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File 126056464993.png - (432.67KB , 1280x720 , Sketch-Miss-K\'s-Shoppe.png )
7471 No. 7471 ID: c90b73

Heyo.

I was so far feeling against making a Discussion Thread because, seriously, there isn' much to discuss. Quest rolls at a slow pace, and in part its about discovering the wordl from Player's perspective -- or at least, from the perspective of a glass ball being carried by him.

Yet, there IS information not worth of cluttering the thread with. Maybe I should put it in the wiki; maybe someday I will. But so far, the thread format has served me well, so I shall abuse it some more.

Since I dont actually have any info handy to deliver, have some Miss K concept art. Just remember; any questions you have, try asking Player himself. He'll answer to the best of his abilities :)
88 posts omitted. Last 50 shown. Expand all images
>>
No. 34788 ID: dc9f36

>>344473
>Echo privileges reconfigured successfully
>Trigger detected. Echo ON
>Magic-user detected: Instance [CRI_DEM_RED:2e9182]
>Cannot retrieve location hash. Service unavailable.
>Please calculate location hash for Instance [CRI_DEM_RED:2e9182] and report as soon as possible.

all the quotes. all of them.

we have to learn how to assemble those triggers. by now we need to force robes to use any magic, we should get something.
>>
No. 34789 ID: 8c73c8

>>344588
hmmm... they are all in BOLD
that could be what was missing. we never said the tones in the right voice.
>>
No. 34795 ID: f52125

>>344589
well, if you look here >>323243

it all makes sense. all IDs and thus names are actualy hash codes. we can even see the spell taking the life out of the sacrifice.
>>
No. 34837 ID: 3bed20

>>344595

Hash codes might be identifiers... but they do not seem to be 'true' names, per se. Player's name is Player, after all. We don't know Robes and Armour's true names because they managed to hide them from us, either due to innate magic, or because they've got some kind of mental training to prevent us from easily accessing their thought and identity.

At any rate, calculating a location hash code, on our own, is pretty impossible. We'll have to find some way of getting them calculated for us... though I wonder why the normal 'service' is unavailable here. Maybe it's got something to do with the fact the dungeon's borked?
>>
No. 34839 ID: 3bed20

Doesn't look like we're able to cast spells willy-nilly.

Maybe we were able to do it because we were 'connected' to a 'magic user'?
>>
No. 34840 ID: 5b3708

>>344639
And we likely can't aim them without the target location hash.
>>
No. 34841 ID: e462bd

>>344640
actualy shot is aimed by the magic user finger. this is why it shot up, his hand was aiming there.

the protocol we have is for a teleport that requires a target prepared. its unlikely we would cast it (even because it would kill player) because it lacked the prepared sacrifice and the origin teleport gate.

we dont have all the pieces. but we should use what we have as a leverage. maybe we can make player cast shot now.
>>
No. 34842 ID: 3bed20

>>344641

Thing is, it wasn't the same protocol. With ECHO ON we activated -something-, but I'm reasonably wasn't the same as the Hazmat protocol that created the wormhole.
>>
No. 34843 ID: 8c73c8

okay, maybe now we can use
[dir] or maybe [help] or something
>>
No. 34873 ID: f4b6f0

we lost a really good opportunity to do that safely. now we will just hurt greens.

unless theres a command to prevent him from feeling the echo, we should save it for later.
>>
No. 36195 ID: 7d3083
File 130460219183.png - (97.30KB , 800x600 , HPPot.png )
36195

-- How Cure Potions Work:
"It can fix up all recent wounds, or one major wound" - the canonical answer

-- How Cure Potions Really Work
When drunk, a Curepot will heal all recent HP damage. Recent being; HP lost in the same thread, or before a zoneswitch. Not more than an hour and half ago, ingame time.

When poured on a critical wound, a curepot will fix it right up. The canonical limit is that you need all parts present for the fixing to take place; Cure potions cant regrow stuff. I'll leave what it means open to interpretation.
If HP was lost in a critical wound, that HP will be recovered when the wound is fixed.

