News: QELServ based combat mini-game (Lands Of War) 0.0.2 in testing NOW!
 
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106  General Discussion / Suggestions / Re: My suggestions on: 2008-12-04 17:15 (Thu)
1) there should be a total party level , all members gain xp , but only take the xp from 1 member for the party level, that's how to level it , when reached level 10 or so the party leader gets 1 party point and can use it for boosting the party or party heal or so wich he can use every 1-2 min or so but also on level 15 , 20 you get points so after a while you party gets really powerfull in boosting skills etc but when at those high boosting skills the cooldown gets more , after a while party will get powerfull and you can take on even stronger enemies
5)for the xp i would just devide it like when you normally fight the monster alone you get 100 xp when at party you get 60-80 or so
The combat exp system works in such a way that one gains exp on their offensive skill based on the damage they do, i like this system and i don't think it could be any more fair.

I do very much like the idea of 'Party Experience' and a 'Party Level' that will offer some bonuses as it gets higher Smiley

2) when in a guild you can still join a party , else it gets really difficult
Ya, i agree.

3) when the monster drops money it gets devided under the players so,just an  example : rabbit drops 100 gc when with 2 each get 50 , when with 5 each get 20 and so on , party system is mainly for xp not to get rich (my opinion) with items just let it be a random, then player 1 gets it then player 2 ..... maybe you can do this aswell for the money don't know
Hmmm drops going straight into inventory (in general, and obviously divided up if in a party) is perhaps a good idea, i'll need to think on it for a while and consider the downfalls (if any).

4)when multi attacking a monster i think the damage has to go to the guy who attacked first , or the weakest ,  weakest armor , one of those :p
Ya we're still not completely decided on that yet...
The fact a summoner wont be able to mass summon weak creatures (like in EL) means keeping it like EL may be ok.

6)party system should have a diffrent chat like the general/market channel just with @ but instead of white use yellow or so , so you can really see the difrrence between the party / general/market channel
I agree Smiley

7)party can only be created by a person that has arround same you need for guild + for creating party it costs 5 k or so , also you can only join a party when you reached a certain level else you have a level 70 and his friend is only 10 or so then he uber levels without having to heal or do anything
As i said above, we wont be awarding exp to character skills based on the party's accomplishments, so this is np, i dont see why newbies shouldn't be able to make parties Wink

9) you can make few quests for party's like for completing the quest you need a party that is level 20 + and kill powerfull animal/monster together
Yep. In fact, we plan to have quests that would need mixers with certain skills to complete.
107  General Discussion / Suggestions / Re: My suggestions on: 2008-12-03 18:25 (Wed)
@Trollson
Ya i also lol'd quite a bit at the way archery was implemented in EL... i like my FPS's FPS... and my RPG's RPG Cheesy

Our current plan of implementation is along the lines of what you're suggesting Wink


@Zorro
The party system is something we want to work very well, i believe it could provide very enjoyable gameplay. That said, we're not really even close to implementing it yet... some of your questions are kinda suggestions in themselves, we'll discuss it more in-depth a little further down the track. Feel free to post any specific suggestions or ideas in relation to it now though Smiley
108  General Discussion / Suggestions / Re: My suggestions on: 2008-12-02 21:01 (Tue)
Maybe a duel won't be bad , like when outside a pk map you can challenge sombody to a duel and earn points that will list you in a duel ranking system ( maybe also a price for the winner , like the challenger has to give 600 gold if lost and then guy who is being challenged (when he loses) the half of it so 300gc  , winner get's all , the price is just a suggestion maybe not all will like it but still you have to agree with the money and also if you want to duel . (its a bit like the pki system in el but it wouldn't be used in normal pk then thats the only diffrence )
We'll definitely do something like this, lots of ideas have already been thrown around... I recently detailed a PK League system (http://s1.zetaboards.com/Unofficial_EL_Forums/topic/908088/3/#post96285), but duels where each person puts up an item or some gc would be pr0 Cheesy

it would also be nice if there wass some quest leveling.
Krayon's all over this, he hates grinding Wink

i hope the ranging isn't like in el because i don't like the path blocked you can't fire ! you have to run like hell to even kill a monster with ranging in el
I hate ranging in EL too, ours will be way better Wink
In EL, ranging is like an add-on thing, rangers are near laughable support personal and pose no real threat on their own... plus it's a major gc sink... on QELServ, Rangers will be balanced equivalents of Fighters and the other combatant orientations.

