作者 主题: 关于“频繁乘法运算”对跑团的影响……  (阅读 9844 次)

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离线 Leaf

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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #10 于: 2018-12-18, 周二 11:13:24 »
这还不简单吗,升骰子或多投例如两个骰子的变成三个d6upd8ord10之类,这不就不需要乘法了

1.这些事都有合理解释,但出于安全考虑,不能公开。
2.由于降低了预算,监管力量削弱才有了这一疏忽。
3.该实验值得一做,并已经停止,得到了大量珍贵数据。还提供了就业。
4.有些重要信息,尘埃落定以后我们才能得知。下不为例。
5.由个人决策失误引起,已根据内部纪律条例予以处理。

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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #11 于: 2018-12-18, 周二 11:55:43 »
这还不简单吗,升骰子或多投例如两个骰子的变成三个d6upd8ord10之类,这不就不需要乘法了
D10对于D6来说,只是增加了40%更高伤害的可能性。

这与讲究侧重于思考、控制局面(v1.5新增思路)与实力直观表现的VIS核心设定是有所违背的。

这个规则如今的特点之一,就是技能的卡牌化,除非敌人属性太高,或者具有相对的抗性加值,不然很多时候DEBUFF和“控场”效果都是 4/6 以上的命中率。

而我们追求的乐趣正是这个玩法……(虽然现在还不知道是否成功)
Vestige In Stratos(《千年之幻想》)规则试作版2.0企划中
http://www.goddessfantasy.net/bbs/index.php?board=1778.0
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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #12 于: 2018-12-18, 周二 12:08:19 »
Adding words for a bunch of people who might not want to read MORE words might not be the best idea.

Some JTRPGs tend to use a bunch of comics for the more complicated stuffs; At the same time there are some western designers who believe "Always put one small picture in every few pages to break the monotomy. Quality or relation doesn't matter in this regard." Both sides use simple powerpoint-type graphs quite often.

Wall of text is scary regardless. (This thing here should be example enough. 0rz)

You don't need quality artists. How about this: Try to make a few small, simple, DVD-setup-manual type of instruction-oriented pictures (Not the semi-publishable manga types you see in JTRPGs; That'll be overkill right from the start so DON"T DO THIS at least for now.) And see how far it can get you. Maybe it can get you some new ideas to show it to others?

==================================================

As for WHY we make games and edits: I myself never ask WHY anymore.
(Especially when I've still been doing that after decades... Reasons and points only get you so far. :em016 )

In the hobby, everybody would eventually get to this point. Maybe for a lot of people that's like for 15 minutes, for a few though the idea sticks.

But do we NEED new systems?

Heck NO. To put it simply, we've never NEEDED anything beyond AD&D2ed at the first place.
It's the basis of a rule, we want a rule, we houserule rules when necessary. Done.

Every other games out there are only by reason of Market Forces, and none of them are ever "needed" per se. And even if you discount that, the most we "need" for systems are probably the top 10 that dominate the vast majority of TRPG market. - And strangely enough that list won't include PF as it is a variation of D&D that you can just houserule into D&D. v=_=v

But why do we have so many countless other stuffs out there? Well, why not?

"Wanting to do something" is itself reason enough. Even if the person in question has never read any other thing out there except D&Dcore, and his product is only going to turn into a sad heartbreaker that might work even worse than the original. - Not that I am saying it is the case here. I ain't gonna say anything about this thing at hand here is my point if you catches my drift. v*_*v - I really don't have any reason to stop it. Market Force will deal with it whether we like it or not.

(Plus we all have something we do that, in other people's eyes, are "pointless". Like playing TRPG for example... AHEM. Anyhow POV is important.)

If nothing else, we always have the choice to do things "for the lulz" as long as it does not hurt anybody else.

Plus, waaaaaaaay more importantly, sometimes miracles do happen. If we keep asking why there won't be PF, nor will there be Lamanation of the Flame Princess, 無限, and probably not FATE. Heck we won't have Tesla making cars if we keep asking why... Okaaaaaay, bad example there. !!!=3=\

(WE WON'T HAVE KURATAS IF WE KEEP ASKING WHY!!!!! DARN I REALLY WANT ONE OF THOSE. :em032 :em032 :em032 :em032 :em032 )

Maybe it will turn out great, and we all reap profit; If not, nothing is wasted on my end, nor on his end as he'll probably learn to either make something better next time or stop trying at all, neither of which has anything to do with me as well.

So I'd say let them go for it. Just my own .0000002 cents. v=3=v

V.I.S is still not mature even after 2 years. We must face more challenges in the future.

And in fact, V.I.S is a TRPG with many TCG features, we design to let people use their abilities in crucial points and 'control' the battle tide against enemies.

So this is why we still determine to use multiplication after 5 core updates, 'Defense' will be vital point in combat, not 'more chance to avoid' but 'vital damage mitigation'.

