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[Request]Ideas for a CO based MMORPG.
Discussion on [Request]Ideas for a CO based MMORPG. within the CO2 Private Server forum part of the Conquer Online 2 category.
10/19/2009, 00:37
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#61
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lol MMORPG stands for massively multiplayer online role-playing game.
You cant have an MMORPG with 50 people....it wouldnt be massively played.
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10/19/2009, 04:38
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#62
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Quote:
Originally Posted by raidenx123
lol MMORPG stands for massively multiplayer online role-playing game.
You cant have an MMORPG with 50 people....it wouldnt be massively played.
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Even with 50 players it's more than a standard rpg played online (or at least standard old ones, maybe they have 64 player rpg's now but that seems unlikely and pointless) making it classified as a MMORPG.
If it was a small group joining parties for a mission (think Diablo or similar rpg played online) it will be what? 4? 8? 12 players? That is not a mmo... A game structured like an mmo that is a persistent server that is online 24/7 (or close) that players log into to play, it is a mmorpg regardless of how many people are actually playing it at the time.
Simply because it has low population or player caps does not mean it's "not an mmo", it just means it's unpopular or not structurally capable of many players online at once.
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10/19/2009, 13:45
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#63
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About those concerning about legal stuff. I'm only coding something? Have I ever released anything? No. Have I edited the client? Yes. Do they care? No, I've never uploaded anything, its just for my own use. Have I ever hosted this server? No. Will I host it? Highly doubt it. So right now, it's legal. 
BTW, I've only asked for ideas, I've never said I would make a MMORPG. The title of the thread is to catch attention. If I would've put "Ideas for private server", not as many people would have looked at it.
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10/19/2009, 15:11
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#64
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Quote:
Originally Posted by Smythe94
About those concerning about legal stuff. I'm only coding something? Have I ever released anything? No. Have I edited the client? Yes. Do they care? No, I've never uploaded anything, its just for my own use. Have I ever hosted this server? No. Will I host it? Highly doubt it. So right now, it's legal. 
BTW, I've only asked for ideas, I've never said I would make a MMORPG. The title of the thread is to catch attention. If I would've put "Ideas for private server", not as many people would have looked at it.
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They care about you edit client -.-
Empty send mail about if private servers are legal.....
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10/19/2009, 15:43
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#65
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@Grillmad, yes, they'll sue me down for claiming to have edited the client on a forum. TQ is really bad-***.
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10/19/2009, 15:59
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#66
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Bas i would like to help you with your idea if u want me to. talk to me in msn please
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10/19/2009, 16:18
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#67
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Quote:
Originally Posted by grillmad
They care about you edit client -.-
Empty send mail about if private servers are legal.....
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They would be far more likely to go after people using binaries, there are sure as hell enough people using them and those are FAR more illegal/important to tq then a modified client lol. especially one that's not even in use, this is hypothetical editing of a publicly distributed client. They are far more reasons for them to go after people who are using hacked source files to create illegal private servers.
The only servers that are truly 'legal' are ones that are completely created from scratch without using any code owned by tq and do not distribute a client in any way shape or form.
Look at Swgemu, they are perfectly legal, Soe cannot do ANYTHING to shut them down because they are creating their code completely from scratch not using any materials owned by SOE and they do not distribute any client, simply the files needed to connect.
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10/19/2009, 18:03
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#68
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Quote:
Originally Posted by pro4never
They would be far more likely to go after people using binaries, there are sure as hell enough people using them and those are FAR more illegal/important to tq then a modified client lol. especially one that's not even in use, this is hypothetical editing of a publicly distributed client. They are far more reasons for them to go after people who are using hacked source files to create illegal private servers.
The only servers that are truly 'legal' are ones that are completely created from scratch without using any code owned by tq and do not distribute a client in any way shape or form.
Look at Swgemu, they are perfectly legal, Soe cannot do ANYTHING to shut them down because they are creating their code completely from scratch not using any materials owned by SOE and they do not distribute any client, simply the files needed to connect.
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Good luck sending packets without using codes the game made. <3
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10/19/2009, 19:17
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#69
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Quote:
Originally Posted by pro4never
Qonquer at one point was going to be adding crafting classes lol.
It wouldn't be difficult to add at all if you really think about it... (ok... so it would require alot of new custom items and some work but the code itself could be done fairly simply) depending on how you wanted it to function.
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I will do it for him and there is a function i can use for it (UI)
EDIT:
We should switch to a BLOG not a thread.
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10/19/2009, 22:18
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#70
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Quote:
Originally Posted by Smythe94
Good luck sending packets without using codes the game made. <3
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Ahh but that's the players problem, not the private server.
If you are creating completely your own server base code that does not use ANY code from the game itself, it is not illegal. Things like binaries that are infact FULLY tq's own code is VERY illegal, as is any servers that would be created from decompiling that code and taking sections of it for use.
The client side software is obviously the property of tq but if your server does not distribute the client files in any way and the server source has been made completely from scratch, then yes. Private servers ARE legal.
If you really want more detailed information I suggest you look at swgemu.com, trust me. If what they are doing was not legal, soe would have sued their ***** by now and shut them down seeing as SOE, unlike TQ, actually knows what they are doing (kinda) and has enough of a legal department to shut those sorts of things down.
Anyways yah... that's completely offtopic but the fact remains. If nothing is used of TQ's in the source (you write it all yourself, it just 'happens' to be compatible with their software which users much obtain themselves) then it is legal.