Curepots aren't panaceas; poisons, diseases and stuff like that are outside its realm. There's a reason Sun still has a job (well, besides the prohibitive price of those things).
>>
No. 36212 ID: 8c73c8

hmmm... can we actually find a panacea?
>>
No. 36262 ID: 7dda9a

Eg: if your arm is lopped off, you could hold your arm back to where it used to be and pour it between the two... and it'll reattach?
>>
No. 36271 ID: c71597

>>345995
Does it have to be the original part or will any part that is similair part work as well?
>>
No. 36274 ID: 252e1b

If you had identical twins could you cut an arm off of one of them and make an arm-socket on the other somewhere (let's not over think this ok?) and use the potion to attach one brother's arm to the other?
>>
No. 37260 ID: 53859d

Welp, just found this thread and read it all over the past couple hours, not sure if I want to participate in the main event yet (Demongirl dying because the players didn't pick up on some aspects of the scene made me sad for some reason, but I'm a sucker for woobies and wasted potential :( )

And of course, Player's had some pretty impressive moments so far too, though I'm wondering what it takes to get Level 5 if he only got Level 4 from fighting a huge demon spider and telestabbing a dark sorceress? And the only two examples of fivers we've seen had dark rituals and immortality imposed to bootstrap them up there.

Sorry if I'm not really contributing at this point, just wanted to muse a bit while I consider stepping in. I've got a habit of being shouted down or coming up with bad ideas for perfectly logical reasons, and it looks like things are already hectic and counterproductive enough as it is.
>>
No. 37446 ID: b6ca92
File 130714220156.jpg - (239.93KB , 1024x768 , 1307107172898.jpg )
37446

Hey artist, is this one of yours?
>>
No. 37447 ID: ee7eaf

>panacea
No idea. Knowing myself, probably not.

>reattach
Yeah.

>non-original part
>twins
While cure potions are an important part of any graft procedure, they're not the only one. The fact he's your brother only makes the operation easier.
>>
No. 37520 ID: 57d737

>>347246
>art by Adziata 2005

Probably not.
>>
No. 42398 ID: 35e1a0

(12:52:46 AM) Farmer: Well, I saw a string of bad choices and I thought enough was enough, okay?

the 'bad choices' started with throwing the halberd, which i should note, no one said to do. i see two votes to throw the sword, three votes to try the DU core and ONE vote to use the halberd in an attempt to jar the platform. simply put, player combined ideas in the WORST possible way.

the second i will admit was our bad, we didn't realize the big ant could go through the platform. but you could of made it more apparent. also, taht would be one of the things our omni perspective should of been able to intercept with a "LOOK OUT" or something. making it so we can't react to things is your bad.

we then got the ant off of player by exploiting the wobbly box and attacked a weak point for massive damage.

we then shouted several warnings to player about the next ant and somehow a trained warrior stood still right under an enemy.

we then had three separate ideas, crush, drown, and attempt to stab. player picked attempt to stab, despite knowing how limited he was. and presented with alternate options.

so i finish with that MOST of the bad choices made were not our fault. but ether player being lobotomized while you were gone or you not thinking like a warrior.
>>
No. 42399 ID: 1854db

[23:53]<Farmer>Well, I saw a string of bad choices and I thought enough was enough, okay?
[23:53]<Farmer>Is that what you need to hear?

You went to bed before I could address this, so I'll continue here.

You are doing it wrong. A bad choice leads to bad consequences. You don't just go "My players are being stupid therefore I will make x bad thing happen", that is being a bad GM. You're taking control of the situation out of the players hands in order to punish them, rather than letting the situation that resulted from their poor choices punish them.

I'll rephrase it again: You are changing the situation via GM power, rather than letting it worsen naturally. At that point, blame does not rest entirely on the players' hands for what happens. It becomes you vs the players, rather than the players vs the game.

A quest is not about the GM directly fighting the players. When you get to that point, you get shit like overpowered GM-NPCs showing up to take away all the PCs' stuff while magically having the perfect counter to everything they attempt to do.
>>
No. 42518 ID: 80b195
File 131541281687.png - (45.16KB , 800x600 , QDis-1-6.png )
42518

"Short version, I fucked up.

