I have a couple of Icons still flying around since ages, that I never uploaded for one reason or another, but might as well collect them here as maybe some of them might be interesting enough.
Bloodbrone-esque items:
Bloodborne-esque clothing: https://i.ibb.co/6bCt2Xb/blood-Screenshot-3.png
NOTE: I only put the first two in an icon state, the other 3 are previews but the sprites are included, I was just too lazy to icon form them, feel free to do so if anyone wants to.
LoR/Porject Moon inspried Sweepers, 5 Variations:
Original intentions was to either have them as deeper Sewer Enemies for Meiaquar as cleaners, or as some sort of diving suits, or both. All sprites are done, but I haven't put them in Icon form yet, feel free to do so, or tell me to do so if you are interested in them, otherwise not really worth the effort.
Loan Sharks... But literally:
Also all just previews, the sprite sheets are done, but not icon formed. Also wanted to make variations of them in Fang/sandshark color scheme but I got lazy. Will do it though on demand.
Traveling Warbler attacks Fūjin no Ryū (Wind Elemental) with Boundless Skies!
Fūjin no Ryū (Wind Elemental) reflects the attack back at Traveling Warbler!
Eviter! But Traveling Warbler parries the attack!
Traveling Warbler takes 53 Wind physical damage.
Traveling Warbler recovered 1 FP.
Traveling Warbler takes 77 Wind magical damage. (Kagero)
Traveling Warbler takes 77 Wind magical damage. (Kagero)
Reflected Damage is behaving.. kind of strangely.
Namely that you can parry your own attack, and then (if you, for instance, Firebird).. apply effects of such to yourself. Unsure if it's really, truly, a bug..
But Reflected damage is interacting very strangely and making it like you are, in fact, Attacking yourself. Rather than a proper reflection.
The rematches are alot of fun and really challenging. I like this sort of content.
I would like to express my thanks for that.
I do think though, that it's still a little "Unfair", towards dodgies, as they can get very easily 1 turn deleted even through their buffs, when there are multipile bosses. While I so far didn't run into an issue with hitting very much in the rematches(just a few misses here and there, which is fine), I think we might need something for those in the long run. Not entirely sure how to do that, to be completely honest, without breaking other areas.
Either way, I'd like more of this difficulty-level content, as it's actually difficult to Solo without feeling to overbearing (minus my soft dodge bones being broken instantly sometimes, before I even get a turn)
In light of certain things, both past and more recent, I feel like now is a good time to make this post and discuss a topic which I have had on my mind for a while.
My intention is not to call anyone out, make anyone feel offended, and so on. This is meant as an awareness check, and a discussion. I'm not sure if people are cognizant of these things when they happen, or have felt certain ways because of it, but have been unable to diagnose the cause; nor do I think some people are aware of its impact and long-term effects on the community as a whole.
Feedback, How To Give It, and How Not To Give It
Because an RP game is a community-focused environment, where much of the content is created for and by the members of that community, feedback is a very important tool used to gauge and communicate experiences we have within it. Experiences such as events, or player-based plot lines.
Honesty is an important aspect of giving feedback; your feelings should be clear when you express yourself. "I liked this, because this reason. I didn't like that, because that reason." Something equally important is Empathy; the delivery of your feedback determines how it is taken. You can be considerate of the receiver of your feedback while also being honest.
Both of these factors are important, because they are the basic building blocks for constructive feedback, which in turn is used for improvement. If your negative feedback is honest but lacks empathy, it is not much different from whining. Conversely, if your positive feedback is empathetic but lacks honesty, it stunts any chance to address your concerns effectively.
Negativity
One thing to keep in mind is that when people create event lines, they are often putting forth a good deal of effort. Part of it is, yes, that they have a story that they want to tell, but aside from the good feeling of player props, they don't get any tangible reward. While it is perfectly fine to point out flaws, there are times where negativity and emotion overflows more than is deserved.
It's important to try to stay objective and balanced when you are formulating opinions, doubly so when it's towards someone else's creative efforts. There is nothing that wilts motivation quicker for the average person than vitriol.
There is almost no scenario, even if an event is a poor experience, where one should be feeling angry. If you are in the event with others, and discussing it OOCly (in a voice chat, for example), you need to be careful about letting frustrations run wild. You don't want to have a group of people work each other up into a frenzy and then let loose on the person responsible for the event like they just keyed their car.
This isn't constructive. It's akin to getting pricked by a thorny branch and then burning the whole bush. It alienates you (and/or your group of players) from that person, or even a larger section of players who might want to follow in their footsteps creating plotlines. When people feel alienated from others, they do not engage with them. When people do not engage with others, nothing happens.
Nothing happening benefits absolutely no one.
Of course, it is understandable to feel frustrated if you feel your past feedback hasn't been taken into account in subsequent events. Event runners should keep an open mind when they parse feedback to try and see things from the player's perspective, and make adjustments appropriately.
