Thu, 27 Nov 2014 10:23:44

Ask: Hi I'm just finding out about this and im on mobile, and im trying to make an account but I have no idea how or what to do. I know to go to "join session" and make a session but I don't know if making a session means making a sort of group people can join or if "session" means making a username and such for my account.

Making a session makes a sort of group people can then create accounts into. You have to go to “create session” to make the session so that in “join session” you have session details to input. Note that this will be a lot less silly in V2 where you’re explicitly making a CHARACTER when you put in session details.


Wed, 26 Nov 2014 18:12:34

Ask: Any teasers on V2? owo

Oh man I forgot about these! And I don’t think I’ve talked about the new team combat publicly. Okay.

So basically each side has a “leader”. A leaderless side is entirely unable to cooperate: each strifer on that side makes an attack with their power level. 9999 1000 power enemies would be unable to damage a 1500 power player if they lack a leader. If a side DOES have a leader (as the player side always will and the enemy side generally will until/unless they are slain), things change.

Each strifer has a “teamwork” value (default 100% for players, lower for enemies), and without getting into too much detail your teamwork value determines how much of your power is contributed to a) the leader’s attack, and b) the team’s defense as a whole. This means that the general pattern of combat is that the leaders of both sides, invested with the strength of their entire side, attack each member of the enemy team in turn. Technically everyone attacks everyone, but if both sides are large the individual attacks stand basically no chance of penetrating the team defense on the other side.

Now, strife commands affect both the effect you pass on and if you’re leading have a further effect on the entire team’s offense and defense. What this means is that the leader’s choice of strife command is more like a “battle plan”, affecting the entire side, while non-leader strifers choose an individual command that impacts them greatly but their teammates not nearly as much (but still a little!). Now since the leader is the only one likely to hit…

This means that passing the leadership role amongst players to take advantage of whatever on-hit effects they possess is a basic element of strategy. Since most fraymotifs are now designed to work best when you are leading as mentioned before, that plays into this as well. The strife leader also decides when to advance the strife round, as they do in the current (horrifically bugged) BK fight.

In summary, “leader” now has significant mechanical implications and strife is a lot more generalized, meaning the BK fight can be “just another strife” this time rather than a hugely buggy affair. Attacks between groups are done by the respective leaders receiving power from their respective sides, meaning shuffling the leadership around can be a useful tactic (although in many cases there will be a strong “default” leader, perhaps a Blood player, who the team falls back on when no specific tactical consideration is required)


Wed, 26 Nov 2014 17:59:24

Ask: Site appears to have gone down, any info on situation?

I just accessed it fine, maybe use one of those “is it down for everyone or just me” sites? Or this ask is outdated =o


Tue, 25 Nov 2014 14:46:35

Ask: hey!!! I'm user Olivia from the session "another fucked up game" and I think we have a bug, because I'm fighting 2 Royal Dersit Battleships for more than 20 turns, used all my fraymotifs (as a Sylph of Doom), 2012 Overture is already on turn 19 but they still don't die, stuck at 1% for more than 10 turns even with 3 people assisting.

2012 Overture cannot kill enemies by itself. You must have sufficient power to hit the enemies in combat for at least 1 damage. And those battleships are kinda crazy powerful, so you might need to pull out all the stops on a final attack.


Tue, 25 Nov 2014 14:45:40

Ask: Could we add quests to rewardsphp? Only now i have a sylladex full of sweet loot, a load of encounters and nothing to do but get lost in dungeons.

Will pass this along to the rewards.php manager


Tue, 25 Nov 2014 14:45:30

Ask: any chance the stock exchange could be brought back for v1? since it's in sandbox mode anyway, i don't see how the balance issues in the stock exchange would harm anything.

What precisely would be the point? The aim of the exchange was to let players get grist/boonies, which are all freely available right now. It might be fun to mess around with, but the server load also wasn’t the greatest with the initial iteration.


Mon, 24 Nov 2014 17:38:00

Ask: Could there possibly be any key bindings (mainly for dungeon navigation, strifing and menu actions) a la Improbable Island? I understand that it'd be hell to implement and may be pretty gimmicky, but on II it makes navigation and actions a joy by comparison (don't worry, I'm still yours forever).

It’s definitely something to think about, but this goes in the “post v2 release” pile. It’d definitely be a huge help for dungeons and potentially some other things, but more marginal for strife. It also does KINDA take away from the “primitive text-based adventure” feel that Homestuck itself has, but that’s not nearly as much of a concern.


Mon, 24 Nov 2014 17:34:40

Ask: Are Void sessions ever going to be implemented as a thing?

Probably. Whether as they are in canon or as an additional session setting (one that would of course forbid pre-entry prototyping in addition to other stipulations) remains to be seen. Former is more accurate, latter is more user-friendly. SBURB isn’t user-friendly, but this game has to be. :V


Sun, 23 Nov 2014 22:10:34

Ask: Any chance on making the tabs to external sites(i.e. >Forum >Radio >FAQ) open in new tabs? It's annoying to either right click to open in a new tab or dragging towards the top of the browser to do the same.

Yeah we can probably do this for v2 at the very least. I imagine it could be sorted out on live with a minimum of fuss too. I’m personally so used to right clicking and using open in new tab that it’s practically a reflex, which is why it didn’t occur to me :v


Sun, 23 Nov 2014 22:09:15

Ask: For the dungeons, will a shortcut button be implemented? Like if I wanted to go up instead of constantly clicking the up arrow I just press the up arrow on my keyboard. And instead of clicking the "==>" in some of the messages I could just press Enter?

These are probably entirely possible but my knowledge of web programming is very “what I needed to know at the time” so I’ll have to bug sho about it.

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