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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   #1
 
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[Dev] Hellmouth Revival

<Cleaned for personal use>

NOTE: This is not related to the old hellmouth server. This is a private project which will most likely never see the light of day but I wanted a simple place for me to put my notes and document a few things....



Goals

See how much the conquer client can be streamlined and turned into something that I feel is worthwhile playing. This will consist of the following steps...


-Strip out ALL existing content (npcs, items, skills, monsters, quests, tips)
-Design a single class from the ground up using existing content.
-Implement existing and custom skills for the class which provide compelling and unique gameplay
-Add in worthwhile content which is balanced around the freshly created class.
-Create custom content relating to story, instances, pvp and questing


Once this base is done then further custom content and classes can be looked at. All new classes must be balanced against existing content or existing content must be re-vamped to fit with new additions.

-DO NOT allow for 'dead' content. EG: Items simply not worth using, classes not worth playing, quests that don't work, pvp events that no one enjoys.

IF there is a state where content is not being used, it will be re-vamped or removed.


There is a huge amount of content inside the tq client and it's well documented which will allow for easy customization or addition of new content. This includes but is not limited to...

-New Maps
-New Skills
-New Effects
-New Classes
-New Sounds
-New Items

Basically I want to see how far the EXISTING content can be taken... then once that limit is somewhat reached, I want to see how much custom content can improve the situation.

If the result is something that people find enjoyable and playable, then I will consider a proper server being made out of it but that is simply not the point currently.


Classes, skills and items overview

In this revamped version we will be sticking to content that has already been re-balanced. The extra content in the client can later be used for additional 'expansions' but will simply not be used just for content's sake.

Each class will have two paths which are chosen at level 20. At this point they train towards a specific role but maintain the same essential feel (as well as the base skills) belonging to their class.

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Old 09/02/2010, 03:41   #2
 
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Woot, can't wait to get this show on the road.
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Old 09/02/2010, 03:57   #3
 
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Class One: The Fighter

Initially we will be focusing on a single class in the game. As mentioned, content will only be added as it is re-balanced and has a proper purpose. This class fits both with standard mmo archtype and also with the content inside the client which makes it the perfect fit as a testbed for the rest of our ideas. This is in no way a 'final' concept but more of a rough guideline to help with development and brainstorming.


Fighters start off being able to choose from one of 2 weapons, sword or spear. This decision is because they will function much the same as eachother in terms of skills but will on some level allow the player to get a feel for how they may wish to play their upgraded class.

Sword
Swords focus on quick decisive strikes dealing medium damage with strong accuracy. A blade is a fighter's best friend and will serve him well in his trials.

Scent Sword (Prof req: 2)
Type: Active, Linear
Cost: 20 SP
Cooldown: 700ms (no timer clientside, just attack delay)
Range: 5
Accuracy: %200 (cannot miss even with 100 pct dodge)

Phoenix (Prof req: 1)
Type: Passive single target
Cost: 5 SP
Cooldown: None
Range: 2
Activation: %50
Accuracy: +10 (on activation, negates 10 dodge from opponent)


Spear
When wielding a spear, even the most fearsome foe will tremble. A flurry of quick strikes penetrate defenses causing great damage to all who stand before you.

Vipers Fang (Prof Req: 2)
Type: Active, Linear
Cost: 20 SP
Cooldown: 700ms (no timer clientside, just attack delay)
Range: 5
Accuracy: %200 (cannot miss even with 100 pct dodge)

Speed Gun (Prof req: 1)
Type: Passive, linear
Cost: 10 SP
Cooldown: None
Range: 4
Activation: %40
Accuracy: +20 (on activation, negates 10 dodge from opponent)



NOTE: Weapon proficiency levels may be purchased from a weapon specialist for either silver or through character experience. A starting quest allows the player to pick up a single weapon proficiency when they start. This restricts players to a single weapon proficiency temporarily. They may then choose to stick to their starting weapon type, or transfer into an advanced class weapon proficiency once they specialize their class at level 20.



Equipment

Fighters clad themselves in layers of leather or mail to protect their bodies. Will be using early/mid level trojan armors to represent this.

NOTE: Only armor/headgear will be a significant part of defenses. Necklaces and rings will be concerned with bonus stats (Crit and such)


Skills

Recovery Level 3
Type: Xp, Buff
Duration: 30 sec
Effect: On striking an enemy, you restore 1 percent of your missing life. On killing an enemy, you restore 3 percent of your missing life.
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Old 09/02/2010, 05:29   #4
 
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Sawp.

I got a new MSN, if you want it PM me (i'll help).
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Old 09/02/2010, 08:03   #5
 
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PM'd

Jump is mostly coded now. Dmaps are being loaded/used by the server. Distance, speed and coords are being checked for validity and vs hackers. If you fail any of these checks you are warped back to previous location.


