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Topics - Once

Pages: 1 [2]
16
Once's Board / Current November Patch
« on: November 24, 2011, 01:37:16 am »
- New Rsay Messages (Thanks to Kito!). If you're not of the race that's rsaying you see something a little more contextual than "chitters in a language you don't understand".

- Tweaks to Gypsy Casting Formula

- Stamina Test Code

- A couple aesthetic changes

- Maps Fixed

- Ethos lined up on Worth

- Standard Detector costs 100 Tradepoints now. Advanced detectors may come in later if the value seems to be there.

- Grenades fixed.

17
Once's Board / Stamina
« on: November 22, 2011, 08:00:25 pm »
Can you guys log onto my test port ( pievolution.org 6010 ) and start playing around with skills and spells and looking at the proposed stamina costs.

We're assuming a base of 100 stamina with a regen rate of between 2 and 10 stamina per second. Every skill and spell in the game has been associated with a stamina value. The idea is stamina will have a bigger role in overall activities (and will also affect which skills mobs can use as well).

18
Once's Board / Gypsy
« on: November 21, 2011, 09:36:17 pm »
Tweaked Gypsy spell damage modifiers a little.


--- Did anyone know that you can double the timer on a tinker if the item is blessed, humming, or glowing? Double for each of those affects. Also Dex plays a big part in the value of a tinker if your dex is over 17 (but plays no value beyond that).


19
Once's Board / I'm back.
« on: October 14, 2011, 11:15:39 am »
And it's time to kick some ass. Let's get shit rolling people. 8 remorts. Interesting skill trees. What else can we do that'd make the game awesome?

20
Suggestions & Ideas / "Affectables"
« on: September 19, 2011, 02:33:48 am »
Hey guys,

Here's a post from my old mud's design forum that I just happened to stumble upon that I thought might be valuable here. I've pasted it in it's entirety below even though it's a little out of context out of the hope that some of you may find it useful in thinking about how skills can be shaped/designed. The idea here is that a skill, spell, or affect does not just need to be purely about causing damage or reducing damage. There's a lot of areas that we can affect a player/mob in that will lead to increased tactics and more interesting gameplay.

As a way of trying to foster some ideas, why don't you guys post one or two skill or spell ideas in this thread that do something other than (or in addition to) increasing or decreasing damage? Winner after a week gets a silver token from me in game.

----START OF POST----

Those of you that've heard my combat rants in the past may recall a particular one about "vectors of affect". This thread covers that initial concept as well as delving into a few possibilities for such a system. What I'm looking for in this thread is ideas on different affectables, as well as constructive criticism on ones that are suggested. I'd like to get as many ideas out first before we criticize though, that way we have a bigger well to draw from when we go to implement.
 
Affectables are pretty well what the name implies, things that may be affected in some way. These can be as basic as stats such as hitroll, damroll, strength, int, mana, etc. They can also be a bit more abstract such as range, movement speed, or even stationary descriptions.
 
Blind is a good example of an interesting affectable. Blind mostly affects stationary descriptions and interaction with objects. You can tell when someone does something often from the "Someone" message while blind or while they're invis, but you can't interact with it too easily (besides area attacks). This can be used in interesting ways and is really an intriguing affectable. But just blind on its own does not make a combat system.
 
What other affectables can you come up with? What other new things could we allow players/mobs to manipulate, or add onto weapon skills, magic, etc? These can be for both mobs and players. Here's a few of my own ideas:
 
 
Range
Movement Speed
Success in Movement
Ability to Wear/Remove
Ability to Target
Ability to Flee
Clearing of Foe's Command Queue (lagged commands)
Randomizing Foe's Command Queue (this could be interesting)
Ability to Modify Foe's Position (Sitting, Sleeping, etc)
Modifying Encumberance
Modifying Casting Percent
Modifying Casting Ability
Damage Over Time
Damage based on Actions (Hamstring someone and kicks could cause bonus damage to them too)
Limb Removal (removes use of a weapon or skill)
Skill Removal or Disincentives (think wounds opening from skill usage)
Complete Combat Halt (Currently Stunning)
Randomized Round Halts (Pixie Lights)
Occasional Casting Failure (Daze)
Randomizing Foe's Target
Affect Opponent's Scan distance
Affect Opponent's judgement of your HP%
Add a command to your Foe's Command Queue
Affect the amount of N/PC's your Foe can see. (Capped at 2, everything else would seem invisible, but he wouldn't even know)
Ability to see entrances/exits into a room
Ability to see the direction of a flee
Ability to fake the direction of a flee purposefully or randomly
Ability to fake HP%
Ability to affect usage of combat commands
Ability to affect usage of non-combat commands
Ability to send fake echos to Foe.
Ability to hit foe with fake attacks that send a fake prompt representing attacks
Ability to change foe's room
Ability to change the directions a foe walks
Ability to restrict Foe's movement.
Ability to restrict foe's ability to attack
Ability to restrict Foe's ability to command, or use communication such as grouptell, order, tell, say, etc.
Ability to disguise your long desc (message in room).
Ability to modify your foe's long desc. (Gadwin is here turns into the wandering thief's desc)
Ability to affect your foe's item usage.
Ability to affect your foe's usage of containers. (hmm, I like this one)

