StendhalRefactoringRP: Difference between revisions
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{{Navigation for Stendhal Top|Developing}} |
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{{Navigation for Stendhal Developers}} |
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{{Likely Outdated}} |
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{{Ideas for Stendhal}} |
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We need a rebalance of the RP system so it is playable and fun for both newbiews and high levels. |
We need a rebalance of the RP system so it is playable and fun for both newbiews and high levels. |
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We have to talk about several things here: |
We have to talk about several things here: |
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* range |
* range |
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* shield |
* shield |
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ChadF also suggested another type of weapon skill system that you can review [[Ideas:chad3f|here]] |
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<br> |
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<br> |
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We want to avoid the situation of having to add items to monsters for them in order to combat, so we need to find a way of making compatible both systems ( the above one with the actual ATK/DEF one ). |
We want to avoid the situation of having to add items to monsters for them in order to combat, so we need to find a way of making compatible both systems ( the above one with the actual ATK/DEF one ). |
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We need to design the system to avoid campers:<br> |
We need to design the system to avoid campers:<br> |
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[[File:Stendhal 0.39 campers.jpg]] |
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http://arianne.sourceforge.net/wiki_images/stendhal_0.39_campers.jpg |
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<br><small>Image: Campers training in Stendhal 0.39</small> |
<br><small>Image: Campers training in Stendhal 0.39</small> |
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To level up you need to gain XP by killing monsters and/or solving quests.<br> |
To level up you need to gain XP by killing monsters and/or solving quests.<br> |
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On level up you gain HP. |
On level up you gain HP. |
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==Resting== |
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It would be nice a player's ''sit'' command to heal. The player sits down, and she heals like 1 point every 10 seconds or something. |
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==Combat== |
==Combat== |
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Combat right now works as follows: |
Combat right now works as follows: |
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# We compute the ''risk'' to hit the target, using their ATK and DEF attributes- |
# We compute the ''risk'' to hit the target, using their ATK and DEF attributes- |
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# If risk>0 then we compute if the target blocks the attack, or how much damage the target |
# If risk>0 then we compute if the target blocks the attack, or how much damage the target received. |
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The formula looks like: |
The formula looks like: |
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<pre> |
<pre> |
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risk_to_hit = |
risk_to_hit = 20 * source[ATK] - roll[1D20] * target[DEF] |
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if risk_to_hit > 0: |
if risk_to_hit > 0: |
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max_defence = √(target[DEF] * (10 + target[ARMOR])) * (10 + 0.03 * (target[LEVEL] + 5)); |
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max_attack = source[ATK] * (1 + source[WEAPON])* (1 + 0.03 * (source[LEVEL + 5)) * speed_effect; |
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where: speed_effect = 1.0 - 0.5 * speed_part * level_part^2; |
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defender_part = 0.6 * (roll[1D100] / 100) * target[DEF]^2 + 4 * target[DEF] * shield + 2 * target[DEF] * |
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where: speed_part = 8 / (source[ATTACK_RATE] + 3.0); |
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armor + target[DEF]* helmet + target[DEF] * legs + target[DEF] * boots |
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level_part = 1.0 - (target[LEVEL] + 5) / (1.2 * (source[LEVEL] + 5)); |
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damage = ( |
damage = (8 * max_attack * random[0..1] - max_defence * random[0..1]) / max_defence; |
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</pre> |
</pre> |
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There's also small karma effect for both the hitting chance and damage. |
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See that it is very important the ATK and DEF value, but that you can also get big improvements using weapons, armors, shields, etc... |
See that it is very important the ATK and DEF value, but that you can also get big improvements using weapons, armors, shields, etc... |
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The |
The benefits you get from your items and skills are directly proportional to your level. The <code>speed_part</code> is responsible for making slow weapons more effective against strong enemies, and fast weapons better against weak enemies. |
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Creatures are balanced without items, and have constant item DEF of 0 and item ATK 5. |
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The formula is nicer than previous one because it gives a good range of damages and it adds lineal damage increase for using weapons and lineal damage absortion for using armors. Now the point is to give values to monsters that will always lack of equipment ( to simplify everything ). |
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===Range Combat=== |
===Range Combat=== |
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Damage from ranged attacks is based on the above formula, but: |
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* We have a |
* We have a maximum range |
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* Weapon is |
* Weapon is most effective on middle range |
