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Re: * New Traits

Postby Kodai » 03/24/2011 1:20 PM

Hmmm. o ^o This brings up a good point. There are a few Size-modifying Passive Traits (which can affect battles)... I guess it's not unreasonable to make a few more Passive Traits that can affect battles, especially if I make Battle Traits that mirror their effects.

Okay, so I've looked into things, and here's what I've thought up:
Blind(Negates Chameleon Skin, Razzle Dazzle, Pollen Spores, Spit Poison)
Deaf(Negates Horrific Moan, Horrific Wail, Sonic Waves)
Tactile Anesthesia(Negates Freezing Touch)
So I could easily just make three Battle Traits that do this and say that a pet with any of these Passive Traits automatically gains the respective Battle Trait.
However, I also noticed that there could (should?) be certain Battle Traits that gain a bonus against pets with these Traits or (more importantly) Battle Traits that pets with these Traits should not be able to take. I'm not sure how most people would react to the first idea, as Passive and Battle Traits have generally been kept separate, but I do think I should go and put some restrictions to take care of the second idea.

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Re: * New Traits

Postby Shieba » 03/24/2011 1:50 PM

I am tired. Forgive bad wording. D8

I dunno if that discussion doesn't belong into the battle trait review thing and not here...

Anyway, I'm not too thrilled by the idea. I'd feel limited in choosing passive skills if they have influence on how my character performs in battle and I'm so glad I don't have to feel that anymore with them becoming unrestricted. It's okay for size since that basically is a given and most pets fall into the medium range anyway, but I admit even that is kinda annoying me already. I want these things to be completely separate so I can fully concentrate on personality-only in the passive traits. That's why they are the passive traits, after all.

This makes no sense anyway. If we apply logic here, then a blind pet would rarely hit ever. There is no need to negate certain traits (that would actually be helpful to the pet, which makes even less sense), a blind pet might rely on sound and could probably keep itself from smacking into walls, but evading/hitting for the other pet would be super-easy.
Same goes for deaf pets. If my pet summons flames to attack the opponent from behind, a normal pet could make that out by sound and look around. A deaf pet wouldn't. Logic dictates that hitting a deaf pet would be easier, though not as easy as hitting a blind pet.

What I'm saying is that these pets would have disadvantages anyway - why in all worlds would we put something helpful as "Negate Chameleon Skin" on a blind pet - it sees even LESS, thus dodge rate should go up instead of down by negating a dodging trait.

We're thinking about applying logic here, but by logic, these pets don't even belong into the arena. So, besides the fact I don't like my passive traits influencing battle, I'm also against this for logic reasons.



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Re: * New Traits

Postby Freezair » 03/24/2011 1:56 PM

On the contrary, I see no reason why a Blind pet can't hit as often as a regular pet. After all, animals have much better senses of smell than us, and could probably scent a foe's location. There are also many real-life animals who hunt well despite bad vision, using things such as echolocation and heat sensing. Heck, even some blind humans have figured out how to echolocate. Given that animal senses in general tend to be better than humans'*, it seems feasible to me.

I am personally more into Battle Traits and Passive Traits staying separate, since, well, one are supposed to be about simply characters and one is about battle. Perhaps sound-based traits can be reasoned as affecting the inner ear, which is different from simply hearing, and, by messing with the fluid balance, make pets dizzy/confused (like it is in real-life.) And maybe the hiding traits do things like mask your smell as well, to foil blind pets as well, should it come up. So a separate battle trait would make more sense.

*With the general exception of taste. Humans have very developed tastebuds in comparison to many animals.

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Re: * New Traits

Postby Shieba » 03/24/2011 2:01 PM

We have all kinds of animals, though, Freezy. A Nagi would never be able to rely on smell, for example.

But in the end, we actually agree on something concerning battle traits. This is new. xD; We normally never do that. I'm amazed. o3o



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Of you and only for you
Your ocean pulls me under
Your voice tears me asunder
Love me before the last petal falls






However cold the wind and rain
I'll be there to ease your pain
However cruel the mirrors of sin
Remember beauty is found within




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Re: * New Traits

Postby Kodai » 03/24/2011 3:56 PM

I agree with Freezy when she says that other senses can be used in place of the missing one. It's assumed that a blind pet that's entered in a fight knows how to fight effectively, even with its handicap. Presumably it didn't just loose its sight yesterday and has trained to overcome its weakness.
(And I guess a Nagi can't technically smell, but it could 'taste' the air the way snakes do?)
For Chameleon Skin - the whole trick to that Trait is that the opponent changes its color to avoid getting hit. If the opponent can't see that, then its chance to hit would be the same as if the user hadn't used Chameleon Skin.
I did also say that I would consider giving bonuses to certain Traits if used against a Blind/Deaf pet.
Buuut since you guys don't really like the idea of Passive affecting Battle (which is totally okay; I just have a tendency to think up things once someone suggests something), I think I'll probably just go with the original idea of "make[ing] three Battle Traits that do this and say that a pet with any of these Passive Traits automatically gains the respective Battle Trait."
Also, I'm going to say that if a pet has "Blind" it can't take "Sharp Vision" and if a pet has "Deaf" it can't take "Sharp Hearing". (I also think if it's "Deaf" it shouldn't gain the bonus of "Rousing Speech" either, but maybe that's crossing the Passive/Battle boundary again?)

