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[Dev] Hellmouth Revival

Discussion on [Dev] Hellmouth Revival within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 11/08/2010, 21:53   #106
 
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im sure pro plans to the way he was telling me how the pserver was going to setup seamed very balanced, recalculating tails and fan and of course the ninjas to make the game more balanced. ~thank *** and im also happy that the donation to pserver are done way different then any other pserver out there.
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Old 11/08/2010, 22:11   #107
 
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Quote:
Originally Posted by Kiyono View Post
If you plan on adding dragon souls and refinery, make it all less overpowered.
Plan as it exists currently is to do the following

For both of them...

-Last 3-7 days when used, NO PERMANENT STONES
-Phase 1-3 from bosses at a decent rate
-Phase 3+ incredibly rare and only from difficult bosses



Basically you will be able to get low level refinery items and dragon souls from the pve events on the server (IE: bosses, raids, quests) but when used they will still go away within a week or so (depending on level, low lvl last longer than high lvl ones). This will mean players are never truly maxed out and there is some form of market for these items (People actually want the lower lvl things because they last longer for example).

If we run into issues where certain items are too overpowered then we will counter by lowering the stats on them and possibly rates on the items. The goal though isn't to have only the elite players have access to these items (because that means strong get stronger, weak get weaker) but rather that getting the truly overpowered ones be a very difficult task and not something that will permanently overpower your character.

I'm sure other changes will be made in the long run, as for other balance issues, here's some of the main plans..

Fan/Tower:
-Calculate as normal stats, NOT final damage/def

Ninja:

Fog
-Fog chance to hit calculated based on bp (== bp means around 60 pct chance to hit?)
-Damage reduced (not as big a deal with subclass and detox BUT, no way am I doing 50 pct dmg, more like 25-30 pct at fixed with no detox?
-Reduced ticks (1-7 ticks depending on chance and lvl?)
-Removable (Pure water skills as well as possibly detox potions)

TFB
-Lag buffer, if target jumps out of range or you try to hit while out of range, you waste stamina
-Damage reduced to like 70 pct of wep dmg (bit above hurc, well below melee/fb dmg)
-Cooldown: Max usable 1x per second

Counter Kill
-Cool down boosted
-Damage reduced (maybe 30 percent of your attack power?)


Reborns:
-No fog for non ninjas
-No fog without wielding katanas
-Counter kill only nin-nin-nin
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Old 11/08/2010, 22:30   #108

 
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Quote:
Originally Posted by pro4never View Post
Plan as it exists currently is to do the following

For both of them...

-Last 3-7 days when used, NO PERMANENT STONES
-Phase 1-3 from bosses at a decent rate
-Phase 3+ incredibly rare and only from difficult bosses



Basically you will be able to get low level refinery items and dragon souls from the pve events on the server (IE: bosses, raids, quests) but when used they will still go away within a week or so (depending on level, low lvl last longer than high lvl ones). This will mean players are never truly maxed out and there is some form of market for these items (People actually want the lower lvl things because they last longer for example).

If we run into issues where certain items are too overpowered then we will counter by lowering the stats on them and possibly rates on the items. The goal though isn't to have only the elite players have access to these items (because that means strong get stronger, weak get weaker) but rather that getting the truly overpowered ones be a very difficult task and not something that will permanently overpower your character.

I'm sure other changes will be made in the long run, as for other balance issues, here's some of the main plans..

Fan/Tower:
-Calculate as normal stats, NOT final damage/def

Ninja:

Fog
-Fog chance to hit calculated based on bp (== bp means around 60 pct chance to hit?)
-Damage reduced (not as big a deal with subclass and detox BUT, no way am I doing 50 pct dmg, more like 25-30 pct at fixed with no detox?
-Reduced ticks (1-7 ticks depending on chance and lvl?)
-Removable (Pure water skills as well as possibly detox potions)

TFB
-Lag buffer, if target jumps out of range or you try to hit while out of range, you waste stamina
-Damage reduced to like 70 pct of wep dmg (bit above hurc, well below melee/fb dmg)
-Cooldown: Max usable 1x per second

Counter Kill
-Cool down boosted
-Damage reduced (maybe 30 percent of your attack power?)


