Hidden 5 yrs ago Post by FujiwaraPhoenix
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Prologue

It has been a month since the release of Visions of Elysium, a VRMMO developed by Eastwind Software that took the world by storm. Developed and published after years of rigorous testing, the game itself seemed to transcend all boundaries of what was considered 'possible' at the time. Proposing individualized AI that seemed to be more lifelike than not and a world that was not constrained by standard role definitions, the game itself was hyped up to be something that could just as easily fail if it could not deliver on its promises.

By all accounts, it did more than succeed; it became a worldwide phenomenon.

Even now, players seek to explore every facet of the world and pursue their own goals, as even the dedicated have barely begun to scratch the surface of what exists within the world and what might be in its future. To that end, though, it remains to be seen what Eastwind has in store for its players.



So, yes, as the title of the RP says, this is a non-isekai VRMMO RP. Also not a death game VRMMO.
Because honestly? There's enough of those as-is.

In any case an explanation of the game itself is as follows:

Visions of Elysium

Visions of Elysium is a game that, at its core, emphasizes two core tenets—the idea of a 'living world' and the ability for players to express themselves as they wish. The game itself is semi-instanced, which allows players to play on an actual server, on their own, or on an instance of the world with their friends and companions. Character data is, of course, transferable, though that which is created still has to be run through some filters and verification before it is allowed outside of a personal (non-server) instance.

The world's inhabitants all run as if they were actual people (or monsters or what have you), and the actions of players can, does, and will have an impact on how they live their lives. Obviously, there are things in place to prevent active griefing on live servers, but no system is perfect, and on occasion workarounds have to be made to compensate by the developers. Similarly, what players do to the world, instanced or otherwise, persists regardless of incidents; there are no second takes, no simple 'undo button,' or anything of the sort. As a result of these systems, though, quests are in almost all cases procedurally generated based on the world state, which generally means that no two experiences of the game will be completely identical.

With regards to the players themselves, though, there are two things to note.
The first, of course, is that progression is primarily skill-based; standard leveling by means of EXP grinding is replaced by proficiency with skills, regardless of the type, which places more emphasis upon the player to exceed a standard than simply stat-checking enemies to death. Of course, there is an 'automatic' and 'manual' mode for all skills that exist in the game, and the game itself can be played solely on auto (read: system aid), but 'manual' allows for a higher degree of creativity and control that would, in essence, separate the 'good' players from the 'great' ones.
The second is that there are no classes, and thus no limitations as to what people can learn. The only hard limit with regards to what a player can learn directly correlates to the type they spend and how quickly they end up picking up a skill. A jack-of-all-trades would be possible, of course, but the extent to which that becomes viable to keep up is up for debate. Similarly, there is no concrete list of skills; things are limited only by how far players want to take themselves (though, obviously, the in-world physical limitations of their characters still apply).

As progression is skill- and gear-based, though, players also do not have hard limits placed upon them in terms of what weapons or armor they can create; the only limiting factor is the skill of the crafter. In theory, this makes far more things viable in-world than outside of it, but given the current constraints of the world (namely, crafting materials), the depths to which this can be taken have not yet been fully explored.

There are, of course, microtransactions. Roughly 80-85% of these are wholly cosmetic in nature, and thus do not impact the game; one cannot 'pay to win' in this scenario. The only non-cosmetic items available within the shop are bulk materials (cloth, silk, iron, etc.), instant resurrection charms (which have an internal timer), and the starter kit. All of the items from within the shop can be traded within the game, though, so there is nothing preventing those items, cosmetic or otherwise, gaining their own value in the player economy.




Ideally, all characters within the RP are somewhere within the early-midgame range, such that they are beginning to or have already begun to specialize (to some degree).

There's a "design document" mockup for the game here that outlines a lot of the game itself (but it's a bit long), so feel free to look at it and ask if there are any questions/concerns that that doesn't answer.

In any case: the form.

Hidden 5 yrs ago Post by Rune_Alchemist
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@PKMNB0Y

Right well, I suppose she's done. I'll expand on stuff I need too.

Hidden 5 yrs ago 5 yrs ago Post by FujiwaraPhoenix
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@Rune_Alchemist: Accepted.

I guess I should also stick mine up now, then.
Hidden 5 yrs ago 5 yrs ago Post by Pyromania99
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Well, here is the Nun.
Hidden 5 yrs ago Post by FujiwaraPhoenix
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@Pyromania99: Nun accepted.
Hidden 5 yrs ago Post by RolePlayerRoxas
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Hidden 5 yrs ago Post by FujiwaraPhoenix
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@RolePlayerRoxas: Fox all clear.
Hidden 5 yrs ago Post by Raineh Daze
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Hidden 5 yrs ago Post by FujiwaraPhoenix
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@Raineh Daze: Artillery accepted.
Hidden 5 yrs ago 5 yrs ago Post by TheFake
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Hidden 5 yrs ago Post by FujiwaraPhoenix
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@TheFake: Accepted.

