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Azmodon
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« on: August 31, 2006, 02:44:50 PM » |
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Ok. These are for after the complete revamping of stats/characters/races/etc. that has been talked about for a long time, because it seems the Quest staff refuses to update anything serious until after that, and I wouldn't mind seeing it happen.
This is either the first or second post I was suggesting in Jon's post. I don't remember. Oh well.
First off, trash rare names and come up with a new system for naming. Mars, the god of war, his sword is weaker than Thor's hammer. They're both gods, ergo at least similar in powers, so why is Mars' weapon significantly weaker than Thor's? But that's another post.
Secondly, have a way to mod the weapons outside of their original stats. Why is everything the same? But that's another post.
Go make those posts.
Lastly, do not assume that any of your stats apply to these suggestions, these are merely ideas to be melded into the new combat system that Shiris keeps talking about.
Onward then.
Add base stats to weapon types. This is important. Examples: Daggers attack faster, but have lower damage. If you go first in combat, they have a slight increase in critical rates. Bows attack at normal rates, hit harder, but hit less often. Using ranged attack should have bonusi, as well. Axes attack slower, hit harder, and crit a lot less often, but all crits are 2x or increased. etc. etc.
Add mods to weapon types. This is also important. All of the old mods, and some new but some mods lean towards their weapon type, and are more or less randomized with certain probabilities for each. Axes maybe have a 90% chance for a strength stat mod, 20% chance for dexterity stat, same for defensive, 50% for a HP/Constitution like stat, 5% for an MP/Intelligence like stat. The power of the stat mods is randomized based on the level of the item, the type of item, and the luck stat (if any) of the character. (Hint hint Halflings.) Axe's bonus to strength or damage would be increased somewhat after the random number was generated, because hell...it's an axe. Daggers would have a dex increase, etc. etc.
Add more weapons of the same level. This is important. I'm getting there, hold on. There's a lot of slash weapons, but only one hammer or anything else, usually. Make weapon skills based off of the item type, and not slash/etc. Ergo axe users don't get stuck with a sword some times. Make sense, aye?
Add abilities or side effects to weapons. This is the last suggestion, and what the varied weapon types, mods, etc, is all for. Let's first randomly generate an item... And done. I got a dagger. Woo. Let's say it dropped off of a level seven monster. For level seven monsters, lets say the names possible are Blood Lotus and Ebony Shank. 50% chance I get...Blood Lotus. Assuming level seven rares had a base attack power of...400, (It's a random number, don't get scared now.) take off 10% because it's a dagger, and add 5% speed, and the critical increase on first strikes. So we have a dagger named The Blood Lotus with 360 attack power, 105% attack speed, and increase critical rate on first strikes. Assuming Dagger mods roll at 80% Dex, 70% Power, 45% MP/Mind, 5% HP/Body, and 33% supar side effect. Let's roll. Dex flags, Power flags, MP/Mind does not flag, HP/Body does not, and Side effect flags. Let's say the base range for a mod is ((2Level^2)/1.5) + or - 15%. Rolling this for Dex earns a dex mod of...122. Power mod of 120. And the side effect is based on the name of the item. The Blood Lotus, found only in Rothar, has the unique ability of randomly leaching a small portion of the damage dealt and using that to heal the user. The final item is: The Blood Lotus Power 340 (+120) 460 Speed 105% Dagger properties Dex +122 Leaches x% of damage dealt on a random chance of x% Where x = a percentile number based off of character level, affecting stat (in this case, DEX), and monster HP (Since monster levels are meaningless after you hit 8.)
Not everyone has one like that.
Anyways. Now when you get to supers, and here's the point of the post, maybe a Velgrad super has a really nice side effect you like, and the Noslin super has one you don't like. Where are you hunting then?
And if you guys don't want to program all that, tell me the language/style, and I'll buy a VB book and do it my self or something. Setting up an RNG more complex than x = INT(RND * 109999) + 1 won't kill me.
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Azmodon
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« Reply #1 on: August 31, 2006, 10:54:50 PM » |
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I was pulling numbers out of my ass, and implied so many times in the post, ergo these spots are highlighted in bold so you can take notes. Please read next time. Don't take any of the numerical values for granted. I was just posted the concept with randomized examples. The concept is important. Not the numbers. Lastly, do not assume that any of your stats apply to these suggestions, these are merely ideas to be melded into the new combat system that Shiris keeps talking about.
