IGN: What do you think Age: I won't say..its a secret Time zone: US Availability (time): school schedule Past experience: A Lot Of Diff Servers Sample work: No Way To Prove: ( Specialization (optional): NOT PLANNING...I can't plan but I can follow through with a plan or a example
IGN: vosenedich Name: Vosenedich (the second "e" is silent) Age: 18 Why you want to join: I love the walking dead series, and I like playing minecraft. Besides, I've been wanting to do something like this for a while. Experience: RP servers (coldfusion for instance), IRL acting, minecraft voice acting (none released yet) Skype: vosenedich Mic: Steelseries Siberia V2 (headset mic) Character Name: Victor
We're currently working on an upcoming series, code name R.o.t.N.K.
We need three to five builders to help with heavy terra-forming, landscaping, dungeon planning and other miscellaneous stuff (includes but is not limited to airships, houses, cities).
If you are 16 or older and have some experience with two or more of the following:
- Skyblock Survival
- Large scale terraforming
- Large scale landscaping
- Dungeon planning
- City planning
Please, we need your help, so go on an apply for a spot on the crew, by sending me "vosenedich" a PM with the following information:
IGN:
Age:
Time zone:
Availability (time):
Past experience:
Sample work:
Specialization (optional):
Thanks everyone for you time, and comprehension,
Vosenedich
Fairly simple: we're starting a brand new series, and we're in need of builders, lots of them.
Here's how this works: fill the following application, and if you're accepted, I'll skype you the details and the instructions for the upcoming buildings.
Application:
Nickname: "what you'd like to be referred to as"
IGN: "In Game Name"
Age: "16+" (its a question of maturity and understanding; prove me I'm wrong if you're younger)
Building Experience: "Noob/Dedicated/Expert/Mega constructor/etc."
And PM me your files if any, and your skype username (this is to keep it private).
Thank you very much,
Vosenedich
P.D: If you'd like to know more about these upcoming series, but don't want to sign up for the job, follow me on twitter: https://twitter.com/#!/vosenedich
You thought way too hard about this idea...it's been suggested before, this isn't Skyrim so don't make it Skyrim....
First off, I haven't seen any post that expand on this idea in the way I have. Then, I'm not trying to make this game into Skyrim (although that game is AWESOME), but rather have more things in the game, and add a bit of the RPG style to it, while keeping the essence of the game intact.
Vosenedich's Armour System: VAS
Just a thought on the armour and tool tiers
"Its a work under progress, a.k.a I have more to say."
The Reason:
------Since update 1.1, when the armour system was updated, the durability and the damage reduction offered by the different apparels in the game have out scaled the damage from mobs, and environment. Even far before the update was introduced, the exponential growth through the different tiers of armour has discouraged players from obtaining leather or use gold for any other purpose other than decoration.
The Idea:
Brief Explanation:
Here's a break down of the idea to understand it more easily:
Armour will now be divided into three cathegories:
-------Solid
-------Platemail
-------Chainmail
Additional tiers of armour will be added, and new crafting receipts introduced.
-------Reinforced Leather
-------Gilded Iron
-------Jewelled
-------Dark Alloy (Obsidian)
-------Infernal
-------Dragon
The damage reduction and durability (e.i.: the Damage Calculation System) will be changed to allow the new armour to have a more balanced and lengthy gameplay.
Main Article: -------The idea is the following: in order to improve the grade at which the armour improves (as well as tools and weapons), I propose to introduce three main changes: Armour Classes, new armour and tools tiers, and an improvement to the DCS.
Here's how I propose to do it:
Introducing Armour Classes: Solid, Platemail and Chainmail
-----Each class has its own different properties, allowing for different aspects of the battle to be covered by a specific set of armour. In order for this change to work, much changes would need to be done to the DCS, adding differentiated damage by source and changing the damage reduction calculations.
