4Dimensions Forum

General Category => Suggestions & Ideas => Topic started by: Diandra on February 24, 2008, 02:48:02 am

Title: Things the players would like to see changed or implemented. (Recovered)
Post by: Diandra on February 24, 2008, 02:48:02 am
prometheus — Fri, 02/22/2008 - 10:41

All,

I will start this post and others can input. And since I doubt Virisin will post since I asked him to do so. Here are a couple of his suggestions:

1) Hamstring to be implemented.

I forget the other suggestions.

Prometheus.

------------------------------------------
Erwin — Fri, 02/22/2008 - 10:52
2) Sleeping mobs do not wake up from directionals 3) Flank doesn't seem to work 4) Shopkeepers sometimes tell you that you can't carry the items bought, but you can carry it.   Think there's more, but can't remember :(

------------------------------------------
Molly — Fri, 02/22/2008 - 10:51
Viri's other suggestions were:
- magic bubble can't be cast on self
- directionals don't wake up sleeping mobs

Just wait until I post my own code wish list.
You're gonna regret you ever started this thread.
Last I checked it had 35 points. :-P

------------------------------------------
prometheus — Fri, 02/22/2008 - 11:24
I still have your old list from our coder meeting Molly and that was what 25 points or so :)

Prometheus.

------------------------------------------
prometheus — Fri, 02/22/2008 - 11:25
Do we want magic bubble to be cast on self? Isn't that against what Magic Bubble does?

And the sleeping directional spell is more of a bug but I did open the post up on it :)

Prometheus.

----------------------------------------
Erwin — Fri, 02/22/2008 - 11:44
I'm not sure about the magic bubble being able to be cast on self thing. I see that magic bubble would last around 30 minutes when cast on self (as tested in the gladiator arena), and I would guess it would also last the same time if cast on the player. Given that the mobs in the mud deal way more damage physically, than with spells, and the time needed before magic bubble wears off, I'd think that casting magic bubble on oneself makes no sense. But in PVP, it makes a bit more sense only in 1 versus 1 combat, since then magic bubble casters can disable priests, mages, and espers. Of course, in a free for all, magic bubble on self would also be detrimental. So perhaps PK enabled people be able to cast magic bubble on self only? Just my 2 cents.

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Fizban — Fri, 02/22/2008 - 19:08
Truthfully can't really figure out why it was changed to not be castable on yourself. The most used method of it was generally to cast on yourself to stop casters from hitting you, with the side-affect that you could also no longer heal yourself. Without that the only purpose it serves is to stop yourself from casting spells on your opponent and to stop them from healing.


----------------------------------------
Virisin — Fri, 02/22/2008 - 20:32
Magic bubble is a strategic spell, it needs to be able to be cast on self or opponent, whether you want to stop yourself from healing aswel as being hit by spells, or stop your opponent from healing, but still smashing you with their spells. I also think that the timer on magic bubble should be reduced to like, 1 minute. Other things on my list of bugs that havn't been mentioned yet: Elementals come in pairs for some reason. Grouping is screwed. Because exp in groups is divvied out depending on damage done, we let mobs start to fight with us again.. People obviously forgot about PK and the fact that we don't care about exp. So followers are now uber in PK, not only say - Fire elementals that kill you in a couple hits, but mounts. If you involve your mount, then your opponents hits are 1/4 in damage. Fighters can use staffs and get good multi's.. It's quite a big bug and I can't explain all the details right now. Major focuses are a little overpowered. I think that just needs tweaking the equation a little.  These are all just bugs except grouping. It's more of an imbalance to gameplay and will require a little sit-down, chat about how we can make grouping work well. P.S. Why the fresmkknesajtkesmasltl can't I make paragraphs?

Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Prometheus on February 24, 2008, 02:57:45 am
There is a discussion on how long magic bubble should and if it should be able to be cast on self. What are others input on this?

Prometheus.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: nanukimo on February 24, 2008, 03:00:33 am
If your a gm fighter or rogue class if you wear a staff the primary damage is based upon your damroll instead of your wisdom int and cha from what I could tell. Virisin i know wants it so that the multis are tweaked down on GM fighters or rogues if they use a staff. I don't know if I exactly agree with that point as long as the bug is fixed so its not dependant on damroll.. One of the things with becoming GM is your more of a multi class. And i really dont see why it would be that big of a deal to wear caster equipment if you want to. A GM thief has quite a offensive spells that you can cast. I can maybe see it needs to be reduced a little bit but not majorly. I know hes gonna come on here about something with speed. I dont think you can get 1000 speed with just maxed dex on a rogue. He also said speed affects dirspells which I thought just had a standard delay on them now ever since dir spells was fixed. i think testing needs to be done with it. I think some testing should be done with a full set of casters equipment compared to a average damroll. Which on rouges id say around 220-240? Is average?