Let's first randomly generate an item... And done. I got a dagger. Woo. Let's say it dropped off of a level seven monster. For level seven monsters, lets say the names possible are Blood Lotus and Ebony Shank. 50% chance I get...Blood Lotus. Assuming level seven rares had a base attack power of...400, (It's a random number, don't get scared now.) take off 10% because it's a dagger, and add 5% speed, and the critical increase on first strikes. So we have a dagger named The Blood Lotus with 360 attack power, 105% attack speed, and increase critical rate on first strikes. Assuming Dagger mods roll at 80% Dex, 70% Power, 45% MP/Mind, 5% HP/Body, and 33% supar side effect. Let's roll. Dex flags, Power flags, MP/Mind does not flag, HP/Body does not, and Side effect flags. Let's say the base range for a mod is ((2Level^2)/1.5) + or - 15%. Rolling this for Dex earns a dex mod of...122.
EDIT - I'm adding this from the other suggestion, to avoid repeat questions or things I've already covered in that post. Anyways. Yes. I'm being mean. I'm also sick of "But I wants'z Quest stay da same, it so simple n' fun!" Quest being as it is, and as it has been for years, has caused the loss of numerous veteran players. I have nothing against the intelligent new players, and will concede that there are mentally inept veterans, but two things stand by what I'm saying here: 1. A more interesting and diverse game will attract more players. More players = better, more diverse community. That arguement is out of the way. 2. A more interesting and diverse game that continually changes and stays interesting will hold those diagnosed with ADD for at least five minutes longer than the game lacking said qualities. That arguement is out of the way.
I'm not trying to make quest like any other game, I'm trying to make the original game, Quest, more interesting and enjoyable to play, I wouldn't be ganking stats or formulas from anywhere. Sure, I may have gotten the concept subconsciously from another game, but it wasn't intentional. So that arguement is out of the way too. Don't try it.
Any other complaints?
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« Last Edit: August 31, 2006, 11:06:41 PM by Azmodon »
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Dlorak
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« Reply #2 on: May 14, 2008, 12:03:41 PM » |
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the first post in this thread is one of my favorites.
Any productive comments/thoughts on it?
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Azmodon
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« Reply #3 on: May 15, 2008, 11:30:59 AM » |
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Lastly, do not assume that any of your stats apply to these suggestions, these are merely ideas to be melded into the new combat system that Shiris keeps talking about. This is kind of the key point here. I'm talking to Jon now, and can't seem to emphasize this enough. This post was made along with another about new lands or some other such thing and quests, and were intended entirely to be made only if the entire Quest system was being rewritten like I had heard.I won't support a band-aid fix or give any more advice with that basic premise being understood. -.-
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Jericho
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« Reply #4 on: May 17, 2008, 05:34:15 PM » |
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Sounds very good actually, just like diablo, and other games of that "randomly generated items" theme. Makes for MANY different items, with fewer actual items
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[2:14:36 AM] <Jericho> That's why I love Quest Cause it like grows with the people as they are leveling up getting stronger, it's growing and getting harder. its an awesome never ending fight... [2:15:15 AM] <Jericho> I love it
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Dlorak
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« Reply #5 on: May 21, 2008, 12:51:52 PM » |
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cool, i didnt know you still read the forums, az!
Changes are on the way. Many are Shiris's ideas. I can't read your mind as to what you feel the most important prerequisites are, but i expect they are present. Shoot.
yeah jericho, I see the huge similarity now that you mention it... It is a really awsome idea tho and we can do a ton of things with it unique to quest... and since we ahve different systems from diablo even a straight rip off of diablo-style implementations behave differently in Quest.
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Azmodon
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« Reply #6 on: May 26, 2008, 05:17:16 PM » |
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To be fair, I was playing Diablo back then. My suggestions tend to reflect whatever MMO/game I happened to be playing at the time. Right now you'd get a mix of RO and L2's better parts, along with my own speculation on what could have been done better in the two and on Quest. And on that note, I don't regularly check these, it's more of a "on a whim" type deal every few months prior to this little thing. One of my biggest premises towards making this and a few other things happen was that I'd be writing up an actual story with quest potential for new lands, suggested in this post, and that the basic structure of characters as we know it would be reworked entirely. This is something I touched on whenever I was talking to Jon but I'm not entirely sure it stuck. I told him instead of trying to fix things on the economy end, your main interest should be on rebuilding things from the character end. It's completely obvious that at this point that having thousands of levels and thousands of skill levels winds up in horrendous decay-ridden balance issues with formulas. My point was that if you start at the character level and rewrite the game with the feel you're wanting instead of just band-aid fixing stuff like the economy and the defense formula, you'll wind up with a much simpler, more enjoyable, and more easily expanded game in the end. Which is to say, though, that you don't exactly have to re-do the entire game, but the result would be better if you did, and I'd be more interested in helping. If it's done as a band-aid fix I wouldn't have any part in it anyway. Though, as it stands now, I'm already tied up elsewhere, so advice and talking is all I can give or do.
