Werewolf
Forbidden Ascension
- Joined
- Jul 15, 2012
- Messages
- 886
- Reaction score
- 123
idk if you got your volunteers already.. but the website is down so i cant install the client o.o
sorry, the website is back up. and no, your the first to reply.
idk if you got your volunteers already.. but the website is down so i cant install the client o.o
Our mining system is based on a Tier system.Here's some ideas/suggestions.
Try to make mining more exciting and possibly limited. Add in rare items you can get or even a chance for a unique monster to spawn. What I mean by limited is to make it so players can only mine a certain amount each day to prevent people from botting and so that people aren't able to mine for 1-2 days straight to achieve the highest level mining and then make the best weapon or whatever. If it's limited then it's something players can do each day, they won't get bored of it, and this way they will slowly build up their goal. I usually don't like the idea of "limiting" players but in this case it could work.
Upgrading the magic level stat using points in our stat system will allow anybody to use most runes in the game.It would be cool to see each of the runes changed around and edited to fit the server. Typically most servers edit a healing rune, mana rune, and a SD rune, but no one ever bothers to change the other runes. I know in the previous version there was a vocation I think Esper? and a part of it's kit was that it had a rune that would teleport the player. That was a really cool mechanic! It would be awesome to see all of the runes used to their potentials.
Having a full addon will provide bonuses to hp and mana.I can't stand all of these servers that have "outfit bonuses" but they go about it the wrong way. They give make it so each outfit has it's own bonus instead of a consecutive bonus for each full outfit you have. It forces the player to choose bonuses vs cosmetics... it should be the other way around so that how many outfits you have reflect the bonus you get. Is it hard to script? I wonder why no one does it this way (aside from balancing).
There will definitely be keys available.Tibia has so many keys that you can use... why not use as many keys as possible?! Make special hunting places/bosses/quests that require a key. Make some keys a rare drop from monsters to give players an incentive to hunt a variety of monsters rather than the ones that just give the best EXP and loot.
With me at the helm, you can definitely count on secrets/puzzles/lore, galore.Put some books around the map in containers or bookshelves. Add secret riddles and quest throughout the messages in the books. Make some tough riddles for the RPG players out there.
Any pick-holes or other secret passage options will always have a clue or way to find them without blinding picking tiles in dungeons/caves.I always liked the idea of being able to use a pick on a specific tile which would then open up a secret hole. Perhaps add that in and then make it so NPCs and books contain information on where these secret holes are.
Our monster spawn system includes this option.I enjoy when servers have a type of system where there is a rare chance for a powerful version of that monster to spawn which yields rares and more loot. I used to play the MMORPG Silkroad a while back and it had a pretty cool system that worked like this. Say you were hunting tigers.. there would be a chance for a champion tiger to spawn and then a smaller chance for a giant tiger to spawn.
[player count] = max mob pack size
[1 - 2] = 1
[3] = 2
[4] = 3
[5] = 4
[6+] = 5
We are currently still deciding what kind of upgrades will be available to players.In all of my years of playing OTs with an upgrade system I've never enjoyed one more than the one Ascalon had. The thing I don't like about upgrade systems is that you can spend so much time and resources to upgrade and item, and then an hour later you find a better item but you already wasted so much to upgrade your current item. Another situation is that you don't feel like wasting upgrades on a "noob" item so you wait until super late game just to make use of the upgrade system... which I don't find exciting. In Ascalon when you sold your upgraded item you got the upgrade items back which would allow you to upgrade the new item you found. This way you can constantly upgrade your equipment without worry and it just feels like a more effective system. It would be nice to see an upgrade system with the same idea.
Here's some ideas/suggestions.
- In all of my years of playing OTs with an upgrade system I've never enjoyed one more than the one Ascalon had. The thing I don't like about upgrade systems is that you can spend so much time and resources to upgrade and item, and then an hour later you find a better item but you already wasted so much to upgrade your current item. Another situation is that you don't feel like wasting upgrades on a "noob" item so you wait until super late game just to make use of the upgrade system... which I don't find exciting. In Ascalon when you sold your upgraded item you got the upgrade items back which would allow you to upgrade the new item you found. This way you can constantly upgrade your equipment without worry and it just feels like a more effective system. It would be nice to see an upgrade system with the same idea.
