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Topics - Virisin

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1
General Discussions / Once
« on: May 26, 2012, 06:49:49 pm »
Who'da thought, he isn't actually a douchebag.  :P

2
Suggestions & Ideas / Skyrim
« on: December 12, 2011, 04:59:21 am »
4d should try to steal some of Skyrim's better worked features:

Weapon proficiencies,
Trainers,
Skill trees.

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Bear with me here, this might be quite long and I'm not entirely sure how coherent it will be yet. I am going to try to outline what I think 4dimensions should be heading towards, that should not require huge change like we sometimes talk about, but that could basically be done with three fairly significant alterations to three of our existing features and one new feature. People need to remember here, and really think about this the whole way through: none of these changes will make things harder for you. If anything, the goal is to make things easier but more enjoyable, and it would all require reasonable testing to make sure it worked well, otherwise it wouldn't be implemented. You should keep an open mind while reading and decide if you think the idea's would actually make things a little more interesting for you.

Now, the four features I would like to see change are GM, the movement/mana system and the skills/spells system, and a new weapon/elemental proficiencies system.

First of all, if the GM flag was removed so that you didn't ever get to keep all tier 2 skills/spells in the game, and instead kept your last 8 remorts tier 1-4 skills/spells. This would open new dynamics for different styles of play, Thief/Warrior, Hunter/Priest, Gypsy/Esper - this is actually how it was on the old code, except you kept your last 4 remorts, except without tiers that meant 4 classes. This would probably actually make players stronger, because they would now be able to keep 2 tier 4's at a time if they liked. However, if they thought 1 tier 4 class was enough, they could go Thief tier 4, Warrior tier 2, Hunter tier 2, and now they would be a mixture of 3 classes, but still with one solid tier 4 behind them.

Secondly, if the movement/mana system was altered to be more similar to a type of 'action points' system that most big games use. We already use stamina instead of movement for a lot of things, and it's actually a much better stat. It discourages spamming because it effectively 'heats up' very fast, but it also 'cools down' very fast too. It is kind of like action points, limiting the amount of things you can do in x amount of time. This is different to movement which is just a large total, which only limits the total amount of things you can do over a very large time, but is essentially so out of scale it is a pool by which to sip through straws on.

Also, all movement really does in 4d is stop newbies from being able to explore and run around. Their 'pool' of movement is only a puddle, and it runs out fast and takes a long time to restore. Unlike stamina which is fairly similar for every player, only newbies are affected by this small 'pool'. Now, imagine if we had a similar, stamina version of mana, and lost mana too. Now we would have two sets of 'action points' that were basically 'Stamina' and 'Mana', we would have discouraged spamming both skills and spells by making them both very 'heat sensitive' features basically.

If someone wants to cast a spell in battle, they have to realize it might eat up a significant amount of their Mana, and they need to choose which spells to cast, and choose them wisely. On top of that, if you could determine roughly how much Stamina or Mana to use, ie, by charging your spell, or putting effort into your kick, you could actually potentially do more or less damage with a selected skill in battle. All this would be balanced so even if you only used 2 skills in a fight, you would still kill a mob at the same speed (hopefully even faster) in this system as you would currently. This would hopefully mean that instead of typing behead;behead;behead;behead;behead;behead 15 times in one fight, you only need to behead a mob once, or heart squeeze a mob once, or demonshreak a mob once, or encircle a mob once, (and so you should) and the fight would be largely over. Your stamina or mana would restore quickly, maybe 10 seconds of not using any skills or spells or speedwalking.

The third change would be to the skills system, to try and make some basic skill-trees. e.g. every class actually has a 'style' and roughly two tree's of skills inside it. If you only had enough practice sessions to learn one of the trees inside a class, or half of both trees, then you could really add even more variety to the classes, as well as beefing up each individual tree, because if you can only learn 'behead' but can't learn 'brace' then you can make behead do much more damage and brace block much more damage. This would work very well with the 'remember 8 remorts' thing spoken about above. If you want to do Thief twice, and remember 8 remorts of Thief, you would be able to learn BOTH of the skill trees every class has. And be a truely specialized class.

I will now give a brief idea of how the skill trees might look:

Imagine that the core skills of each class are as follows,

Mage: heart squeeze, inferno, meteor shower (offensive individual, offensive area)
Hunter: behead, bladedance
Thief: backstab, focus, blackjack
Gypsy: slit, phase, sleep
Ranger: encircle, dodge, hamstring
Esper: phase, slowness, corrupt armor (evasive, debuffs)
Warrior: brace, parry
Priest: sanctuary, bless, armor, heal (buffs, heals)

You can almost see they range from very OFFENSIVE at the top to very DEFENSIVE at the bottom.

