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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.
      _______________________________________________________________________________________________________________________________________________


      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      [Live] 2.5.0 Patch Notes   10/02/2017

      <<2.5.0 Patch Notes>> Main Guide: The main rules/tutorial section has been rewritten. Resources: A Resources section has been added. This contains reference material such as the SP/Level chart, Skills list, Enhancement list, individual profession stats, and a new FAQ. General Rule Changes: Word count requirement in Merchants & Shops section has been reduced to 100 from 150. Col logs are no longer required to include in journals. The Banker system will be used to track currency/materials going forward. New characters and Rebirth characters may choose a Starter Package containing a variety of basic equipment, col, materials, and/or potions. NK/KE tags have been removed. The table for SP gain based on the number of players in a thread has been removed. SP gain is now issued at 1 SP per 3 posts, up to the number of completed pages. (e.g. 3 SP for three pages, requires at least 9 posts) A Skill Refunding System has been added. Players may now pay a col cost to remove known skills and receive a refund of the invested SP. Rules on vanity items have been clarified. Health regeneration outside of combat has been adjusted to (10 * Tier) per post. Stealth and Stealth Detection no longer have a base rating for players. Both now use a LD roll plus a Stealth Rating/Stealth Detection modifier. NPCs and monsters still utilize a base rating (10 as a baseline for player-created mobs). 'Using cover' no longer adds to Stealth Rating. Low light or darkness conditions grant a +1 to Stealth Rating, down from +2. Switch has been added as a game mechanic (no longer a skill). Players may call for a Switch when landing a successful attack. If the Switching player also lands an attack, a Switch is performed and the two players may immediately swap hate values. Players are required to post their level, stats, equipment, skills, etc., in their first post in a thread. This should be a snapshot of your character and should not be changed after the initial post. Players are still allowed to declare their characters at a lower level or with fewer items than what they currently have, but may not claim items that have not been approved or were obtained in an unlocked thread. Turn order rules have been modified slightly to reflect the leniency of Boss Raid combat. Players may post in any order so long as each player and the enemy has gotten one action in a single round. Outside of Boss Raids, parties may have a maximum of 4 players. Combat with more than 4 players should follow a Group order similar to boss raids. When fighting multiple enemies, players must now make individual rolls for each mob. This applies to both making attacks against multiple enemies and multiple enemies making attacks. One roll no longer applies to/for all targets. The Running Away mechanic has been updated. Running away from combat now uses a LD roll with a set of situational modifiers. The col/material values and frequency in the loot table have been adjusted. Labyrinth searching rules have been adjusted. The map fragment system has been removed. Bonus rewards for scouting and defeating the field boss have been adjusted. Housing and Guild Halls have been completely revamped. PvP rules have been adjusted. Players must make an initiative roll when engaging in combat with other players. The extended Player Killing rules/restrictions have been removed. Rules on player cursor colors have been expanded. There is now a strike system for criminal infractions that would cause a player's cursor to turn orange. Killing a green player outside of a duel now results in a permanent orange cursor. An NPC Guard mechanic has been added. Orange players may now enter safe zones, but must stealth/run from guards in certain safe zones. NPC guards have a Stealth Detection rating equal to (Floor / 3), rounded down. Added more detail to character death rules. The RGQ system has been removed. Crafting Changes: Fishing as a profession has been removed. It is now a skill. The CD result chart has been adjusted across all professions (except Merchant). Good and Bad quality items have been removed from the CD result chart. Salvage chances have been adjusted. Alchemists now have a chance to salvage one or both materials when attempting to craft crystals. Crafting Die tools no longer have an effect. Consumables, familiars, housing, and some items still provide EXP and Crafting Attempt bonuses. The process of crafting Feasts has changed slightly. Cooks may now take 3 identical food items and spend two materials to combine them into a Feast. A Feast can be used in a thread