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Yu-Gi-Oh Roleplay: OOC/Signups [REGISTRATIONS CLOSED]


Tomas Elliot

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idk, the last thing i did in my account was view a duel that bote was doing, then my chrome crashed. i got on around 3 today and i couldn't get on.

This is definitely weird... Are you sure you are banned? Because if you are, you should get the message "you are banned". If you get the message "unable to connect" or "connection refused" or stuff like that, then it doesn't mean you are banned: it's more likely a technical problem with your connection!

Remove me from the RP. It will probably make everyone happier. And as much as you would like to think its because me and (co)-hosts don't get along, its not, I have other commitments at the moment and they are becoming more and more, and getting worse and worse.

Also Elliot, no need to write a paragraph about this, like you said, we don't need to cause drama. All you should do is just edit the OP, and take my name off it.

Farewell.

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i got the "you are banned" message. idk why and how long.

I still find it difficult to believe that they'd ban you on a whim. Maybe your broke some minor rule without realizing... I really don't know what to say or do, I am afraid I cannot help you this time. Maybe it would be better to register on Dueling Network's forum and post in the "ban appeal" section to at least ask the reason why you are banned...

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BTW just because I'm out of the rp doesn't mean I won't duel ywall. If you want to duel me or even just want help on how to get better or deck help, I can definitely help with that, just shoot me a PM

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I still find it difficult to believe that they'd ban you on a whim. Maybe your broke some minor rule without realizing... I really don't know what to say or do, I am afraid I cannot help you this time. Maybe it would be better to register on Dueling Network's forum and post in the "ban appeal" section to at least ask the reason why you are banned...

good idea, i'll get to that as soon as i can.

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Posting only 3 hours since my last because 1.) Murdoc has been sitting idle for a bit and 2.) I can post when I wake up but after that I'll be gone for a good chunk of the day so I want to get stuff in.

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Update: I have created 4 Rogue Number Holders of different difficulty levels. They will be roaming Heartland during the "After School" topic and, should you manage to gather enough info to discover one of them, a Shadow Duel will ensue: should you win, you will obtain their Number, as well as the major piece of info about the overall plot that comes with it. While I am not going to reveal anything about their identity, location or deck choices at this stage (you'll have to find out for yourselves), I'll have you know that the Numbers they hold are as follows:

Number 30: Acid Golem of Destruction (difficulty level: low)

Number 34: Terror-Byte (difficulty level: low)

Number 12: Crimson Shadow Armor Ninja (difficulty level: medium)

Number 66: Master Key Beetle (difficulty level: high)

Notice that, since a card is only as good as it fits into a deck, the difficulty level doesn't necessarily match how good the Number card is: you might have a hard time to beat a high-difficulty Rogue Number Holder in a grueling duel, only to acquire a Number your deck simply doesn't need, or you might breeze through a duel with a low-level Rogue Number Holder and acquire exactly the Number you needed. Also important to notice that the duel becomes a Shadow Duel, thus involving the not-quite-death enabled clause I explained elsewhere and allowing you to claim the Number, the moment that the Rogue Number Holder actually summons his Number. Therefore, should you beat your opponent before they bring out their Number, you will gain nothing. To spice up things a bit, the non-recurring NPCs (that is, one-shot NPCs that don't appear in the list in the OP) will be more than 4, so that, when you defeat one before they can summon a Number, you will be left guessing: was that really a Rogue Number Holder? Or did you duel the wrong person?

Also it is important to notice that the "After School" topic will have a time limit, which means that the topic ends when time is up, and not when all the Rogue Number Holders are defeated. This means that it might very well be that you won't be able to locate any of the Rogues, or only one of them, or only two. And even if you do locate them, you still need to wait for them to summon their Number and then beat them... At any rate, know that in each "After School" topic there will always be 4 Rogue Number Holders: this means that, should one or more of these I just announced be defeated during the first "After School" topic, I'll create an equal amount to take their place in the second one. Those that are not defeated will simply return in the next "After School" topic, and they'll keep on appearing untill defeated.

Finally, to avoid uverusing the word "info", which would create confusion, as of this moment the critical piece of info about the overall plot, that comes with each Number, shall be known as "Izanami Lore". For example, the piece of info that comes with Utopia is "Izanami Lore #39", while the one that comes with Machu Mech is "Izanami Lore #33". So yeah, during "After School" topics you will be able to acquire two different things: regular info (obtained from NPCs, needed to locate the Rogue Number Holders) and Izanami Lore (you get one for each Number you acquire, you will need these to grasp what is really going on in the plot). Notice that, since Numbers cannot change hands once a player character has obtained them, Izanami Lore cannot be forcefully taken from another player, either: the only way Player A can get to know Payer B's Izanami Lore is to share their own with them (Player A will get to know every Izanami Lore obtained by Player B, but Player B will get to know every Izanami Lore obtained by Player A as well). Sharing such knowledge is actually encouraged, specially in the case of Arcana Number Holders, as you are supposed to cooperate to solve this case (and eventually save the world).