The only thing I'll admit as my fault is my lack of clear communication; this happened because I failed at conveying the seriousness of this messup and didn't believe you were taking it seriously enough either. I'll see how I can solve that without resorting to cheesy repetitive dialogue.

I also want to stop pulling punches. I don't want Player dead; I want to see this story to the end more than you do I guess, but I Do perceive the TGChan crowd as complacent. I feel like you want everything you say to work, in ways my poor logic can't fathom.

I guess part of the problem is that I'm asking for a level of ingenuity and environment analysis that I just can't get from the lot of you. The boxes weren't even supposed to be there, you know. But I thought letting Player double-back or just wallow in frustration waiting to be surprised by how you'd reach the ledge wasn't going to work.

I acknowledge that the whole 'working against you' way of doing this isnt really working, and I don't know how else to approach. I thought that agreeing on a common ruleset would help, but I can 't even organize the readers into doing that.

'Eye' wasn't even supposed to be a critical location. That's cosmetic damage in the big scheme of things -- much like what happened to Lia -- but I needed to draw attention to it. I admit the exact execution was pretty poor, but 'Player will miss and take damage because X' was the decision behind it.

And I stand by that decision, because it was decided already. I'm not adding anything to the situation that wasn't there, I'm not regenerating bodyparts, I'm not going to nothing. I'll just live with it, and the show must go on.

Signed, Farmer."

Hmnph. Bunch of bull if you ask me.
>>
No. 42521 ID: b6edd6

So what are his current injuries, and their severity?

I missed the (broken?) wrist the first time because it was not announced the way other damage dealt/taken was announced.
With they eye hit it was hard to tell who's eye was injured because everyone was in a pile and beause the message 'demon ant falls' came immediately afterwards, making it sound like an eye-shot killed the ant.

Perhaps the message for damage we receive should be a status update (and a bit more specific when affecting a particular body part) rather than the same message for damage we deal? (If we can see his levels and such it would make sense for us to be able to asses his physical status as well).
>>
No. 42531 ID: 80b195

The damage was written / prompted as critical, so now its critical. The wrist is undamaged. Player has 2 Damage points accumulated so far.
>>
No. 42534 ID: b6edd6

So his only current injury is
[left eye: 2 damage]?

Also, if there is both component damage and total HP, is there potential for weirdness like death from a critical strike to the thumb which takes your last HP (like with undead in Dwarf Fortress)?
>>
No. 42535 ID: 35e1a0

my main complaint is simply throwing the halberd. it created a "for want of a nail" situation. basically, if we had it then we could of avoided being pinned by the big ant. we also wouldn't of needed to climb on top of it to attack, meaning we would be far enough away to counter if a smaller ant fell.
>>
No. 42549 ID: 80b195
File 131543191341.png - (82.89KB , 800x600 , QDis-1-6b.png )
42549

"I don't like directly talking about mechanical details, but for the sake of openness I'll reiterate most of what I have said about it.

Each wound is registered separately. A wound that isn't just 'cosmetic' is from a blow that either dealt HP damage, or permanently affects someone's performance by wrecking a body part ('permanently' being 'disabled until treated')." Sheesh.

"So yes. HP damage, broken arm, or both. So you can have wounds that are disabling, but not 'damaging'.

One point of HP damage is defined as 'enough damage to kill'; usually by massive trauma, bleeding and shock are also valid. So yes, by definition, Player should be dead twice right now.

Luckily, experienced adventurers can survive that much punishment, multiple times; much like a Heavy Demon Ant. There's a limit of how much HP damage someone can take before collapsing, but lets not talk exact amounts. Last thing I need is to give you ideas.

And yes, not all blows are equal. A shotgun to the chest can kill someone twice over; but it wouldn't scratch a dragon, and would turn a fairy into a fine mist. Luckily, everyone here is in the same scale.

In this context, a Cure Potion can either heal ONE wound, or clear up all HP damage without fixing any disablings. There, I said it.