Major focus is way overpowered.

I say Magic Bubble should be able to use on target or self. And the timer on it reduced drastically. Im going to say a minute to two mins. It will be come more useful outside of a pk area the shorter the timer is. People could cast it on themselves then 2 mins later they would be able to heal up again. Or maybe if you cast on target its one minute if you cast on self its 3 minutes.

And i still think Fire Shield and Thorn shield damage calculation should be looked into.

Something on Movements. I know tier and level seems to have an effect on it . Which I don't exactly understand why you would use more movements at tier 4 level 50 then you would a lower tier/ level using the same skill. You would think it be the other way around. I mean IC point of view seems like you would be more experienced on how to use a skill and not take as much effort as it would unexperienced. Should be like magic missile the higher level you are the less mana it cost to use the spell. Why is that different then skills


Recall scrolls should not be allowed to be used in combat. same with making sure all clan items dont work in combat either.

One time Quests. I was asked to compile a list and send them in. But i couldnt remember exactly every quest that is one time. This is what I sent in. If any others could add to it. Ill just post the item instead of location and such as i did in the note

Sorry as the names are not all right. I cant look into my chest atm.
Item: Jedi Ring
Item: A gleaming white face mask or something of the sort. has inn invisibility on it.
Item: A painted tribal mask and a mythril bracelet inset with gravity materia*scratch this its been fixed*
Item: Martins Holy Armor
Item: a platinum pinky ring

I think I had another one cant remember though..


Also I would like to see more use out of the bows crossbows slings and throws. As it is now pretty pointless and pretty freaking slow. I mean you can only hold one item to shoot then you cant be in the same room as target then when you do shoot its incredible low damage. Change it so you can hold a certain amount depending on the weapon your using. And i would rather see the damage increase the higher the % of the skill. And make it so you cant train the skill past 20% or something. Or add a subskill that affects the damage of them. i just think they could be fun and be made useful into  the game.

I doubt this gets approved but what the hell removal the gold drop delay!! Its aggravating enough to map out a 50+ room maze don't make it more on an aggravation. Seriously mapping out all of punt or the outback zones is just painful long and tedious if you got to wait on dropping gold.


Also on Direction Spells you cant use hit 2.target for example there are two seals in the room east of you. You cant use cast 'magic missile' east 2.seal. It will say it does not exist. I reported this a while back ago.


Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: erwin on February 24, 2008, 04:51:57 am
For the one time quests, there's also the quest which gives the Turquoise Thumb Ring as a reward.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: nanukimo on February 24, 2008, 04:31:34 pm
Also add sacrificing of pk corpses.

Maps brought back on the webpage

Also the recent posts on the main page link make it so if you click on it it should remove all the recent posts from that column the next time you load the page. Currently it just shows all the posts in forums.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Seeker on February 24, 2008, 09:31:37 pm
Maybe I'm just a Blizzard fan, but I've always loved the idea of item sets, or items that get synergies/bonuses from other items.

An example might be dual wielding Luke and Vader's light sabers, or a quest chain that involved getting one item from each of Robin Hood's companions and the more you have the more bonuses you get.

*shrugs* It's an idea.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Mordecai on February 24, 2008, 10:24:48 pm
I also love the idea of items sets.

I think the Assembly code could be duplicated and changed a little to let us create item sets in the same fashion.

However, don't expect it any time soon.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Fizban on February 24, 2008, 10:31:14 pm
I can script all of that at least until/if there becomes a coded arrangement.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Prometheus on February 25, 2008, 01:18:51 am
Nanukimo,

On recall scrolls are you talking about PK only or in general? I can see for PK but to limit them completely in combat doesn't make sense to me.

Prometheus.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: nanukimo on February 25, 2008, 01:23:38 am
Pk sorry Molly said this was a code issue.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Virisin on February 25, 2008, 03:18:17 am
What?! Not only PK at all. What's the point having delays on clan recall items, and not letting them work in battle if you can just use a recall scroll instead which is instantaneous aswel? What's the point having flee and retreat? What's the point having a difference BETWEEN flee and retreat? If we just used recall scrolls to get out of fights? It's not only a PK thing, it's just a normal bug.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Fizban on February 25, 2008, 12:10:38 pm
What?! Not only PK at all. What's the point having delays on clan recall items, and not letting them work in battle if you can just use a recall scroll instead which is instantaneous aswel?