I think that's enough to get the ball rolling for now, so I'll get to work on that in a bit.
Hidden 5 yrs ago Post by Sanity43217
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Hidden 5 yrs ago Post by FujiwaraPhoenix
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@Sanity43217: Okay, there's a few major problems that present themselves to me immediately here.
First: the racial passives. Frankly speaking, I really dislike the idea of an entire aspect of a game being locked behind a single race, and this is no exception. Creativity is inherent to a person, not a race, and implying otherwise... It doesn't sit well with me.
On top of that, we have other races of magically-inclined people, so tacking that on top of this already-problematic proposal... Nope.

Second: the mech. I'm going to be honest: I, at some point or another, expected a mech of some variety, especially given modern design sensibilities. My problem here, though, is that it seems to be a bit too technologically far forward for a month's worth of development relative to that. It's vague and seems somewhat out of place given that fact, so... Yeah.

That's it, really. I'm rejecting the form primarily off of those two issues.
Hidden 5 yrs ago 5 yrs ago Post by Sanity43217
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@Sanity43217: Okay, there's a few major problems that present themselves to me immediately here.
First: the racial passives. Frankly speaking, I really dislike the idea of an entire aspect of a game being locked behind a single race, and this is no exception. Creativity is inherent to a person, not a race, and implying otherwise... It doesn't sit well with me.
On top of that, we have other races of magically-inclined people, so tacking that on top of this already-problematic proposal... Nope.

Second: the mech. I'm going to be honest: I, at some point or another, expected a mech of some variety, especially given modern design sensibilities. My problem here, though, is that it seems to be a bit too technologically far forward for a month's worth of development relative to that. It's vague and seems somewhat out of place given that fact, so... Yeah.

That's it, really. I'm rejecting the form primarily off of those two issues.


Thank you for the criticism, I'll start working on a new sheet. Although next time, I would appreciate what you actually didn't like about it other than just saying "It's vague and seems somewhat out of place given that fact, so... Yeah." Given everyone else's forms are rather vague.
Plus it seems a little odd that you would allow an Immortal and Demon lord, but deny a Gnome character. Just doesn't sit well with "so long as it's not too outlandish/absurd/crazy."
Hidden 5 yrs ago Post by Raineh Daze
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Gnomes weren't banned; the abilities you gave to them were. TL;DR: crafting is the main source of items. We have one character who specialises in that already. That sort of ability is basically saying "because you don't want to play an ugly midget, fuck you, you're worse".
Hidden 5 yrs ago Post by FujiwaraPhoenix
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@Sanity43217: Well, I guess I should address that, then.
The other abilities can afford to be vague because they're not necessarily as technologically advanced as what you were presenting. I can get a general feel for their relative strength and such at a glance, as opposed to the mech, which is... More nebulous in that regard. A powered suit as opposed to Iron Man suit are sorta like night and day. Worst comes to worst, I call for clarification.

As for the races: my issue lies in the passive, not the race itself. 's it, really.
Hidden 5 yrs ago Post by Sanity43217
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Hidden 5 yrs ago Post by FujiwaraPhoenix
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@Sanity43217: Okay, let's see...

Okay, so there's one minor thing and one slightly less minor thing that I'd like to bring up.

First, the minor: the appearance you've grabbed feels a bit more 'modern' than what I'd expect from the game given the general aesthetic of the characters thus far—mainly the head, which feels like something out of Warframe. If you can give me a bit of justification on that front, I'll let that slide, but for now? Eeeeh... It's minor.

Second: Personality. This is more of a worry with regards to the cast we have at hand, and I'm not sure if your character would even be inclined to stay with the group in the first place. Given we have:
  • A roleplaying nun
  • A fox who is the farthest thing from a 'serious player'
  • A blacksmith whose M.O. is making semi-troll equipment

I'm a bit hesitant. This isn't a rejection of the character, but if you want to press ahead with that in mind, then I don't think I'm in any place to stop you.
Hidden 5 yrs ago Post by Sanity43217
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@Sanity43217:
First, the minor: the appearance you've grabbed feels a bit more 'modern' than what I'd expect from the game given the general aesthetic of the characters thus far—mainly the head, which feels like something out of Warframe. If you can give me a bit of justification on that front, I'll let that slide, but for now? Eeeeh... It's minor.


It's actually very easy to justify. With most of the items in the game being pushed to be crafted by players, equipment aesthetics go out the window pretty fast, as everyone tries and make unique equipment to make a name for themselves. Alternatively, paid cosmetic changes.

@Sanity43217:
Second: Personality. This is more of a worry with regards to the cast we have at hand, and I'm not sure if your character would even be inclined to stay with the group in the first place. Given we have:
  • A roleplaying nun
  • A fox who is the farthest thing from a 'serious player'
  • A blacksmith whose M.O. is making semi-troll equipment

Personalities aren't static. People and their viewpoints evolve over time. So, over time, he may learn to look past his prejudices and stay with the team. Until then, we gotta find something of value they can offer him, but that's just how life is anyway.
Hidden 5 yrs ago Post by FujiwaraPhoenix
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@Sanity43217: All right, then accepted.
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