to provide that enhancement to up to six players. Artisan craftable item types have been modified (Trinkets, Jewelry, Sculptures). The buffs they can provide are largely unchanged. Alchemist craftable item types have been modified (Salves, Potions, Crystals). The buffs they can provide are largely unchanged. Skill Changes: Extended Weight Limit Removed Ranks - 15 SP cost Now adds +3 Battle Ready Inventory slots Adjusted Mod: Large Pockets Now has 3 Ranks Cost set to 5/3/2 SP (10 total for Rank 3) Now increases single Battle Ready Inventory slots to 7/10/15 Removed 'Larger Pockets' and 'Largest Pockets' mods New Skill: Fishing Cost: 10 SP Effect: Use a dice roll to fish something up based on a natural CD result: Gatherer Now has a chance to yield 1-3 bonus materials based on a natural CD result Sneak & Hide Renamed to 'Hiding' Now grants +1 Stealth Rating per rank New Rank 3 Mod: Untraceable Cost: 9 SP Effect: Negates the effect of the Tracking skill against the user. New Rank 3 Mod: Blindside Cost: 9 SP Effect: Gain +2 Stealth Rating. Natural BD rolls of 9-10 reduce the target's accuracy by 1 for one turn when attacking from stealth. New Rank 5 Mod: Vanish Cost: 12 SP Cooldown: 5 Turns Effect: Allows the use of a post action to re-enter stealth while in combat. Getting a killing blow on an enemy allows Vanish to activate without using a post action. Search & Detect Renamed to 'Searching' Now also grants +1 Stealth Detection per rank Mod: Night Vision Now requires Rank 1, down from Rank 3 Cost reduced to 5 SP, from 9 Mod: Reveal Now also grants +2 LD when searching for Labyrinths and allows Labyrinth searches at 15 posts. Mod: Tracking Now requires Rank 3, down from Rank 5 Cost reduced to 12 SP, from 15 Tracking requirements for monsters, players, and NPCs have been clarified. Mod: Detect Cost reduced to 9 SP, from 15 No longer uses or affects Tracking. Now Grants +2 Stealth Detection. Grants +1 LD when searching for sub-dungeons and labyrinths Battle Healing Now recovers 1% of max HP per rank, instead of (Rank * 5 * Tier) Mod: Emergency Recovery Cost reduced to 10 SP, from 15 Now recovers 10% of max HP, down from 25% Block MIT gained is now set per rank: 5/8/12/18/25, down from 1 MIT per SP invested. New Rank 3 Mod: Shield Bash Cost: 10 SP Cooldown: 2 Turns Energy Cost: 10 Energy Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10) damage, stuns the enemy for one turn, and applies paralyze/thorns/flame thorns enhancements present on the shield. Note: When calculating Base Damage for Shield Bash, Weapon Skills do not apply. Mod: Safe Guard Reworked into 'Rampart' Added a 5 turn cooldown Added energy cost of 8 Now uses a post action to reduce final damage that would be dealt to you by 25% (rounded down). Effect lasts until the beginning of your next turn. Energist Removed Ranks - 12 SP cost Now adds (5 * Tier) to total energy, instead of (Rank * 2) Howl Added energy cost of 10 Mod: Focused Howl Added energy cost of 8 Parry Increased SP cost to 12, up from 10 Added a 1 turn cooldown Energy cost has been fixed at 5, instead of (2 * enemies parried) 50% damage reduction has been specified to apply to the final damage (after mitigation). Effect applies to the next attack against the user, and cannot reduce damage from multiple enemies at once. Mod: Vengeful Riposte Increased SP cost to 12, up from 10 Added a 3 turn cooldown Damage reflected is now 50% of raw damage, up from 25% of damage taken. This damage can still be mitigated. Switch Skill has been removed. Two-Handed Weapons The +2 DMG bonus for 2H weapons has been clarified in the first rank of 2H weapon skills. All Weapons The Ferocity and Finesse mods have been condensed into a single description. You must still specify the weapon type when acquiring the mod(s). Mod: Ferocity Rank requirement set to 3, instead of ranging from 1-5 Now increases base damage of all sword arts for the chosen weapon by 1. Mod: Finesse Rank requirement set to 3, instead of ranging from 1-5 Now has 3 Ranks Cost adjusted to 5/3/2 SP (10 total for Rank 3), down from 15 at Rank 5 Now reduces energy cost of all sword arts for the chosen weapon by an amount equal to its rank. Mod: Quick Change Cooldown reduced to 3 turns, down from 5 Now allows the user to swap, equip, or unequip a weapon in their Battle Ready Inventory. Mod: Stamina Now reduces the energy cost of all attacks by 1. Heavy Armor Increased the amount of MIT gained to 8>12>18>25>35, up from 3>7>12>20>30 Mod: Athletics Bonus health increased to (15 * Tier), up from 15 Mod: Stonewall Bonus health has been adjusted to (15 * Tier), instead of equal to mitigation from other skills. Now also grants 10 MIT when wearing heavy armor Now also reduces damage taken from damage over time effects by 25% (rounded down) when wearing heavy armor. Light Armor Adjusted the amount of MIT gained to 5>8>12>18>25, down from 3>7>12>20>30 Mod: Athletics Bonus health adjusted to (10 * Tier), from 15 Familiar Mastery 'Accurate' now has 3 ranks. 