-----Solid armour consists of most of the traditional armour sets you have seen, plus some new sets that would be introduced for the new tiers. Solid armour has an overall standard defence, being able to reduce some damage from all sources, and has the advantage of being the cheapest and most simple to craft. Examples of solid armour crafting receipt:
[Picture Space]
------Platemail armour is a slightly more complicated and more expensive craft, but provides much stronger protection against physical damage and slightly higher defence against fire/explosion damage. The platemail armour is the best choice for players that like dodging arrows and getting really up close, tanking some damage there; this armour sets consist of plates of metals or alloys placed on top of the traditional leather armour. Example of platemail armour crafting receipt:
[Picture Space]
------Chainmail armour is the other, most expensive and complicated type, but it compensates the hard work with bonuses against all ranged attacks, improved defence against fire/explosions and having really high defence against ranged/alignment damage. The chainmail is directed to players that find the game overall challenging, and have special difficulty dealing with skeletons, ghasts, blazemen and most of the tricky mobs; an escential for players that like to fight with a bow from afar.Examples of chainmail armour crafting receipt:
[Picture space]
-
Adding new tiers of armour and tools to the game:
-------One of the main concepts behind this idea is to spread the tiers apart and fill in the gap between iron and diamond sets, as well as adding some more levels above diamond, in order to justify the later stages of the game. In order to do this, not only do we need more sets that feel as an intermediate level, but we need to tweak the already existent sets.
-------One of the ways in which I plan to achieve is with the difficulty with which the new armour types are crafted. The additional materials needed to craft each of the plates or chain rings, plus the requirement of leather for platemails makes it harder to craft, but balances with the rewards obtained.
-------The second method to reach this goal is the addition of reinforced, gilded and jewelled armoured sets, as well as the obsidian, infernal and dragon armour sets. The first three sets are intermediate levels between leather and iron, iron and diamond and diamond and upper tiers. This means that whether low on resources or in process of getting to a higher tier, one can always improve the gear, both armour and tools.
--------Reinforced sets are crafted from leather armour and stone tools, adding iron to replace some of the main components. In the case of tools, the reinforced stone tools have the same power as iron tools, but with an endurance that is lower to that of stone, thus they are an excellent replacement for iron picks if iron is in short supply. Crafting receipts at the bottom.
--------Gilded sets are crafted from iron armour and tools, adding gold to replace some of the iron in the receipt. In the case of the tools, the gilded iron tools have higher power and endurance than iron tools, but are still below that of (the current) diamond tools; this makes them a great replacement for diamond tools, specially when there is a surplus of gold, and diamonds are still scarce, or you'd like to conserve your diamond set. Crafting receipts at the bottom.
--------Jewelled sets are there to replace the current idea of the diamond set, but making it much more difficult to obtain such powerful tools and armour. The idea with this displacement is to keep the later stages of the game further away, and to diminish the abuse on diamond tools. The changes here are: diamond tools would be levelled with gilded iron tools, thus diamond tools will have much lower endurance (similar to current gold tools) and slightly superior power (being able to mine obsidian). While diamond armour will see the same decrease in durability as the tools, it will not have the increase in defence, thus making it a less effective set; however jewelled sets will be rewarding patient players. The jewelled sets are crafted by creating a jewelled alloy using iron, gold and diamond; thus the costs of this sets are much higher, but the need of diamonds is left untouched.
--------The upper tier armours would be introduced to extend the gameplay beyond the real world, the nether and even the end. The first set is obsidian armour, which has been one of the most discussed ideas for a next tier; but it is not as simple as obtaining obsidian and crafting the tools as usual. The upper tiers require the shaft to be replaced by Steel, which is crafted from iron and glowstone dust. Additionally, each of the tiers requires a different combination of dusts to treat the block before obtaining the required material. Obsidian must be mixed with redstone and glowstone dusts, and then smelted to obtain Dark Alloy, which is the material used in the receipts for Obsidian sets.
---------In a similar fashion, the Infernal sets are crafted from Blaze Alloy. In order to craft this material one must be really patient: by mixing nether brick with four glostones and Dark Alloys and then smelting the result with an equivalent energy of one lava bucket (1000 energy units), you would obtain a Blaze Alloy. This extremely tedious process compensates for the extremely high durability of all Infernal set items, plus their increased resistance to fire.