Mage being either an offensive towards an individual type class, by using a key spell like heart squeeze, or being an offensive towards an area type class, by using inferno and meteor shower.

Hunters can only behead once per fight, but bladedance makes that behead seriously strong. That shit will kill most of the time.

Thieves get backstab a massive opener, and focus to increase the power of backstab, as well as blackjack which can make backstab a one-hit-kill.

Slit would deal ongoing damage, phase would let you avoid more hits and increase the frequency of yours. Sleep puts them under, even in battle so a Gypsy could slit and sleep as a potential to do some damage - though it wouldn't be the fastest.

Encircle for Rangers would be like a less powerful backstab, used in battle. Dodge would make Rangers super hard to hit, and hamstring would cripple the opponent.

Warriors would get brace, maybe reducing up to 60% of the incoming damage, as well as parry, blocking a huge amount of blows.

Priests would get lots of buff type spells, like sanctuary, bless and armor, to make them absorb heavy damage feeling almost nothing. They could also learn heals, letting them heal up during fights.

All other skills would just be prereqs to these main skills, or a lot of them in a pool that all classes can learn, like mount, riding, firearms, etc. I imagine cleave would be a pre-requisite for behead, that warriors could learn too. Sneak would be something many classes could learn, but it would be especially good for increasing the damage of backstab.

Fourthly, and finally: weapon and elemental proficiencies, separate to the skill trees are these proficiencies in every type of weapon: shortsword, axe, warhammer, etc, as well as all of our elemental types, fire, water, air, etc. These are not things you need to worry about learning with practice sessions, these are things you get better at through use. They are zero-sum equations, eg, any gains in one thing result in losses in other things. If you spend all your time using fire, you will not be able to get very good at air, or water. Similarly, if you use longswords most, your other weapon masteries will face depletion. These would all be on scales of 1-100.

This is all I can think of for now.. Have a read, have a think, have a post.


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General Discussions / 4dimensions
« on: September 26, 2010, 03:52:21 pm »
I was thinking about 4d last night in bed, and I came up with what I think is a pretty cool idea. I don't think it'll ever be implemented but I wanted to discuss it anyway just to see what people thought. It's a unique idea as far as I know, but I think would suit the needs of 4d amazingly.

Basically, 'zone-levels'. I think it would be cool if characters on 4d didn't have normal levels at all, they had 'zone-levels' which could be different for every zone. 'Zone-levels' would represent how much of a zone someone had completed, with level 100 being absolutely everything there is to accomplish in a zone, accomplished. This would mean players could have quite vastly different strengths depending on where they are in the world, and would likely have some kind of cloud around the dimension start points where they are highest level, with their levels decreasing the further and further they got from the dimension start points as zones get further away and harder to complete.

There are a few reasons why I think this is a good idea:

Firstly, it really puts a real emphasis on the zones of 4d, which really are the backbone of 4d's awesomeness.

Secondly, it would allow new players to compete with old players quite quickly, but not in an unfair way: a new player just finished mud school, hopefully getting up over level 70 by doing most of what there was to do, starts exploring Olde Yorke. There arn't that many things to do in Olde Yorke, so getting to a high level wouldn't be so hard. New players could quickly gain levels and be at least relatively strong in Olde Yorke. They would certainly be no challenge to an older, experienced player out in the nether regions of 4d, but right there in Olde Yorke they at least stand a chance, similar in levels and only hindered by equipment. New players would be able to very quickly start competing with older players.

This could also potentially open more features for zones themselves, I havn't fully thought this through, but getting to level 100 in a zone could allow for creatures to jump to your aid in battle, or the other way around...

I will post more as I remember other things I thought of last night.

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General Discussions / 4Dimensions
« on: April 15, 2010, 07:02:32 pm »
Alright, I have internet at my flat finally, I should have enough time to at least be on briefly on a daily basis, hopefully with idling time for most of the day.

What's the story? How are the code changes coming? Someone send me some notes so I can catch up and help get things finished.

4d needs to come alive again.

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General Discussions / Hi
« on: March 09, 2010, 12:59:01 am »
I am quite close to getting internet sorted out now that things have settled down.. See you guys soon.

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Suggestions & Ideas / Maxloads & Timers
« on: December 03, 2009, 09:11:09 pm »
There's bound to be a topic on this somewhere already but I can't find it, oh well.

I'm fairly sure we reached a consensus that maxloads can be done away with altogether (correct me if I'm wrong) which is fantastic. Because of this, I think we can do away with the majority of timers (which were only put in because of crappy maxloads in the first place) now too. Tinkers and staves should keep their timers because they're strong items that are easy to acquire and don't take any real time or effort. Artifacts, mining EQ and any other item in the game with a timer though should have it removed. And timers should only run whilst online, not both online and offline (which was a little implementation that was never fully finished anyway and should be fixed even nothing else is)

Putting timers and maxloads and things on items that actually require people to spend time and effort on in the game in order to get in the first place is the biggest discouragement ever. I just want to make sure maxloads are being removed, and hoping that timers on everything except for tinkers and staves will be removed too.