'Assistant' now provides bonus EXP (crafting attempts at max profession rank) instead of CD. Meditation Removed Ranks - 8 SP cost Added a 5 turn cooldown Now recovers (3 * Tier) energy. Getting hit by an attack before the beginning of your next turn reduces the energy recovered to (2 * Tier). Survival Added 3 SP cost Increases out of combat health regeneration to (15 * Tier), instead of 20. Enhancement Changes: Life Steal has been renamed to Vampiric. The Crafting Die enhancement has been removed. Alchemist and Artisan item types for enhancements have been modified. Sword Art Changes: Multipliers have been simplified to a single number (x6) from the two-part formula (2x3). Several descriptions have been updated. Quest Changes: The 'Redemption' quest has been revamped. The level and repeatable restrictions have been adjusted to affect only the bonus SP rewards: The First Few Lessons Are Free The Second Lesson is Also Free The Third Lesson is Just As Free The Fourth Lesson is Actually Free The Venemous Warg Repeating the 'Earning a Living' quest now allows a player to change their profession. Changing professions will reset experience to 0. Repeat completions of the Earning a Living quest will only award bonus materials if the quest-taker is changing their profession. The following quests have been removed: «Witch of the West and the Three Treasures: T.M.H & S.B.» «Witch of the West and the Three Treasures: T.L.C.» «Witch of the West and the Three Treasures «The Falling of Tagas» Housing Changes: The cost and size of Player Housing is now determined by a 'plot size'. The plot size dictates how many room slots, yard slots, and stories a house can have as well as the initial cost when purchasing. Purchasing a PK-accessible home (outside of a safe zone) has an additional cost. Buffs from Guild Halls/Player Housing now comes from the type of room, rather than furniture. Certain rooms for Player Housing have upgrades. Player Housing buffs must be assigned to a player. Home owners may use the Housing Evaluation topic to re-assign a room's player(s) once every 30 days. New/Rebirth Character Changes: Players who have submitted a new or rebirth character journal for approval in the past 30 days are eligible to add one of the starting bundles. <<2.5 Update Survival Guide>> Skills: If you spent more than 15 SP on the Extended Weight Limit skill, refund any SP over 15. If you have spent less than 15 SP, the skill is inactive until a total of 15 is invested. If you spent more than 12 SP on the Energist skill, refund any SP over 12. If you have spent less than 12 SP, the skill is inactive until a total of 12 is invested. If you spent more than 8 SP on the Meditation skill, refund any SP over 8. If you have spent less than 8 SP, the skill is inactive until a total of 8 is invested. If you have the Parry skill, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you have the Survival skill, you must spend 3 SP to continue using it. Otherwise, it is inactive until a total of 3 is invested. If you had the Switch skill, remove it and refund 10 SP. Mods: If you have the Detect mod, keep it and refund 6 SP. If you have the Tracking mod, keep it and refund 3 SP. If you have the Emergency Recovery mod, keep it and refund 5 SP. If you had Rank 1 or 2 of the Ferocity mod, lose it and receive a refund of the SP spent. If you had Rank 3 or 4 of the Ferocity mod, you must spend 6 or 3 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you spent more than 10 SP on the Finesse mod, refund any SP over 10. If you have the Large Pockets mod, you must spend 1 SP to continue using it. Otherwise, it is inactive until a total of 10 is invested. If you had the Larger Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 2 SP. If you had the Largest Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 5 SP. If you have the Night Vision mod, keep it and refund 4 SP. If you have the Vengeful Riposte mod, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 12 is invested. Professions: If you had the Fishing profession, all EXP may be transferred to any other profession. If you had a Tool with the 'Crafting Die' enhancement, you may post it for re-evaluation with the Ambition or Crafting Attempt enhancement (item name/description may not change). If you retake the Earning a Living quest in order to change professions, your EXP resets to 0 for the new profession. Edit your existing shop thread with your new profession information. Housing: Existing Guild Halls and Player Housing have been removed. They may be repurchased through the Housing Evaluation template. Players who previously bought a home or hall have been reimbursed for the total col cost in their original housing application. If a guild had shared col lost due to the removal of a guild hall, PM the details to @Teion for review/reimbursement.
    • Aereth

