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Messages - horus

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121
General Discussions / Re: CHANGE OF HANDS
« on: April 01, 2009, 06:40:45 pm »
I, for one, welcome our new overlords!

122
Suggestions & Ideas / spoilt brats!!!
« on: March 27, 2009, 03:04:54 am »
Yes, you are all spoilt brats!!! Spoilt I tell ya, because Molly has suggested something to protect your sorry asses from death traps. Hmmm, maybe she came up with this idea so she can stop listening to your whinings!!!

We will have a shop that will put a !DT flag on your item, costing TP or tokens, so that when you do hit a DT, those items will be saved!!! Weeeeeeeeeeee, you get to keep your item! Wow, talking about molly-coddling!!!!

Anyways, it is a once off flag, so that if you hit the DT, the flag disappears and you have to re-purchase the !DT flag again.

The other thing is, the costs of the first flag will be cheap, then it increases incrementally to a ludicrous level :) So, ah ha, you think you can get around this loop hole by buying one !DT flag, and then hiding that eq somewhere so that you can continually just pay a first flag payment??? Well, of course, we got that covered - if the eq ever leaves your hands, that !DT flag disappears!!!!

And if you find another way of getting around this, maybe we could just make it all astronomically crazy price for EACH item instead.

123
Suggestions & Ideas / Re: Skill Tree System
« on: March 25, 2009, 03:25:42 am »
What most of you dont realise is, you are totally totally spoilt by the great zones and great scripts that set 4d apart from most muds, and what that did was hide the flaws this code has. Not only is the code a mess, but the combat system is one of the most basic I have ever come across - I can say with confidence that the current combat system is almost as basic as the original diku code.

What we want to achieve is to move the code to at least be worthy of the zones that are in 4d, and have a combat system that is more evolved and fun to play with. The changes made to the combat system will reflect the current zones, so that anything that is implemented will not require any zone modification, except perhaps to add variety to the zones to reflect the code changes.

124
General Discussions / Ranger skill tree
« on: March 16, 2009, 11:13:23 am »
This class skill tree has been completed by Tocharaeh, with slight modifications by me. Please be aware this is draft 1 and is a work in progress. We will release a draft 2 and further class skill trees after feedback.

General Overview
This is a draft and the numbers will need major tinkering.
The first main branch requires only one prac to gain one rank. The second branch requires 3 pracs for each rank. The third branch requires 5 pracs, etc.
There are a maximum of 20 ranks per skill. Each rank will increase that particular skill's effect.
Once rank 20 is reached, a player can quest for mastery of that skill, thereby attaining rank 21 for that skill and gaining a special bonus on that rank.
(R) Means Ranger favored skill/spell


Melee    --> bash
                --> kick
            --> slashing profiency    --> sword specialisation    --> Bladedance
      --> blunt profiency   --> (R)staff spec             --> Flurry attack
      --> piercing profiency   --> (R)dagger spec       --> lunge attack
                                           --> Expose Armor
      --> advanced melee   --> longarm
                       --> Dual wield
                       --> Berserk

                --> (R)Bows             --> Arrow Craft
                                              --> Strafe
                     --> Sniper
Nature      --> ranger craft
                    (make ranger staff/bow)
      --> nature creation     --> Entangle
      --> call of the wild   --> Greater CoW                 --> Beast Form
      --> Pass Without Trace  --> Camoflague                  --> Forest Walk

      
def man    --> evasion      --> dodge
      --> parry      --> disarm

mounted   --> Riding           --> Advanced Riding
                                        --> Horseback Archery

DESCRIPTION
Melee
With familiarity through use and training, a ranger has a greater chance of striking their opponents with this skill. With every two ranks, their innate

hitroll increases by 1. Mastery of this skill gains an additional hitroll of +5. NOTE: This replaces the current thac0 system.

Bash
A successful bash will send the victim sprawling, making him unable to fight back until he stands up. If it fails, the ranger will be the one sprawled to the ground. Increasing ranks will improve the chance of a successful bash, and with every five ranks, the ranger is able to bash a larger victim. Mastery of bash will give the ranger a chance to remain upright if the bash fails.

