain conditions to be met, like accepting an offer for a cup of water, before the quest can be accepted. After a quest is initiated, the respective Npc’s gold «!» will change into a «?», denoting a quest in progress; however, the quest will not progress unless the quest giver's entire speech, which tends to be rather long during certain quests, is heard. Certain quests have side-objectives that need to be completed before the final objective becomes available. All currently available objectives are displayed as golden «!» on the map, while the final objective that is currently unavailable is displayed as a grey «!» on the map. Once a quest is accepted, the quest appears in the player's quest log with information on the current progress of the quest.

    Quest Generation
    The Cardinal System in Sword Art Online comes with a feature called «Automatic Quest Generation Function». With this feature, the Cardinal System automatically collects folklore and legends of the world, adapts it for the game and continues to generate infinite amounts of quests using proper names and story patterns. These quests can also lead to an "end of the world" event or one that greatly changes the terrain of the world, as the Cardinal System was given authority to change the world of Aincrad to its discretion, seeing as the world was meant to be destroyed in the end anyway.

    The Relationship System:
    Types of Relationships:
    Strangers - players who have not listed each other as friends.
    Friends - players who have listed each other on their friend list.
    Guild comrades - players who are part of the same guild.
    Marriage - players who have married in-game.
    Strangers:
    In both Sword Art Online, players who have met for the first time cannot see each other's names. Additionally, in Sword Art Online, levels cannot be seen either. In Sword Art Online, players who are not friends may use an instant message feature, but it will only work if both players are on the same floor and the sender knows the name of the recipient. Additionally, the feature allows only a small number of words to be sent and does not inform the player if the message reached its recipient.
    Friends:
    Players can become friends if one player opens up their menu, selects the "Friends" option and sends a friend request to the other player and the other player accepts the request via a small pop-up window that appears as soon as the request is sent. In Sword Art Online, friends are able to send short messages to each other without the limitation of having to be on the same floor. Friends are also able to search for each other's location on the map and are able to set up a common inventory tab.
    Guild Comrades:
    In Sword Art Online, in addition to the benefits given to friends, players partying with their guild members receive a slight increase in their stats and have a shared guild inventory.
    Marriage:
    Players can become married if one player opens up their menu, selects the "Marriage" option and sends a marriage request to the other player and the other player accepts the request via a small pop-up window that appears as soon as the request is sent. Players who have chosen to get married are able to see the status window of their partner at will and have their inventory merged with their partner and the new storage space would be counted as for two people. Additionally, players who are married have a marriage ring equipped on the finger of one of their hands and the ring cannot be removed unless the players divorce.
    Divorce:
    Players who wish to divorce after getting married must choose one of the methods of item allocation: auto-allocation by value, auto-allocation by percentage, item choosing, to choose how they are going to divide the items in their shared inventory after their inventories are separated. Unconditional divorce may only occur if one of the players chooses the 0% allocation for themselves and 100% for their ex-partner or if one of the players is killed. If such an option is chosen, all items that do not fit within the player's inventory are dropped beside the player. If the two players do not agree on a method of item allocation, the system will not allow them to get divorced.

    Monster Battle Mechanics:
    There is no «Magic» in SAO except for the different colored crystals that bring instant effects. Instead players can fight using their «Sword Skills». Execution of Swords Skills are assisted by the system, and it can fall into any of the four properties: Thrust, Slash, Pierce and Blunt. SAO has no projectile weapons, with the exception of Throwing Pick and darts, boomerangs, and chakrams.
    Attempting to battle without Sword Skills is largely ineffective, and it is equivalent to waving one's sword around without doing damage. Many beginners make this mistake, and they can lose a large portion of their health if they panic and forget to use their Sword Skills.
    Battle Results:
    Defeating a monster brings up a Congratulations screen with a summary of results: EXP gained, Col gained, and Items dropped. Distribution of loot occurs automatically, and Col is automatically divided evenly between the party/raid members while items are placed in the inventory of the person who receives it. Unlike the systems of many MMOs, Sword Art Online does not have a battle log or announce to others what items other players receive. As a result, Boss Battles can end awkwardly as there is no fair mechanism of splitting the loot among the victors. To prevent disputes, guilds often have set policies dictating the division of loot. In Boss Battles, being the player to deal the finishing Last Attack produces a rare drop for the individual player.
    In general, monsters cannot enter safe zones, such as towns or cities.
    Party Battle Mechanics:
    It is generally much more efficient to battle in parties. While there are less emphasis on Classes in Sword Art Online, and monsters can only be engaged by one player at a time, the main benefit of battling in parties is the ability to «Switch». Switching allows a fellow party member to take the lead spot against an opponent at any time. Most monsters and bosses have a short down-time in between attacks, so switching during the gap allows an additional blow to be dealt when a monster is stunned. Additionally, the AI algorithms are known to run slower when a change of attack style (which occurs during a switch), so monsters have marginally slower reaction times immediately after a «Switch». The maximum number of players that can form a party is six. Eight parties (or groups) constitute a complete Raid Group large enough to challenge bosses.
    Player vs. Player Combat
    In Sword Art Online, it is possible to engage in combat with other players. Player vs. Player combat can either be authorized or unauthorized.
    Unauthorized combat can be initiated by simply striking another player intentionally. This will render the aggressor's cursor icon as orange, which is visible to everyone for several hours (repeated offenses will render a player's cursor permanently orange). While anyone can be challenged in unauthorized combat, such player vs. player battle cannot occur in safe zones. Attacking a player in a safe zone will not decrease HP, but the recoil and impact of Sword Skills can be felt.