      2.5.2 New Mechanic: Thread Invasion/Protected Threads   11/08/2017

      Hello Players,
      Once again your feedback is needed, so head over to the thread and tell us what you think. LINK  

Daeron

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About Daeron

  • Birthday 11/05/1997

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  1. How's it going today everyone? I hope that it's going well for you all because I've been reading through the OOC section for a while and one big subject that everyone is controversial but very iffy is the matter of Player Killing and how it can be done. While some people believe that the site should be more canon, there are some who like it the way it is. Although there is nothing wrong with that, I've feel that I've brought up some valid points and ideas that could change the game as a whole and offer new features to the entire playerbase including Player Killers a minority of the website. This post will be broken up into multiple parts so you can read each one individually even though they are all connected in one way or another. PK Rule Changes With the release of the 2.5 patch, the ability to kill a player anytime was introduced. With that being frowned upon, players have been working on alternatives to trying to balance this or to revert the change as a whole. While I believe that PK'ing should be possible, there should be a form of counterplay or even some sort of protection to lower leveled players. So to start things off it was introduced that there would be Level Protection. This would last you until X level, as that hasn't been confirmed what level it would keep you safe until, but it would allow you to stay safe from death due to another player's direct action up until a certain point in the game. This was brought up so players that come new to the site aren't guaranteed to be killed as soon as they start and to make some friends that would be willing to party up with them. Some people also brought up the idea of removing party tags altogether, which would let anyone join in a thread whenever (Invasion Mechanic) without the need to be invited to the thread. However, just because a player can be in a thread doesn't mean that they should be able to slaughter everyone in there just because they may or may not be strong enough to do that. We as a community to make this site feel more cannon yet nobody is willing to say how we can do this. That's why I'm here today with you. Thread Invasion Mechanic Thread Invasion is the new mechanic being discussed with the upcoming patch that is to cover mostly PKing and changes to the party system. Invasion allowed a player to enter any thread they pleased with a Cooldown of 3 threads that must be logged in their journal. This means that anyone can show up in your thread and pose a threat to attacking you. That's where Level Protection kicks in effective until X levels, making it impossible for a player to invade their thread. However after this protection wears off, this would mean you're fair game right? While some people immediately don't think that allowing this is a good idea I have yet another idea to possibly fixing this. Initially, the invading player could join and if they had enough posts in the thread they could still earn SP, but are restricted from earning Col in that thread with the exception that if the invader chose to attack a player it was RP combat only, meaning there were no dice and there wasn't any way to kill a player through this without permission. When a player is forced to ask another if they can kill them I'm willing to bet most players will deny the request or hands down ignore them. I ask you all this, when was the last time you RP'd with someone stronger than you and were worried they could attack you at any time? Most likely never, you were too focused on the monster that was you were outleveled by, this includes Player Killers. People never fear going on an adventure because there's nothing to fear if you're stronger than the floor unless you're doing a miniboss that you spawned for yourself or a group boss from a dungeon. If we remove the rewards period for invading, this makes it so that your only reason for joining a thread is to invade them and not getting SP where you can. Making it easily able to be abused to just join a thread early on and do enough posts for SP since you can't kill players. If anything this would only prolong the duration of some threads because an unexpected guest is now in the posting rotation. If we add in a new profession such as my idea of creating a Bodyguard profession could be avoided. Bodyguard Profession The Bodyguard profession is my method to try and fix this entire idea while still keeping the Thread Invasion mechanic alive and capable of being implemented without problems. Part of the cannon in SAO was that there were PK guilds and there were also Protection guilds, that would do nothing but protect lower leveled players for a fee of some sort. With the Thread Invasion, this lets PK guilds actually coordinate strikes on a player or a group of players. Upon a player choosing to be a Bodyguard, they are given a new skill that is exclusive to the profession called <<Invasion Defense>>. This does 3 things for players who have hired a bodyguard to join their party: Denies the attacker the ability to one-shot the player, even if they normally could for at least 3 turns their damage is limited. Gives the targets a chance to escape from the scene towards a Safe Zone or fight if they choose to. Limits an invader from stunning, freezing, paralyzing them for the duration of this thread. This buff can only be applied to a person once per three threads, and if they were protected by a bodyguard both the bodyguard AND the players in his party must log it in their journals as (Protected). To make sure the lower leveled players or players being targeted aren't able to engage in combat with the buff on them, if they choose to retaliate by engaging in combat with the attacker, the buff immediately wears off and they are thus "consenting" the player that they wish to engage in combat. To make it so Bodyguards can earn notoriety and actually become better for hire they also have a method of ranking up, as a result improving their <<Invasion Defense>> skill. This should also provide us with the ability to escape or run away now when you are invaded. Upon rolling your LD to run away as you are now in combat that you had not intended to be in, you need at least a 12 to successfully escape from the fight. Meanwhile, the Bodyguard may choose to stall out the attacker or if they are stronger than the PK'er may fight them and kill them without turning Orange as they are killing to protect the person they were hired to keep alive. This amount of information was provided from the entire community and I simply thought of a way to put it all to use and possibly provide an alternative that could potentially please all players and playstyles, as well as adding in a new profession to choose from. I don't want to see PKing become obsolete, but I also don't want it to be too easy, so I felt like something could be done and thought of to improve the site and make it more like cannon while keeping in mind that we are a text based RP community. I would absolutely love to read your feedback and I want to see what we could change or what we could do to make this happen. All credits given to the community because without you none of this would ever be possible. Sincerely, your friendliest Player Killer. - Daeron
  2. If you all could go look over in the New thread invasion mechanic being added and vote and put your input that'd be great! ^-^

