News: QELServ based combat mini-game (Lands Of War) 0.0.2 in testing NOW!
 
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61  General Discussion / Official Announcements / Re: Easy QELServ Installer for Windows on: 2010-01-09 02:38 (Sat)
Installer v0.2-1 released.

Changelog:
  • Updated .elm files.
  • Many maps now have tab-maps.
  • Modified mapinfo.lst file added.
62  General Discussion / General Topics / Re: Happy New Years on: 2010-01-05 23:23 (Tue)
Happy New Year everyone Cheesy
63  General Discussion / Official Announcements / Re: Update for 0.0.2 on: 2010-01-05 23:22 (Tue)
I believe Korrode has finished the break-rates for items
Well i certainly wouldn't use the term "finished", but i've set some ;p ...needs testing.
64  General Discussion / Suggestions / Re: How about a christmas event. on: 2009-12-26 16:04 (Sat)
Krayon recently finished some stuff, one thing being items breaks.

I've set break rates for a lot of stuff (preliminary ofc, no doubt atm they're a bit high) and adjusted health regained from potions, so will need some PvP testing very soon, server should be up for some testing in the next day or two.
65  General Discussion / General Topics / Re: Hey on: 2009-11-24 13:30 (Tue)
krayon off this week me not much on and not away this weekend so QEL time imo Cheesy

i'll bug krayon to run server soon. need to test PvP balances changes ppls so be ready Cheesy
66  General Discussion / General Topics / Re: Hey on: 2009-11-18 17:29 (Wed)
i'm working a lot irl atm (last 2 weekends and like next 2 or 3 i am away from home from thur night - sun night) + other work during week, so not much time for me to do stuff with QEL atm.

But Krayon has no excuse so stay on his ass Tongue
67  General Discussion / Official Announcements / Re: Easy QELServ Installer for Windows on: 2009-11-04 02:27 (Wed)
Installer v0.1-2 released.

Changelog:
  • "%PROGRAMFILES%" environment variable now used instead of a static "C:\Program Files" in the desktop icon targets, for better general compatibility and possibly better compatibility with non-English Windows installations.
  • Some minor wording changes in the information the installer batch presents.
68  General Discussion / General Topics / Re: Hey on: 2009-11-03 06:21 (Tue)
Ok i've made a Windows installer.
http://qelserv.quadronyx.org/forums/index.php?topic=14.0

Note though, that the server is not currently running. Tongue
69  General Discussion / Official Announcements / Re: Easy QELServ Installer for Windows on: 2009-11-03 06:05 (Tue)
Installer v0.1-1 released.

EVERYONE should get this, as some ELM filenames have changed, and there is other new data as of today.

If people running Vista or non-English installs of Windows can test this and let me know if it works, it would be appreciated.
70  General Discussion / General Topics / Re: Hey on: 2009-11-02 19:00 (Mon)
I'll be booting to Windows tonight for some LAN gaming, so good excuse for me to make an installation pack ;p
71  Development / Design / Feedback / PvP combat system balance feedback wanted on: 2009-11-01 20:48 (Sun)
Starting with a quote from another thread:

4. The cooldown on the potions was a bit annoying, i was getting my ass handed to me (rofl) , same with food (fruit). Any chance the cooldown can be less or removed even ? Maybe for the food removed , but for the potions i would ask less of a cooldown please.
4. The cooldowns were put on the potions to stop the fights from being endless, the mobs in QEL (not the training ones) you will need to have different builds. Say one gets a tank like build while the other gets a DPS build. You won't be able to effectively solo any boss.
Unfortunately the cooldown's for healing potions will probably go up if anything, not down.

Firstly;
When attacking someone of similar a/d/oa who's on a tank build, you're not supposed to be able to bring their health down fast enough that they can't stay alive using the Super Healing Potion. Even if 2 people attack a 'full-on' tank, i'm ok with them not being able to kill with any kind of ease.

Certainly, once it's 3 or more people on they should probably start owning... but so far we seem to be fairly close to that.

Where there seems to be a problem:
At the minute, it would appear that 2 players with their Dexterity about the same as their Reaction, and their Perception equal to or greater than their Toughness (What we'll call an "all-round" build) are still having extremely long fights.

Before i go into potential ways to fix this i'll just mention that any effect on PvE balance can be easily fixed, so don't worry about that.

The way(s) i'm considering to counter the problem are:
Increase the cooldown on potions.
- and/or -
Reduce the amount of health restored by potions.
(I would probably lower the amount of health Matter gives too)

That said, there are other possible solutions, like increasing weapon damage, or decreasing armor, but i think the amounts of damage being dealt and absorbed atm are quite good, it's just that people are are to keep themselves alive.

Any suggestions of other possible solutions, or feedback on these ideas, would be much appreciated.

Any other feedback about any other aspects of the combat system, PvP or PvE, are also welcome in this thread.
72  General Discussion / Official Announcements / Combat system update/change on: 2009-10-30 00:57 (Fri)
Charm now SLIGHTLY increases your chance to score a Lucky hit
Rationality now SLIGHTLY increases your chance to score a Critical damage

Again i stress that the effect is slight, as i'm not willing to give much weight to luck in combat.
73  General Discussion / General Topics / Re: The Lands of War cometh... on: 2009-10-25 19:40 (Sun)
YOU'RE JUST SO HELPFUL Grin
74  General Discussion / General Topics / Re: The Lands of War cometh... on: 2009-10-25 19:09 (Sun)
Different attribute system to the previous tech-demo

The attribute system in the previous tech demo is the one that will be used in the full QELServ (aka Timeless Era), but as 3 of the cross-attributes would be basically useless in LoW, i've re-designed the system... this system, ofc, still lacks the failings seen in EL's system (i.e. no attributes are blatantly OP, and thus no cap is needed).

