[Dev] Hellmouth Revival

11/15/2010 18:27 BioHazarxPaul#136
let me know when u fix the /teleport command so I can make some more npcs.. no rush tho I need to focus on making sure im all caught up in my classes..
11/17/2010 15:51 slappy89#137
Awesome P4N you are a pro :)
11/20/2010 06:07 BioHazarxPaul#138
@pro4
I kinda figured you would alter em thats why i didnt go into crazy time working on how they would all operate. Its a good start though for you when you do start to work on bringin in new gear..
11/30/2010 19:36 pro4never#139
So I've been thinking a bit more about how I want to work on server. Once I'm done exams in 2 weeks I'll be back into developing this with a vengeance. Gonna try to get it all ready for an open beta for newyears.


Class Revamp:

I'm planning on re-working classes into more specialized uses.


Monk:
-Damage over time/Debufs
I'm thinking I'll give monks artifacts which will allow them to have different elemental attributes. These will be passive effects on hit that will do damage over time (Example: Burning, frozen (stun), broken armor, etcetc)

-Buffs/Debufs
They will also get their skills currently advertised with a few changes to keep player balance.

Ninjas

-Agile Damage
Ninja dmg and skills will be changed significantly to maintain their purpose of agility and fast damage.

-Debufs
Ninjas will have certain debufs that they currently have but tooled towards that purpose and away from dot. IE: making ppl unable to use pots... fog will exist but be COMPLETELY re-tooled to be only a few ticks, much lower dmg and more stringent hit rates (based on player level, NOT potency!)

Archer
-Agile AOE dmg
Archers will containue much as they currently have existed but due to changes to dodge calculations they will be able to do some decent dmg. If I combine this with the 'trait' type system in which they get a natural chance to crit when not flying this will make for some interesting pvp contributions.

NOTE: I will NOT be allowing flying archers to simply 'destroy' those around them. Ninjas AND monks will have skills for bringing archers out of the sky so in a proper gw having a kickass archer flying around destroying everyone should NOT happen

Trojan
-Pdmg
Focus will be shifted away from 'destroys everything' to simply being based on high damage. I MAY lower defense some or I may simply rely on the re-tooling that I'm already planning... I will not while nerfing things like ninjas simply leave trojan as the ultimate pvp class as they used to be back in old conquer.

Warriors

-Tank

They will have some really cool things going for them including much greater defense and stances

-Stances

Warriors will be given a few stances which will help them in pvp and shift their focus based on play style. This may include things like a stance which increases magic defense at the cost of pdef, vice versa as well as other stances (I'm VERY open to suggestions for this)

Waters
Possible the greatest revamp I'm really excited to work on... Waters will now be based around the following things

-Status effects

Waters will gain access to ice attacks which will be low damage debuf or status inducing attacks. This will include things like armor break, freezing or possibly even an iceshard condition which would cause damage every time the afflicted attempts to attack

-Buff/heal

As always waters will be considered mostly a support class. As such they will be keeping their current heals and buffs with some tasty additions and revamped functionality (Maybe make things like invisibility or SOA actually useful for a change? :P)

Fires

-NUKE NUKE NUKE!
Fires will as always remain a high damage dealing ranged class. They MAY gain access to some condition based attacks (burning, etc) but I want to maintain their main purpose while avoiding allowing them to simply become over powered machines. Most of that will simply be not implementing potency in dmg calculations meaning most fires will be rather squishy to melee attacks.



I'm also still wanting to add in the trait system for pure rebirth which will allow natural boosts to things like block, critical strike and such.

I may simply combine the artifact system already mentioned with the bracelets mentioned earlier but have some of them be class based such as the ones I want to use for ninjas to give them some serious dot/status capabilities.
11/30/2010 19:45 BioHazarxPaul#140
looking good pro glad to see your not just thinkin about the proxy but the pserver also.. will be nice once you get back to working on it, as im always up to help test.
11/30/2010 21:06 pro4never#141
Expanded ideas on artifacts (would use the gourd spot... so you can chose to use w/e you want!)


Basically there would be a few main types which would be restricted for certain levels and classes.

Element based: Dots, debuffs, etc
Stat based: Boosted stats
Effect based: Healing over time, stunning, adding effects.. etc


Here's SOME of the suggestions for them.

Conditions
Burning: Passive chance on attack to cause target to catch on fire for X seconds. This would cause Y dmg per second.
Fire resist reduces chance of being catching on fire AND the dmg dealt if you do catch on fire

Poisoned: Passive chance on attack to cause target to be poisoned for X ticks. This would cause Y% current hp to be lost.
Detox would reduce damage dealt. I wanna point out we aren't talking about fog doing 50 pct dmg or anything crazy.

Frozen: Unable to move or attack for X Seconds. Being hit by a fire attack will remove the effect as will certain water tao spells and possibly monk skills.
Water resist reduces chance to be frozen

Armor Broken: Reduces X% effectiveness of defense items for Y seconds.