New affectable ideas:

Ability to disable an item's stats temporarily. (killing the damroll/ac of your gear)
Ability to make heals cause damage
Ability to make vitalize affect hp
Ability to modify mana/stamina.
Ability to turn followers on their master.
Ability to create "Displacements" or "Mirror Images" which take a certain number of hits before they fully disappear.
Ability to create a shield which takes a certain amount of damage before it disappears.
Ability to reverse regen (turn the positive negative)
Ability to deal fixed damage for each hit received (penalizing low damage speed).


21
Once's Board / What should be done about GM?
« on: September 17, 2011, 10:01:30 pm »
Here are some of my thoughts. Post your own and vote. Ideas we deem as good will be added as additional poll options. Note: You can change your vote, and you have two votes as I'm guessing there's a lot of fencesitting here. Please vote on what you feel will best make the game engaging and give long term replay value/long term content.


Thanks,
Once

22
Once's Board / Player Created Restrings
« on: September 14, 2011, 10:00:39 pm »
This is specific to the conversation happening in the "Immortals" thread in Suggestions. Players (and imms) please make your votes. Please note that even if we get a majority of ayes, if there are strong arguments against it that hold water with the staff we may still opt not to implement this but I thought it was worth taking a vote.


-Once

23
Once's Board / 09/13/2011
« on: September 13, 2011, 03:06:38 pm »
Teleport fix is done. It looks like noteleport hasn't worked properly for a while now.

I'm currently told there's a problem with mining though. Can someone (Jaros or Xeriuth I'm looking at you) please shed some light here?

24
Once's Board / This Board
« on: September 11, 2011, 07:07:34 pm »
This board is meant to be an area for player discussions about new code changes, an "as they happen" update of work in progress, and an area to report on playtesting results. Please save Ideas for the Suggestions and Ideas area, but if you have feedback about a new change, or think there's something we've missed in our design of the systems please call them out. Note: We may reserve judgement on your feedback until after you've played with the system a little bit more as seeing is believing, but everything here will be read and considered.

25
Once's Board / 09/11/2011 Updates
« on: September 11, 2011, 07:04:32 pm »
Champions don't get teleport protection.
Champions corpses are unlootable (to reduce abuse of easier champion attacks).
Start of PK Leaderboard system.

26
Once's Board / Latest Patch 09/10/2011
« on: September 11, 2011, 03:21:51 am »
Hey guys,

I know I also posted this in the Code Changes forum, but it looks like you guys can't actually reply there. I'd like to try a bit more open feedback mechanism so please vote and reply with your thoughts below. The only rules are to keep it constructive. Feel free to call out flaws in the system as much as you want, but let's not have holy wars over features in these please.

Please also only vote after you try the system. You can change your vote if you end up changing your mind after getting used to it. Your feedback here will help shape future code decisions. That said, update below:


Artifact Detectors (help detector for more information)
Tweaks to Newbie Life (they start with 3 heals and aren't affected by encumberance until 1st remort)
Typo fix on DevineKnight (DivineKnight)
Added Spell Damage after cast (player request)
Fixed a bug with spell damage and battleprompt
Basic code clean up to Ethos
New "Champion" code to replace BBV (help champion for more information)



27
Code Change Announcements / Code Change 09/10/2011
« on: September 11, 2011, 03:12:12 am »
Artifact Detectors (help detector for more information)
Tweaks to Newbie Life (they start with 3 heals and aren't affected by encumberance until 1st remort)
Typo fix on DevineKnight (DivineKnight)
Added Spell Damage after cast (player request)
Fixed a bug with spell damage and battleprompt
Basic code clean up to Ethos
New "Champion" code to replace BBV (help champion for more information)



All as of next copyover.

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