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Suggestions & Ideas / Skills & Spells Suggestions
« on: November 29, 2009, 07:11:41 pm »
With the skill tree additions there are going to be quite a few skills and spells added or changed/removed. I'll give you all some examples and then you can post what spells you've always wanted. :-*

'Wall of force' will create a wall of magic blocking a room exit. Another mage with a higher rank dispel magic than the original mages rank in wall of force will be able to remove it.

'Pass wall' will allow someone to move through certain walls/doors without opening or otherwise being able to beforehand.

'Melt metal' will burn armour type equipment until it is so hot it needs to be removed. It will be like a disarm except for armour type equipment rather than weapons. Armour will end up in player inventory.

'Disarm' will knock weapons to the ground rather than into inventories.

'Clone' will be changed so that if you are high enough rank in 'clone' you will be able to control the clone like a remote control car.

'Darkness' spell will darken a room and no light source will penetrate it.

'Light' will dispel it, so will a high enough rank of 'dispel magic'. 'Light' will also blind people with infravision.

'Floating disc' will create a flat disc that follows players around and allows them to put objects on it.

'Create water' at a high enough rank will cause a whole room to flood washing people into adjacent rooms or bashing them to the ground. As well as extinguishing any fires in that room.

'Fireball' of a high enough rank will have a chance of burning outside rooms and creating forest fires, etc. Once a room is burning there is a chance adjoining rooms will catch alight. A room on fire might cause damage to mobs or players in it. It could also turn the room description red.

'Wall of thorns' will be like 'wall of force' only instead of blocking an exit, it will hurt anyone that uses the exit.

There will be various types of traps for thieves created, entry or exit traps, timered traps, trigger traps.
etc. Think trip wires and stuff. Traps could target single or multiple players/mobs, they could be explosion type traps to damage or holding type traps to snare, etc.

Now it's your turn. Think up some skills or spells you'd like added.

9
Suggestions & Ideas / Equipment and Stats
« on: November 16, 2009, 03:49:28 pm »
With the addition of skill-trees we have a few options about what to do with stats and equipment, it's time to discuss those options and see which you guys prefer. Keep in mind that with the skill tree changes combat and player ability will be much more transparent than the current ambiguous system where you never really know how much things are affecting you, or why a certain change in your damage just happened. For instance, speed will move from being a player attribute to a player skill, trainable through skill trees.

Remember that with skill trees we will have skill ranks out of 20 as well as a skill mastery rank of 21. With limited practices it will be impossible to ever know every skill or spell, or even a majority. People will be able to choose whether they want to specialize right into one little niche character, with which they might manage to train 4 or 5 skills up to mastery, maximum. Or they might choose to be a little more generalized and have no skills at rank 20 but a few more at rank 15.

Now, on to the discussion.

Option 1: Leave things as they are now - damroll, hitroll, strength, intelligence, wisdom, constitution, dexterity, charisma are all player stats that we raise through equipment.

Option 2: Option 1 + 'skill rank' introduced as a stat available on some equipment. A weapon might have say, backstab +5 which would directly influence their backstabbing multiplier and maybe turn a 2k backstab into a 3k backstab.

Option 3: Option 1 except damroll is essentially swapped with skill rank.

Now, I'll say straight off the bat, Option 1 is obviously the easiest to implement, Option 3 is probably second easiest to implement and Option 2 would probably be the hardest. Option 2 or 3 will require builder work.

If this change were to go through with Option 2 or 3, it would allow for a lot more diversity in equipment, as well as removing the idea that there is a 'best set of equipment'. There would ideally be many times that a character would have to think hard about which of two items they wanted to use, and the decision would be different depending on what build a character was going for.

I think examples are the best way to explain this so:

Imagine you are a ranger and want to specialize more in firearms, but you still have a skill rank of 10 in backstab trained up. Your damage multi with backstab will currently give you about 2k damage per backstab, however if you were to add +5 backstab with some item, you might be able to deal 3k damage per backstab. Increasing skill ranks will be quite powerful, and so allowing skill ranks to be altered through equipment will require some sacrifice in order to force players to make choices. An item with +5 backstab might have to be 8d9 whereas a piercing weapon without +5 backstab might be 11d10. This means the ranger has to decide whether they should use an 11d10 piercing weapon or an 8d9 piercing weapon with +5 backstab, whereas a thief will always max out their backstab so they won't go for the +5 backstab, they'll go for the 11d10. However for the thief they might have to choose between an item that has +damroll or an item that has +speed boost.

