I can't find strike through on mobile so I improvised
Oh yeah, the option isn't easily available on mobile.
You can always put your text between
[S][/S] tags to strike it though~
...I still kinda don't believe this lived on.
...it's nice to see though.
Well, it's a new version, so it didn't exactly live on, it was created anew! \(^^)/
It ok, if someone really remembers what I am like, then I won't be doing my job properly.
I remember you far too well though! XD
btw I did not really take part with the nuf version of this, how is it different?
Lots of differences actually~
AG v1 had a similar idea to this version, but the main difference was that... Nobody had a clue on what they were doing and nobody imagined the scope things would grow to.
Then we also had the bad luck of having a very strong god modder that kinda took the game on their hands and power creeped everything into oblivion, which created a mega spike of power super early, which made huge ramifications that lasted until the end of the game...
Not to mention there were no archives of any sort, so any lore was only known by old timers that had been playing for a while, and anyone wanting to know what things in the map meant had to ask and hope someone that was around back in the day knew about it...
And by the time the game got any sort of real organization, most of the damage was already done, so we had cosmic entities, planet eaters and world-ending threats working as mid ranked adventurers and stuff~
In other words, it was a mess... Still, it was somehow a very fun mess, even with all its flaws. In all honesty, the biggest flaw when compared to this version of AG is that we didn't have a good variety of quests, so they kinda became a chore after a while and most people resorted to doing only side stories instead of quests because nothing interesting was there for them...
And yes, having planet eaters was surprisingly not a big problem. I mean, it was a problem for staff for sure, since making any content was extremely hard because... "Why can't the planet eater solve this by themselves?" Was a constant question in our heads... But having a wonky crazy bonkers Power Level game was fun in its own right~
I mean, I even made my character become a Goddess at one point, and she was one of the most balanced characters! XD
AG V2 OTOH had a bunch of good ideas, but some were poorly executed, others were simply good in theory, but bad in practice.
We tried making a more well-grounded lore with a wiki for one... But I was basically maintaining it alone, which was one of the many factors that overworked me to death and killed the game.
We also tried having a solid control of power level... But some trustworthy players started going haywire with it very early on, and I was kinda troubled on how to tell them, that were my friends, to tone things down, so I didn't do much and... Well, people escalated their powers far beyond what I was comfortable with them doing even though it was said pretty often with big and bold letters that it was a low power level roleplay... T.T
We also had a weekly quest system. Rather than having everstanding quests like we have here, we had a board that changed quests every week and if you took longer than that week to clear the quest, it was deemed as failed... At first it worked really well and was pretty fun, but... As some of the staff members got busy with RL, I ended up being the one that got to make the quests on top of being the head GM, taking care of RL, reading everything, preparing events, maintaining the wiki, appraising reports and... Well, I got very overworked, so the quests stopped coming after a while, which kinda killed the game.
Also, I had the vain hope that people would at least try reading related reports or related wiki entries to a quest when one quest obviously alluded to something else... And I was immensily disappointed when time and time again this hope was met with someone making a completely unrelated report to what was already established, which made making chain quests extremely tough... By the time I had the obvious idea of linking to previous quests or to related wiki entries, the game was sadly on its way down because I was too overworked already though.
What else...? We also had a dungeon exploration system where we had a GM-driven dungeon exploration thingy... The idea was nice, but in a freeform roleplay, having a place where you fight monsters on top of monsters without any real interaction was actually a terrible idea. I should have realized that still in the draft stages, but it somehow made all the way to the final game.
And uhn... I think those were it? Nahrenne covered the rest, though there was one she got wrong, so let me correct that.
Oh, and in both versions a staff member had to appraise your quests, instead of using peer-review like we use now... Of all ideas Ohko had for this game, I definitely think this was the best one~ <3
Players couldn't make custom quests, but they could PM a staff member with quest ideas for the second AG.
Actually, in both versions of NUF AG, you could make custom quests.
In AG V1 almost nobody knew about it though, so it was almost never used.
In AG V2 it was used fairly often though. Almost all weeks I had a custom quest or two put up, though I only allowed custom quests from the player's IC character, I didn't allow custom quests from NPCs.