Thanks for the suggestions and input Zorro Smiley
109  General Discussion / Suggestions / Re: My suggestions on: 2008-12-01 13:30 (Mon)
1.Skill point implementation
Introducing more spells would mean the mage will be able to use all the spells if they have a certain level. I suggest that for each spell, they should need to spend a skill point. Skill point should be obtained by killing monsters, e.g.: 1 skill point=kill 100 creatures of your level. Also, the spells could leveled, either by using them a certain number of time, either by adding more skill points to them, to increase eficiency. eg: fire ball level 1-deals 50 damage, requires 1 skill point to learn...to make it level 2 you have to add 2 more skill points to it, so it will go like this fire ball level 2-deals 75 damage. This will bring diversivity and we will have mage healers and mage nukers or ofc hybrids :p
Well, atm the nexus system dictates what kind of spells and mage-specific items the mage can use. (As it does with all combat orientations)
Remember that on QELServ you'll only ever have 3 nexus points to spend per character.
More details here: http://qelserv.quadronyx.org/QELServ/Nexuses

The idea of individual spells being leveled in some way is interesting though, might look more into it down the track.

2.Different spells for each class(fighter/mage/summ/archer)
Why shouldn't each class have something different? Why should the fighter be able to cast the same spell as a mage? I suggest each class should have its own skills, so we could have Fighter-tanker and Fighter-dps, for archer ive thought of 2 tipes of archers-scout-medium damage but able to hit multiple targets simultaneously, and ranger-high damage and concentrates his attack power on just 1 target. As for summoner there could be 2 tipes: Vicious summoner-summons creatures with high attack damage and Suport summoner-Summons creatures to heal himself and the party.
Again, due to the way the Nexus system works, a fighter cannot cast the same spells as a mage.
A pure fighter will only have access to Tier 1 magic spells, where as a full mage will have access to Tier 1, 2, 3 and 4 spells.
In regard to different types/builds within the orientation, that's what the Attribute system is for. The way one builds their attributes will be a key factor in deciding if their build will be offensive, defensive, elusive, etc.
The effects offered by different cross-attributes may be expanded on in the future. ATM the Fighter and Ranger are a bit more customisable build wise than the Summoner and Mage... but then again, the Summoner and Mage's item/spell/summons choice will offer wider ranges of effects than whats available to the Fighter and Ranger; so it is perhaps already addressed... but i'll keep an eye on it all Smiley

3.Weapons for each class & weapon ranking
First point is simple, the mage wont be able to do anything with +30 damage sword, so I suggest adding weapons that give increased magic damage and weapons that make the summoner's creatures more powerful.
Second point is item ranking. We all know the weapons/armors from the npc, plain and simple. Im suggesting adding weapons/armors that could be slightly better than the npc ones. Making an refined/elite/super sword/staff would be nice, ofc this weapons should be monster/boss/quest drops.
To your first point; yep Smiley already planning to do it that way.
Robes, Staves, Wands and even equipable books will all be mage specific, and planning for summoner specif stuff too.
Your second point; Item ranking of some kind is an interesting idea, might consider it more so down the track a bit.

