As I live and breath…

Like a smack to the face. An epiphany I tell you! Marvelous, simply… marvelous.

It started as a think-tank experiment for some Core II material, the Tactical Engagement System…

Ahh yes– I intended to launch it with our faction management system as a package deal in Core II, you see– the expansion of expansions so to speak… but no. No, this has turned out to be much more than that..

TWO rounds of combat, my friends. TWO separate encounters… some tweaking here and there– a few face-palms as I forgot how to use my own notes effectively… but o’ how the smoke then cleared…

 

‘…and from the ashes…’ blah blah blah. In a nut shell?

Well that I save for early this coming week!
Stay tuned~

Tom-

Also: Happy post turkey consumption /slash/ native population reduction and or general bullying; holiday extravaganza!

Up Next: Commercialism wrapped in a thin film of ‘good-will’ to provide us with an excuse to splurge financially, calorically and mentally for a period of time not preceding December 23rd nor exceeding January 2nd of the new year… day…

 

Greetings kiddies,

We’ve got quite a bit for all of you today, as this last week has been chock full of both progress and insight.

But before I get into the actual meat and potatoes of this week’s post, let me just say that; Skyrim.. Wow… I’ve only gotten to play about four hours of it total so far—but holy Christ wagons, am I enjoying myself; I recommend it.

Anyways, onto the updates!

System Modifications

Last week I briefly mentioned an alteration in the way players gain experience in statistics, skills & spells. Well, today I’m going to be giving you all the specifics on this, and the reasoning –slash- methodology we intend to employ with it’s release.

First off: The Formula!

-For Skills:  (4 x Skill Level) + ((Character Level – 1) x 3), minimum 99%.
“Tag Skills” add 8 to this total (as though they were 2 skill levels lower).

It was decided that we can make a more efficient, and far less cumbersome method in determining whether players gain EXP in skills if we use a little simple algebra. Now, the good news is—this extra work replaces the need for players and ST’s to keep track of extra information like player milestones, and participation values… Granted—the original idea was spawned out of a desire to see players get more involved with their games but, we’re actually in the business of NOT forcing players to do things our way~

At any rate—Players will now have a field on their character record sheets, labeled: Receptivity, which was the original field intended—except now, it’s a single value. A % scale that players must roll lower than on a percentile to successfully increase in skill, stat, or spell EXP.

However, the amount of EXP that’s earned is still dependent on the original method using the Attribute Aptitude Grade system.

Here’s a ‘sneak-peak’ entry from our guide on A.A.G.’s:

-Attribute Aptitude Grade (A.A.G.)-
Stat/Skill/Spell exp multipliers ranging thusly:
x1 (Average)
x2 (Above Average)
x3 (Superb)
x4 (Adept)
x5 (Gifted)
Beside each Statistic/Skill/Spell entry with be these values modifiers, Exp gained is = to 1 x the multiplier.
So for example, an Avenger ‘s A.A.G. in Strength is x5, so when he gains Exp, it’s in the amount of 1×5 = 5, out of 100 required to gain 1 STR point.

Now, we understand the frustration some players may experience by having to do all of this extra math, so I just want to be clear that we already have the new formula included in the tool kit we intend to provide players with at launch. It’ll have a complete set of calculators and other tools built into a single interface that does all the math for you so long as you provide the base info.

 

That’s the current ‘big project’ we’re working on tidying up before we continue on with the rest of the work that needs doing before we launch.
But that’s not all I have for you today!
Yesterday evening, I was lucky enough to get together with two of our new play-testers. The three of us have been trying to set time aside for this for some time now, but it was worth the wait.

After initial character creation, I sent our boys on a little traipse through  a dense wooded area that eventually led them tumbling into the very hands of fate herself!… Or himself, in this case.

Anyway; the night ebbed on and after a solid three or so hours, we called it a night. Results?  Combat was fast and smooth, base stat system seems to work flawlessly thus far!

We plan to pick up where we left off this weekend coming. I’ll have them testing magic and Exp gains then and you’ll all be the first to know how it goes!

 

Until next time, happy gaming.

Tom-

 

7
Nov

A new soul, A new face.

   Posted by: Tom.C   in Updates & Ramblings

Greetings kiddies!
Tom here,

It’s been a while since I’ve been in much of any contact with you, and as you can see– we’ve undergone yet another face lift!

We still have the new website code ready and waiting to go, its just a matter of sitting down with our web dev. to get content added. So bare with us and you’ll see a more final state of things around here in the near future.

 

Project Side:

Ahh yes, SaGa Horizon. The name-sake of our meager little arrangement. Progress has been slow, but steady– things have changed for the better as far as the system itself is concerned.

Numbers were tweaked, algorithms have been altered, monsters have been remonstrated…

In detail, we’ve got changes to magic. How base magic damage is determined, and how a players skill levels in school and the spell itself alters the end-line effect. We also have changes to how statistic and skill EXP is gained, thanks to certain members of our staff, you know who you are.

Things are shaping up, and I believe we’re finally ready to begin writing the guide itself. But before that, more play testing must be done. Cmon’ folks– sign up already! We need you–

Also, Final Fantasy XIV has been free to play for a year already..? where the hell have I been?!