Kick
Improving ranks with kick will improve the chances of a successful kick. Also, for every five ranks, the damage multiplier increases.

Slashing/Piercing/Blunt Profiencies
When using a class of weapons (for eg, slashing - longsword, shortsword), the ranger's training helps improve their innate hitroll by 1 for every rank. This bonus is in addition to the melee bonus the ranger may have.

Weapon Specialisation (Sword, staff, etc)
The ultimate in weapon mastery, the ranger is so attuned to his weapon that he is able to deal extra damage over and above what his weapon would normally do.

Damage bonus will increase by +3 for every rank gained! In addition, at rank 10, the ranger gain a bonus +1 damage multiplier, and at rank 20, another +1

damage multiplier. Weapon specialisation is very specific to the type of weapon used, and the bonus is in addition to weapon proficiencies and melee bonuses.

A ranger must gain mastery in each weapon specialisation before they are able to train in weapon special attacks.

Weapon Special Attacks (bladedance, flurry, Lung attack, expose)
Only masters in their weapon classes can even attempt these special attacks. Because of their difficulty in delivering these attacks, bonuses from Weapon Specialisation and Proficiencies do not stack up.

Bows
Increasing ranks will increase the innate hitroll of rangers by 1 for every rank when using a bow.

Strafe:
Allows ranger to hit multiple targets in the same room. Will spend arrows very quickly. Loss of accuracy is incurred through rapid fire.

Sniper:
Allows ranger to hit targets up to 3 rooms away. Loss in accuracy is incurred for every room the arrow passes. Mastery level of this skill causes no penalty but instead gains accuracy bonus.


Pass Without Trace/Camo/Hole in
For every rank increase, increased the chance of being able to walk and remain hidden in FOREST/WILDERNESS/TUNDRA/MOUNTAIN?FIELD/DESERT/Nature zones. Camoflague is a surprise attack akin to backstab, and requires perfect stillness. Forest walk is the combined group of the two skills above. With each increase in rank, the success of the skill climbs. If successful, while in ature rooms, ranger can move slinetly (req sense life to spot him/her), and can backstab with increased efficiancy.

Nature Creation:
Create Spring= make water. Forage = Create food. herbal = A skill allowing for the ability to find roots in nature zones (yellow root = heal, green root = vitilize, red root = cure poison (strenth is random), purple root = poison (strength is random). Create rose = make a pretty rose. Create tree = Creates a tree to craft ranger staffs and bows/arrow from. Separate tree types make better/worse bows/staffs/arrows than others.

Defensive Manoeuvres
This skill allows your body to instinctively turn defensively to deflect the full impact of an attack. Each rank increases the rangers natural armor class.

Entangle: Advanced nature ability allowing a ranger to trap his/her opponent.

Call of the Wild (CoW)
With every 5 ranks invested into this skill, ranger has a better chance of calling an animal mob (be it normal animal or exotic) of equal level/tier (max t2) as s/he. Failure will cause animal to attack, and possibly call for help of its own.

Advanced (CoW) Call: advanced form of above, allow for the ability to call T4 animals to assist you.

Beast Form: The master of CoW allows you to truly become an animal yourself. basic choices of an animal to switch to are wolf, bear, mountain can, lion, panther, jaguar, dire wolf, snake, and gorilla.

Ranger Craft:
Ranger craft allows the ranger to create his own weapons. With every +2 ranks invested in R.C., the ability to create better more powerful weapons of his own increases by 1. Ranger staff is a statless staff (same for bows), which can be later enhanced by other classes (mage/gypsy). upon mastery of ranger craft, max dam dice is 11D10, with perfect balance. Rangers gain a bonus when using his own crafted weapons. Bonus to be determined later.

Arrow craft:
Allows rangers to create their own arrows to be placed in a quiver (new eq slot/item). The following arrows can be crafted as skill increases: Fire Arrow

(Like burning hands, but on single target, Ice Arrow (possible freeze effect), (sectional, default is torso) Armor Piercing, (Poison 3) Poison Arrow, Blasting Arrow (acts like fireball).


Bladedance
gain 2 extra attacks in a given turn for set duration. Lower casting time for nature spells.

Flurry Attack
Send a barrage of attacks of lower dmg to lower the defense of the opponent, and confuse them.