And answering your scenario, ripping a toe wouldn't even deal HP damage for starters. But beating a broken arm over and over could, even if for the pain alone."

... hmn.
>>
No. 42551 ID: b6edd6

Oh, so the 2 HP damage and the eye being disabled are effectively separate injuries.
That clears up the 'only heal one of those' thing.
>>
No. 57744 ID: aad5cd
File 134345377258.png - (849.09KB , 1537x2101 , DG-Angels-Sketches.png )
57744

For the two or five of you who do. You know who you are.

I have to come to terms with it, its very unlikely I'll ever quest again. I mean; nothing against you guys. I just can't get myself to do it.

But a promise is a promise, and I said again and again; the day I finally admitted that's it, I was done, and not coming, I'd be giving out all the spoilers. So, this is your chance. Anything you might want to know about Dungeon Game, Planetfall, Handle with Care or Save the World Scenario, ask and ye shall know. I really need to get this load off my shoulders.

To show this is real, I present to you. Dungeon Game's angels.

So. Anyone still curious?
>>
No. 57747 ID: 96a1b7

>>57744
Of course we care!
>>
No. 57750 ID: bd5edb

> Does anyone even still care?
That's a really stupid question.
>>
No. 57753 ID: dde999

>>57744
*gasp*

I... I almost don't want to know, because it would seal away the finality of not getting to enjoy these quests.

They were some of my favorites. Still are.
>>
No. 57757 ID: bf54a8

i just want to know if a working but deactivated angel was in the dungeon. have green lose all his shit. and then bring it to the church and they lose all their collective shit.
>>
No. 57759 ID: aad5cd
File 134348221263.png - (496.60KB , 1500x1246 , Scene-LeadPit.png )
57759

>>57757
Ok then, I won't answer more than what's asked.

There ain't working deactivated angels in the dungeon, just working angels. The demons took care of the 'deactivated' part quite a while ago. Its just one of the main stories of the dungeon, but is the major plot.
>>
No. 57778 ID: b85f8c

>>57744
Planetfall- what exactly is going on with the planet Weasel is on to make it so weird? The big square holes in the ground, etc.
>>
No. 57796 ID: aad5cd
File 134352956451.png - (129.03KB , 788x531 , Planetfall-Hole-01.png )
57796

Planetfall originally used Minecraft's 1.7.3 pre-biome level generator, which made much more interesting landscapes than the current one. It was easy to make errors in it. Too bad Notch deprecated it. So, they could be just regular terrain features.

But I'll answer your question with another instead. What makes you think Weasel's the first to set foot on that planet?
>>
No. 57806 ID: 0b207e

>>57744
I cared! D:

Also, want to just spoil the underlying mechanics of Player's quest?

How does magic work?
What does [] do?
How does one configure a character for 'echo'ing? AKA, using magic?

Would it have been possible to trigger magic in Player, and use it to help him?
>>
No. 57810 ID: b85f8c

>>57796
If those were signs of a previous inhabitant I would've expected to have a house already built somewhere within line of sight.

Were there actually any monsters at night, or were the creeper-bugs the only real threat?
>>
No. 57822 ID: bdb3f8

the fuck was the DU core for?
>>
No. 57826 ID: aad5cd
File 134360207546.png - (158.96KB , 695x483 , Weap-Hammer-DeepImpact.png )
57826

>>57806
Tunes, the [] commands, in essence are 'magic'.
Think of it like this: the Orb is an interface that communicates with, or trough, the target. Therefore, [commands] are attempts to access Reality trough the holder as a medium.
Its another of those scrappy mechanics. The target needs to be able to support spellcasting to cast any spells, and thats something that takes either years of training or divine intervention. The only way the Orb can change a target's spiritual fabric to access magic, is if he was already able to do so in the first place. Which means, having access to a god.

>>57810
Its no secret the creep-bugs kinda displaced all the wildlife around. In an ecossystem that has explosive hiveminds, natural selection says you stay away from them.