Been logging random gen data subtypes. Found some cool stuff including "the monster has dropped a dragon ball" effect, the proper auto path finding system (weee! this will have lots of uses!) and a countdown system which will save some bandwidth for sure! (old duel system would send each number as it's own graphic effect... waste of bandwidth lol)
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Old 09/02/2010, 08:16   #6
 
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Quote:
Originally Posted by pro4never View Post
PM'd

Jump is mostly coded now. Dmaps are being loaded/used by the server. Distance, speed and coords are being checked for validity and vs hackers. If you fail any of these checks you are warped back to previous location.


Been logging random gen data subtypes. Found some cool stuff including "the monster has dropped a dragon ball" effect, the proper auto path finding system (weee! this will have lots of uses!) and a countdown system which will save some bandwidth for sure! (old duel system would send each number as it's own graphic effect... waste of bandwidth lol)
Mm the bold is so delicious that is one hell of a idea.
Good luck on your development.
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Old 09/02/2010, 08:57   #7
 
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Goodluck pro =]
Im looking forward to it :P
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Old 09/02/2010, 10:47   #8
 
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Good luck buddy!
If you run into any problems or have any questions, let me know =P
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Old 09/02/2010, 13:23   #9
 
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you might wanna check for wrong PW at the Gameserver so you can send the wong pw response.
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Old 09/02/2010, 13:54   #10
 
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Quote:
Originally Posted by µ~Xero~µ View Post
you might wanna check for wrong PW at the Gameserver so you can send the wong pw response.
Not quite sure what you mean with that... if you send auth response with type 1 on new patches it gives wrong password error. It never adds to valid login clients unless the password is correct and they have already been sent the auth response. If they are not in this dictionary the game server will not accept the new connection.

I assume you're referring to the old patches where you would have to actually send the msg back to the client?

<edit>

Handled ping. Forgot to do that before. Going back home so I'll be offline but should have some time to work on features. HOPEFULLY I'll have time to finish up a few things such as

- Spawning Characters/Monsters
- Spawning Npc's
- Walking (just gotta grab code from my proxy really)
- Send items/spells/proff on login
- Handle items (equip/dequip/drop/loot)

If not today then soon for those things.


Current 'goal' is to take somewhere around a month to get this to the point where it's stable and basic game systems are done: basic movement, char creation, logging in, delete char, attacking/skills, guilds, friend/enemy/mentor/merchant/trade partner bs, item lock, etcetcetc.

Once these features are done there will be a test server which will hopefully only be needed for a month or so during which time events and actual CONTENT can be added (game systems must first be tested thoroughly though!). Once a decent chunk of content has been added and the server is deemed stable and complete enough, we will hold the proper beta test (intended as playable and ready for public consumption but far from 'finished')

Time estimates are obviously going to be very general for now but I could see this progressing quite quickly... depending on how busy I get with school and work.


Also, so it's stated. We are going to be running current patch but that doesn't mean it will be the same as official co. If we don't like the way tq runs a certain system, we will simply change it. For example, steeds might only be usable in certain events/areas (thinking definitely not in gw or any pvp sense), ninjas will be changed around and balanced with other classes (full class balance across the board actually) as well as countless other changes I'm sure we will make (eg: item lock will be instantly removable and will still cause you to lose them if red/black name. It's simply to avoid accidental drop/selling)

<edit 2>

Started structuring item info packet. Most offsets found (wow like every offset changed since wii update lol).

Just need to find color offset and get dura sorted now.

Dura is acting strange... offset 12 i think it was seems to be a broken value (if 0 item is broen and needs repairing), 13 and 15 seem to be min/max dura but it's strange... it des something like 2.5x what i enter...

Any advice on what i'm doing wrong? Or is there some strange dura calculation i need to be doing? It literally changes large amounts by changing input by 1... 1 = 2 2 = 5 and such
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Old 09/02/2010, 15:31   #11
 
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yeah that was my point... tbh i didnt knew that newer versions handle it on the loginserver.
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Old 09/02/2010, 17:51   #12
 
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It always has?
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Old 09/02/2010, 18:58   #13


 
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Quote:
Originally Posted by µ~Xero~µ View Post
yeah that was my point... tbh i didnt knew that newer versions handle it on the loginserver.
Yeah always has been done that way, since the game was released...
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Old 09/02/2010, 19:40   #14
 
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Ahh, here I was thinking I was going crazy. User/pass is never sent to game server in any patch I've seen.


Anyone got info on the durability problem I'm having?

In my test cmd I added a Testbyte/position command so I can modify each byte of the packet on the fly cause according to wiki dura is a byte and it would make sense (no dura needs over 255). I found both min and max dura w/o problems but it strangely boost whatever I enter.

Eg: putting value of 1 for min dura gave me 2 dura... putting 2 gave me 5, etc.

Is it something stupid where I need to change some other offset to make it calculate properly? (there appears to be a byte that controls broken/not so it wouldn't surprise me) or am I just being an idiot and using the wrong offset/types. I tried using ushort for them as they appear to be separated by a value but iirc it didn't work at all then.

I should prob just log a proper one off tq server later today but I've gotten almost every value correct so far using trial and error + some from the wiki (although just about every offset changed :S)
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Old 09/02/2010, 19:54   #15


 
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Ill be updating the wiki soon, within a few days of this post.
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