Expose Armor
Sectional attack tat will target an area specific (expose arm), and lower targets armor with 10. Duration to be decided later.

125
General Discussions / General discussion regarding skill trees
« on: March 16, 2009, 11:08:35 am »
I will be posting up skill trees for each class in the near future. Each class will have a full complement of skills etc, and debate/discussions should be held in those particular posts. For example, if you believe a certain skill tree should be taken away from a particular class, or added to another class, those discussions should be held in the relevant class posts.

For this stream here, we should be discussing the general framework of skill trees.

A brief outline:-
Each skill tree comprises of a basic skill, which becomes a prerequisite for all skills branching off that skill. Each skill is made of up to 20 ranks, and a final mastery rank can be attained through either mud-related quests, or immortal run quests.
Each skill further along the branch will require more practices to gain a rank. The basic skill will require only 1 practice per rank, whereas, the next branch along will require 3 pracs, and then 5 pracs and 7, etc.

Some classes will have the same skill trees, except with some branches lopped off, and some will have skill trees unique to their class.

Skills can be practiced at the same levels as they currently are, but instead of using percentages, we are now using skill ranks. There will also be a maximum skill rank you can practice to, depending on your level, and of course, when you reach the max level (say, level 50 or level 100?), you can train all the way to rank 20, and mastery of the skill.

These are rough numbers to be proposed and discussed, perhaps you feel the number of pracs required is too much, or too little?


126
Suggestions & Ideas / Re: 4D where is it headed?
« on: March 01, 2009, 09:40:23 am »
Patience Riley, patience. There are alot of things that needs to be tinkered with, and alot of other things that needs to be fixed as how it should be done, before we can propose a proper new model to work with. We are proposing a model that achieves what the original aims of what the classes should have been, and the spells and skills were trying to achieve.

At the end of the day, you could choose the right skill trees and end up with a similar set of skills/spells as existing classes - if thats what you want to do.

127
Suggestions & Ideas / Re: Skill Tree System
« on: February 22, 2009, 04:13:53 am »
Furthermore, I forgot to add, that each special attack has ranks. You need to spend 5 pracs to add one rank to each skill, and the harder skills cannot have higher ranks than the earlier skills.

So in the end, you can either have :-
Vicious Claw (rank 5) -> Frenzied Claw (rank 4) -> Heavenly Strike (rank 2)
OR
Vicious Claw (rank 15) -> frenzied claw (rank1)

Of course, each rank of a particular attack will increase in damage range, speed, and any other special effects, so that an example would be:-
Vicious Claw rank 10 - victim has chance to be stunned
Frenzied Claw rank 5 - victim's face is ripped off, and gets blinded
Heavenly strike rank 5 - victim is bashed and stunned

This is a rough example. There will be multiple effects for particular ranks, so it will be impossible for a character to learn everything and have all ranks maxed out.

128
Suggestions & Ideas / Skill Tree System
« on: February 22, 2009, 03:59:37 am »
I know this isnt original, but this is an example of a skill tree system I am proposing, to make 4D classes very different.


Melee  -->  hand-to-hand --> martial arts (general)  --> monkey stance --> special monkey attacks
                                         martial arts (general)  --> snake stance --> various special snake attacks
                                         martial arts (general)  --> tiger stance  --> etc etc
Melee --> weapon profiencies --> sword specialisation --> special sword attacks
              weapon profiencies --> mace specialisation --> mace special attacks

Further explanation:-
The special attacks could be branches for further specialisations. So for example, monkey stance may have Raving Monkey --> Drunken Monkey --> Rabid Monkey as one branch, and another branch could be Vicious Claw --> Frenzied Claw --> Heavenly Strike. Each martial arts stance has different attack damage, so monkey may be claw attack, snake is pierce, etc.

Each special attack has different effects. Each stance also does different damage, and has different damage multipliers and different speeds.

Weapon specialisations has different effects, but the damage is always going to be based on the weapon used.

So, warriors can decide they like to work with weapons, while others may decide to become a martial artist. Even within each branch, they are very different from each other, depending on which specialty they want to go down.

This is just a simple example that can be applied to casters as well.
         

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