4.About spells...
In el there are very few spells that are actually used. Would love to see buff spells(increases accuracy by 5, can be cast on others), attack spells(increases damage by 20% for 1 hit), AOE(area of effect) spells(heals all party members for 50/damages every creatures in sight for 100).
All already planned for Smiley

5.Cooldown...
I dont like the restore spell being able to be used by the fighter, pots are fine. Cooldown is ok(on test server people w/ 100 a/d can kill giants easy cuz no cd).
Healing can be made by the healer, you should be able to heal yourself just with pots. Also, making the sit comand greatly increase the hp/mp regen would be great. This will make the party system to be a must for training at higher levels, and the healer by the key in a party. As for pk, I dont think costly and long fights to be very fun. Adding lifesteal or making the atributes to increase HP more can make a fight as long as it should be.
Yep, i agree.
As i said earlier, pure fighter will only have access to tier 1 spells... their primary method of healing will be potions.
As for party system for high level training; well, it's not like i'm gonna let ppl train Giants or Dragons solo, but i'm not going to force people into socialising Tongue

Some creatures will be specifically setup for group fighting... even early on; we're makin the Deer the newbie gang creature Cheesy

6.Atributes
Why call the atributes like in el? Physique, coordination etc..., why not call them
Strenght-Increases melee physical damage and carry load(might in el)
Vitality-Increases hp and physical defence
Spirit-Increases mana and magic defence(magic resistance in el)
Inteligence-Increases magic attack damage and charm(gives +hp and damage to summoned creatures)
Dexterity-Increases ranged attack damage and accuracy
Agility-Increases evasion (reaction) and critical rate
Still needs work, thing is I dont really like the names/effects of el atributes.
ATM, they're called that because we'd have to release a client patch if we wanted to call them anything else.
If we use a different client or patch the EL client down the track, we prolly will rename them Smiley

7. Weapon combining
After some time we will have too many weapons in game, so I suggest that adding an npc where you can combine your weapons could be a solution, basicly because when you will atemp to combine there will be a chance of failure, failure meaning both weapons get destroyed.
Making a weapon +1 can be made by taking 2 weapons of the same tipe(2 elite, 2 normal, 2 refined...not 1 refined 1 normal) and combining it. The +1 weapon can have a slightly increase in stats. Making it +2 requires 2 weapons that are allready +1 of the same rank(two +1 elite weapons).
Also, to prevent flooding the market with too many weapons there could be an npc where you can lower the requirments for a weapon..eg: Rusty sword, requires def 35 and physique 40. To lower the requirment with 1 level would require a cost, when lowering the required level is atemp, there is a chance the weapon gets destroyed. Also you could lower the physique requirment aswell, -2 physique requires cost...etc fail chance....
Here appears a new problem, if you have a really valuable +5 super weapon and you are too high leveled to still use it. I suggest adding some sort of item/stone(rare monster drop) that can make a weapon advance in level(a tier 1 weapon becomes a tier 2 weapon).
Same things apply for armors aswell.
Well, there wont be 'too many' weapons in the game, i've planned preliminary stats for fighter weapons through to Tier 4, it's all carefully balanced.
But well look further into the weapon ranking thing and everything related down the track, if feasible and desirable.

8.Scrolls instead of ttpr spell/rings
Easy, just make a scroll for each map...like a ring, dont really like the ttpr spell.
We were thinking along similar lines Smiley
Krayon had some other more involved ideas in regard to tele'ing around too...

9.Pets
Here I have 2 tipe of pets, the 'fighting' pet or the 'bonus giver' pet.
There can either be a pet that helps you in fighting, or a pet that does nothing but giving you a bonus+10% hp/mp, +10% att damage, +1% critical rate) when he is summoned-cant attack or be attacked.
The pets should be able to level. For the 'fighting pet' leveling is done by fighting(duh)-as the pet levels his stats get higher; as for the bonus giver pet  leveling is done by feeding him a number of times(eg..20 feeds=level 2, 40=level 3), feeding can only be done once a while(u cant feed ur pet 20 food at once) so there should be a time between feeding can be done(1 hour or so). As the 'bonus giver' pet levels, the bonuses he gives are higher.
Sounds pretty good, we'll re-visit the pets subject in he near future, need to focus on some other stuff for now.

Thanks for the ideas and input Smiley
110  General Discussion / Questions / Re: Healing potions - to cooldown, or not to cooldown on: 2008-11-29 17:09 (Sat)
Cooldown

I think there are better ways to implement the same effect other than blocking a players actions for a period.  For example, knocking a point of some associated attribute or skill for each attempt could be a general game mechanic, fatigue etc.