One of the classes uses water-based attacks, which will cause these splashes on the ground.I really like the gif with the fluid sources on the ground. No clue what purpose it'd fulfill though
oh, cool!One of the classes uses water-based attacks, which will cause these splashes on the ground.
The rune is an extra feature for that vocation to deal some extra damage.
Also can be used in other situations, like if a werewolf is blood hitting someone while following them, you'll find a large blood trail, that you can zap, and eventually hit the target at the end.
The damage of the zap is based on how fresh the fluid is (3 states of decay) and also on the skill of the user. (unsure which skill is being used yet though.)
A lot of the skills that we have implemented are not spam-tastic.
They all have fairly long to very long cooldowns, and you have to think about when you want to use them.
K so before i start i wanted to get peoples opinions on this combat system i want to implement, but i want to know if people will like it first.
K so this is how it will work.
First off all vocations will have 4 dodge spells that will scoot a player in desired direction for 3 squares instantly, (basically a dodge).
All Aoes, Beams, Waves, and even direct target shots are not only made in slow-ish multiple frames so you can see them coming, but also able to move out of the way before they hit you. making the dodge useful in combat against players and monsters.
Since even direct target shots are able to miss if dodged or move out of the way in time, no attack is guaranteed to hit. So each time you use your attacks and skills, you must time them well and be un-expected.
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I was reading up and people seem to like tibia back in the old days when you had to aim runes and your vis attacks, instead of the new direct target guaranteed hits system. This new combat system is a combination of new and old, allowing a direct target shot system, but is also capable of missing if the target moves out of the way in time.
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In addition to the dodge system, spells are not designed as spammable damage dealers, but instead more based on the spells very powerful side effects, for example, Stuns, slows, DOT, Silences, maneuvers, etc... Spells have long cool downs and do deal damage in addition to their strong side effects, but you still have to hit your target to cause them. making all combat based on player skills and timing instead of button mashing and stats.
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Please give me your opinions on this new combat idea.
I wait eagerly for your replies.
Thank you for reading.
Tbh, I think that system would make PVP a lot more interesting but in group PVP, it would be ridiculous because there would be spells going off everywhere and you would just be debuffed to hell every second which would make things confusing but also crazy and fun IMO. Also, another suggestion is that wave spells would do more damage than AOE based spells while beam spells does even more damage than both while single target being the lowest. I know the focus on spells are mainly debuffs but I expect the damage of spells to be significant and a few beam hits in PVP should make a difference because naturally, if you can walk what so ever you can usually dodge a beam. So the two options is that Beams are pretty fast and waves are moderetly fast while AOEs are slow OR beams have more damage than waves, waves have more damage than AOEs. PS. I am Xoex but this is my old account and I cant be bothered making a new one
Another PS. I played silkroad too i was a rogue/cleric c:
If you have a keyboard with a D-pad, you can hotkey your dodge spells to 4 8 6 and 2 which would go in a left up right down pattern and use those keys to dodge. Im guessing the spells would be like the hook rune if you played the older version of the game. Also, I believe most of the damage will be done by auto attacks which means it wont just be a hit or miss.... (jacob sartorious joke.. kill me) anyways. I dont think monsters will be sonic and I believe most single target spells should be able to hit them and most kiting based classes have a pinning shot or a slowing shot to start a decent combo.How exactly would the dodging system work? You said if they move away "in time" but how long is that time period? If you're trying to kill a player who is constantly moving then you'll never hit them? Same thing applies to a monster, how are you supposed to kite it if it's constantly moving?? I think I would have to see how it works in-game to give some feasible feedback.
You said "Spells have long cooldowns" does this apply to all spells? I don't want to sit there using 1 spell every 30 seconds because that will be boring. I don't mind spells having a decent cooldown as long as you can still cycle through spells.
I like the idea of having to aim your spells and being more strategic about it.
I don't like the idea of everyone having 4 dodge spells. It makes it less unique and clogs up your hotkeys. I would much rather each vocation had 1-2 of their own unique dodge spells. Like the Esper being able to use the rune to teleport, or an assassins being able to go invisible. But I guess the whole point you put the dodge spells was so players could dodge other spells. Personally I think it would just be a big ol' mess.