>>57822
Its ammunition.
>>
No. 57833 ID: bf54a8

okay i got one, what was with all the racial traits? player says they are humans but it's obvious they are not 100% human.
>>
No. 57883 ID: d9e8e8
File 134373421840.png - (82.60KB , 1280x609 , r001-0010.png )
57883

>>57833
What is a human, if not a member of humanity?

When the war was over and all, and the demons were banished by the angels, the surviving slaves were maybe in the five or six digits; people of all possible kinds, the extremes of the genetic pool, had to repopulate the earth. So yeah, bunny people always existed with elves.

While a biologist would expect those extremes to vanish over the generations, making all species look alike over time, what you call human vanished instead; in magical realm genetics, extreme characteristics are dominant I guess. The only trait that stuck was the ability of breeding with almost anything, which now everyone has, cementing the idea they were one kind, one language, one culture. Dungeon Game happens around year 1322, if I remember well.

Not to say some species didnt vanish; the more traditional demihumans got the short stick, all thats left is a trait or two running in families. Thats why Player has those ears, Niece is built like a brickwall, and Manuel is basically an overgrown dwarf.
>>
No. 57901 ID: b6178d

Ah. I am very sad.

Still! It is your choice to make, and I'll just say that I loved it while it lasted. I loved the art, I loved the setting, I even (occasionally) loved the posters, and I certainly loved you for putting in all the effort. You ran a very fine quest, and I shall shake my fist at any and all naysayers, for all the good it might do.

>>57826

Oh hoh hooooh! That's a lovely weapon you've got there, Player. And yeah, we had been pretty clued in to that we needed to be held by a mage(/priest?) to be able to cast spells.

I think a lot of people were thrown off setting-wise by the techno-magic amalgamation 'look' to Dungeon Quest, figuring the whole setting was just the former, rather than a sort-of combination of the two. I certainly didn't know for certain if it was one or the other or both!

>>57759

Oh yes. We did get hints of this in our interrogation of Stahlvern (it's funny, I don't even have to look up his name). He said the humans brought the angels on their ass. Ironic that it was their own fiddling that did it, in that case.

I'm tempted not to add any questions, just in case you change your mind and return to this quest (despite the semi-spoilers already surfaced). Of course, I'd love to know more of the background and everything that was going on, what ADP and Karma was, how it -really- functioned, and what kind of a climax we were working towards.

If I had to ask one question, however, it would be this: What was the most surprising moment(s) of the quest to you? Not necessarily 'good' or 'bad' surprising, but just genuinely "I -really- didn't think they'd do that/suggest that".
>>
No. 57906 ID: b85f8c

So, what was the Orb in Dungeon Game, exactly?
>>
No. 63889 ID: 6b6d41
File 135323583215.png - (125.62KB , 1280x720 , 2012-Creeper-Bees.png )
63889

>>57901
Frankly, I like to think of Dungeon Game more of a lost tech thing. Humans had roughly a thousand years to redevelop from agriculture, but with the relics from the old demonic era to bootstrap themselves now and then; post-post-apocalyptic. And boy, they were sophisticated.

And frankly, a surprising moment... hard to say. Its been too long. I genuinely just spent a week trying to think of something, before I got caught up in stuff and kind of forgot about this thread >.>;; Hey, happens.

ll in all, what I really remember was the frustrations and the mistakes; I did alot of careless experimentation, and did run with the reins too tight, so I guess thats the price to be paid.

>>57906
An interface to interact with the world trough the orb's holder.
I don't know either how exactly it works, but it works.
>>
No. 63892 ID: bf54a8

yes weasel, tame the creeper bees and create a
C-4 like substance from their honey.
>>
No. 63950 ID: a41970

>>63892
Hahaha, that seriously made me laugh
>>
No. 66701 ID: e62559

Whoa. I just read all of the quest threads, and just stumbled upon this. Have to say, it was a amazing ride.
>>
No. 66787 ID: 9073b3

>>63889

farmer girls are the cutest!
>>
No. 66842 ID: 5d98c3

ALL of the threads? Gods man, there must be thousands!
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