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    Renkei (連携) is Japanese for "connection" or "collaboration". This system borrows heavily from the MMORPG Final Fantasy XI, in which you can link different weapon techniques together to create a renkei, or skill chain (as it was called in the English version). The version I made for AiroRPG is a bit simpler than FFXI. In FFXI you had to have the right linking techniques (not all techniques could be linked together) and you had to have a specific timing to make it work. You could also use more techniques to create better skill chains (e.g. you could connect three together to create a level 3 skill chain). &nbsp; Because of the way this chat works and the way the battles are structured in AiroRPG, I immediately gave up the idea of timing.
    Renkei (連携) is Japanese for "connection" or "collaboration". This system borrows heavily from the MMORPG Final Fantasy XI, in which you can link different weapon techniques together to create a renkei, or skill chain (as it was called in the English version). The version I made for AiroRPG is a bit simpler than FFXI. In FFXI you had to have the right linking techniques (not all techniques could be linked together) and you had to have a specific timing to make it work. You could also use more techniques to create better skill chains (e.g. you could connect three together to create a level 3 skill chain). &nbsp; Because of the way this chat works and the way the battles are structured in AiroRPG, I immediately gave up the idea of timing.


    <div lang="de" dir="ltr" class="mw-content-ltr">
    Forcing players to do things in chat within a time limit is a really bad idea. To simplify things and make it easier for me, I decided that all PLAYER techniques could be linked together - and abandoned the idea that only certain techniques could create skill chains. Techniques are rarely used initially, and limiting them to only connecting to other specific techniques would render the system pointless I thought.
    Spieler zu zwingen, Dinge innerhalb eines Zeitlimits im chat zu tun, ist eine wirklich schlechte Idee. Um die Dinge zu vereinfachen und es mir leichter zu machen, habe ich beschlossen, dass alle PLAYER-Techniken miteinander verbunden werden können – und die Idee, dass nur bestimmte Techniken Skillchains erzeugen können, aufgegeben. Techniken werden anfangs selten verwendet, und sie darauf zu beschränken, sich nur mit anderen bestimmten Techniken zu verbinden, würde das System sinnlos machen, dachte ich.
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    <div lang="de" dir="ltr" class="mw-content-ltr">
    This is really how it will work. First of all, each technique will have a "Renkei" value. The renkei value determines which renkei is run. Higher renkeis result in higher damage. The damage the Renkei does is a percentage of the total damage dealt by the techniques used to create the Renkei. Two techniques are required to create a renkei on a monster. But there's a catch: when it's the monster's turn, the number of techniques used on the monster, technique damage value, and Renkei value are all reset to 0.
    So wird es wirklich funktionieren. Zunächst einmal wird jede Technik einen "Renkei"-Wert haben. Der renkei-Wert bestimmt, welches renkei ausgeführt wird. Höhere Renkeis führen zu höherem Schaden. Der Schaden, den das Renkei anrichtet, ist ein Prozentsatz des Gesamtschadens, der durch die Techniken zum Erstellen des Renkei verursacht wird. Zwei Techniken sind erforderlich, um ein Renkei auf einem Monster zu erstellen. Aber das hat einen Haken: Wenn das Monster an der Reihe ist, werden die Anzahl der beim Monster verwendeten Techniken, der Technikschadenswert und der Renkei-Wert alle auf 0 zurückgesetzt.
    </div>


    <div lang="de" dir="ltr" class="mw-content-ltr">
    "But Serkons! That means I can't skillchain myself when I'm solo here!". But you can, and I'll tell you how. You now have two options for creating a renkei yourself. First, you could use the '''!Sugitekai''' skill to give you 2 moves in a row, then use a technique on both moves, resulting in a Renkei. The other way is through the active skill called '''Konzen-Ittai'''.
    "Aber Zenturion! Das bedeutet, dass ich mich nicht selbst skillchainen kann, wenn ich hier solo unterwegs bin!". Doch man kann und ich sage auch wie. Du hast jetzt zwei Möglichkeiten, selbst ein renkei zu erstellen. Zuerst könntest Du den Skill '''!Sugitekai''' verwenden, um dir 2 Züge hintereinander zu geben, dann eine Technik in beiden Zügen anwenden, was zu einem Renkei führt. Die andere Möglichkeit ist über den aktiven Skill namens '''Konzen-Ittai'''.
    </div>


    <div lang="de" dir="ltr" class="mw-content-ltr">
    This skill doubles the value of the technique number. Basically, this means that 1 technique counts as 2, allowing you to skillchain yourself without needing another person or using '''!Sugitekai'''. &nbsp; However, it should be noted that magic, status, and AOE type techniques do not cause Renkei. This is mainly done to prevent the bot from being flooded (especially with AOE techniques), but also because magic and status techniques are already kind of a Haxx from the start. &nbsp;
    Diese Fertigkeit verdoppelt den Wert der Techniknummer. Im Grunde bedeutet dies, dass 1 Technik als 2 gezählt wird, was es Dir ermöglicht, dich selbst zu skillenchainen, ohne eine andere Person zu benötigen oder '''!Sugitekai''' zu verwenden. &nbsp; Zu beachten ist jedoch, dass Magie-, Status- und AOE-Typ-Techniken kein Renkei verursachen. Dies geschieht hauptsächlich, um zu verhindern, dass der Bot überflutet wird (insbesondere bei AOE-Techniken), aber auch, weil Magie- und Statustechniken bereits von Anfang an eine Art Haxx sind. &nbsp;
    </div>


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    Aktuelle Version vom 7. Februar 2023, 16:27 Uhr

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    RENKEI SYSTEM

    Renkei (連携) is Japanese for "connection" or "collaboration". This system borrows heavily from the MMORPG Final Fantasy XI, in which you can link different weapon techniques together to create a renkei, or skill chain (as it was called in the English version). The version I made for AiroRPG is a bit simpler than FFXI. In FFXI you had to have the right linking techniques (not all techniques could be linked together) and you had to have a specific timing to make it work. You could also use more techniques to create better skill chains (e.g. you could connect three together to create a level 3 skill chain).   Because of the way this chat works and the way the battles are structured in AiroRPG, I immediately gave up the idea of timing.

    Forcing players to do things in chat within a time limit is a really bad idea. To simplify things and make it easier for me, I decided that all PLAYER techniques could be linked together - and abandoned the idea that only certain techniques could create skill chains. Techniques are rarely used initially, and limiting them to only connecting to other specific techniques would render the system pointless I thought.

    This is really how it will work. First of all, each technique will have a "Renkei" value. The renkei value determines which renkei is run. Higher renkeis result in higher damage. The damage the Renkei does is a percentage of the total damage dealt by the techniques used to create the Renkei. Two techniques are required to create a renkei on a monster. But there's a catch: when it's the monster's turn, the number of techniques used on the monster, technique damage value, and Renkei value are all reset to 0.

    "But Serkons! That means I can't skillchain myself when I'm solo here!". But you can, and I'll tell you how. You now have two options for creating a renkei yourself. First, you could use the !Sugitekai skill to give you 2 moves in a row, then use a technique on both moves, resulting in a Renkei. The other way is through the active skill called Konzen-Ittai.

    This skill doubles the value of the technique number. Basically, this means that 1 technique counts as 2, allowing you to skillchain yourself without needing another person or using !Sugitekai.   However, it should be noted that magic, status, and AOE type techniques do not cause Renkei. This is mainly done to prevent the bot from being flooded (especially with AOE techniques), but also because magic and status techniques are already kind of a Haxx from the start.  

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