Cursed: Take X% of your dmg if you try to attack during this condition. (say 5-10 pct?)
Removed after Y seconds, when max number of hits are reached or by water skills

Spiked: Take X% extra damage if you are hit during this condition
Removed after Y seconds, when max number of hits are reached or by water skills

Bloated: Gain less hp from using potions (say 25/50 percent)
Removed after Y seconds, when max number of potions are used or by water skills

Slothful: Deal X% less damage for the next Y attacks
Time out: 1 minute

Status items
Retribution: Chance to return small amount of damage on being attacked

Rejuvenation: Gain small percentage of max hp and or mana every 10 seconds

Wrath: Boost chance of critical strikes

Caution: Small chance to dodge attacks

Hyperactivity: Chance on kill to trigger xp skill

Stat Items

Basic ones really similar to gourd...

Bonus Hp
Bonus Mana
Bonus Attack
Bonus Defense


Basically I'm thinking for status items have them either ONLY usable on monks (so monk attacks have passive chance to cause burning or w/e if you're using a artifact that has that stat) or significantly boost the activation rate if you are using them on monks.

Say I have a artifact item that has a poison condition on it. If I use it on a trojan I might have a base rate of 5% activation (this would be further changed by level difference between self/target!).

How's this for a calculation...

Base activation + (LevelDifference / 10)
-Limit at 2 pct or something very low.

You are level 130, I'm lvl 100..

Therfor activation would be

5 + (-30 / 10)
5 - 3 = 2

I have 2pct chance to poison you on attack

I'm level 130 you are level 100

5 + (30 / 10)
5 + 3 = 8;

I have 8 pct chance to poison you on attack.


Then give monks maybe a 3x chance of activation so instead of 5pct they have 15pct base chance.
12/05/2010 21:37 pro4never#142
More revamps I'm considering to the game...


PVP REVAMP:

So I came to the conclusion earlier that 1 hit kills are NOT fun... Strategy and skill should be required. As such I'm considering a possible revamp to combat (there would obviously still be situations in which things are 1 hit kill such as events)

Health
Should be MUCH higher and harder to fill up (IE: No potion spamming, they heal same as they currently do, support classes get current/improved heals!)

Defense:
Melee classes should get MUCH higher defense.

Difference in dmg between a melee water using tao gear and a warrior should NOT be like 3-4k out of a 10-15k hit... that's just retarded. Defense should be enough that there is a REAL difference in damage taken. Perhaps give melee classes a PERCENTAGE mitigation for melee dmg?

IE: Warrior gets 25 pct melee mitigation or something.

Mana:
I'm thinking leave mana pool near to what it currently is but make certain attacks cost more mana (so it actually becomes a concern!). Possibly add debufs that drain or remove mana or make it not able to be filled up (think poison star/fog for mana pool but not quite as OP)

Stats:
Should make some sort of a REAL difference. Right now basically vit or spi is all ppl care about... I'm thinking something like...

SPI: Same boosts
VIT: More hp to fit with the increased hp pool
STR: 100-500 extra dmg per point? Something SIGNIFICANT
AGI: Much greater accuracy and possible chance to dodge attacks

New Skills

As part of the class and pvp revamp I want to add some useful and unique skills.

Warrior:

-Thrust: 2h wep
Cause a short range stab in direction you chose. Sorta like fast blade but not as far a range. Would use 33 stamina

-Flying Moon:
Convert to melee dmg doing 100-150% wep dmg (reduce range to lower but still.. should be worth using!)

Water Tao:

-Dispel: (Bs only)
Remove all negative effects and statuses on target. If you have lower bp than target you have 50 chance to transfer one of them (at random) to yourself.

-Reversal: (Bs only)
Transfer all current negative effects to enemy target (bp based)

-Ice spikes: (Bs only)
Use 50 pct stamina to cause low dmg aoe attack with ice damage. Small chance to freeze targets hit (based on ice resist and bp)

-Ice Bolt: (Bs only)
Low range magic attack that has chance to lower targets defense or freeze them (bp based)

<WILL CONTINUE AFTER WORK!>
12/07/2010 07:33 pro4never#143
So we're in the process of working up a design document detailing all the changes we want to make to pvp and classes...

Is anyone from epvp interested in a nice debate on what should and shouldn't be done to the game systems?


Currently here's SOME of the plans...


-Element system where elements oppose eachother (IE: dragon souls/special items have elemental bonus which then reduces the opposing element)
-Status effects which relate to an element: Chance to be hit and effect of being hit is changed based on elemental weakness/resist
-Classes revamped to have a unique style of gameplay and purpose
-Revamp stats so that things other than vit are needed! A real 'build' can be accomplished
-Classes given multiple paths (IE: crit ninja or dodge ninja... crit archer or stun archer)
-Defense revamp: Change order of calculations so that there is no 'damage threshold'. Should remove 1 dmg hits.
-Armor revamp: pdef will be given a mitigation value for armor/headgear (capping at 80). This will reduce the prevalence of 1 hit kills vs melee classes (mostly warriors)
-Potion revamp: Limit Number of potions in inventory, add status conditions that punish/reduce effectiveness of using potions, cooldown between potion uses, keep low healing power of most potions
-Hp revamp: Raise max hp for many classes.
-Ninja revamp: MUCH lower damage and focus on conditions/crits/dodging ;)
-Monk revamp: Based on totems which you can place in the game which cause buffs/conditions to all within range (strategy required! Many will effect enemies as well as allies... don't wanna be giving enemies buffs right? ;))
-Mana revamp: Will be an actual resource almost as precious to magic users as hp! More costly spells with new mana recovery options... A real mana pool and some intelligence will be required. No more fires relying on just nado for vs all targets ahaha.

