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When we level up does our SP replenish and our health restore to full? If not... why not? It's a game and I think it's a cool, well earned, life saver....
=O
Dante's Abyss 2015
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I would assume that the answer is no. Imagine if you're in a fight with damage meters, you're about to die and then your post levels you up, instant full helth and sp where the other person might not, I know this is a joke question but I'm taking it seriously.
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This isn't a joke question and I am taking it serious. I have imagined the exact same scenario in my mind and feel that it should happen when you ding... How rare is it to ding? How epic would it be if you beat someone who way outclassed you just cause you dinged. It makes way for sweet underdog triumphs and again.... dinging is really rare in this rpg, so... it should reset you to full. IMO
Edit: Also, this is a game and MOST games follow this policy.
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In most RPGs I've played, when you level up, the only health/SP you recover is whatever the new level awarded you. Havent played too many RPGs where you get auto-restore upon level up
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Hmmm, most rpgs I've played worked in the manner I've described. Most notably, World of Warcraft.
Dante's Abyss 2015
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Like I said, it's probably not going to happen, simply because damage in a fight can't be rendered useless, ut's unfair. It's pretty much going into a fight knowing you'll level up before you lose it, essentially knowing that you'll win the fight due to a level up. It's a game OOC, for us, whereas IC it's only a game for Omni. Primes do not level up, they are slowly but steadily getting stronger each day/hour/minute they spend in the omniverse. We have levels to indicate, for us OOC, what our primes can do and to have balance (so newbies don't just spend all their starting om on a T3 super move and just use SP to spam it). Also the levels are a nice way to keep everything organised.
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While it is true that quite a few games restore your health and MP/SP/PP upon leveling up, you can't really directly apply video game design to the design of a PbP RPG. Some things may not necessarily be applicable, especially since an RPG like the Omniverse relies more on subjective elements (such as writing quality and the human element) rather than purely game mechanics.
One key difference is that battles are much more numerous in video games, so one needs to replenish their HP/SP quite frequently and having them fully replenished upon leveling up is quite handy. By comparison, fights (at least the ones that warrant allocating damage) are a much less frequent occurence in the Omniverse. And even then, they tend to be isolated incidents that characters can take the time to recover from, so attrition rarely plays a role.
Considering this, I'm not sure there is any need to help roleplayers out by replenishing their health and SP, since it would arguably only serve to undermine the attrition aspect even during the rare occasions where it would matter.
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It's a neat idea, and is worth bringing up to my staffmates. However, the most I would suggest replenishing is SP, absolutely no health recovery. If a player is anticipating a nearing fight, they could easily set themselves up so that they purposely Level Up during the fight. This would be considered akin to cheating in my eyes.
Also, if you Level Up during a fight, you are already gaining +1 SP, which can be used to your advantage as is.
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Monkey D. Luffy Wrote:It's a neat idea, and is worth bringing up to my staffmates. However, the most I would suggest replenishing is SP, absolutely no health recovery. If a player is anticipating a nearing fight, they could easily set themselves up so that they purposely Level Up during the fight. This would be considered akin to cheating in my eyes.
Also, if you Level Up during a fight, you are already gaining +1 SP, which can be used to your advantage as is.
I agree with the no health stipulation. Setting yourself up to level up two posts into a fight and get full health back is basically a free win in PVP with our current system. SP probably should follow the same rules. In PVE it's probably fine but a little "gamey" and not really "storytelly".
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I can see two main flaws to this, and they sound incredibly similar - One, people would avoid fighting if their opponent(s) were near leveling up, and people would prioritize fight times when they were about to level up purely because they could spam Super Moves or Transformations until the opponent's been wiped off the face of the Earth/Verse/Whatever.
For the first point, think of it this way: If you were fighting someone and you knew that they had a chance of regaining all of their health and could wail on you with all their Super Moves quite possibly twice as much as you could defend against them, would you even consider digging your heels in and fighting? No, you'd run, or you wouldn't have gotten anywhere near the person you would have been fighting.
For the second, fights are pretty fun to write. The hero (Or villain, or other) walking proudly into battle to promptly get his ass beaten isn't the most fun thing to write about, though, unless you for some reason want to lose, or you want your character to lose. So of course, if you were going to write a fight, you'd want your character to whup your opponent(s) in the first few rounds with SP-expending maneuvers, then somehow find the strength to continue the fight (Level up), and wail more with the same stuff you did before.
It's an interesting idea, but I don't think it's applicable to the Omniverse - While in, say, Skyrim (Where it exists) it might be justified because you have fights often and maybe you're a magic user with very few magic potions. On the contrary, in the Omniverse, we have healing items available wherever we want, whenever we want via OM, so it's not like we have anything limiting us aside from the possibility of being roundhouse kicked to the face while we're summoning stuff.
Not to mention it seems like a very "Because it is a video game" trope-y thing, in my humble opinion.
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Posting from my phone. Gonna say no. Way too gamey. There is no IC justification for it as even OOC leveling up doesn't make you inherently more powerful - just opens up more options for you. The only thing you could argue is maybe a restoration in SP as that is the statistical equivalent that represents character growth. Personally this steps over the line for me. Yes this is a game, but not a video game or an mmo.
Sarah has the right of it. Since leveling up doesn't really do much aside from adding an SP and unlocking some stuff, there's no OOC basis for a sudden regen or refresh. IC, from a realistic standpoint, it's not like you're gonna get into a gun fight and, when you're running low on ammo and injured, you suddenly get more ammo and healed.
That said, you WOULD get that +1 SP point to spend, since SP is tracked in spent amounts rather than remaining amounts. So, that's SORTA something there.
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