Just adding a random attribute won't make any one class stronger, just make things more detailed. Any class could have any attribute, therefore it's balanced IMO.
new class ummm wat about a blader class xD (Got that off Cabal ) make a blader class maybe it subs with da trojan class or a whole new class that weilds both shield and dual weapons. But ethier way i like da name Blader. For skill well i haven't thought of it yet but u can make a new skill just like fb or ss and differnet weapons that a blader can wield like ninjas xD
@pro4never, that would be an over-powered skill, but with small changes it can be a good idea.
I'm going to make 1 class only at the begin. Same for items. Right now there's only one NPC and one Item (Lucky Blade). Going to add a monster soon. I will not use attributes as they are right now. I don't like the current system. I'm not really thinking about a new system yet, but I'll do that as soon as the basics work.
Same for Items, I won't add too much to that yet. Like Bless, Enchanted HP and that kinda stuff. I'll have to start basic, when that's done, add skills and ****.
Ok time for major suggestion I'm incredibly surprised no one has given in any pserver discussion I've seen.
+ values need to be completely revamped.
Am I the only one who seems to remember how ridiculous +9-12 item stat boosts are? They completely destroy the point of any casual/medium strength player and make pvp only something that can be taken part in by high end people.
Simple solution, revamp + values (and other damage calculations, but mostly +'s)
Non problem values:
+1-8 values are a consistent increase in power, this is not a bad thing but definitely adds up over time.
Problem:
+9-12 items have massive boosts of stats removing any competition by lower +'d players (magnified by talis and pot) and going beyond +12 items simply magnifies the problem.
The reasoning behind these massive boosts are obviously greed. Tq knows no one can feasibly get +9-12 items without at least SOME db buying (if not massive bulking). They have to make the cost/reward ratio appeal to enough players to increase their profits (even through the reduction of moderate purchases as casual players quit due to the lack of motivation to stay)
On private servers (hopefully) there is not the same greed element, infact servers overload their populations with cps in an attempt to combat the massive cost of +12 or more items. This flooding of the market makes +1-9 items completely useless and wastes all of those options (if killing a few mobs gets you enough cp to get a +8 item, why would anyone have anything less?)
Solution:
Bonuses should infact be based the exact opposite as they are now. A reduction in gains from input as you move up the composition charts. Then reduce the flood of cp and you will have
A: a more balanced server (more players who are on fairly even ground in stats)
B: more endgame content (players do not reach a cap too quickly and loose interest)
C: A unique server unlike what is currently out there.
So in gaining diminishing returns through composition you will make the server more accessible (leveling is easier, pvp more accessible and more incentive to stay on a server longer) with fairly little effort other then figuring out a fair calculation and re-vamping the composition bonus files.
etc that way players are still gaining very significant stats but the lower bonuses actually give more. By the time you get to +9 you are adding maybe 50 stats instead of 100 (+9-12 could be kept maybe 50 stats, that way they are still attractive enough to be deemed worth working on)
An suggestions/comments would be appreciated... It just struck me when I was talking about the +13-16 values and now I can't stop thinking about it lol
@Zion, I like the idea.
@Raiden, yeah that's true, besides I'm not good with that kind of stuff. However, I've only got 2 items right now. A NewbieBlade, and a Coat.
That's where C# comes into place, making large tasks simple and small.
If you guys play any FPS game, there are chams (chameleon skins) which are used to change the colors of the character so the user can see them clearly, this can be used with equipment in CO too, i guess..
[Help/Request]Any ideas how to make... 08/06/2009 - CO2 Private Server - 1 Replies CoEmu v2 run on a x64 windows xp OS? o.o
i searched...everywhere...even google (yah GOOGLE) and i couldnt find anything XD so yah any ideas how to make it run on x64? :D thx!
[REQUEST] Ideas & Info 06/27/2009 - CO2 Private Server - 12 Replies I am looking for something that is not on elitepvpers ( was released )...
Pete you might know its that thing that made you pull back. I used to have it from you now i do not. If you have it please PM me it or post it here.
I need some ideas for quests. Such as first reborn and second reborn.
I also need the mysql for all mobs & possibly mob spawns.
Also does someone know how to take out the commands
[Request of Ideas] 09/18/2008 - CO2 Private Server - 22 Replies Okay so.. On my pvt Conquer server I programmed in a little pet (from scratch no less) (a mini Ganoderma) that you can summon. You cannot attack someone's summon unless you are in PK mode, and it does make you blue name. It helps you in battle, whether PVP, MVP, or even in TG, and if it kills the other player you get PK Points. You also get exp when it your enemy.
Now what I want to do is make a quest to allow you to summon it, and increasingly more difficult quests to make it stronger, I...
Fallen Sword a web based mmorpg 05/13/2007 - General Gaming Discussion - 1 Replies A highly addictive, continuously evolving massively multiplayer roleplay game where you join thousands of other players across the globe in a world of fantasy and adventure. Traverse vast areas ranging from the Misty Mountains of Krul Island to the Undying Lands. You will encounter countless creatures such as Dragons, Zombie Kings, Undead Warriors, Giant Scorpions. You will also be able to engage in combat with other players, stealing their gold to improve your own character.
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