Davidos wrote:Ofcourse, killing other players is the DESIGN of deathmatch O.o
I think you misunderstood. I meant the lack of experience gained for killing. Still, the possible lack of credit might still ruin it.. but I can't do anything about that, only remove the ability that doesn't give credit.
Davidos wrote:... God, I would totally support this if you didn't use the term " 'World of Warcraft' inspiration. "
Sheesh, those guys are litteraly WHACK, man. WoW players.
Sure, some of 'em are okay... and that's just the casual gamers that may or may not eventually end up playing the game for 5 minutes...
Well. Addiction isn't my side of responsibility. This mod won't look like WoW, won't play like WoW, but some of the features will be very similar. Hotkey bar for spells, abilities copied and/or slightly modified so I don't have to make up hundreds of things a player could cast.
Remember, my other source of inspiration is diablo. Skill trees, sphere styled health/mana display, etc. If you think about it, even diablo had hotkeys.
Davidos wrote:Seriously, though, Maybe you could make some sort of PvE O.o; Deathmatch/Monster hunt maps
... custom maps with actual rpg stuff like shops and... hey, here's a good idea, Why don't ya join up with the other 50 making RPG mods for this game? O.o;
That is intended. BUT first I'll get the main thing done - maps take lots of time to make properly and I plan on doing some sort of map pack designed for this mod after I released the core game.
Davidos wrote:I'm starting to wonder if it wouldn't just be a buttload faster, the same ideas, same ideals, same goals and same results to just work together and make something X-times more awesome, where X is the number of modders...
I'm stubborn; I don't like compromises when it comes to modding. I want this to be the way I dreamt it.
A.guy wrote:well that's ok, ideally you should try to keep the atmosphere, for example "this relic makes your fists stronger" or "your luck will be better as long as you wear this pendant" though i'm no writer as you can obviously see; but that's the idea, try not to make it seem like a game but more of an actual quest with mystical treasures that affect your own abilities instead of a determined game stat or percentage
I'll consider it and try to stick to the hexen theme but I can't promise anything yet. I'll try to be user friendly aswell; In which case, shorter explanations are preferred.
A.guy wrote:Dancso wrote:I have one fear though, about credibility for the abilities. Like, I could do lots of amazing stuff the players could cast, but I'm not sure if they'd recieve credit for all of them, so for now I believe I'll use shared experience.
What?
I'll try to explain. Several posts earlier in this thread, I had discussed the way to implement scaled projectiles which gain damage potential from the player's stats. It is probably only possible through spawning it via action script, in which case the player might not get credit for the results the spawned projectile does.
Of course that might not be the only flaw. Imagine that you use a disc of repulsion, or use an ability that acts like it. You toss off a player into lava or a deadly fall. You kill the player this way but you don't get any credit for it because the final blow was done by falling damage. You didn't get credit in vanilla hexen either, but meh.
About shared experience. I believe it would be pretty much impossible to see how much damage a player deals to another player or monster; therefore I can't make it give the killers equally split experience based on how much effort they put into killing that enemy, but instead I'd make it share experience between the players nearby. It should be possible to make it give less or more experience based on the players' level, to avoid a level 1 player gaining 10000 experience from their level 99 friend killing an afrit.
About deathmatch. Until now I had most things handled by inventory items, but players lose their inventory when they die, so I made it give all the experience depending on how much frags they had; so they could level back up upon respawning. However, this is not quite flexible enough for the new system to come: I will try to handle as much information as I can via ACS, so almost nothing should be lost on death (besides inventory items; quartz flasks and the like..)
Experience should still be possible to be given by checking for the players' frags, but since there's the possibility of not recieving credit for a few kills is kind of disheartening. Maybe an additional line in the tooltips saying "does not award credit for kills" should be declared so players are aware of it.
Note that in cooperative game modes, the players would still gain experience even if they don't get credit for the kill.
A.guy wrote:i'd also like to say this right now, while you're still in developing stages, careful with the Fighter spells! it goes to that "real quest" factor i was talking about, the guy has almost zero magic, so he should be VERY limited as far as spells go, keep it simple, and for the more powerful spells just use 'em for his arsenal instead of making him invulnerable or super fast
Well unless you dont accept whirlwind, a big stomp, a short period speed increase and the like as abilities, you should have nothing to worry about. I'll keep it mostly physical. I've only noted a few abilities that
might make it into the mod. Also since I want to have proper beta testing done before release, balance shouldn't be an issue in final versions.
For the fighter's skill trees I'll probably make a lot of passive abilities.. say you spend a point in "superhuman strength" that will increase the damage you do with melee weapons for every point you put into it.
I'm still thinking about what should each stat actually do. I need to make each stat have some value for all classes.
Every stat should have multiple uses so strength has at least slight benefit for a mage or willpower for a fighter.
Here's how it currently is planned:
Strength: Increases melee damage dealt with weapons or abilities.
Agility: Tiny increase in speed
Vitality: Increases maximum health
Intellect: Increases maximum mana
Willpower: Increases mana regeneration
For now vitality also increases health regeneration, and intellect increases damage dealt by spells. (but am willing to change on these)
I'm trying to make each stat have some second or even third use, to make them more interesting and lead to custom character builds.
Stuff I am willing to add as additional effects:
- Increase in spell power, magnitude. (sells with a duration might last longer, or be more powerful, deal more damage)
- Increased critical strike chance/damage
- Increased protection, preferably for a specific type (melee/physical, magic/arcane/holy whatever) willpower could be a good target to increase spell resistance
- Faster cooldowns (which could be split to either just physical, just magical, or a specific spell school type (fire/ice/etc))
- Faster health regeneration
That's all I had in mind for now, but feel free to make up effects that fit the mod.
Diablo 2 made its energy stat useless for most characters, while vitality was too useful compared to all the others. I want to make these stats equally useful but still require logical spending.