Sorry for 2nd reply but one topic i forgot to cover is the long spell cooldown. I dont really think its as bad as you think but you gotta keep in mind, with 5-30 second debuffs, if you spam silence or stun then it would be overpowered so expect decent cooldowns but nothing unreasonableHow exactly would the dodging system work? You said if they move away "in time" but how long is that time period? If you're trying to kill a player who is constantly moving then you'll never hit them? Same thing applies to a monster, how are you supposed to kite it if it's constantly moving?? I think I would have to see how it works in-game to give some feasible feedback.
You said "Spells have long cooldowns" does this apply to all spells? I don't want to sit there using 1 spell every 30 seconds because that will be boring. I don't mind spells having a decent cooldown as long as you can still cycle through spells.
I like the idea of having to aim your spells and being more strategic about it.
I don't like the idea of everyone having 4 dodge spells. It makes it less unique and clogs up your hotkeys. I would much rather each vocation had 1-2 of their own unique dodge spells. Like the Esper being able to use the rune to teleport, or an assassins being able to go invisible. But I guess the whole point you put the dodge spells was so players could dodge other spells. Personally I think it would just be a big ol' mess.
How exactly would the dodging system work? You said if they move away "in time" but how long is that time period? If you're trying to kill a player who is constantly moving then you'll never hit them? Same thing applies to a monster, how are you supposed to kite it if it's constantly moving?? I think I would have to see how it works in-game to give some feasible feedback.
You said "Spells have long cooldowns" does this apply to all spells? I don't want to sit there using 1 spell every 30 seconds because that will be boring. I don't mind spells having a decent cooldown as long as you can still cycle through spells.
I like the idea of having to aim your spells and being more strategic about it.
I don't like the idea of everyone having 4 dodge spells. It makes it less unique and clogs up your hotkeys. I would much rather each vocation had 1-2 of their own unique dodge spells. Like the Esper being able to use the rune to teleport, or an assassins being able to go invisible. But I guess the whole point you put the dodge spells was so players could dodge other spells. Personally I think it would just be a big ol' mess.
To answer a few questions.... Ranged classes are able to kite but melee classes can catch up because they usually have one or two special tricks up their sleaves. such as reaper advanced dodge or berserker jagged stones or the guardian just hiding behind his wall. Also, this is not confirmed but I believe a remove speed debuff skill will be added to help melee characters get out of a sticky situation mid fight. Some vocations have a ability that only works with said vocation meaning if you are a berserker, you cant use a assassins invis to do 5x damage with the berserkers crazy damage meaning for the most part, hybrid vocations will be quite balanced. I do understand what you say in your latter point but there wont be naturally a superior vocation because all vocations will be tested and tweaked to make sure that what controls the tide of battle is quick thinking, preparation, gear, and skill. Ps. Idk why but I find it funny that link calls me 121 XDIf weaponry can never miss doesn't that mean ranged weapons such as bows/wands will be better than melee weapons in terms of kiting? I can already imagine ranged classes being able to kite melee classes easily.
Perhaps you could add in gap closers to help fix that?
I can also sense that it will be unbalanced like the other versions of the server. Just having so many custom vocations, items, and spells already makes it hard to balance.
If you plan to have "hybrid vocations" it will be even harder. I'm an enthusiast when it comes to custom content, but perhaps you're going about it the wrong way.
For me it seems like you have so many cool ideas and then you try to plop it all into the server which will result in a mess. I think it would have been smarter to start out small and periodically build up.
As much as I enjoy the series of servers you've had, I don't want this one to be like the other ones where there is that "one" op vocations with an op "combo" that trumps everything else.
Assuming from werewolf text he uses 150-250 millisecond delays on moving waves.If you're trying to kill a player who is constantly moving then you'll never hit them? Same thing applies to a monster, how are you supposed to kite it if it's constantly moving?? I think I would have to see how it works in-game to give some feasible feedback.
I assume by miss he meant "technically always hits", miss chance can still be coded in.If weaponry can never miss doesn't that mean ranged weapons such as bows/wands will be better than melee weapons in terms of kiting?
Not necessarily, in fact it makes it much easier to balance if done right.Just having so many custom vocations, items, and spells already makes it hard to balance.