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Re: * New Traits

Postby Freezair » 03/24/2011 7:02 PM

Maybe just make the anti-sound Battle Trait just cancel out Rousing Speech, too. XD

But I have no problem with certain Passive Traits being mutually exclusive. That makes sense. XD

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I'm so brave (too bad I'm a baby).
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I'm so green (it's really amazing).
I'm so clean (too bad I can't get all the dirt off of me)!
I'm so sane (It's driving me crazy)!
It's so strange
I can't believe I'm falling for the first time!

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Re: * New Traits

Postby GrayGriffin » 03/25/2011 7:14 AM

Well, I think Pollen Spores could work on a blind pet-maybe they exude some kind of confusing scent or something?
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Re: * New Traits

Postby Freezair » 03/25/2011 2:25 PM

TYhat waas always how I envisioned it work, to be honest--like really bad hay fever.

I'm so cool (too bad I'm a loser).
I'm so smart (too bad I can't get anything figured out)!
I'm so brave (too bad I'm a baby).
I'm so fly
That's probably why it feels just like I'm falling for the first time!

I'm so green (it's really amazing).
I'm so clean (too bad I can't get all the dirt off of me)!
I'm so sane (It's driving me crazy)!
It's so strange
I can't believe I'm falling for the first time!

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Re: * New Traits

Postby ToxicShadow » 03/30/2011 3:46 PM

I have one complication to the Deaf pet not being able to gain a bonus from Rousing Speech. My only deaf pet may be deaf, but she sees words float of the mouth of the speaker as they speak, so she reads it and knows what they're saying. xD;  I think, in some situations, it may not be the best to have Passive traits and Battle traits overlapping. [I also have a character that sees everything in the world as a grid and she sees it even with her eyes closed or in the dark, because she doesn't even have pupils, so yea... She's not currently on Evelon, but just an example of the complexities.]

I agree that it would be fine to have a battle trait that requires the pet to have a certain passive trait, however, since that's not making a Passive trait effect a Battle trait directly. o3o;
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Re: * New Traits

Postby Kodai » 03/30/2011 3:54 PM

Hmm, okay then. I'll just have the Battle Traits and... trust that you guys know if you should have them on your pets or not. o Po;

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Re: * New Traits

Postby ToxicShadow » 03/30/2011 4:26 PM

Sort of on that note, I have a few traits that I would like to suggest:

Partial Blindness - Physical - This creature is partially blind, having partial blindness or complete blindness in less than all of their eyes.
Implemented - Partial Blindness

Impaired Vision - Physical - This creature cannot see very well.
Already Exists - Poor Vision

Corrective Vision - Physical - This creature uses some sort of device to correct their impaired vision.
Implemented - Corrective Vision

Impaired Hearing - Physical - This creature cannot discern sounds very well.
Already Exists - Poor Hearing

Hearing Aid - Physical  - This creature uses some sort of device to correct their impaired hearing.
Implemented - Hearing Aid
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Re: * New Traits

Postby Freezair » 04/28/2011 6:10 PM

I though for sure we had this one... but I couldn't find it. o^o;

Master of Disguise: This creature is adept at disguising itself or others.
Implemented - Master of Disguise

Also, a Battle Trait idea:

Time Bomb: After being announced, this attack begins a 3-turn countdown. This Trait does nothing on the turn it's used, but 3 turns later, does a significant amount of damage to the opponent. Only one Time Bomb can be active at a time.

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I'm so cool (too bad I'm a loser).
I'm so smart (too bad I can't get anything figured out)!
I'm so brave (too bad I'm a baby).
I'm so fly
That's probably why it feels just like I'm falling for the first time!

I'm so green (it's really amazing).
I'm so clean (too bad I can't get all the dirt off of me)!
I'm so sane (It's driving me crazy)!
It's so strange
I can't believe I'm falling for the first time!

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Re: * New Traits

Postby Thunder » 05/01/2011 7:14 PM

I got these ideas from what Talcen said in the Elements Update topic:

Fire Absorb- Automatic- This pet heals damage whenever it's hit by a Fire Element attack. The amount healed is equal to ___% of the damage the pet would have taken.
Implemented - Raging Blaze, etc.

And so forth for each of the other elements. I guess it's up to you if you want to restrict these. I don't think an opponent would try to use a Fire attack on a pet with Fire Absorb, but it could be useful for those "hit all" elemental attacks owo
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Re: * New Traits

Postby Kylo » 05/01/2011 7:32 PM

Wow I actually said something of use. Anyway, I believe the absorb trait would work well as long as there are restrictions. We wouldn't want someone to be abusing it now would we?


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From the anger that is constantly inside of me
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Re: * New Traits

Postby Neodraconis » 05/11/2011 12:10 PM

I don´t know if the name is allright, otherwise I´m open to change it.

Colorivore - Diet - This creature´s diet consists of colors
Implemented - Colorivore

I thought that the creature would absorb the colors of it´s surroundings.
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