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Balancing when there are no restrictions?

MindRage

Toss Me
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Since im building my spellforge system (A System simular to Magicka™) i was thinking of setting up an All-vs-All PvP-focused server with some RPG elements.

Just some common info to get started:

  • Client version: 10.5x
  • No restriction in terms of spell usage or item usage.
  • Vocations will simply just alter the stats and rate you gain skills.
  • All Vocations have a fixed base set of Health and Mana, levels only purpose is to gain a bit more potency in combat. Health increases with certain skills, Mana will increase with magic level.
  • Combat will be a bit slower paced than usual (more on that lower down in the text)
  • Mobility will have a great importance in this server. also described lower down in the text.
  • You dont lose equipment when you die. But levels will be lost. However they dont affect the gameplay as much.
  • Healing is drastically nerfed in this server, you shouldnt be able to regenerate the entire health you lost, since the cooldowns are high for the opponents that casted it, making them vurnable at the cost of damaging you. The damage done will be substained.
Combat

How deal with combat? Well usually you have runes, your weapon and spells to attack, as well as summons.
Often people hunt in groups, but they should also be able to handle things by themselves.
So the spellsystem in short is basically that you combine diffrent words freely and can craft almost any spell wanted. Depending on the attributes and the effect of the spell the manacost and cooldown will variate.
Spells doesnt only cast by writing text, They can be placed in runes, used in Equipment such as armor or weapons.
So that makes it 4 possible ways to use spells. Runes, Instant, Weapon and Spellbooks
Weapons, Equipments and runes work in another way. They all have a mana capacity. You put a certain word combination in them and they will trigger in diffrent ways, draining from thier own source. Thier strength will depend on the item and not the caster, acting as consumable. However there will be a certain skillrequirement to use a certain tier of equipment.
Spellbooks can be equipped in your hands. As a way to cast spells more frequently. You can have one on each hand if you want, allowing you to cast multiple spells in succession, however, you will have to give up on a weapon or a shield to do that. (Switching EQ rapidly would be something that needs more thought around)

So how do you decide you vocation? Well you have no vocation really. You can alter you stats how you want in the start of the game. However, Ever stat has its opposites which lowers when something increases.
Everyone starts with 1000 health and 1000 mana, you can choose the rates which you gain skills, however you sacrifice for something else.
  • Fist fighting, probobally the most useless skill in normal tibia, but in this case, it gives you attackspeed. Formula for attackspeed is (3000 - (20 * FIST_SKILL)) giving 1 sec per attack with 100 fist.
  • Melee skills, of course increases you melee damage.
  • Distance fighting, not only increases you distance damage, but also your movement speed. (at 100 dist, your speed is 3.5x faster than at dist 10)
  • Defence increases you max HP, 20 HP per level, giving 2000 extra health on 100 shielding.
  • Magic level increases your max mana by 35 Mana per level giving 3500 extra mana on 100 mlvl.
  • Capacity is hard to know where to put, most logically, defence would give you that, but it makes defence overpowered. I was thinking to make it so melee skills would build strength and therefor giving more capacity to lift. Giving more benefits of making a Melee/Defence aka a knight.
    People would obviously choose magic + defence for tanks(because heal and mana shield), however this way, they cannot wear the most defensive gear.
So how do you select the rates?
imagine the rate being 1x at the start for each char.
They get 10 points to spend. Each giving 0.5x to each rate.
Setting all 10 points to a skill makes it 5x faster.
since each skill gives 0.5x extra for each point, The "opposites" of a skill will get a decrease by 0.3 or 0.25 depending on how to balance it.

  • (Skill) -> (Opposites)
  • Fist Fighting -> Melee, Defence
  • Melee -> Distance, Magic
  • Distance -> Defence, Melee
  • Defence -> Distance, Magic
  • Magic -> Fist, Melee

The damage has to lie around 800-900 damage for an UE-leveled spells, however there are much stronger spells than that which gives crazy cooldown, 200-300 per melee hit with a decent weapon, dist weapon around 200~, this is for the average character.
This way only high levels can one hit really low leveled mages.
An UH in this case would heal approximately 300-400~


So my questions to you guy are:
  • What do you think about the opposites of the skills?
  • Should there be any changes in the benefits of the skill types?
  • Are the spells cooldown system good enough?
 
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