See other thread (Misc (I)).
We're always considering different (and in our opinion, better) ways for the game to operate, and never implementing something the same as it's done in EL without considering if it's the 'best' way....

That said, one key element from EL that i want to maintain is the 'feel' of the PvP combat. There's problems with many different aspect of EL that affect PK, but the act itself is great, and is why EL has many long term and passionate PK'ers.

I do worry about deviating too far from that system (even the fact the ol' MD'ing ones own summons tactic wont be an option for most or all PvP combatants concerns me a little), so to substitute cooldown for some other system, i'd need in-depth details about any alternative, and most likely no one would be able to come up with a detailed alternative until the game has taken a lot more shape than it's current state... of course, then there'd be the problem that much of the game may be designed around cooldown and it'd be hard to substitute it with anything else...

I guess in the end i'm saying that i'm happy with a wait period (i.e. cooldown) being used, the fact a different period can and will be used for different kind of items also provides a good way to adjust for game balance.

My view on this is mainly in relation to PvP combat, in regards to anything not related to that (like cooldown on food, etc), i'm certainly open to any alternatives.

Astrology:

...

Astrological events would be predictable, by skill, cost, knowledge, or luck.  Events could/would tie to places, types, tasks, times.

For example, you predict that in 3 days in the 3rd hour a conjunction of two bodies will occur over a location.  The properties of the two bodies combine to give an effect, centred on that place and time (and diminishing with distance).  This affects certain tasks in a powerful way -- say, the chance to create an exotic item not normally obtainable.

This way, astrology is something that you can play, rather than are just subject to.
Sounds interesting...

The key thing i hate about astrology is the fact it discourages people from doing certain tasks at certain times. Some people cannot play games very often, some people only enjoy very few tasks/activities, i don't want to force these people to suffer through "bad astro" because they cant be on when it's "good" or because they don't like doing other stuff.

I'd be interested to hear about any 'astrology' system that doesn't have this issue.

Also Trollson, sorry i haven't given feedback on your other posts as yet... they touch on some in-depth stuff and bring up some new ideas and questions for Krayon and myself to go over... thank you for all the input though, and we will look to further discuss much of it soon Wink
111  General Discussion / General Topics / Re: Similarities on: 2008-11-21 19:28 (Fri)
well la di da Tongue
112  General Discussion / Questions / Re: Communications System and Presence on: 2008-11-20 22:49 (Thu)
I think people at work, who cant have the EL client open, would really like this.

I'd use it at work to talk to guildies and monitor inter-guild communication, etc.

pr0 stuff.
113  General Discussion / General Topics / Re: Ranging on: 2008-11-20 05:04 (Thu)
 Grin Cool
114  General Discussion / Questions / Re: About the "Real Game" on: 2008-11-12 12:36 (Wed)
When we are done with the demos and such, how will it all be different?

1. Will we have NPC's that sell different items?
Yes, but, it will be cheaper to buy from players who manufacture these items. (although one way or another, reasonable lower player sell prices will be set (still the only thing i can think of is NPC buy price @ ~ingreds cost). I don't like how in EL Manufacturer's and such cant make a profit)

2. Will we be using those same maps?
Yes, and many more, although the order in which the maps connect and which map you start on will change.

3. Will only the combat system be changed, and the other skills stay the same?
There'll be all new items with all new recipes (but that's not to say some of them wont be similar to EL's... if it makes sense, we'll use it) We're also throwing around ideas on how to make the lives of non-combatants a lot more interesting and exciting (without necessarily introducing the risk of death Tongue )

4. How many more Demos will we have, if any? (fighting, ranging, magic, and ....)
This is probably some Krayon is better to answer, but i'd expect there'll be 4 tech demos (fighting, ranging, summoning, magic) and then once all those combat systems are operable, the game will be launched as an alpha.

