u/Gulags69

▲ 8 r/Voyage

Alternative leveling systems

I have played a couple of worlds, and I've realized that different leveling systems would be better fitting for different worlds. I think there should be a more customizable leveling system.

I think 2 new optional leveling systems would be popular and would find usage in most worlds.

Tier/ranks: instead of simple level numbers, you could have a level system tied to traits like F-rank to SSS-rank or cultivation realms, etc. Each level can upgrade the trait to a higher level. Also, rather than the current XP system, there could be a more customizable one that can be more specific to respective leveling methods, allowing cultivation worlds, or more specific types of leveling, like reputations, or even attribute leveling by doing things that would reasonably level it. The world maker would be able to define each level by name (from the trait), how to level it, what it affects, how many levels it can have, and would even allow multiple different simultaneous leveling mechanics.

Skills leveling attributes and attribute capping: This idea is technically two separate features. The first is that leveling a skill also levels attributes to a lesser degree. And the second is that skill caps and experience curves are determined by the attributes on which the skills are based. This would create a situation where you can only increase a skill if you have the capacity for it, and you increase your capacity by using the skill. This is ultra realistic and coherent to life. For example, you can only lift heavy weights by getting stronger, and you can increase your strength by training your body. Therefore, there is a feedback loop between a hypothetical skill of "weightlifting" and the hypothetical attribute "strength." If the skill weightlifting determines what level of weights you can lift, then it makes sense that its max skill level is capped by your strength attribute, but it also makes sense that using this skill would increase strength.

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u/Gulags69 — 6 days ago
▲ 17 r/Voyage

How to maximize the game design present in Voyage

1. Remove character levels and instead have attribute levels that gain experience from leveling the attributes' dependent skills (Morrowind-like). For example, improving your ability to swing your hammer would eventually make you stronger according to the fact that it is a strength-based skill. This makes much more sense than the typical RPG style, which is archaic and designed to be simpler for practical tabletop reasons. I think this is the most important change, but I imagine it will also be the most controversial.

2. Make attributes cap max skill levels. For example, 2 strength might be 2 athletics cap or 4 athletics cap, or 6 athletics cap, depending on the ratio set in World Designer. The justification for this is that the attributes represent a sense of potential physical or mental, therefore, a skill subsidiary to an attribute should only ever be able to rise to the potential of the attribute number to some degree. If it doesn't follow this logic, then the system doesn't make sense. For instance, a person who has an intelligence of 1, should not have a skill of 20 in history. Maybe instead set their max skill cap to 1 or optionally double it from the attribute a 1:2 attribute to skill cap ratio, and have the max be 2.

3. Make multiple rolls on one turn, depending on which skills are contextually being used, and allow success and failure on each individual skill. If someone writes "attack and dodge," then it should roll 2 times, once for the attacking skill and once for the dodging skill. Both should have a chance to succeed, and both should have a chance to fail. Perhaps you succeed in hitting the enemy but fail to dodge. My friend who plays Naruto world with me has been exploiting the system by making large paragraph actions and front-loading his good skill so that it chooses that skill, ensuring his success, and then tacking on a bunch of other actions that should be other skills on the end to make it so he does everything and succeeds. (SUPER ANNOYING FRIEND)

4. Add a button next to the settings button called (edit mode) that, when toggled, changes the UI so that anything you click will open in the form of a text box that allows you to manually edit the text and make your own custom changes. Then, when you're done, just click it off and return to the normal UI.

5. Make a button in the settings that lets you enter the world editor of a currently active world and manually make changes to it. This will allow me to fix the world maker's bad design decisions 500 turns in, when I discover, rather than having to remix it and therefore restart my game from the very beginning.

6. Allow NSFW worlds. It's what the majority of the player base wants.

7. Add descriptions to your character based on your attribute/skill level. I have talked about this before in previous posts, so I won't elaborate on it too much. I just think it would be good for the AI to use as a reference to describe the character in how they perform their actions, and it would also be good if the player could read to give them a sense of how powerful their character actually is.

8. Instead of just the background description, there should also be an appearance and current status (equipped gear/clothes, active injuries, exhaustion, clothing/gear damage) written out in plain English. And let it be fully manually editable by clicking on it in edit mode, and make the current status update automatically as things happen to the player.

With these changes, I think Voyage will be in a good place mechanically. There are still things I take issue with, such as the inventory and abilities system seeming bad and pointless, but I just ignore them like they don't exist, and it doesn't affect my experience.

I want to note that the combination of these systems allows for great mechanical possibilities. For instance, you can make a weightlifting skill with an attribute to skill ratio of something like 1:10, and hypothetically, with a good attribute level curve, you could go a long way in leveling your strength attribute before hitting the weightlifting cap. Skills like these could then be used by characters as a method for training arcs, allowing the player to level attributes fast and then lift up the skill cap for other lower attribute to skill ratio skills to begin leveling again (like maybe swordsmanship).

EDIT: Also add a search function to the world editor so I can find variables in the code easier.

EDIT 2: Allow custom character picture importing in the character creator.

EDIT 3: There should be two enter buttons for two types of actions. Short actions and long actions. Short actions would be like jumping over a gap, or attacking a person (something that happens in a short time.) Then long actions, which would be like going home and sleeping, or spending the next 6 months training every day. Then clicking the long continue would allow you to skip something boring. Or you could have it as two separate speed buttons to make it more compatible in a multiplayer mode.

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u/Gulags69 — 10 days ago
▲ 35 r/Voyage

Can't be sexy

Beyond NSFW content being not allowed ever by the puritan narrator, it told me I can't be attracted to someone for being sexy because it doesn't match the safety guidelines of a general audience rating. Isn't that a bit much?

Also, while I personally enjoy playing Naruto with my friends online, I think you're kind of misunderstanding your primary audience. If you want the user base of AI Dungeon to transfer over, I think it might be a little difficult with these kinds of restrictions. Just look at the most popular scenarios; NSFW is in high demand.

Edit: Also, on a side note, why can I only see 4 image generations at a time instead of choosing from the full 10? This feels contrived and user-unfriendly. (this is fixed.)

Edit 2: let us edit backgrounds either with the narrator or manually past the character creation. Sometimes I want to change what is written there as the story develops.

Edit 3: World editor is so bad. It doesn't even have a search button. (it's not bad it just needs a search function. and a button next to the error warning that moves the screen to the error when clicked.)

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u/Gulags69 — 11 days ago