    Authorized combat is essentially dueling. It is done by requesting permission from another player to engage in a duel. There are several different duel modes, which vary conditionally by concluding after the first clear blow, after HP decreases by one half, after a period of time, or death. Attacking someone during a duel will not turn any participant's cursors to orange
    Like most MMORPGs, Player Killing (PKing) is often a result of unwanted player-player combat. While death in the original Closed Beta test resulted in respawning in the Room of Resurrection on the 1st Floor, player death is permanent in the Official Server Service.


    Types of Duel:
    In Sword Art Online three types of duels exist:
    Total Loss Mode: Rarely used in SAO, since it will only stop when a player's HP reaches 0, and that will mean permanent death for the loser. This is the one used for Sleep PK.
    Half Loss Mode: The winner is decided after the other player loses half of their HP. Rarely used in SAO since a critical hit could reduce someone's HP to the danger zone.
    First Strike Mode: This is the most common, the winner is decided by whoever lands the first clean hit or whittle the opponent's HP to half.

    Orange Players:
    The «area» also prevents Orange Players from entering a settlement protected by the «area». If an Orange Player attempted to enter such a settlement, they would be immediately attacked by a
    large number of powerful NPC guards. The only way for a criminal to safely enter such an area would be to change the color of their Cursor back to green. As Player Killers can never restore their cursor back to green, it is impossible for them to ever sneak into a settlement protected by the «area».
    Loopholes:
    The system does, however, have some loopholes. One of such loopholes is sending a Total Deplete Mode duel request to a sleeping opponent and then moving their fingers to press the "OK" button to accept the duel and lift the «area»'s protection. Another method is carrying an unconscious body out of the «area» with a stretcher item and then attacking them where the «area» effect no longer applies.

    The Anti-Criminal Code Effect Area
    usually referred to as the «area» is a special anti-criminal protection system within most town areas in Sword Art Online.
    Mechanics:
    The range of the «Area» extends from the city's centre to its gates, from the street level of the city to above it until the base of the next floor. The moment someone moves into this 3-dimensional space, the «Anti Criminal Code» will immediately take effect, with an «Inner Area» notification appearing in the player's visual display. This «Code» protects the players within the radius of the «area» from any possible source of damage, including the damage caused by other players: the slashing of a weapon would be blocked by a purple system barrier and the HP bar of the targeted player would not decrease at all. However, the «area» does not stop the impact of the blow, thus players hit by other players still suffer an unpleasant feedback, despite their HP not decreasing. Moreover, the «area» also negates the effects of any poisonous items and damage over time effects, though the piercing damage on armor and equipment would continue to apply.
    Duels:
    As a direct act of violence cannot be performed within the «area», the only way to deal damage to another player within the «area» is by starting a duel or accepting a duel request, which will cause the «area» effect on the players involved to be lifted temporarily. This is also the only known method of killing a player within the «area», though it may be possible to fake a murder within the «area» aside from duels by teleporting a dying player into the «area» before they scatter into polygons, though that is highly improbable to do.


    Last edited by Akira_ on Tue 26 May - 17:47; edited 2 times in total
    Nomaru
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    Post by Nomaru Sat 4 Apr - 15:07

    I don't think we should have it impossible to have more than one player attack a monster at one time. I mean, how would we even do that? Turn a monster into an immortal object until someone yells "switch"? Plus, it doesn't make a lot of sense (if two people are fighting a monster, why can't two people attack said monster at the same time?). Maybe "Switch" can just switch a monster's aggro to the next player who attacks it, and it can be a regular skill. That way, if an agility build screws up and gains too much aggro, he/she can switch with a tank and then all of the aggro from the agility build goes to the tank. This will generate a cooldown on the switch abilities of both players.