The system for LoW will be as follows:

I've been thinking a lot about this since i devised that other attribute system, and have just spend an hour or so pouring over it, the original QELServ attrib system, and 2 other systems that got developed during the pour... and after much consideration, i won't be changing the attrib system, the original QELServ one will be used... which really is much better for the guise that this is somewhat of a test for Timeless Era Tongue

...now if i can just come to a conclusion on the other thing that's been pestering me for ages now (how to penalise for being attacked by multiple opponents), i'll be right :X
75  General Discussion / General Topics / The Lands of War cometh... on: 2009-10-15 16:11 (Thu)


Krayon and myself have slowly but surely been working on QELServ, recently with a focus on getting the "Melee combat mini-game", now known as "Lands of War" (LoW for short), ready. For my part, recent extreme disenchantment with EL has spurred me to get my ass into gear and complete my side of things.

I thought i'd post some thoughts and intentions here for comment and feedback on.

Also just a reminder; This is not the "full" QELServ product, it's somewhat of an equivalent to EL's PK server, but more so Melee Combat in general, including an emphasis on fun PvE.

------------------------------

Death Penalty

The plan is that upon death a player will drop from 1 slot in their equipped items, and from 5 slots in their inventory. Which slot will be randomly selected of course.
I specifically say "slots" and not "items" because empty slots will be taken into the equation.
i.e. If a person had one of their equipment slots unused and 5 of their inventory slots unused, they could drop nothing.

Before anyone freaks out because it's not no-drops and there's no rostos, do remember, the best equipment in the game will be WAY cheaper than the best equipment in EL.
It wont take month(s) long projects to replace armor sets or whatever.

------------------------------

Attack, Defense and Overall level caps

The plan is to cap Attack and Defense each at 100, and OA at 114 (which is att100exp + def100exp).
That said, it's extremely hard to predict how fast people will level (but one thing that's sure, it will be a bit faster than EL), so it may change, but the idea would be that it would take most players no more than 6 months to be at the cap, and a serious grinder probably quite a bit less.

------------------------------

Team combat designed monsters

I plan to have quite a few creatures designed for being attacked by teams of players.
Unlike in EL, the creatures of this purpose will be engage-able by fighters of varying level, and they will all feel as though they are actually contributing to the downfall of the beast, because they will be.
That said, these kinds of monsters will still be killable by a single player, but only with a lot of fleeing off to restore health Tongue

------------------------------

No #reset, but will have attribute removal stones

I plan to not have #reset, but will have the 'designed for ganging / to be very tough' creatures dropping an abundance of attribute removal stones, so people will be able to change their builds without much trouble.

------------------------------

Fighter types by attribute build

As LoW won't have the pickpoint buying failing of EL, nor the extremely long character development cycle, and since OA exp will only be gained through combat, attribute selection is going to play a big part in how your character performs in combat, and what your strong and weak points will be.
There will be a very strong emphasis on creating fun Player Team VS Player Team and Player Team VS Environment activities, and those with team members of varying types of attribute builds who use good strategy will do particularly well.

i.e. you will decide your sub-class through your attributes, with one end of the scale being 'damage dealer' and the other end being 'tank', a team with only tanks or only damage dealers wont do as well as one with a mixture and/or some inbetweens.

All that said, there will still be single combat arena(s), and training solo is still expected to be 'the norm'.

------------------------------

Different attribute system to the previous tech-demo

The attribute system in the previous tech demo is the one that will be used in the full QELServ (aka Timeless Era), but as 3 of the cross-attributes would be basically useless in LoW, i've re-designed the system... this system, ofc, still lacks the failings seen in EL's system (i.e. no attributes are blatantly OP, and thus no cap is needed).

The system for LoW will be as follows:

Physique:
   Might (carry capacity)
   Perception (damage dealt)

Coordination:
   Reaction (dodging)
   Matter (health)

Reasoning:
   Dexterity (hitting)
   Toughness (damage absorbed)

Will:
   Dexterity (hitting)
   Matter (health)

Instinct:
   Reaction (dodging)
   Perception (damage dealt)

Vitality:
   Might (carry capacity)
   Toughness (damage absorbed)

------------------------------

Combat Techniques
We plan to have what i'm calling "combat techniques". They're like a buff that affects your next combat roll (but only the single next roll). There'll be six of them and you'll use the EL client's quickspell bar (or the spells window) to perform them.

I expect they will be:
  • Accuracy Boost
  • Evasion Boost
  • Armor Boost
  • Damage Boost
  • Lucky Hit chance boost
  • Critical Damage chance boost
Performing one of them will use mana, and everyone will have the same mana (because no cross attribute is going to add more)... it will probably use all your mana, and then you can use a mana potion which will go onto cooldown.
The idea is that these wont be usable in fast succession, and timing and tactics in when and which to use will be key.

------------------------------

Anyways, I wanted to post all this to get some feedback, see if anyone thinks of any flaws in it all that i haven't considered... and there's prolly some other stuff that's new since the previous tech-demo i should post that i've forgotten.

Also just thought i'd post it so people can get an idea of what LoW will be like and see that we've been further developing and designing the systems for the game.
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