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P4Ns Dev Log

Discussion on P4Ns Dev Log within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 08/25/2016, 17:49   #121
 
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Originally Posted by m e n a View Post
Well, the idea of gambling is the chance, we are talking about programming so luck is a chance and you can not tell the player whos gambling that hes not able to get a fancy prize.. so I don't see this as proper gambling system as you said.

and about the poker gambling stuff I totally agree with Thorev and SuperDaft it's immoral and pointless, if you want to have gambling game just do a poker game that only focusing on gambling.
I think you misunderstand what I mean about average returns.

Any gambling system needs to be easily verifiable (if we change prizes or rates we need to know that we're not giving out say 100 CP in value and only charging 50 CP per play...). Over the course of say 100 million plays of the lottery the rewards should balance out to equal or slightly less than the cost per play. You can still do large single rewards (and we do, although we keep ours at much lower value than TQs sillyness with +8 items and 2 sockets and such). It costs 10 tickets to play and we consider them to be worth around 5 CP each (slightly more, slightly less based on player demand) as a result we need our rewards (on average) to be worth around 50 CP or else we would be creating large scale inflation to the game economy which would be incredibly un-healthy for the long term success of the game.


In regards to gambling, there's dozens of gambling systems already in the game. All we're doing is making them more transparent and fair to players and more accessible. More content for players which they can choose to use, or not. The game already has poker and you like that but seem to feel adding a new cardgame is somehow 'bad'. I don't agree with that but everyone is welcome to their opinion.
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Old 09/24/2016, 23:41   #122
 
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I simply was stating that I'm not the one to ask regarding the coin itself as the currency is not being developed by me.


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Old 09/25/2016, 00:25   #123
 
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Lead developer of heroes and the jewels gambling games - nothing to do with developing the blockchain or crypto side of the technology. Splitting hairs really though.

At the end of the fundraising we needed to make some structure changes compared to original plans to ensure the project wouldn't fall apart in the long term (so many of those do and we dont want to run off with ppls investment).

Basically I link up the various contractors working on the individual mini games with the crypto developers and handle integration into existing projects, that's what I actually work on from their side of things. My day to day work is on apex and heroes and the rest is spent in various meetings making sure **** gets done on the crypto side of things.
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Old 10/04/2016, 21:32   #124
 
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Been working on WCF integration on heroes. We launched a mass composer but felt it could be improved a lot in terms of layout and functionality.

Here's a preview for V2. Obviously art and everything is still in dev (glows dont fully line up being a prime example)



Basically we use URL based authentication to authorize their character through the website, then that connects to the game server using WCF so it can process the actions instantly in game.

So far it's able to read your inventory and send a list of items to be crafted into + stones. All is working fully and we've now moved it to client side calculations for the preview to reduce server load and to make sure everything's consistent.


<edit> Available now in game. Pretty happy with it although we still need to style the browser window so it's not just obnoxiously white.

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Old 10/05/2016, 10:04   #125


 
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At this point you could just... make a game.
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Old 10/05/2016, 10:28   #126
 
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Originally Posted by KraHen View Post
At this point you could just... make a game.
Or a custom build client...
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Old 10/05/2016, 15:23   #127
 
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At this point you could just... make a game.
Heroes is essentially our sandbox. It lets us not be bound by the concept of "what is classic" and allows us to test out our own ideas for new systems, interfaces and content. Those custom features can then be recycled into a custom game in the very long term if needed.
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Old 10/11/2016, 23:00   #128
 
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I'm aware official modern CO has weapon skill skins but re-skinning skills based on weapons/garments is something I've wanted to do for a while.

Halloween seems like a good opportunity to do so I think!






The other major thing we've been working on with Angelus is the ability to individually control walk, run, interact and jump speed of clients. This is obviously inspired by past work of other projects such as conquer ps but is integrated in our own way and will be used for upcoming custom skills and for certain upcoming boss fights/raids.

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Old 10/21/2016, 19:25   #129
 
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Doing a few 'unique' event tests. They are far from fleshed out but I wanted to make sure the mechanics would work as intended. Obviously effects and implementations are rough and ugly.


#1: Snake

Players are sorted into two teams each with their own 'snake' they need to keep alive as long as possible. You win by pushing the enemy team's snake into a wall before they do the same to yours. As the event continues snakes move faster and faster to make stalling it much harder.



Video is super rough but it shows the concept in action. Obviously I'd be using new effects rather than the temp squama ones (although they work well for testing as they can color code the snake so you know if its yours or enemies)

The same concept could be used for a soccer type event where there is only one snake and teams must push it into the enemy goal post. There's lots of minor tweaks that could be done (more teams, more snakes, faster move speed, random buffs on the map, etc) that could be done to further customize the event but the concept seems like it should be interesting.

In terms of PVP I would probably include the concept from our new king of the hill test where you push enemies away with FB/SS. I would use stun but that can be very abusive if you're repeatedly stunned by the same people. Having a short death timer and a large pushback functions much more effectively in my eyes to keep the event from being filled with griefing.