  3. While you say that you wish to make this site cannon and keeping it as a RP community, as far as I'm concerned I'm bringing up legitimate solutions. The only opinion you have given so far is that it's because "Players don't wanna die." That's not a fair reasoning, while it may be true, even in CANNON players didn't want to die. In fact I believe I'm being more than fair by offering an alternative to make it so there is methods to avoid being invaded. I get it, nobody wants to lose progress-- However, in SAO players died with no regards to their fears. I believe that I can help develop this system to make it as fair as possible for EVERYONE exactly like you want, but in order for that to happen we have to include PKers. By removing the ability to kill anyone, we are then making it pointless for PKers to have their title. SAO is a real life simulation where you can die if you are killed. I'm not saying that we should allow everyone to die, hence I'm giving an option of avoiding invades by introducing this new Bodyguard profession. Also about the part where you mentioned that players shouldn't be able to be stunned while they are under the effect, that could be arranged. That or we could start the protection aura at 3 turns, and then as the bodyguard levels up the buff could become better, so at max rank Bodyguard, the buff could be extended to a full 5 turns as well as including better roll chances for players to escape, or even giving shields to soak damage up before it actually affects their health. By saying that you don't want to include the dice, we also throwing out the system that we have worked so hard to develop. While I agree that leaving it up to the dice is a gamble, that's why the buff lasts for multiple turns, as well as providing players with dice modifiers that improve their chances at dodging the situation. I'm offering a way to allow many things to happen: We get a new profession called Bodyguard added, that can be used to form Protection Guilds. We allow Player Killers and PK Guilds to organize attacks on a player as well as keeping it balanced so they aren't guaranteed to work on someone. We also offer counter-play to being invaded giving the players being invaded breathing room to decide what their next action is going to be. I really suggest that you read through this because aside from saying "Players don't wanna die and lose their belongings" isn't much of a solution to this. I'd rather work with information given and make a system better and easier to use for the public, and instead allow options for all players and playstyles to work. @Itzal
  4. @Itzal I have added some changes to the buff in bold text. This new option to the buff is essentially a way of saying "I want to run" or "Yes, I agree to fight you." Also, I feel if we added in movement impairing effect limitations such as saying only one paralyze or stun of some sort may be effective on you throughout the entire duration of the effect. Meaning if you got stunned in the beginning, you can not be stunned again until this effect wears off or is removed.
  5. @Vigilon While I do understand your reasoning for saying this I feel that if the player-based community as a whole wants this to truly feel like SAO, I think that this implementation is completely necessary. But as I've seen this site grow for years, one thing hasn't changed, and that was that players never really expressed their fear for a playerkiller at any time. People are adjusted to the idea that most player killers only RP with other PK'ers, thus making them ignored. Even guilds look at PK'ers the same that they killed someone, yet I see people RP'ing with them all the time. In any RPG where you can be PK'ed and Looted players usually squad up in case a player shows up to fight them (Runescape, WoW) on certain servers that's what they thrive for. Of course I see that we are a text based RPG, but still an RPG nonetheless. When was the last time a player you RP'ed with talked about why they don't want to RP in fear of a Player Killer. Now the only thing lower leveled players suddenly feel scared of is fighting higher level monsters with a high level player. Not at all the fact that the player could turn and kill them in one hit, nope it was the monster they feared. That's why if we add this, we can have players with a Bodyguard "Profession" and do nothing but help lower leveled players survive at low stages, and keep them safe from the player killers after their Protection ran out. In fact, Tanks could get Invasion Defense, a new potential skill for tanks to use for protection. In other words, me bringing this idea is not me trying to say "I want players die", I'm simply saying that "Players should always be afraid of dying, though not being in that situation all the time." I doubt even if we release this, that a bunch of players would flow over to becoming an orange player just to kill someone, I believe however that if we want this to feel more lively, we should allow some sort of intrusion.