We can add new items as we come up with them, sell them at NPC's until we figure our ingreds, etc. ...so i dont see why the game cant go alpha once the combat systems are working ok.

oh yeah, what about attributes cap, will we have one?
No. I would change the attribute system and soft-reset everyone before i'd introduce an attribute cap.

The requirement for a cap clearly says that some attributes are overpowered. We'd address the core of the problem, rather then slapping on a cap.
115  Development / Design / Map Bugs/Comments / Re: Submitting map bug basic form on: 2008-11-11 17:47 (Tue)
WB to the QELServ project bro Cheesy Tongue

Pending additional requirements from the other map maker(s), your requested method of bug reporting is the official one.
116  Development / Design / Map Bugs/Comments / Re: dustin1 (second map - town) on: 2008-11-11 17:43 (Tue)
if dustin isnt available at the moment to fix this map, id be more than happy to take a look.

thx bro, but Kidberg has indicated to me that he will be actively creating and maintaining maps for QELServ in the near future Wink
117  General Discussion / General Topics / Re: hi on: 2008-11-11 17:36 (Tue)
wondering WHY reply #18 is a BetaWulf now, and 17# not..)
Perhaps because being a betawulf is not and never was meant to be something that was open to everyone.

From the Official "QELServ Fighter Tech Demo" announcement:
Still, the server is operational and people will be no doubt able to try it out soon.  Please register your interest and your account may be upgraded to allow access.
(emphasis mine)

The fighter tech demo was meant to last for no more than 48 hours and was meant to just be a few friends and acquaintances of mine.

The Betawulf approval process so far has been something like:

Quote from: Conversation in our kitchen
Krayon: "Some guy named Fryslan signed up on forums."
*Korrode thinks to himself: ya frys is long time EL player, experienced fighter, could bring some good ideas to the table*
Korrode: "Ya he's ok we set betawulf"

The immediate interest in this project has been greater than expected, and due to the good feedback and bug reports we've received, the time period of this demo has been greatly extended, but it's not an 'open game'.

That said, due to the amount of people that have been set Betawulf, i can understand it being perceived as 'unfair' when not everyone is being set as such, which is why i'm suggesting to Krayon that our next tech demo simply be open for all.
It's been great fun and very helpful having so many people logged in, but it's also resulted in the beginnings of a community, and the problems that come along with it (issues of purposeful path blocking, bagjumping, etc.), of which we're not really equipped to deal with as yet.

Anyways, we will always try to be as fair as possible. With the risk of our current approval process becoming unfair (or at least, perceived as such), combined with people advancing their characters much further than we wanted for this demo, i think the best thing we can do is re-asses the approval process for the next one and shut down the server (of which i'll be avidly suggesting Krayon do when he gets back in ~30 mins).

It's better for everyone that it gets shut down sooner rather than later anyways. The sooner it gets shut down, the sooner it will be back up with a preliminary ranging implementation and the next batch of creatures and equipment.
118  General Discussion / Questions / Re: Will Multiplay be allowed? on: 2008-11-11 16:48 (Tue)
Multiplay will be allowed until and if it is determined that it's effects are in some way seriously damaging. Smiley

Restriction of any kind will always be a last resort Wink
119  General Discussion / Questions / Re: ah....when will it be here? on: 2008-11-10 12:28 (Mon)
Sorry everyone but we're probably not betawulf'ing any more people, as we're planning to take the server offline very soon, probably within the next 48 hours.

The plan is to have the ranging tech demo happening 1-2 weeks from now. When we do that, considering there seems to be a lot of interest in the project, we might make it an open test, so anyone and everyone can log in... and even if not, i'll no doubt betawulf you all for the ranging tech demo anyways Smiley

The quicker we decide on exactly how the combat engaging system will work, and keep balance across 4 different types of combatant, the quicker the server will come back up.
Anyone who can think 'outside the EL box' and has thoughts on this, please post here:
http://qelserv.quadronyx.org/forums/index.php?topic=27.0
120  General Discussion / Questions / Re: OA cap? on: 2008-11-10 09:44 (Mon)
Jizzy is correct Smiley
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