---------Lastly, the Dragon set is crafted from Dragon Scales and Blaze Allow, in a similar fashion to how gold is used to gild the iron set. This last set is of course only obtainable after beating the game, as it requires the player to slay the ender dragon, and although it makes the player nearly undefeatable, it does not completely block all damage, thus making it possible to die.
-
Last but not least are all the necessary changes that should be applied to the DCS or Damage Calculation System. There are three main changes: differentiation of damage by source; change of calculation algorithm for damage reduction; and change in how armour endurance works.
--------The differentiation of damage by source is a simple change; what I propose is that damage is calculated and applied differently, depending on the source of the damage, thus dividing it into four main categories: physical, ranged, magical or miscellaneous. The categories go as follows:
-----------------Physical: Damage taken from Falls, Melee, Asphixiation, etc.
-----------------Ranged: Damage taken from Arrows, Poisons, Throwables, etc
-----------------Magic: Damage taken from Fire, Lava, Explsions, etc
-----------------Miscellaneous: Damage taken from special sources, e.i.: Lightning, Ender Dragon, Hunger, etc.
---------The calculation algorithm should be changed to incorporate damage reduction as a percentage of the total incoming damage, based on the specific armour value, varying on a similar fashion to a logarithmic function. In other words: a large increase in the armour value does not necessarily lead to a large reduction of damage. A possible way to do this would be to assign a value between 0 and 500 to each armour set (composed of each piece's value); then assigning that value in the following formula:
---------------------- Damage Multiplier = 100 / (100+armour) = D_t
----------Supposing that any source of damage (P : physical) would deal a damage equal to "x hearts", the player receives a damage of "D_p * x"; thus it is possible to reduce the damage taken down to a minimun of 16% of the original damage.
----------Finally, each piece of armour should take an amount of damage equal to a percentage of the amount of damage reduced by wearing said armour. For this, all armour pieces should be assigned the same amount of endurance points, but with an exponentially decreasing percentage. As the amount of damage reduction increases heavily, the percentage of absorption will decrease, unless the endurance also decreases.
Thank you all for your time, and sorry for the extremely long post, but I needed to set down the specifics. If anything has been left unclear, please PM me.
- Vosenedich
Application:
Name: Vosenedich
Timezone: GMT -3
IGN: Vosenedich
Age: 18
Role: Voice Actor / Background Character / Redstone Engeneer / Skin Maker
Skype: Vosenedich
Maturity: I take my work very seriously, even though I do enjoy roleplaying, voice acting, acting and building, I still maintain a proffessional attitude when working; although my attitude "behind the scenes" is much more relaxed, I never disrespect people.
Youtube(Optional): (currently empty)
Please PM me as soon as possible if you need any examples of my previous works as part of this application. Also, I might add that although I am at a zone within GMT -3, the schedules I handle make it so that from 5.30 to 9.00 pm is the perfect moment for me to connect to minecraft.
Thanks for your attention.
I'd have to check my mic's definition, but I'd like to do Asriphil's voice in the journal entries; I don't know if I'll be around to do it though...skype me if interested
I could lend you a hand with the script. I'm an aspiring novelist, just so you know, in fact I could use some of the elements from the novel I'm writing.
PM me if interested
0
Well, I can't do much with what you're telling me
0
IGN: vosenedich
Name: Vosenedich (the second "e" is silent)
Age: 18
Why you want to join: I love the walking dead series, and I like playing minecraft. Besides, I've been wanting to do something like this for a while.
Experience: RP servers (coldfusion for instance), IRL acting, minecraft voice acting (none released yet)
Skype: vosenedich
Mic: Steelseries Siberia V2 (headset mic)
Character Name: Victor
0
We're currently working on an upcoming series, code name R.o.t.N.K.
We need three to five builders to help with heavy terra-forming, landscaping, dungeon planning and other miscellaneous stuff (includes but is not limited to airships, houses, cities).