#2: King of the Hill (hit based)

So I did a koth event on apex, most servers have similar events added. In heroes though we want the hourly events to be ENTIRELY hit based. This poses a problem for traditional events like KOTH where usually gear is very important. Our solution is to make it so that FB deals % max hp (3 hits is a kill with a very short auto revive timer) but also to add in a large knockback so when you hit someone you forcibly shove them out of the way so you can claim control over the center of the map.



I'm positive there's lots of other changes that can be made but overall I think it's a pretty awesome tweak to a classic event to make it feel fresh and unique. I'm looking forward to testing it with players in the next days.
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Old 11/25/2016, 01:30   #130
 
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Lots and lots of behind the scenes work but I mostly wanted to do a dev update with the overall server goals and what's coming down the pipe.

The game isn't supposed to be a clone of conquer. We're working hard to add new features that streamline how the game is played and make it more fair and accessible in the long term. A great example is our mass compose system which gives increased perceived value to +1 items. Sure they could always be used to make items but now you can almost instantly take all the +s you hunted and melt them into + stones. This makes traditional farming much more useful in modern conquer without having to rely on heavy CP drops. Here's some of the major systems being worked on right now.

#1: Artifact Breakdown/Extend

Our server does NOT allow souls to be made permanent. This is to avoid long time players or those who donate from simply being able to ignore major world events and bosses. If you're already full perm souls then why bother killing a boss? With that setup then bosses have to focus on CP drops and then you have a economy with runaway inflation.

Instead we've created a system where souls of any level can be broken down into artifact points. Those points can then be used to extend the duration of souls that are already applied to items. Each time you extend the duration though, the cost to extend it again goes up! This means that even crappy phase 1 souls you find will still hold some value and ensures that p5-6 souls always are in demand.




#2: Player Mail

This is a 3 phase system really but the short version is we want to be able to send items to players so they can be claimed later (donation rewards, event rewards, quest rewards, holiday rewards, etcetc), we want players to be able to send messages and items to their friends (and if the items are not claimed after X days they need to return to sender) and we want to add our own auction house system which means we'll need a way to deliver items.

Obviously new patch conquer has a mail system but 5517 does not. We're instead writing our own and it is already added server side. We're just tweaking the interface and then will be making it accessible to players.

#3: Holiday Events

Yes, most servers do holiday events but thanks to the ability to create custom interfaces, we wanna push things a bit further. Given heroes is a relatively new server, the month of December is going to be heavily focused on starting to advertise and welcome new players. We're really not fans of top100 sites but many people do use them so we will be offering increased vote rewards, recruitment rewards and more. More to the point though we'll be adding....

-Advent Calendar

Interface is still being worked on but the basics are, every day you can log in and claim a prize from the calendar. As the month goes on the prizes get slightly larger. In order to claim your daily rewards you either must vote for the server successfully (validated postback from your ip) or you must find one of Santa's missing presents from monsters. Once you've found one, no more will drop for you till the next day and you can claim your advent reward.

-Do you want to make a snowman

Using similar systems to those discussed in my previous post (pushing objects with fb/ss), players will push snowballs around the map and must stack them in their base. When you successfully stack 3 of them ontop of eachother, it creates a snowman and you win! you get to then place that snowman in your house as a decoration or in any of the major cities! warning: placing in a city will cause the snowman to melt after 14 days. You may not place snowmen near/on npcs or portals.

-Frost Raid

We want to test out some new raidboss concepts and so we're putting together a much easier, non gear based raid for the holidays. Enemies inside will be winter themed and will have a number of devastating attacks. Our main focus with this raid is to test out the following concepts for use in future bosses.

-Monster group logic (minions which can assist the main boss in various ways)
-Attacks which slow jumping/walking speed.
-Ground targeted attacks which may be dodged
-Non gear based events where % dmg is used so all players are equal

Nothing ground breaking but should provide a rather fun winter series of events.

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Old 11/25/2016, 13:49   #131
 
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Amazing. I'd love to help. I need some experience, I'm studying to be able to edit maps and been reading your threads a lot. I've read your conquer editing bible and iron'd out a few things :-P but, I love messing with graphics. So if you got ideas and want some possible things made by me, I'm down. I'll just need a lil help... you know this stuff is pretty confusing to me. the coding stuff. Haha. Nice thread man!
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Old 12/05/2016, 20:48   #132
 
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In-game mail system

Delivering rewards from quests and events, messaging your friends, sending them items or using the auction house? A mail system is necessary! We've finished the server side functions and are putting together a basic webview to handle it.

Note this is a photoshop cut and paste of our current template showing rough layout. The system works we're just tweaking the visuals and once everything is set in stone we will have an artist go through it and re-texture stuff to make it feel more unique.

For now the working features are...

-Inbox: Filter to only show unread/with attachments/etc
-Deleted Items
-Send message
-View message
-Claim items from message




Here is a gif of the current functionality. Obviously the layout desperately needs to change and be re-skinned but you get the basic idea

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