  6. After catching up about the whole PK'ing situation finally I thought that this would be a good time to put in my own opinion in on the subject. One of the biggest things that I think is necessary, which I like is the protection from being invaded. Having this makes sure lower leveled players don't have to be immediately concerned for someone hopping into their thread. Depending on how many threads this lasts for or levels, it'll give the players hopefully enough time to gather some early levels or even make some higher leveled friends to RP with as the story goes on. For the invasion of a thread, since you're intruding on someone else's thread, I don't think rewards at the end of the thread should be handed out at all to the invader. This is just going to turn into a way to milk extra SP for invading someone one the first or second post to make sure to get the SP, thus adding incentive to do that every 3 threads. So if we remove this, players are going to do it strictly for the sake of story and to actually invade a thread, rather than doing it so they can get some extra SP, leveling up that player faster than usual. RP Combat only is the part that bothers me the most about this entire idea if I'm being blunt and honest. I understand players frown upon losing their progress because they got killed, and that this is to please the public, but what's the fun in invading a thread to "PK" if you have to get permission. That's like going up to a person and saying, "Excuse me ma'am but do you mind if I steal your purse and run away with everything you own?" Nobody would say yes to something like this and I feel adding this is defeats the entire purpose. Isn't the whole point of this patch supposed to be that PK'ing changes? The only thing that changes with this entire thing as far as I can see is that you can intrude someone's thread in the hopes to earn some extra SP to pump into other stats. While protection threads should remain and non protected players can actually hire mercenaries now or bodyguards to keep them safe if they want, meaning protection guilds can actually be a thing with the intrusion feature. The player that is intruding should have a debuff on them called "Invading" upon entering a thread, and for the first maybe 3 posts of invading, they can't attack or have possibly reduced damage for the first players that disables them from one shotting them on the first attack. This way the player has time to respond and can choose Fight or Flight. The ability to run away is always and option and keep in mind that if you attack a player, you immediately turn orange. So if the player enters a safezone in time, they can actually escape the fight itself. Also to prevent one player from constantly being invaded over and over again by other people i.e. a PK guild targetting the player continuously, they should also have invasion protection for 3 threads to allow them a chance to do threads without a fear of being intruded upon again. This being said, RP'ing with a player that has this form of invasion protection does not protect others in the guild. It simply means that they can't be the target of the thread by other invaders. All in all, I enjoy the work you guys are doing for players of all kinds, but making it so you need permission to act upon anything from the other person is counter productive in my eyes and kills the entire purpose of this. Like I said earlier, if I were to hop on my other account, I'd simply invade for the sake of getting some extra SP without having to put in as much work by jumping into a thread early. Feel free to point out if I made a mistake with any of my ideas here, I'm just trying to give my input on the subject. EDIT: The point of SAO was that players were constantly living in fear. They were afraid of either dying to monsters, bosses, or PKers. Since there is no way to be killed with this by a player at all since it's RP combat only, there isn't any fear at all. If someone were to have joined my thread right now, the only thing that I fear is that it would extend the duration of the thread because that's another person I have to wait to post now. I don't have to worry about them attacking me and my character dying. Which is the reason why I added in 1-Shot Protection, this will last for 3 posts of all players that were originally in that thread. This guarantees that they will live for the next 3 posts, and can be left with a minimum of 1 health. If the attacker inflicted a source of DoT effect on them, at the end of the 3 turns, it would remove all negative effects to make sure you don't bleed out immediately upon it ending. Movement impairing effects on another hand do not last longer, they simply stall out the 1-Shot protection, or we can extend it to 5 posts, but then having to keep a player in place for 5 turns clearly is a lot of RNG in their favor. Overall, I think that for this to work we need to enable more protection upon being invaded to make it valid. If this doesn't get added, honestly I don't think we should even implement the invasion system. Thanks for your time everyone!
  7. How's it going everyone? Newcomers and veterans!