If you are 16 or older and have some experience with two or more of the following:
- Skyblock Survival
- Large scale terraforming
- Large scale landscaping
- Dungeon planning
- City planning
Please, we need your help, so go on an apply for a spot on the crew, by sending me "vosenedich" a PM with the following information:
IGN:
Age:
Time zone:
Availability (time):
Past experience:
Sample work:
Specialization (optional):
Thanks everyone for you time, and comprehension,
Vosenedich
0
Here's how this works: fill the following application, and if you're accepted, I'll skype you the details and the instructions for the upcoming buildings.
Application:
Nickname: "what you'd like to be referred to as"
IGN: "In Game Name"
Age: "16+" (its a question of maturity and understanding; prove me I'm wrong if you're younger)
Building Experience: "Noob/Dedicated/Expert/Mega constructor/etc."
And PM me your files if any, and your skype username (this is to keep it private).
Thank you very much,
Vosenedich
P.D: If you'd like to know more about these upcoming series, but don't want to sign up for the job, follow me on twitter: https://twitter.com/#!/vosenedich
0
First off, I haven't seen any post that expand on this idea in the way I have. Then, I'm not trying to make this game into Skyrim (although that game is AWESOME), but rather have more things in the game, and add a bit of the RPG style to it, while keeping the essence of the game intact.
:3
2
Just a thought on the armour and tool tiers
The Idea:
Brief Explanation:
Here's a break down of the idea to understand it more easily:
-------Platemail
-------Chainmail
-------Gilded Iron
-------Jewelled
-------Dark Alloy (Obsidian)
-------Infernal
-------Dragon
Main Article:
-------The idea is the following: in order to improve the grade at which the armour improves (as well as tools and weapons), I propose to introduce three main changes: Armour Classes, new armour and tools tiers, and an improvement to the DCS.
Here's how I propose to do it:
-----Solid armour consists of most of the traditional armour sets you have seen, plus some new sets that would be introduced for the new tiers. Solid armour has an overall standard defence, being able to reduce some damage from all sources, and has the advantage of being the cheapest and most simple to craft. Examples of solid armour crafting receipt:
[Picture Space]
------Platemail armour is a slightly more complicated and more expensive craft, but provides much stronger protection against physical damage and slightly higher defence against fire/explosion damage. The platemail armour is the best choice for players that like dodging arrows and getting really up close, tanking some damage there; this armour sets consist of plates of metals or alloys placed on top of the traditional leather armour. Example of platemail armour crafting receipt:
[Picture Space]
------Chainmail armour is the other, most expensive and complicated type, but it compensates the hard work with bonuses against all ranged attacks, improved defence against fire/explosions and having really high defence against ranged/alignment damage. The chainmail is directed to players that find the game overall challenging, and have special difficulty dealing with skeletons, ghasts, blazemen and most of the tricky mobs; an escential for players that like to fight with a bow from afar.Examples of chainmail armour crafting receipt:
[Picture space]
-
-------One of the ways in which I plan to achieve is with the difficulty with which the new armour types are crafted. The additional materials needed to craft each of the plates or chain rings, plus the requirement of leather for platemails makes it harder to craft, but balances with the rewards obtained.
-------The second method to reach this goal is the addition of reinforced, gilded and jewelled armoured sets, as well as the obsidian, infernal and dragon armour sets. The first three sets are intermediate levels between leather and iron, iron and diamond and diamond and upper tiers. This means that whether low on resources or in process of getting to a higher tier, one can always improve the gear, both armour and tools.
--------Reinforced sets are crafted from leather armour and stone tools, adding iron to replace some of the main components. In the case of tools, the reinforced stone tools have the same power as iron tools, but with an endurance that is lower to that of stone, thus they are an excellent replacement for iron picks if iron is in short supply. Crafting receipts at the bottom.
--------Gilded sets are crafted from iron armour and tools, adding gold to replace some of the iron in the receipt. In the case of the tools, the gilded iron tools have higher power and endurance than iron tools, but are still below that of (the current) diamond tools; this makes them a great replacement for diamond tools, specially when there is a surplus of gold, and diamonds are still scarce, or you'd like to conserve your diamond set. Crafting receipts at the bottom.