Simple, one of those is a renewing item, the other requires having a constant supply of items on you and requires preparation and spending money.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: nanukimo on February 26, 2008, 04:05:45 am
2720H 83672M 32720V (33) 300D 9>>
You steal Yellow Lion's energy.
4.22x) Yellow Lion makes a strange sound but is suddenly very silent as you place a skinning knife in its back.
Yellow Lion is bleeding awfully from big wounds.
You are shredded by Yellow Lion's whirling barrier of thorns!
You are dead!  Sorry...

2720 damage was done to me from a mobs thorn shield.

This goes towards my previous statement on looking at thorn shield and fire shield equations.

just went back and got this one

5861H 83616M 33252V (95) Can Now RemortTNL>
b yel
You steal Yellow Lion's energy.
4.22x) Yellow Lion makes a strange sound but is suddenly very silent as you place a skinning knife in its back.
Yellow Lion is bleeding awfully from big wounds.
You are shredded by Yellow Lion's whirling barrier of thorns!
That really did HURT!
Yellow Lion is dead!  R.I.P.
You receive 19934223 experience points.
Your blood freezes as you hear Yellow Lion's death cry.
You get an enormous mountain of gold coins from the corpse of Yellow Lion.
There were 590624 coins.
You pillage the corpse and find an extra 147656 coins!

1577H 83616M 33208V (95) Can Now RemortTNL>

4284 damage done from just his thorn shield alone.

Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: erwin on February 26, 2008, 06:00:22 am
If I'm not wrong, thorn shield does the most damage when you land a killing blow, with or without encircle.

At least, that's what happens to me.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: nanukimo on February 26, 2008, 06:12:43 am
Thats because for some reason you do alot of damage on killing blows. More damage then it has hp left.


If you dont have that much damroll you dont notice the effect as much. The stronger you get the more devasting thorn shield becomes to you. I think once you do over so much damage the equation should change on the shield.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: erwin on February 26, 2008, 09:01:11 am
Yes, but that by itself shouldn't make thorn shield overpowered.

Example. I do perhaps 1,000 damage per encircle, but if on a killing blow I do perhaps, 4,000 damage, I'd expect thorn shield to do 4 times as much damage.

In this case, it shouldn't be thorn shield that's the problem, but the damage done by the killing blow which causes the extra damage caused by thorn shield.

But I'd agree something would have to be changed, either with the damage done by the killing blow, or thorn shield's equation.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Virisin on February 26, 2008, 02:14:34 pm
I don't agree with any change to thorn shield.

You do more damage, you take more damage, but only with short weapons. It's another class strategy, if we were to nerf thorn shield, Rangers really would be crap. Currently everyone thinks Rangers suck because they don't get an uber tier 4 skill like encircle, cleave or behead. Let me explain why they ARE good:

Rangers get short blade and longblade, that means a Ranger can start the fight with a sweet backstab using short weapons, switch to longweapons and start kicking, Rangers don't have to worry about thorn shield. The reason thorn shield does a lot of damage to players that do a lot of damage is to give a slight drawback to encircle..

You do over 4k damage with an encircle, either stop using them against mobs that have thorn shield, or switch to long weapons.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: nanukimo on February 26, 2008, 05:01:45 pm
Ive manage to hit over 7k without a killing blow and if I hit that on a mob with thorn shield I dont even think I want to know how much damage It would do to me.I shouldn't have to use Long blades. Rogues are not a long blade class and Its silly that the stronger I get that I would still get the same equation applied to me. Its not that big of a deal if your not doing that much damage but considering i usually encircle from 4-7k depending on mobs I get screwed to anything when it has thorn shield. And viri you change your mind all the damn time. I wish I could bring up old posts with you agreeing about that in the past, when Endymion thornshield did 1k damage in PK. And if you dont' see anything wrong with 1k damage in Pk or 4284 damage in non pk from a shield with fully spelled up then  your a fool. I agree the more damage you do more you should get back but it needs to be tweakened down after you hit so high.

Like I said before it doesn't bother you because you don't leave recall to even care.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Mordecai on February 26, 2008, 07:45:54 pm
Code: [Select]
int shield_check(Character *ch, Character *vict, int type, int w_type) {
    int success = FALSE;
    struct affected_type af;
    int armor_rating = 0; //highest armor rating is 50
    int lev = GET_LEVEL(vict);
    int ded = (GET_POS(vict) <= POS_STUNNED);
    int sht = is_short_wep(GET_EQ(ch, WEAR_WIELD));
    global_dam = (ded? global_dam : global_dam/5);
    if (!HERE(ch,vict))
        return 0;