Let's hear what you guys think about this.

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Suggestions & Ideas / Gladiators
« on: November 14, 2009, 09:15:55 pm »
Gladiators should not receive notes or anything, and should not be able to join a clan. Cept maybe a clan called Gladiator. Needs some codage I think.

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Suggestions & Ideas / Immortals
« on: November 12, 2009, 09:53:42 pm »
I think the guidelines around immortals and who can get immortals needs to be changed. Currently it is far too easy to get an immortal (build one zone) and not only do players with imms almost never play as their morts, we have a ridiculous amount of retarded immortals these days that simply should not have the power they do.

Imms doing moronic things is not a new thing, and seems to be almost accepted in 4d for some reason. I swear imms doing stupid things or abusing their powers has lost 4d a hell of a lot of players in the past.

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Suggestions & Ideas / Alignment
« on: November 12, 2009, 02:48:23 pm »
Alignment sucks currently, I just had a thought that maybe it could be made more similar to Fable etc.

Rather than mobs changing alignment, quests do. So right from the get-go you can try head towards being evil or being good or just being neutral, and if people are always wanting different sets of equip, I think alignment would be one of the better ways to allow that because if you were only doing the 'good' quests in the first place you wouldn't have to worry about getting a reward and not being able to wear it.

There are some issues with this though, in that it could mean that players only get to experience half the quests in the game, which is a pretty big issue, so I think it'd work better if quests all had dual paths, good or bad, however that's a shitload of work for the builders so I'm not entirely sure..

Just wondering what other people think of the idea and if they can come up with some actually feasible solutions.

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Suggestions & Ideas / Perzing EQ
« on: November 10, 2009, 03:38:13 pm »
Currently there are certain items that cannot be perzed, some hard older quest items, artifacts, Orcrist, mining gear, etc. I can see the reasons for artifacts, mining gear and even Orcrist, but just quest items seems silly especially now that none of the new zones items are !perz so it's just a couple of random old quest items that half the time arn't even the best for that body position anymore.

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Suggestions & Ideas / Award Points
« on: November 10, 2009, 04:33:04 am »
I dislike award points and they're generally handed out because an imm or hero or something is friends with a player and is bored. I think they should be removed because everyone seems to have pretitle now anyway.

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Suggestions & Ideas / Clans
« on: November 10, 2009, 03:46:57 am »
Clans have needed upgrading for a long time and it's finally going to be done soon(ish). I want to try and detail roughly what is currently intended to be changed, so everyone else can add input on stuff as well as coming up with suggestions on ideas that need to be fully hashed out.

Changes:
  • Clans are being opened to the mud, any player will now be able to enter any clan
  • Clan boards will become unreadable to any player not in that clan, however non-clan members will still be able to graffiti other clan boards
  • Clans will essentially become arena's, however players in their own clan will not leave corpses exactly like in a normal arena, whereas players not in their own clan will leave corpses - this creates a risk in 'raiding' clans
  • Clans will have banners or flags added to their headquarters which will be available to be stolen and then displayed in the headquarters of the clan who stole them.
  • Deeds will be added to the mud. Every zone in the mud will have a deed, much like a zoneflag only the deed will load randomly on a mob in the zone every single repop unless it is already loaded in the zone, in which case it will remain loaded, any player can find the deed in the corpse of the mob or steal it or whatever, and 'claim' it for their own clan by putting it in some deed box which will be located somewhere in all clanhalls. Clan info <clan> will then show all the zones that are claimed by that clan, and I think there should be some command to list all zones and whether they are currently claimed or not, and if so, which clan has claimed them. As soon as the zone repops and a new deed loads, any player can again find the deed and then 'claim' the zone for their own clan, in which case their clan would then 'own' the zone. This would mean that a percentage of all shop transactions inside the zone would be sent to the clan)
  • Clan treasuries will now earn interest, something small but reasonable
  • Clan treasuries will be able to be stolen, not all at once, a certain amount per day - something along the lines of 100 million gold coins per day perhaps, however gold needs to be balanced properly so this is highly likely to change and it could go either way
  • Clans will be able to purchase upgrades at set costs

Clan upgrades have not been discussed in depth at all, and this is what I'd like a lot of suggestions on, however these are the ideas I have and other people have mentioned over the last few days:
  • Clans can purchase mob 'guards' to defend the entrance of their clanhall, the treasury, and possibly any other important rooms. Probably just clans can purchase guards for any room in their clanhall, or even wandering guards perhaps for a higher cost, with a maximum amount of guards that can be bought in total
  • Clans can purchase something which increases the rate at which their treasury earns interest

Let's hear your ideas.

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