And we will also take your points into consideration.
Vestige In Stratos(《千年之幻想》)规则试作版2.0企划中
http://www.goddessfantasy.net/bbs/index.php?board=1778.0
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欢迎大佬们前来指教的说~



离线 Leaf

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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #13 于: 2018-12-18, 周二 12:11:04 »
你要搞清楚一点原则,要用简单现成的泛用工具来做出简单直观的效果,而不是脑子一抽把问题复杂化搞死你自己
1.这些事都有合理解释,但出于安全考虑,不能公开。
2.由于降低了预算,监管力量削弱才有了这一疏忽。
3.该实验值得一做,并已经停止,得到了大量珍贵数据。还提供了就业。
4.有些重要信息,尘埃落定以后我们才能得知。下不为例。
5.由个人决策失误引起,已根据内部纪律条例予以处理。

离线 cmoon

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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #14 于: 2018-12-18, 周二 12:15:03 »
v1.2开始是一个结合TCG风格和TRPG,追求“大道至简”风格的,“现代化”尝试。(从年前就开始着手定格主要的风格,既duel为主和参考了4e的模式)

v1.4是对之前版本内容不足的矫枉过正。(因为某些之前版本的大量复杂运算没有排除,生引进来的很多系统反而造成了冗余问题,导致面团第一次对外测试基本变成了批判会……)

蛤?

而且核心都没写完还写扩展的
« 上次编辑: 2018-12-18, 周二 12:18:34 由 cmoon »

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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #15 于: 2018-12-18, 周二 12:20:51 »
你要搞清楚一点原则,要用简单现成的泛用工具来做出简单直观的效果,而不是脑子一抽把问题复杂化搞死你自己

除了乘法引起的分歧外,V.I.S其实是一个并不复杂的规则,尤其是1.5简化后,大部分百分比运算都没了。

(也欢迎大佬前来群里看看规则相关的介绍)

或者说,这个规则是在一定程度上复杂,换来了更多程度上的简化——TCG模式的简化,和对战略的侧重

战略深化的程度,例如:


涂黑的地方对战斗常常就会起到非常“关键”的作用,因为(修改后的)很多BOSS不再是不吃任何控场,而是有四五次免费【解控】机会来“对掉PC的牌”。
而这就能稳让它白白挨打一整轮了。

而首轮提到的乘法问题的解决,也是在不抛弃核心的基础上,一种“实事求是”的解决问题思路。这也是我们目前工作的核心。
« 上次编辑: 2018-12-18, 周二 12:22:34 由 千年酱 »
Vestige In Stratos(《千年之幻想》)规则试作版2.0企划中
http://www.goddessfantasy.net/bbs/index.php?board=1778.0
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欢迎大佬们前来指教的说~



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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #16 于: 2018-12-18, 周二 12:23:47 »
v1.2开始是一个结合TCG风格和TRPG,追求“大道至简”风格的,“现代化”尝试。(从年前就开始着手定格主要的风格,既duel为主和参考了4e的模式)

v1.4是对之前版本内容不足的矫枉过正。(因为某些之前版本的大量复杂运算没有排除,生引进来的很多系统反而造成了冗余问题,导致面团第一次对外测试基本变成了批判会……)

蛤?

而且核心都没写完还写扩展的
:em004

因为之前更复杂……

Vestige In Stratos(《千年之幻想》)规则试作版2.0企划中
http://www.goddessfantasy.net/bbs/index.php?board=1778.0
V.I.S 对外公开+提意见群:948476585
欢迎大佬们前来指教的说~



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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #17 于: 2018-12-18, 周二 12:24:21 »
啊……等等,你们到底是在做TRPG……还是lcg?
即便签名档受限,我也要呐喊——和(带)女朋友跑团♾️/♾️!分手了,绝赞单身中
跑团三年,敢称无团不开,带团三年,方知无团可跑,迩来已有一十二年。
“你是律师吗?”“是啊,你要看资格证吗?”

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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #18 于: 2018-12-18, 周二 12:29:08 »
能光投骰子解决的问题还要搞乘法。。。这就是问题
1.这些事都有合理解释,但出于安全考虑,不能公开。
2.由于降低了预算,监管力量削弱才有了这一疏忽。
3.该实验值得一做,并已经停止,得到了大量珍贵数据。还提供了就业。
4.有些重要信息,尘埃落定以后我们才能得知。下不为例。
5.由个人决策失误引起,已根据内部纪律条例予以处理。

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Re: 关于“频繁乘法运算”对跑团的影响……
« 回帖 #19 于: 2018-12-18, 周二 12:29:58 »
啊……等等,你们到底是在做TRPG……还是lcg?

可以说,是一个相互结合的尝试。

兼容了成长性与“技能”(缝合怪了一点4E,但是遍地“遭遇威能”)的尝试。
Vestige In Stratos(《千年之幻想》)规则试作版2.0企划中
http://www.goddessfantasy.net/bbs/index.php?board=1778.0
V.I.S 对外公开+提意见群:948476585
欢迎大佬们前来指教的说~