    if (HERE(ch, vict) && is_short_wep(GET_EQ(ch, WEAR_WIELD)) && AFF_FLAGGED(vict, AFF_SHIELD_ICE) && !affected_by_spell(ch, SPELL_PROT_COLD)) {
        if (!number(0, 5) && !AFF_FLAGGED(ch, AFF_FROZEN)) {
            //SET_BIT_AR(AFF_FLAGS(vict), AFF_FROZEN);
            act("You freeze as you touch $N's shield of ice.", FALSE, ch, 0 , vict, TO_CHAR);
            act("$N is frozen as $E touches $N's shield of ice.", FALSE, ch, 0, vict, TO_NOTVICT);
            act("$N is frozen as $E touches your shield of ice.", FALSE, ch, 0, vict, TO_VICT);
            af.location = APPLY_SPEED;
            af.expire = HOURS_TO_EXPIRE(1);
            af.modifier = -2 * (GET_LEVEL(vict)+1);
            af.bitvector = AFF_FROZEN;
            af.type = SPELL_DG_AFFECT;
            affect_to_char(ch, &af);
        }
    }

    switch (type) {
    case SHIELD_BLOCK:
        armor_rating = MIN(40, (AFF_FLAGGED(vict, AFF_SHIELD_STATIC) ? 2*apply_ac(vict, WEAR_SHIELD) : apply_ac(vict, WEAR_SHIELD)));

        success = (armor_rating ? (number(0, 100) < armor_rating) : 0);
        if (success) {
            if (IS_SPELL_ATK(w_type) || IS_SPELL_CAST(w_type)) {
                act("$N deflects your magic with $S shield!", FALSE, ch, 0, vict, TO_CHAR);
                act("You deflect $n's magic with your shield!", FALSE, ch, 0, vict, TO_VICT);
            } else {
                act("$N blocks your attack with $S shield!", FALSE, ch, 0, vict, TO_CHAR);
                act("You block $n's attack with your shield!", FALSE, ch, 0, vict, TO_VICT);
            }
        }
        break;
    case SHIELD_REFLECT:
        if (AFF_FLAGGED(vict, AFF_FIRE_SHIELD) && (GET_EQ(ch, WEAR_WIELD) && !sht)  && (number(1, 81) < lev || ded)) {
            act("$N scorches you with $S fire shield.", FALSE, ch, 0, vict, TO_CHAR);
            act("You scorch $n with your fire shield.", FALSE, ch, 0, vict, TO_VICT);
            return damage(vict, ch, global_dam, TYPE_UNDEFINED);
        } else if (AFF_FLAGGED(vict, AFF_SHIELD_THORNS) && (GET_EQ(ch, WEAR_WIELD) && sht)  && (number(1, 81) < lev || ded)) {
            act("You are shredded by $N's whirling barrier of thorns!", FALSE, ch, 0, vict, TO_CHAR);
            act("You shred $n with your whirling barrier of thorns!", FALSE, ch, 0, vict, TO_VICT);
            return damage(vict, ch, global_dam, TYPE_UNDEFINED);
        } else if (AFF_FLAGGED(vict, AFF_SHIELD_MIRROR) && (IS_SPELL_ATK(w_type) || IS_SPELL_CAST(w_type)) && (number(1, 81) < lev || ded)) {
            act("$N's mirror shield reflects your magic back at you!", FALSE, ch, 0, vict, TO_CHAR);
            act("You bounce $n's magic right back at $m!", FALSE, ch, 0, vict, TO_VICT);
            return damage(vict, ch, global_dam, TYPE_UNDEFINED);
        }

        break;
    case SHIELD_EVADE:
        if (AFF_FLAGGED(vict, AFF_SHIELD_HOLY) && (GET_EQ(ch, WEAR_WIELD) && !sht) && (number(1, 101) < lev || ded)) {
            act("A golden light moves $N out of your reach!", FALSE, ch, 0, vict, TO_CHAR);
            act("A golden light moves you out of $n's reach!", FALSE, ch, 0, vict, TO_VICT);
            success = TRUE;
        }

        break;
    default:
        break;
    }
    return success;
}

This is the code from the shield check.
global_dam = the damage that was taken by vict because of ch
So the damage you get attacked with is 20% of the damage you give to them at the moment.
But your damage reduction modifiers do affect how much of that 20% you end up actually taking.

I thought I would put the code up, because this is an interesting topic and if you would like to suggest a tweak on any of the parts of this, you are welcome.