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10/19/2009, 22:31
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#71
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Skill Name:PoisonOfLife
Class:Assassins
Level:120+
Advantage(s) or Disadvantage(s)  oisons the enemy [taken from toxic fog] .. but it's an arrow and only one .. price is 40k .. and u can't pzn him as far as ur lower or equal in bp .. and uhmm poisons him untill he goes to 500 hp if he doesn't heal .. it's gonna kill him.
Uses: Stamina / Money / Item
Description:idk same in the dis and advantages.
Please add details like how long it will work and what it should cost.
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10/19/2009, 22:36
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#72
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Quote:
Originally Posted by ahmadinho12
Skill Name:PoisonOfLife
Class:Assassins
Level:120+
Advantage(s) or Disadvantage(s)  oisons the enemy [taken from toxic fog] .. but it's an arrow and only one .. price is 40k .. and u can't pzn him as far as ur lower or equal in bp .. and uhmm poisons him untill he goes to 500 hp if he doesn't heal .. it's gonna kill him.
Uses: Stamina / Money / Item
Description:idk same in the dis and advantages.
Please add details like how long it will work and what it should cost.
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Yes because ninja skills aren't annoying and they don't destroy pvp enough xD
Still, new skills are always a nice suggestion.
Personally I liked the idea of each class (as far as I understand it, he isn't going to keep them as they are right now) having their own element (or two/three elements/attributes)
Each element has strengths and weaknesses which reduce/raise damage by about 10-20 percent. That would encourage customization of classes and make each have their own special use.
If all classes are made equal (in general, they still need to be unique but damage calcs all worked out so no class has a definitive advantage over all others) elemental bonuses could bring a really nice strategy into the game. Each class at 120+ could choose their element (1-3 elements per class to choose from) and that then displays on their character (custom effect, not super hard to do) This then means that each type of character has it's own little benefit and can be used in different situations.
Eg: Warrior/pdef class ACTUALLY has high defence unlike wars in real co and lets say it's attribute/element is crushing/metal, it could have a elemental damage / defense bonus vs a nuke mage type class.
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10/19/2009, 23:46
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#73
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Quote:
Originally Posted by pro4never
Yes because ninja skills aren't annoying and they don't destroy pvp enough xD
Still, new skills are always a nice suggestion.
Personally I liked the idea of each class (as far as I understand it, he isn't going to keep them as they are right now) having their own element (or two/three elements/attributes)
Each element has strengths and weaknesses which reduce/raise damage by about 10-20 percent. That would encourage customization of classes and make each have their own special use.
If all classes are made equal (in general, they still need to be unique but damage calcs all worked out so no class has a definitive advantage over all others) elemental bonuses could bring a really nice strategy into the game. Each class at 120+ could choose their element (1-3 elements per class to choose from) and that then displays on their character (custom effect, not super hard to do) This then means that each type of character has it's own little benefit and can be used in different situations.
Eg: Warrior/pdef class ACTUALLY has high defence unlike wars in real co and lets say it's attribute/element is crushing/metal, it could have a elemental damage / defense bonus vs a nuke mage type class.
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Or just have an element randomly assigned (or picked) when you create the character. That could make PVP quite interesting.
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10/20/2009, 01:15
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#74
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lol like the avatar?
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10/20/2009, 01:51
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#75
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Quote:
Originally Posted by _tao4229_
Or just have an element randomly assigned (or picked) when you create the character. That could make PVP quite interesting.
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Yuppp but then you still have the problem of making all classes worth playing.
As of right now not all classes are equal
think about it, most people will just go ninja to h0 up the ridiculously annoying skills that require no skill.
Everyone else goes either Trojan (if they want to fb/don't like ninjas)
Archer (if they want to hunt or if talis are on server and they want to scatter rape anyone who has less of a life then themselves)
Fire (if they have really good gear and yet seem to enjoy pvp that is kinda... basic...)
Warriors have no concrete use (you have to be damn dedicated to really choose warrior and stick with it)
Can be fixed through massive defense overhaul, adding new skills, giving them a reason to exist
Melee taos have a concrete use but at the same time don't do anything really "better" then any other class. You can melee with any char as long as you realot, taos are just popular because of stun skills, increased/cheap mana and the addition of stig and healing spells.
If you make all of the classes be good at SOMETHING and make their skills and stats balanced so none is technically superior, just different to eachother, you will end up with a much better, more varied game.
Add into that non pvp aspects such as crafting, wep enchants/buffs perhaps some sort of minions that go beyond the standard guard/reborn pet aspect the game currently has and you could end up with an incredible game.
I think wep enchants/buffs are another thing that could be interesting, they should be expensive and fairly hard to make but add new functionality to weapons. Lets say a 1 percent chance of using a random wep skill on attack, low chance of healing (similar to hp bs but on any weapon and heal a random amount) critical hit modifier, reduces hit rate but adds 1-5 percent chance of hitting 1.5x dmg
Balance weapons so they ALL have a use. Having such a wide range of weapons should NOT be just for show. Give them all something worth using or at least trying out in pvp. Make skills work better together (lets say sword + axe could have phoenix and seizure combine to work as one unique skill instead of 2 seperate ones, thus encouraging mixing and matching weapon combos to find something that works well for your playstyle.
You could add a shitload of things like that which would encourage people to have UNIQUE characters. Not the cookie cutter trojans and ninjas we've seen for the past 5+++ years on co.
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