Reborns:
-No fog for non ninjas
-No fog without wielding katanas
-Counter kill only nin-nin-nin
CK is also for pure nins on retail co and I get the impression that you are letting potency stay, any idea on how to use potency cause TQ's 5pot difference equaling -70% damage is retarded.
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Old 11/08/2010, 22:32   #109
 
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Quote:
Originally Posted by Kiyono View Post
CK is also for pure nins on retail co and I get the impression that you are letting potency stay, any idea on how to use potency cause TQ's 5pot difference equaling -70% damage is retarded.
he did say CK was going to be a pure ninja skill right at the bottom in reborn section.
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Old 11/08/2010, 23:11   #110

 
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Quote:
Originally Posted by SilentKill View Post
he did say CK was going to be a pure ninja skill right at the bottom in reborn section.
The way he said it implied that it was not a pure nin skill on retail co so I just corrected him and said that it was a pure nin skill on retail co.
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Old 11/09/2010, 01:23   #111
 
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Quote:
Originally Posted by Kiyono View Post
The way he said it implied that it was not a pure nin skill on retail co so I just corrected him and said that it was a pure nin skill on retail co.
Ahh I thought at one point it was X-nin-nin or nin-nin-x also.

Anyways, as for pot, it will NOT change dmg in any way. It only effects chance to hit with certain skills and possibly leveling speeds. Won't factor into damage calculations at all.

<edit>

Refinery info packet: Done

Fully structured. Simply need to compile all the correct values for diff refinery items... Tq honestly does..

Type of bonus
Level of bonus
Effect of bonus
Bonus time remaining

Vs just using a god damn key value for each bonus (IE: value of 501 for key = detox level 1, 502 = level 2 and have client then print the bonus that gives vs doing all this random shit)

meh, easy to do. No real reason to apply it yet though. At least the packet is fully done. May do some basic dragon soul shit though out of boredom.



On second thought I'm thinking that this packet actually covers ALL bonus effects an item has (and as such has variable length)

-Logged all subtypes of it. Apparently tq typo'd fire? lol!

"firer resist"


Anyone know of a client file that contains all refinery items and their effect? (preferably other than itemtype..)

Seems very likely tq must have some sort of list of levels and their effects for each item type. Writing up a database to store every itemtype with every level of every effect seems... pointless atm.

Blehh nvm they have a file linking type with effect name so that it can be displayed as a string to client... guess it's time to populate a db. Yay grunt work!

Dragon Souls

-Structured most of the packet, not perfect but I got some shit done.

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Old 11/09/2010, 06:52   #112
 
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oh looks good so how do the soul things work iv never got this far into co i left before this patch..
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Old 11/09/2010, 07:07   #113
 
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Basically you mind or find a dragon soul from bosses, apply it to an item using an npc + mets iirc and it gains a new look and bonuses (bonus stats and effects). This effect needs to be stabilized as far as I know or else it goes away (costs **** ton).

Problem is ppl only bother with the super high lvl souls that are worth the cost and therefor they are all really rather worthless.

That's how I understand the system. Never played co since battle power so I'm going off what I've heard or seen briefly ingame.

I won't be allowing perm and will be making time it lasts depend on how over powered it is + rare for high end ones.


<edit>

THOUGH!


Why don't I simply add in random chance!!!

IE: 3 qualities of each main type of refinery item vs 5+ qualities for each item type of each refinery item. When used you have a random chance at varying levels based on the quality of the refinery item you use.

EG:

Normal, unique or elite critical strike refinery item (would work on any wep).

Chances on use would be as follows..

Normal refinery item:

Level 1: %50 chance.
Level 2: %30 chance
Level 3: %20 chance

Unique refinery item:
Level 1: %30 chance
Level 2: %30 chance
Level 3: %25 chance
Level 4: %15 chance

Elite Refinery item:

Level 1: %25 chance
Level 2: %25 chance
Level 2: %30 chance
Level 4: %20 chance

Then simply have level 4 as MAX level you can have on an item. This gives everyone a chance and seeing as there is no perm option, players will always need these items and yet it won't be a situation where rich players can simply get the 'best' ones all the time.

Also length could change based on the level granted.. such as...

Level 1: 10 days
Level 2: 7 days
Level 3: 5 days
Level 4: 3 days
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Old 11/09/2010, 07:11   #114
 
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I think i can handle the ids I need a example though first so I can understand what all im doing..
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Old 11/09/2010, 07:16   #115
 
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Quote:
Originally Posted by pro4never View Post
Basically you mind or find a dragon soul from bosses, apply it to an item using an npc + mets iirc and it gains a new look and bonuses (bonus stats and effects). This effect needs to be stabilized as far as I know or else it goes away (costs shit ton).

Problem is ppl only bother with the super high lvl souls that are worth the cost and therefor they are all really rather worthless.

That's how I understand the system. Never played co since battle power so I'm going off what I've heard or seen briefly ingame.

