AUTHOR'S NOTE #1: Some related things to the game.
I get lots of comments about how some readers might have questions regarding the gaming aspect of NPO. And I take this opportunity to explain a few that I had covered so far in the story without giving the spoilers away.
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1. The aspect of time.
Noble Path Online (NPO) uses the following calculation
RT = Real Time, the real world time
GT = Game Time that NPO uses
1 RT day = 4 GT day
7 RT days = 28 GT days
10 RT days = 40 GT days
14 RT days = 56 GT days
21 RT days = 84 GT days
So, I will use this term throughout the story. One of the main gripe and confusion I had when reading LMS was the timing and chronological aspect of things which I hope to address.
When players talk to players, if the RT or GT not mentioned, it will always be in RT.
When NPC talk to players (vice versa) or NPCs, it will always be in GT.
All quest timer will use RT unless otherwise stated.
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2. The stats of the game.
I received a lot of excellent feedbacks about how stats play into the story. I really appreciate the keen eyes, observations and guile that I honestly lack in this.
I will attempt my best in answering the questions about the stats.
*For your information, I'm using RPG Maker MV to create the stats scalability within the world of NPO.*
a) Stats through levelling up. (You can find this information in Chapter 04)
A player would be given 5 points when levelled up to be allocated to any attributes of their choice. However, this is only up until certain level. At higher levels, more points will be given. As the story progress, I will explain it further.
b) Star (*) mark next to the stat.
A star mark beside the stats stat level. So, if there was 1 star, the said players had basic level 1 stat. For every 100 points invested in the stats (permanent stats only), a player will received an additional star. This will be high level players term much, much later in the game but I see no wrong in telling right now.
c) Stat numbers.
Stats numbers are fun to read, see and think about. However, allocating it will be a nightmare for authors. I could spend lots of times trying to get a perfect stat, but honestly, there are no perfect stats. I used to think it was so until I counter it with certain skills.
Every players, including Ghost are not perfect. What I strive to achieve is balance suitable to the type of game play a player might use.
d) Stats usage.
Stats usage are extremely limited in the world of NPO. This was done for one purpose only - the players could actually spend playing the games rather than thinking about that extra 1 point of stats. And this will also actually highlight the importance of jobs and skills.
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At the initial low level (below 100), stats might be useful as a bragging rights or limited attack/defence modifiers, but once the players had reach the level above 100, stats are just mostly numbers to be used for equips, quests, jobs, skills and NPCs related requirement.
For example, to wield a certain weapon or wear a certain armour that needed 150 STR points and 200 END points. Or to weasel a way past the guard, a high CHA and fame might do the trick. Or to read magical tome of ancient lore, a high WIS would give better chances of actually succeeding.
The game does not put too much priority over stats when it comes to battles. Jobs and especially skills are much, much, much more important.
e) HP and Mana
The lifeblood of every players. They could not be raised with stats. HP and Mana increased are given by levelling up, buffs and skills, racial traits, jobs specialization and various items.
A player can have a magnificient stats, but with a low HP/Mana, they would be wise not be in the path of an angry mob of wild boars stampede.
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3. Classes, jobs and skills.
There are no classes in NPO. Strictly speaking, no one is ever tied to a certain class. If you choose to be a Fighter, you will not stuck to it for the rest of your life. You are not define by your class, but how you play.
I am using this style inspired by the few online games I've been playing especially FF14.
Instead of class, think of every player in this way.
You are born naked in a new world. So, what do you do? With a clean slate, you can be anyone or anything. You can learn anything at all, provided you actually look for it. Most will opt to associate themselves with certain jobs and learns it skills and thus specializing. Others might dabble here and there and just learn the basics.
So, the jobs come in. There are literally hundreds (if not thousands) of jobs available in NPO. The player just need to look for it and actually chooses to 'work' in the job. And that is how players would most likely will learn their skills. There are artisans, merchants, fighters, healers etc. that you can think of in the world.
Skills are the game-defining aspect of NPO. No two classes have the same skill sets. For example, let take a Knight. Some knight might prefer to be battle oriented, thus his skill sets shifted more to buff his damage, defense and increase his chances of winning. Another knight might prefer defensive style. Instead if attacking, he might tank instead, preferring defensive, support and enmity/taunt. Or another knight might prefer to actually support, focusing her skills in defensive and healing buffs while driving her foes away.
So, all in all, no two players are the same. with 100 skills a player might have, the combinations are nearly infinite. No jobs are better than the other. Of course, there are some exclusive jobs, but this is not a cheat code given to 'special' players to break the game.
The same too in real life. One could be an excellent scientist, spending nearly the whole lifetime to learn the secrets of the universe, but she could not be a four weapon combat master at the same time, right? Might be, but those are exceptions other than the rules.Or a jack of all trades, learning all skills but never really good in any of those.
The only thing that differs are how far each player will go into the jobs? Will she specializes or dabble? Specializing will most likely open up new possibilities of a higher and advance jobs but a player can spend too much time moving up the ladder. Or by dabbling, one will learn many skills but most likely are basic levels.
The choice is the player's to make.
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4. Making NPO real.
"What a player do in the real world matters, po." By the wise word of the lazy rabbit, each players mental and strength conditions matter in NPO. Who you are in real life matters in NPO to a certain extent. If the players are tired of their real life and wanted a fresh restart, they could always do it in NPO. If the players love their live and wanted to share their views of the world to other people, well... you know the gist.
However, NPO had a higher sense of realism that just what to be considered a 'normal' gameplay.
The game system will assist (in one way or another) but each of the players will determine their own outcome. The game will always be updated to support this notion.
There will be more things made known in NPO,but hopefully, I had answered some of your questions so far.
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I think that its so far. If you have any other questions or comments or even suggestions, I really appreciate it.
PS: I really appreciate those who highlighted my grammar mistakes or spotting writing structures and flows that could be made better. Your keen eyes, reading comprehension and time reading those and helping to correct me are always welcome.
PPS: I'm not a professional writer nor I am earning money for this (maybe in future with continuous support *crossed my fingers*). This is something I want to do because I just want to share it to others. I hope you do continue to support me in one way or another. I humbly and sincerely thank you, all of you.