Re: New Things To Come DoP: V2
Already did, I picked the logical one
Is that so bad? But essentially in a way it'll be.
STR = physical actions + Damage
CON = HP + Defense
INT = Mental actions + anything to do with smarts
SPD = Ability to dodge, escape, to hit.
STA = Ability to DO actions and essentially be your energy.
HP = Does this really need to be explained?
(New Stats)
SE = Sexual Endurance, ability to hold off your orgasm, resist sexual touches, etc..
SA = Sexual Attack, ability to know how to please another, etc..
(in short the above two are your sexual defense and your ability to cause arousal.)
Arousal Level = If it hits max, even 1 more point of arousal will send you over the limit and cause yourself to orgasm.
{[Health:][]} {[Stamina:][]} {[Arousal Level:][]}
{[STR:][]} {[CON:][]} {[SPD:][]} {[INT:][]}
{[SE:][]} {[SA:][]}
Also to verify a few things..
Most Strength is the attacker.
(Can they hit the fast creatures?)
Whoever has the most SPD is the scout.
(No real use for scouts since while rooms will remain the same in ways while a player is there, rooms may constantly change, new creatures enter, new items appear that had missed before, etc.)
Whoever has the most Int is the leader.
(They would allow the people to not hit any traps, etc.. If they were smart enough / lucky enough.

But then they could also keep the information for themselves. xD)
Tank is Con of course.
(They'd have the most Defense / Health, but they still wouldn't be great solo.)
Now if a group did get together and were esseintally based off of an Attacker, The path finder(trap, etc..), and then one to defend the rest. It could work out rather well. But then you may never FIND that special person. xD So I wouldn't advise anyone to work their setup to favor one thing as if they do, they could end up being fucked, literally.
Tank needs to focus the fire on themselves if they're trying to keep that kind of formation. Of course, if we're going to keep them as random skirmishes without that kind of battle strategy, it won't be as you have imagined it.
All attacks, etc.. will be registered seperately BUT since it will be turn based. A player with more life could essentially attack a creature and try to draw attention to itself while others examine room, etc.. The creature system of attack I haven't really set up on which target it'll go for. Though in my mind at the moment the last to have attacked it, it'll strike for. Whether it be sexual attack or physical, etc.. is yet to be seen.

So yeah in that way if you work together, that is how it should be.
OK, Wraust. Lets talk about the complicated stuff.
1) If you are in a 'party' if one person finds the way out, will the whole party leave also?
2) Can you choose not to bring your party out?
3) Can you follow a soon to be winner out?
4) If not, you should make a key system also where you need it to leave.
1) No, each player must try to exit. As stated it'll be the same in the essential all stats, actions, will be rolled as a single person. It just means more than one person can choose to work together. And if their fellow dungeon players weren't able to escape the room. They will have the choice always to double back onto the room before and try to continue to help.
(now relooking over that, do you mean exit as in win game? The third one answers that.)
2) I think the above answered it, if not, clarify what you meant more on number 2.
3) The 'winner map/special map' pieces, I haven't decided yet if I will add it as a fact where players can combine pieces and exit with another. (So if you found someone with four and you had one, you both could leave.) And I have tossed the idea of sharing the information but it'll most likely be harder for a person with no map pieces. As stated, it is still be worked on and I'm doing it as I go, piece by piece and rotating some of the pieces. So this yet new exit system for a fact is not quite finished. (feel free to toss ideas around)
4) doors to new rooms/corridors will be randomly locked or unlocked. If locked you'll need to pick it and/or you'll need to use a random dungeon key you've gotten. If you mean to leave as a win, thats another story and stated in 3. Also if one person picks the lock or uses a key, its then deemed opened/unlocked until all players have left the room.
As of now there is no 'party system', its just players MAY work together OR against each other. This'll add new spice and essentially you can just talk to one another and move on in different directions, go for one monster and continously fight it until it dies. However, if a creature that a player has hit (done damage to) has died whether it was them or the other players within the room. They'll all gain the same amount of exp. (not a split between the player, they'll ALL get it. Though if they are different levels. The level +/- experience will factor into each of them seperately.)
It wouldn't be cannibalism except with sex-crazed humans.
Technically if they did it to a player it'd count as it, and a companion. As well as there will be a few more 'human' type players.
Theres still a chunk of stuff to do, so some things are having room to be adjusted or added, why I've put this post up to begin with.
The biggest chunk of stuff done is the primary setup, stats, fighting combat, etc.. Since it was just adjusted enough to fit a newer setup and adjusted of what things weren't quite good in the previous or at least as even / fitting. The essential setup of all creatures, just not all the sheets filled out. (Since creatures will now have EVERY stat that a player has, so you CAN wear them out with stamina, arouse them yourself so they come. In the previous they have no stamina stat, just hp and an durability [how many times they can orgasm before tiring])
The creatures will also list a 'Type' such as fast animal, strong creature, etc.. That'll give a player an idea of what kind of creature they are facing.
As well as the map/dungeon is done. It'll be essentially the same, theres no walk one step to the left though. Nah, not that advanced or complex. Its just the area listed is where you are, where you can wonder around to and what directions you may wander.
And also as stated some things may be adjusted or changed before V2 is released. As nothing is 100% concrete if I see its gonna drag the game down or lower the fun factor.