I won't be allowing perm and will be making time it lasts depend on how over powered it is + rare for high end ones.


<edit>

THOUGH!


Why don't I simply add in random chance!!!

IE: 3 qualities of each main type of refinery item vs 5+ qualities for each item type of each refinery item. When used you have a random chance at varying levels based on the quality of the refinery item you use.

EG:

Normal, unique or elite critical strike refinery item (would work on any wep).

Chances on use would be as follows..

Normal refinery item:

Level 1: %50 chance.
Level 2: %30 chance
Level 3: %20 chance

Unique refinery item:
Level 1: %30 chance
Level 2: %30 chance
Level 3: %25 chance
Level 4: %15 chance

Elite Refinery item:

Level 1: %25 chance
Level 2: %25 chance
Level 2: %30 chance
Level 4: %20 chance

Then simply have level 4 as MAX level you can have on an item. This gives everyone a chance and seeing as there is no perm option, players will always need these items and yet it won't be a situation where rich players can simply get the 'best' ones all the time.

Also length could change based on the level granted.. such as...

Level 1: 10 days
Level 2: 7 days
Level 3: 5 days
Level 4: 3 days
percentage chance is always good and this really gives people a reason to want to mine and not just hunt all the time and buy everything with cps or gold..
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Old 11/09/2010, 07:45   #116
 
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New idea... give pure classes traits to make them more useful without overpowering them...


Archers: Critical strike (arch-arch or x-arch-arch 10 pct, arch-arch-arch 15 pct)
ONLY applies when not in the air. Stacks with refinery items (which will be already limited)

Ninja: Detoxification (nin-nin or x-nin-nin 25 pct, nin-nin-nin 40 pct)

Trojan: Breakthrough (tro-tro or x-tro-tro 10 pct, tro-tro-tro 15 pct)

Warrior: Block (war-war or x-war-war 6 pct, war-war-war 10 pct)
-Still gain any block from shield/block refinery as well as reflect chance

Fires: Skill critical strike (fire-fire or x-fire-fire 6 pct, fire-fire-fire 10 pct)

Waters: Immunity and Counteraction (water-water or x-water-water 6 pct, wat-wat-wat 10 pct)

That's the base rates I'm thinking. Basically you would be choosing between gaining more skills by doing mixed rebirth or gaining traits by doing pure rebirth. Obviously rates would need to be adjusted for balance over time but could be a very interesting system and would be very easy to code.

And yes... looks like we'll be completely replacing the existing refinery system and using rates and levels of our own.


Refinery Types/Items

So we'd also be limiting what items can be refined with what..

Detox:
-Boots
-Armor
-Headgear

Critical Strike/Skill critical strike:
-Weapons
-Ring

Immunity:
-Necklace
-Armor
-Shield
-Headgear

Intensification
-Necklace
-Shield

Breakthrough
-Weapon
-Bracelet

Counteraction
-Necklace
-Armor
-Shield
-Headgear

Block
-Shield

Penetration
-Weapon
-Bracelet


By assigning random refinery level and by limiting which items can have which refinery item used on them it should remove overpowering issues. By making the max refinery level 4 it also means we won't have all sorts of crazy values for these things popping up.


Death Effects

Someone mentioned that you instantly turn into a ghost.. easily fixed so here's full death effect!

Also decided to throw it into a super short video just showing that 'shit works' on the server.

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Old 11/10/2010, 10:29   #117
 
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So I'm sure tons of people have noticed this game system before.. but am I the only one who is kinda interested in finishing the system? It seems kinda sexy...



The client then sends a packet back to the server (haven't structured, not had time) but seeing as the buttons DO work... it wouldn't be too hard to code it so that you have recipe books which require ingredients. Drop them all into crafting window and click craft and server handles calculations. Boom, item made.
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Old 11/10/2010, 10:31   #118


 
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I already pretty much finished documenting it, although its all in my head not on paper.
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Old 11/10/2010, 11:05   #119
 
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Quote:
Originally Posted by pro4never View Post
So I'm sure tons of people have noticed this game system before.. but am I the only one who is kinda interested in finishing the system? It seems kinda sexy...



The client then sends a packet back to the server (haven't structured, not had time) but seeing as the buttons DO work... it wouldn't be too hard to code it so that you have recipe books which require ingredients. Drop them all into crafting window and click craft and server handles calculations. Boom, item made.
Can u explain how the crafting exactly works?
I have seen it before, but Ive never looked into it really.
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Old 11/10/2010, 11:11   #120
 
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hehe nice
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