This is all for now.

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I might be able to post 1 more that if murdoc and proceed to duel when I get back to my computer. I do have a netbook but it's xp.

Well oh. When you say back to your computer, do you mean that when you get back from the trip? That might just trap Murdoc in place again, no? In that case, I guess it's up to him for what he wants to do.

My suggestion would be to let what I'm doing in interacting with him to come first, considering you're still gone to ask permission to battle in the garden maybe?

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Oh great the only number I'm interested in has to be the hardest... But seeing my deck suggestions I don't think I can use too many of them very often since Utopia and his variants are supposed to end up with Lane.

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Oh great the only number I'm interested in has to be the hardest... But seeing my deck suggestions I don't think I can use too many of them very often since Utopia and his variants are supposed to end up with Lane.

Yeah, considering how many variants Utopia has, if you collect many Numbers space will soon become an issue... The Extra Deck has only 15 slots after all!

EDIT: incidentally, the reason why Master Key Beetle is deemed "high difficulty" is that the deck of the Rogue Number Holders that uses it is a terrible match-up for most decks of the players of this RP (including your own), on top of the fact that Master Key is a good card on its own. Acid Golem for example is deemed as "low difficulty" because its own effect often backfires on its user, and the deck in which it will be featured is not that great...

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I'd fight for the Crimson Shadow Armor Ninja just so that I could say the name LOL. I'm probably okay with just Lancelot though. I could really use that Master Key Beetle though.

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Yeah, considering how many variants Utopia has, if you collect many Numbers space will soon become an issue... The Extra Deck has only 15 slots after all!

EDIT: incidentally, the reason why Master Key Beetle is deemed "high difficulty" is that the deck of the Rogue Number Holders that uses it is a terrible match-up for most decks of the players of this RP (including your own), on top of the fact that Master Key is a good card on its own. Acid Golem for example is deemed as "low difficulty" because its own effect often backfires on its user, and the deck in which it will be featured is not that great...

Lane's a rebel, screw Utopia

I haven't really scrolled down the list of number cards (except for the ones that were mentioned) and so far I'm only interested in numbers 61 and 66. Those puppets that were an option to end up with were also on that list. (They were the ones I was aiming for tbh)

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Flower girl, here, is waiting on Number 87. Not because it would be useful in her deck. Just because she is flower girl.

Ugh coming up with a deck for that one will be a pain... I mean ok, it is specifically designed to thematically fit with the flower queens, but a deck of level 8 monsters isn't exactly the most practical thing in the game...

Yeah, I really could use the beetle, but it'd be pretty hard to pull off (I think I have a strategy though to take out his team...though I don't know what it is).

Trust me on this one: you, of all people, don't want to duel the person whi has Master Key. You really really don't want to. Of course you are free to try but... Yeah, the matchup would really be horrible for your deck.

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Ugh coming up with a deck for that one will be a pain... I mean ok, it is specifically designed to thematically fit with the flower queens, but a deck of level 8 monsters isn't exactly the most practical thing in the game...

Trust me on this one: you, of all people, don't want to duel the person whi has Master Key. You really really don't want to. Of course you are free to try but... Yeah, the matchup would really be horrible for your deck.

I can imagine how crazy creating a deck for Number 87 would be considering that I actually looked into it just for fun a while back and boy did it look like people were avoiding the card due to the annoying summon condition. Three Lvl 8s is pretty brutal.

Now I'm curious. Is there anyone who actually has a deck that would be a good matchup with Number 66's deck?

Edited by Hiss13
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Trust me on this one: you, of all people, don't want to duel the person whi has Master Key. You really really don't want to. Of course you are free to try but... Yeah, the matchup would really be horrible for your deck.

I was kind of kidding. It'd be suicidal for me to even try that (especially without Lancelot...who is the only thing that could stop the beetle...which I doubt is his strongest card...I know what I'm doing...I think).

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Now I'm curious. Is there anyone who actually has a deck that would be a good matchup with Number 66's deck?

It really depends on what's in the deck. I'm also curious too... *starts thinking about what this deck could be*

EDIT: Forgot to mention, I don't know how many of you follow/know about the forbidden and limited list. However it's been posted today if you want to see how it may affect your decks: http://www.yugioh-card.com/en/limited/index.html

Edited by tails12
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