Then add bunch of new skills and revamp others so that classes don't rely on using only 1 skill each! (IE: Fires... they will have some really interesting modifications to make more skills of actual use)

Thats just a few of the changes we are planning out... we need some intelligent ppl to discuss this stuff with to plan out where we want to go with changes.

I have exams till 18th but the hope is that we can sort out most of the design document this week and then have it 'finalized' before I'm done exams, that way me and others can work on the source and have something ready for actual testing by January.
12/07/2010 15:05 janvier123#144
Reportet at 12.07.2010 - 3:06 PM
-multiple post (please use the "Edit-Button")
Quote:
doubleposting, or pushing up really old topics is not allowed and ends up in an infraction / a warning
Please read the [Only registered and activated users can see links. Click Here To Register...]

Triple post ...
12/07/2010 15:12 Korvacs#145
I allow it for threads such as this which contain decent information and are being updated.
12/08/2010 04:19 BioHazarxPaul#146
I think what you should do pro is just get everything setup to a basic liking and then just test out things to see what we find to like and dislike and make changes from there..
12/08/2010 04:25 pro4never#147
Quote:
Originally Posted by BioHazarxPaul View Post
I think what you should do pro is just get everything setup to a basic liking and then just test out things to see what we find to like and dislike and make changes from there..
That's what I'm going to be working on as soon as I am done exams.

Goal will be to get main features of the game re-fleshed out, add in some new content and gear up for beta (need to finish mob system, few skills and that's about it for main systems).

After that we'll go beta to start adding in more features and start making the changes towards where we want to end up.

Problem is that when making all these changes we need to know where we are going. As such I wanna have a proper design document written up.

Those interested in what we have written up so far (FAR from final) can download this text

[Only registered and activated users can see links. Click Here To Register...]


<edit>

re-did the map system. I just need a simple way to calculate the offscreen point along the jump line for spawning offscreen jumps to ppl.

If you send the spawn packet with the client still offscreen and then the jump it doesn't work.
12/08/2010 19:39 BioHazarxPaul#148
My personal thoughts go as following..

Trojans Neutral element is good

herc range i believe is fine its more use to kill low level water taos that are trying to run away.

Make Hp/Mp regain over time and not just on the spot example you get 300hp potion and you regain like 50hp every 4 seconds or so, the different potions regain every so many seconds would be bigger with a bigger potion.

I was also thinking class branches for archer/trojans/ninjas and warriors .. they can maybe have a focus on different skill sets or per status effects.. to loose dmg but gain attack for example.

also keep in mind that ninjas only have the katana's and they do no do area damage making leveling a ninja a bit harder then it would of been with higher attack and a Club like i normaly would used.

vortex i would make it so you might not deal dmg to players but things like the pole or monsters but get hit for 1 while in it.
12/08/2010 21:18 pro4never#149
Few things...

There would be methods for hp/mana regain over time through the artifact item slot (gourd slot). There should be a wide range of items you can equip there including ones that regain some hp/mana over time.

The seperate branches for ninja and archer are to bring variety but I don't see much of a point adding branches to tro/warrior as they have very clear cut purposes (pdmg for tro and def for warriors).

As for ninja leveling... vortex would maybe reduce dmg some but instant taking 1 dmg seems excessive and makes lvling a bit too easy. They also have fatal strike for some decent speed lvling and possibly a new skill could be added also...

I like the idea of making potions regain hp over time! That would really make a big difference. Large potions would regain more per second and trying to spam potions would just waste them cause you couldn't stack potions.
12/09/2010 00:04 _tao4229_#150
Quote:
Originally Posted by pro4never View Post
Few things...

There would be methods for hp/mana regain over time through the artifact item slot (gourd slot). There should be a wide range of items you can equip there including ones that regain some hp/mana over time.

The seperate branches for ninja and archer are to bring variety but I don't see much of a point adding branches to tro/warrior as they have very clear cut purposes (pdmg for tro and def for warriors).

As for ninja leveling... vortex would maybe reduce dmg some but instant taking 1 dmg seems excessive and makes lvling a bit too easy. They also have fatal strike for some decent speed lvling and possibly a new skill could be added also...

I like the idea of making potions regain hp over time! That would really make a big difference. Large potions would regain more per second and trying to spam potions would just waste them cause you couldn't stack potions.
Have potions (mana and health) dispel on damage