--------Jewelled sets are there to replace the current idea of the diamond set, but making it much more difficult to obtain such powerful tools and armour. The idea with this displacement is to keep the later stages of the game further away, and to diminish the abuse on diamond tools. The changes here are: diamond tools would be levelled with gilded iron tools, thus diamond tools will have much lower endurance (similar to current gold tools) and slightly superior power (being able to mine obsidian). While diamond armour will see the same decrease in durability as the tools, it will not have the increase in defence, thus making it a less effective set; however jewelled sets will be rewarding patient players. The jewelled sets are crafted by creating a jewelled alloy using iron, gold and diamond; thus the costs of this sets are much higher, but the need of diamonds is left untouched.
--------The upper tier armours would be introduced to extend the gameplay beyond the real world, the nether and even the end. The first set is obsidian armour, which has been one of the most discussed ideas for a next tier; but it is not as simple as obtaining obsidian and crafting the tools as usual. The upper tiers require the shaft to be replaced by Steel, which is crafted from iron and glowstone dust. Additionally, each of the tiers requires a different combination of dusts to treat the block before obtaining the required material. Obsidian must be mixed with redstone and glowstone dusts, and then smelted to obtain Dark Alloy, which is the material used in the receipts for Obsidian sets.
---------In a similar fashion, the Infernal sets are crafted from Blaze Alloy. In order to craft this material one must be really patient: by mixing nether brick with four glostones and Dark Alloys and then smelting the result with an equivalent energy of one lava bucket (1000 energy units), you would obtain a Blaze Alloy. This extremely tedious process compensates for the extremely high durability of all Infernal set items, plus their increased resistance to fire.
---------Lastly, the Dragon set is crafted from Dragon Scales and Blaze Allow, in a similar fashion to how gold is used to gild the iron set. This last set is of course only obtainable after beating the game, as it requires the player to slay the ender dragon, and although it makes the player nearly undefeatable, it does not completely block all damage, thus making it possible to die.
-
-----------------Physical: Damage taken from Falls, Melee, Asphixiation, etc.
-----------------Ranged: Damage taken from Arrows, Poisons, Throwables, etc
-----------------Magic: Damage taken from Fire, Lava, Explsions, etc
-----------------Miscellaneous: Damage taken from special sources, e.i.: Lightning, Ender Dragon, Hunger, etc.
---------The calculation algorithm should be changed to incorporate damage reduction as a percentage of the total incoming damage, based on the specific armour value, varying on a similar fashion to a logarithmic function. In other words: a large increase in the armour value does not necessarily lead to a large reduction of damage. A possible way to do this would be to assign a value between 0 and 500 to each armour set (composed of each piece's value); then assigning that value in the following formula:
---------------------- Damage Multiplier = 100 / (100+armour) = D_t
----------Supposing that any source of damage (P : physical) would deal a damage equal to "x hearts", the player receives a damage of "D_p * x"; thus it is possible to reduce the damage taken down to a minimun of 16% of the original damage.
----------Finally, each piece of armour should take an amount of damage equal to a percentage of the amount of damage reduced by wearing said armour. For this, all armour pieces should be assigned the same amount of endurance points, but with an exponentially decreasing percentage. As the amount of damage reduction increases heavily, the percentage of absorption will decrease, unless the endurance also decreases.
- Vosenedich
0
Name: Vosenedich
Timezone: GMT -3
IGN: Vosenedich
Age: 18
Role: Voice Actor / Background Character / Redstone Engeneer / Skin Maker
Skype: Vosenedich
Maturity: I take my work very seriously, even though I do enjoy roleplaying, voice acting, acting and building, I still maintain a proffessional attitude when working; although my attitude "behind the scenes" is much more relaxed, I never disrespect people.
Youtube(Optional): (currently empty)
Please PM me as soon as possible if you need any examples of my previous works as part of this application. Also, I might add that although I am at a zone within GMT -3, the schedules I handle make it so that from 5.30 to 9.00 pm is the perfect moment for me to connect to minecraft.
Thanks for your attention.
0
0
IGN: Vosenedich
0
0
0
IGN: vosenedich
skype: vosenedich
Time Zone: GMT-3 (currently at GMT 0)
0
vosenedich
0
0
PM me if interested