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« Last Edit: May 26, 2008, 05:19:55 PM by Azmodon »
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Jericho
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« Reply #7 on: May 26, 2008, 05:22:44 PM » |
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Well I'll start this off saying...
Ripping an idea off is not "bad" its just saying that the game had a great idea.
Diablo's weapon system is by far the best i've come across, it allows for so much, and could benefit the game incedibly!
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[2:14:36 AM] <Jericho> That's why I love Quest Cause it like grows with the people as they are leveling up getting stronger, it's growing and getting harder. its an awesome never ending fight... [2:15:15 AM] <Jericho> I love it
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Azmodon
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« Reply #8 on: May 26, 2008, 07:49:57 PM » |
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Naw, it's not as a whole a bad thing, as long as you don't eek over into plagiarism.
I mean, go back and read a couple of the other suggestions I've started and there's a huge D&D vibe. Guess what I was doing around that point in my life. >.>
Just saying that if I re-did the post now there'd be a bit more detail, slotted items (Ragnarok Online), and over upgraded items (Lineage II), more detail on the weapon stats (Lineage II), and probably several other posts on other portions of the game that are...lacking.
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Jon_Deciple
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I AM NOOB, HEAR ME ROAR.
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« Reply #9 on: May 27, 2008, 11:21:18 AM » |
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Azmo, you play L2?
Hop on my server, h4xx.org, free server, 5x rates so grinding is a bit less stressfull but not overly easy, everyones willing to help each other, its incredibally stable, and only one client / connection means no bots.
its pretty cool, they got some nice mods (mostly to promote parties and group play)
if ya go, look up my chars, Nishimiya (lvl 40 spellhowlser) and DrHealGood (just brought it to lvl 40 last night, prophet)
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Azmodon
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« Reply #10 on: May 27, 2008, 06:30:55 PM » |
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Azmo, you play L2?
Hop on my server, h4xx.org, free server, 5x rates so grinding is a bit less stressfull but not overly easy, everyones willing to help each other, its incredibally stable, and only one client / connection means no bots.
No. In addition, I dunno if advertising another game server in the suggestions forum is exactly kosher.
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Jon_Deciple
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« Reply #11 on: May 28, 2008, 12:59:20 AM » |
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prolly not, but you know how well we all keep on subject...
besides, this thread was started like, ages ago. And also a pickle.
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Dlorak
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« Reply #12 on: May 29, 2008, 05:06:37 PM » |
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instead of trying to fix things on the economy end, your main interest should be on rebuilding things from the character end. It's completely obvious that at this point that having thousands of levels and thousands of skill levels winds up in horrendous decay-ridden balance issues with formulas.
Yes, if it aint done right. It's been worked out in a novel manner. Relatively unbroken ground to build boundless formulas. My focus is on the game formulas and phat l00t for the time being. Now that you mention it... NPCs are ready for user-generated content. perhaps there is potential for a person place and co-ordinating a few well placed NPCS into sub-stories. Perhaps even a quest (with no reward until something was ad-hoc'ed together). Of course there would have to be a master storyline to go with it... perhaps now is the time that gets shaped? We DO have RPer's that might be interested in setting a framework or fleshing out the bones of the currently existing one...
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Acdc
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cake yeah cake you heard me
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« Reply #13 on: May 31, 2008, 01:54:40 AM » |
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it should have somthing to do with the princess!!!
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[7:55:10 PM] <Elk> im a punk ass little *itch and nobody loves me not even jesus
straight from the horses mouth
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Azmodon
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« Reply #14 on: May 31, 2008, 07:32:03 PM » |
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Well, since this has obviously reached its intellectual peak, I'll be off again. Dlor has my e-mail if he wants to bounce ideas off me.
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Jon_Deciple
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« Reply #15 on: June 02, 2008, 09:11:17 AM » |
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way to go rath, way to totally run this thread off topic... and thats why we love you  well maybe not me personally, cuz that might be gay or something, but im sure someone somewhere must love you... maybe... Hey ya never know, i mean the worlds a big place, theres gotta be someone... nobody? heh, sux to be you
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hoya999
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Beware of Dog
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« Reply #16 on: June 03, 2008, 07:25:01 PM » |
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i actually think it would be a lot easier to find someone who loves az before we find someone that loves u jon, lol. actually i think it would be easier to find at least 3 people that love az before finding someone who loves u jon.
sucks to be u.
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Jon_Deciple
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« Reply #17 on: June 04, 2008, 09:33:57 AM » |
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ya, but were talking about rath here, not az... so i think im good. 
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Azmodon
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« Reply #18 on: June 07, 2008, 12:02:24 PM » |
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In that event the numbers just change, and the concept remains the same.
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