Revamp Training Point Acquisition

Home Forums JinGames Forums Suggestions and Ideas Revamp Training Point Acquisition

Tagged: , , ,

Viewing 4 reply threads
^ Advertisement ^
  • Author
    Posts
    • #30184
      TheStarHawk
      Participant

      Greetings, you who I must assume to be mortal, if you have ever participated in the playing of this mod, you would know that it is very grindy, especially the further you get to ascending past your mortality and achieving godhood. I, The Magnificent StarHawk, shall offer up a solution to the great Creator, JinRyuu, and his right hand man, Crimson.

      With the introduction out of the way, allow me to extrapolate upon my plan. Training Points (TP) are currently acquired through punching things, a crude, but effective means of leveling, or by playing a minigame. Both ways are fine and dandy, but only at lower levels, for the further on you stray, the longer and more tedious these tasks become. I declare that, instead of punches, that damage output is what should be used to give players their TP.

      Now, “output” is truly a poor choice of words there, for I honestly assume that the targets damage input is what should be measured. This is for a simple reason that I will expound upon later, but for now, allow me to explain how TP would be calculated if my idea is to be implemented with a simple algorithm (I guess that’s what it should be called).

      Y < X < Z

      Y and Z are static (but possibly configurable) numbers, with X as a randomly generated variable set within the parameters set by Y and Z. For example, if Y was 32 and Z was 112, X could be any number between them. Now, you may be asking yourself, “What does that have to do with damage and TP?”, well, let me show you using the previous example, assuming X is randomly chosen to be 53, and your character does 20 damage per punch.

      32 < X < 112
      X=53
      53-20=33, 33-20=3, 3-20=-17
      Gained 1 TP
      X=97
      97-17=80

      If that confuses you, maybe this explanation will help. After X was randomly set to 53, every punch did 20 damage, subtracting 20 from X until X=0, and the negative value that came after 0 was subtracted from the next random value for X. Whenever X=0, a TP point is added. If a single burst of damage is capable of putting X at 0 multiple times, more than one TP will be added, as the negative value is subtracted from the next X until the damage variable runs out.. This system would work with any parameters (Y and Z) and variables (X and Damage) that the great Creator chooses, or we choose, if his greatness deems us worthy of making the parameters configurable.

      Pros
      -This system would progressively increase TP gain as the player grows stronger.
      -Since it is simply damage calculated, it would easily work for Ki attacks as well.
      -Gives a reason to fight stronger opponents, rather than farm weak ones.

      Cons
      -With X constantly changing with damage subtracting from it, and then resetting, it may slow down some PCs.
      -TP costs for skills and attributes would have to be severely reworked, especially for higher levels.

      Notes
      -I say that the enemy’s damage input should be taken as the variable that decreases the value of X because if it is the player’s damage output, well… the player could easily go full power and do crap loads of damage on a chicken and get TP for it. If it is limited by the target’s maximum health (and therefore the damage they actually receive), then that would solve that issue.
      -A similar system can be used to gain TP by taking damage, however the parameters should be set much higher than that of giving it.
      -During fusion, parameters should be doubled, and acquired TP be split evenly between the two players, with the controller getting the extra if there is an odd number.
      -Sorry for making you read such a long post, unless you have no life.

      • This topic was modified 8 years, 7 months ago by TheStarHawk. Reason: Forgot some stuff
    • #30186
      TheStarHawk
      Participant

      It won’t allow me to edit the post twice, so add this to Notes.
      -The parameters should increase as the player’s overall level (calculated by total of attributes as it normally is) does. This way, a newb’s TP isn’t calculated at the slower rate of a God’s, nor does a God-tier character receive the X variable at the smaller damage of the newb.

    • #30196

      Want Quick Training Points?
      Then do this in Your NPC Do Mod (Custom NPCS)
      / Jrmctp 1000000000 @dp :v

    • #30215
      Anonymous
      Inactive

      Hey, this is actually pretty good.
      I support!

      The only thing i disagree with is how damage is the main factor of how much TP you get. This just gives you another reason to be a full-on strength/willpower damage build instead of a tank. Maybe it could be with levels or something? And you could always change the configuration files to make mind increase TP gain, but it’s still shitty as you still have pretty low chances to get TP with a punch.

      • #30228
        TheStarHawk
        Participant

        Well, I did add in the Notes section that a similar system could be used for damage received, and to expound upon that, it would need higher parameters (maybe around 10-20% higher) and would need to be limited by your own health, just as the damage output is limited by the target’s health.

        However, I must thank you for pointing out a flaw, as every system has them, and pointing them out allows them to be remedied. You mentioning Mind gave me another idea as well, wherein Mind decreases the minimum value for X in the equation, albeit at a slower rate than leveling increases it. Weighted training gear and gravity training could have a similar effect, but to the maximum value of X, almost guaranteeing a higher TP gain, especially when paired with a high Mind skill.

    • #30411
      TheGreatOtakuGamer
      Participant

      I agree with StarHawk, this should be implemented into the mod, it would solve many problems

Viewing 4 reply threads
  • The forum ‘Suggestions and Ideas’ is closed to new topics and replies.

Comments are closed.