    Also, do you think you can add the floor themes into the list of the floors known and being worked on?
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    Post by Akira Sat 4 Apr - 15:11

    well, the creature would focus on the 1 person that did the last attack, unless some one uses a hate skill, then the creature would focus its attention on said person. but after a few seconds- lets say some one attacks it it would go back to focus on that said person. and yeah i can try to do that on the floors list.
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    Post by Nomaru Sat 4 Apr - 15:16

    okay, it just focuses on one person, but multiple people can attack it at the same time. Maybe it can defend against multiple people, but it only attacks one at a time? that way, it will feel less like you're in a game, more like you're actually fighting monsters. I think the game system should try and stay out of the player's way as much as possible, only doing things to help the players do what they want (like sword skills).
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    Post by Akira Sat 4 Apr - 15:17

    Yeah that would work.
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    Post by HourlongFall Sat 4 Apr - 17:50

    If certain monsters had AoE attacks it would be great

    Edit: Or at least something that let them damage more than one at the time. It feels to strict and controlled otherwise
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    Post by Akira Sat 4 Apr - 18:07

    well bosses are huge compared to players- take the skull reaper- it wiped out a bunch in one swipe.
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    Post by HourlongFall Sat 4 Apr - 18:12

    Akira_ wrote:well bosses are huge compared to players- take the skull reaper- it wiped out a bunch in one swipe.
    Except bossed, larger mobs that are not boss mobs
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    Post by Nomaru Sat 4 Apr - 18:16

    Yeah, I agree that certain mobs should have AoE attacks, or if a player other than the one the mob targets with an attack gets hit then they take damage, too (so there's no "human shield" moments, lol)
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    Post by HourlongFall Sat 4 Apr - 18:21

    Nomaru wrote:Yeah, I agree that certain mobs should have AoE attacks, or if a player other than the one the mob targets with an attack gets hit then they take damage, too (so there's no "human shield" moments, lol)
    Exactly, something we also could have is that a monster is being able to counter and block if there are, let's say 2-3 fighting it at once. It would feel a lot more fluid
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    Post by Nomaru Sat 4 Apr - 18:28

    Yeah, like it switches tactics to more AoE and wide, sweeping attacks if it faces multiple opponents. It should still center it's attacks around whoever currently has it's hate the highest (so that players can actually tank in groups). Maybe it could also start using AoE if players keep dodging it's focused attacks, even if it's only fighting one character solo.
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    Post by HourlongFall Sat 4 Apr - 18:31

    Nomaru wrote:Yeah, like it switches tactics to more AoE and wide, sweeping attacks if it faces multiple opponents.  It should still center it's attacks around whoever currently has it's hate the highest (so that players can actually tank in groups).  Maybe it could also start using AoE if players keep dodging it's focused attacks, even if it's only fighting one character solo.
    It would feel and act like it would attack more people at once, or might even have some sort of move which allows it to switch opponent
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    Post by Akira Sat 4 Apr - 18:34

    Maybe. But we would also have to include those moves for players as well, since all the bosses used sword skills that the players could use. and we will allow one to fall asleep in a full dive environment and will let them wake up in one as well cause it would be the players responsibility for loging out and going to sleep in rl.
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    Post by HourlongFall Sat 4 Apr - 18:37

    Akira_ wrote:Maybe. But we would also have to include those moves for players as well, since all the bosses used sword skills that the players could use. and we will allow one to fall asleep in a full dive environment and will let them wake up in one as well cause it would be the players responsibility for loging out and going to sleep in rl.
    It would be really cool to go to sleep and wake up in VR. But as you said, it's up to the user to log out
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    Post by Akira Thu 9 Apr - 11:05

    Seems i left out a very important part of info up there: The towers/labyrinths are 300 meter wide by 100 meters tall.
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    Post by Nomaru Tue 26 May - 17:28

    I know I've said this before, but would you mind putting the theme's we've decided upon in the first post? That would make coming up w/ new ones much easier.
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    Post by Akira Tue 26 May - 17:32

    I havent done it yet mainly cause- ive been busy with other stuff.
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    Post by Nomaru Tue 26 May - 17:38

    cool, I just wanted to make sure you hadn't forgotten XD
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    Post by Akira Tue 26 May - 17:43

    Im atm, having a hard time on the themes that we have seen in the show(like floor 55
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    Post by Shadrixt Tue 26 May - 19:42

    Hard time as in making the whole floor compared to the parts that we see? (i need to go back through and see some of the floors)
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    Post by Akira Tue 26 May - 20:56

    no naming the theme of the floor- like floor 3 is woods and so is floor 8 and floor 22(i assume)
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    Post by Nomaru Tue 26 May - 21:04

    could u describe the design? (Google Images isn't helping at all XD)
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    Post by Akira Tue 26 May - 21:06

    hmm, what i mean is like u know how floor 4s theme is jurassic- i am having a hard time figuring out the theme of some of the floors that where shown since they dont give the theme name(like woods, tropical,scottish lol)
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    Post by Nomaru Tue 26 May - 21:08

    again, tell us the floors and where they were in the anime and we can help you come up w/ themes. You don't have to do all of this urself XD
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    Post by Akira Tue 26 May - 21:09

    Floor 56 or floor 55(witch ever one has the frost dragon that liz and kirito attack

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