    1. Show previous comments  6 more
    2. Morgenstern

      Morgenstern

      Well, I am still alive. 

      (Unlike you)

       

    3. Daeron

      Daeron

      @Morgenstern Cheap shot, I see how it's gonna be.

    4. Morgenstern
  8. Am I still relevant?

    1. Shark

      Shark

      nope... 404 User Obsolete

    2. Takao

      Takao

      nobody is relevant kid

  9. I'm just about ready to kill myself... again.

    1. Show previous comments  1 more
    2. Able

      Able

      THIS.... IS.... AINCRAD.....

    3. Shark

      Shark

      YYYYYYEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

    4. Macradon
  10. Real Life Picture Thread

    I suppose it has been quite a while since I've posted a picture of myself, so i'll post 2 instead this that I personally like the pictures I took.
  11. This place, looks so familiar. It's almost as if I've been in here a past life... perhaps I might stop back to my past and get into SAO-RPG again. Any opinions?

  12. It's been a long time hasn't it old friends?

  13. Real Life Picture Thread

    Been a while since I've said Hi to everyone, and I guess the sexy beast on the left just wants to check in on the people that I've gotten to know and meet on this forum. Also those who are new to the forum, welcome and I do hope you find your stay at SAO an entertaining one.
  14. It seems, everytime I come back to these forums, I'm seeing so many new faces and it's great to see other roleplayers out there either for their first time experiences or people that have been rp'ing for a long time. Welcome to all of those newbies out there and enjoy your stay, the community is really great. As for those of you who know me and I know you (or maybe not) it's nice to see you're still around.

    1. Show previous comments  6 more
    2. Daeron

      Daeron

      Acually, don't tell anyone, but my account name is @Shark

    3. Helios
    4. Shark

      Shark

      Yes way. This account is actually an alt. 

  15. Gonna be gone for the rest of the week! Senior class trip!

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