Time & Place
Feedback given as something is going on is, at best, not very useful. That's not to say that you shouldn't say 'whoa that was cool!', and such, if something that wows you happens during an event. The person responsible for the event is going to want to hear that.
However, if you're having a bad experience, the worst thing you can do is express your discontent publicly as the event is going on. There are several reasons for this;
In all likelihood, the event runner isn't going to be able to address your concerns. They're busy running an event.
Because they're running an event, it may slip their mind by the time it's over.
Your negativity may cause other players to become annoyed with you for ruining their good vibes.
It runs the risk of derailing the event with arguments, and puts focus on the OOC instead of the IC.
If it's something that you can state respectfully and can be an easy fix, for example; 'I can't see the narrate', or 'We're having some trouble with this battle, can I get some help?'. These are not necessarily feedback, and you should mention it! The event runner wants you to have a good time, I promise.
But if you groan in LOOC about 'this event sucks' or 'I'm just gonna leave, this is lame', that is not okay behavior. Don't do it. People who behave like this may find themselves being asked to sit out of events if they can't control themselves.
Silence
All of this applies when you're discussing things elsewhere, outside of proper feedback channels, by the way. It's understandable to be more candid when you're discussing things with your friends, but abject negativity has a way of flowing back.
If you dislike a happening, an event, or whatever, but you do not make that known to the subject, then you can't expect anything to change. Even worse, if they find out that you've said harsh things exclusively in private, it can have a greater negative impact than even poorly constructed feedback would.
Please be aware of that, as well.
I think that the majority of the community already lives by this without being told, but as this does crop up from time to time, I thought it would be worthwhile to put it to a post. Some of the contents of the post may be co-opted for an 'event etiquette' page on the wiki for easy reference.
Since GMs have concerns about giving Umbrals a translucent sprite at night, can we give Umbrals a little fog effect at night instead? Just something overlayed on top of their sprite, nothing too aggressive. That way you're not OOCly enabling weird, potentially stalker-ish stuff from people hiding but Umbrals get something for their main thing at night.
It seems Sweet Smelling is overwriting any other charm levels that was active on the target. So if you have a level 25 charm, and they're within 3 range, it can overwrite it and change the charm to level 10.
It seems, while Slicing Benten ignores Sweet Smelling's effect. When you use it and strike your target with the whip, it still lowers the charm duration.
Firstly, it seems set to boost nature based things. This makes sense considering that it's all about natural attunement and yet... it scales off Sanctity for some reason. This *does* make sense when you figure that some sound spells are nature domained (domino resonate), but some aren't (sonic arrow is sylphid?) but the vast majority of nature based spells are lightning based. And considering that this is trying to make nature spells stronger and the nature based casting material is the 'electrified' markedbark, would Luck scaling work better on this?
Secondly, it's plants don't last really that long. Unless you can like, play doriad. Giving it another passive that increases the duration of plant tiles by UL/6 would assist with this, letting them last 3 tiles longer on korv and 4 on g6.
We also have a weird thing recently where flower creation and nature based stuff are now being tied to earth attack instead of lightning attack, which creates a very mixed identity for the 'nature' domain. To reflect that, how about the possibility of it icnreasing the power of nature AND isesip domain spells?
This is already done in like desert wind and squall etc, so I don't exactly think it's break the bank.
Maybe we can make this thing useful somehow.
(Or give it an invo that covers the field in flowers.
Holy Order'. This is a key-wide mirror shard that grants all your characters access to the following Solblader inspired icon parts; Holy Wings (Gold), Holy Wings (White), Holy Shield (Gold), Holy Shield (Normal), Holy Sword (Gold), Holy Sword (Normal), Holy Halo, Holy Cape (Male), Holy Cape (Female), Holy Cross, Holy Cross Wraps, Holy Cross Belts. Capes have greyscale variations and different recolorable parts.
Map Requests
Telegrad Schoolhouse (Courtesy of Autumn)
Telegrad Rearrangement (Courtesy of Autumn)
Items
Anchor Edge; Attack range increase and pull effect changed to 1 per 10 UL (from 12 UL).
Armor of Eyes; No longer negates flanking. Hit bonus now negated if you are Blinded.
Bodyguard; Damage reduction is now 25% (from 50%).
Desert Wind; Sandstorm effect now has a 5 round CD when successfully triggered.
Green Scale Tunic; Updated effect description, as it still mentioned 'Evasion'.
Fang-Faced Shield; Damage when attacked now only applies when Guarding (and is no longer doubled). Bash damage increased to UL x 2 (from UL x 1).
Thunder Hooves; Kick damage increased to 5 + ULx2. Enhanced Kick effect now can also let Kick critically hit. Refund effect changed to 2M and prevents Electrocharges from being built for the rest of the round.
ETC
When a Smokescreen protects a field object from being attacked, that Smokescreen now vanishes.
Magic Shield (and its variations) now only apply as shields for skills/effects that would benefit from it.