If I can see a way that they would work with 4D, we will add them.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Virisin on February 27, 2008, 12:12:19 am
Nanu, thorn shield is one of the weaknesses to Rogues. Otherwise you'd be totally invincible.. 7k damage? That's a lot. Read my post again, it answers everything you restated.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Fizban on February 27, 2008, 12:21:47 am
No, it doesn't. Thorn shield dealt over 4,000 to him, that would mean he hit for over 20,000, which he hands down didn't. Which means the spell is indeed bugged somehow.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Fizban on February 27, 2008, 12:23:42 am
I propose the following change to thorn shield. First off, get it so it is definitely dealing 20%, secondly, cap the damage at 20% of the opponents hp. By this I mean: I propose hitting a mob with 500 hp for 7000 deals 100 to you, not 1400, with 100 being 20% of 500.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Mordecai on February 27, 2008, 12:32:47 am
Code: [Select]
global_dam = (ded? global_dam : global_dam/5);
In that line it is saying, if they are dead, then you do 100% of the damage back from thorn shield.

Maybe, you guys don't want that to happen huh?

Maybe I will chaange it to be only 20% instead of 100% on dead peeps.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Virisin on February 29, 2008, 03:32:10 pm
I think mob gold needs to be reduced by about 50%.. It's still too high.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: kitolani on February 29, 2008, 04:01:53 pm
I think mob gold needs to be reduced by about 50%.. It's still too high.
Won't somebody please think of the lowbies!?! By the end of three hunting sessions I probably have enough gold to practice five times or so before I'm completely out of gold again. If you're going to reduce the amount of gold carried by the mobs, please reduce the amount of gold sucked from practice gains. :-\
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Virisin on February 29, 2008, 04:25:55 pm
Maybe just the mobs on dark planet need to give no gold then.. I gain 100mill in a couple minutes smashing my way through there.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Prometheus on March 01, 2008, 12:33:20 am
I would think with the Dark Planet gold would be something the builder of the zone would need to tweak or maybe Molly would. Maybe I should have named this thread coding things you would like added :)

Prometheus.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Molly on March 02, 2008, 07:53:44 am
I rather think you should tweak the equation that calculates the amount of gold you get from mobs dependent on their level.  Leave the 'normal' mobs as they are, for the newbies to survive, and reduce the amount you get from ubermobs considerably. Dark Planet is not the only zone with lots of high powered mobs.

There is of course also the option to set more mobs as type exotic in OLC, and define the gold they drop to zero, which might be something more Builders could think about when creating their zone.

If Builders generally would think more about balance and what is good for the Mud in general than how best to lure more players into their zone, we'd have less of these problems. If the players like your zone simply because the equipment is overpowered and the mobs drop too much gold, you should be ashamed of yourself, not proud.
:P
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Mordecai on March 02, 2008, 03:06:02 pm
We have some stat counters in the game which i use to record a few menial things.

However, I think before we tweak gold, we need the stats on:
- Gold obtained by players per day
- Gold spent by players per day
- Gold obtained per zone
- Gold spent per zone

By having this data, we can see the gold turnover of the game, and adjust the available gold in the game accordingly.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Kvetch on March 03, 2008, 02:58:16 am
And when players test a zone and they find animals dropping gold.. that should be on the list of errors.  I found on my last zone mobs were dropping gold that shouldn't have been.  Actually, I still don't know why they were and I'm hoping they aren't still as I went in and manually put the gold to 0 (oh, and fixed the exotic and animal thing while I was in there).  I just mention this because none of my playtesters said anything, I just happened to be watching one and caught it.  *mwahahaha*

Speaking of.. I do think that if you ever find animals in any of the zone dropping gold, it should be considered a "typo" and reported.  Still don't know how those furry critters carry that much gold unless it's in their bellies and some of them shouldn't be able to move because of how much gold they drop.
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Natalya B. on March 15, 2008, 05:15:04 pm
Can we get rid of the delay timers on house recall scripts/clan HQ scripts?

Now that they don't work in battle, can we not have to wait to transfer somewhere...
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Virisin on March 15, 2008, 08:41:05 pm
Either that or put the timers on ALL teleport items.. Currently there are a few that don't have delays.

Also, I think that if there ARE delays, that the script should cancel as soon as a fight is started, so you can't activate the script, wait a couple seconds while someone attacks you, and then get zipped off to recall..
Title: Re: Things the players would like to see changed or implemented. (Recovered)
Post by: Fizban on March 15, 2008, 09:57:39 pm
Quote
Either that or put the timers on ALL teleport items.. Currently there are a few that don't have delays.

Also, I think that if there ARE delays, that the script should cancel as soon as a fight is started, so you can't activate the script, wait a couple seconds while someone attacks you, and then get zipped off to recall..

Both of those things have been an ongoing process of being changed. The first for a while, the second specifically since Natalya posted her log of her and Nanukimo.