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* |
* Item ATK is the sum of the bow and arrow ATK values |
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So a nice formula would be: |
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<pre> |
<pre> |
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ranged_damage = distance_modifier * normal_damage |
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range_damage = damage * ( actual_distance / max range of weapon ) |
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where: |
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if range = 0 |
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if actual_distance < min_range: |
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distance_modifier = 0.8 |
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else |
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if actual_distance > max_range: |
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distance_modifier = 4 * (distance / out_of_range - distance^2 / out_of_range^2) |
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range_damage = 0 |
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where: |
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out_of_range = max_range + 1, |
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</pre> |
</pre> |
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Thus <code>ranged_damage</code> reaches the normal maximum damage at middle range, and drops to 0 at maximum range + 1. The point blank case is treated specially to avoid archers being completely helpless at melee. |
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==Tactics slider== |
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Here is some improved formulas for ranged combat, they also use arrow damage. |
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As a more or less easy to implement feature I (Zuse) suggest tactics sliders. A single (or more) slider(s) which can be adjusted by the player during the game. |
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For example: |
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=== Slink---Normal---Run: === |
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<pre> |
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attacker_part = 0.8 * (roll[1D100] / 100) * source[ATK]^2 + 4 * source[ATK] * (weapon + arrow) |
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maxdamage = 0.8 * source[ATK]^2 + 4 * (weapon + arrow) |
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This slider will allow the players to adjust the speed of movement. With the following consequences; |
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range_damage = damage * ( 1 - (actual_distance / max_range) ) + ( damage - damage * ( 1 - (min_range / max_range) ) ) * |
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( 1 - (actual_distance / max_range) ) |
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*Slink: Players are aware of dangerous situations, they will therefore expect to be attacked suddenly (adrenalin-kick ;) ) and they slink to make no noise. |
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</pre> |
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-> +10 %DEF -50% Movement speed, Creatures will start to attack/note players only if there is a very close distance (e.g. 2 tiles) between them. |
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*Normal: Just normal ;) |
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*Run: Players like to get fast from A to B (they might like to flee away). The do not take care of noise and surrounding. A attack will surprise them. |
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-> -10% DEF +50% Movement speed, Creatures will hear the "noisy" player and trying to attack/note the player from much farer (20-30 tiles) distances then normal. |
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=== Aggress---Normal---Defence: === |
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This slider will allow players to adjust whether they like to attack creatures or defences themselves. |
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*Aggress: The player tries to slaughter the creature as fast as possible, he/she is using fancy hero-tricks, however this open weak points in the defence. Doesn't matter for real a hero which starts to become bloodthirstiness. The little scratches and wounds will be acceptable for a real hero as along as he/she is the winner of this massacre. |
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-> +15% ATK -15% DEF |
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*Normal: Again just normal ;) |
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*Defence: The player is under heavy attack and run out of potion. Help is coming soon from his party. Therefore, it becomes a question of time. "Ditch a hole and stick your head inside" is now the slogan :). |
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-> -15% ATK +15% DEF |
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These sliders will make it possible to run different strategies for parties and for longer campaigns. In addition the level of a player is not directly related to the DEF and ATK settings, which make it more interesting because other players do not know about the actual settings. This can help weak players to protect them better and strong players get faster rid of (boring) weak creatures. |
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==Magic== |
==Magic== |
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{{TODO| update/replace with [[Ideas_for_Stendhal/Magic]] which is the current working document for magic ideas}} |
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Magic will be mana based, with each spell costing mana. |
Magic will be mana based, with each spell costing mana. |
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Also you can have written spells that don't cost mana, but that vanish after they have been used. |
Also you can have written spells that don't cost mana, but that vanish after they have been used. |
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[[StendhalRefactoringClassBasics| Class Basics]]<br> |
[[StendhalRefactoringClassBasics| Class Basics]]<br> |
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==Trading system== |
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''Player1'' offers a trading deal with ''Player2'' by right-clicking on ''Player2'' and choosing ''Trade'': |
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*''Player2'' is prompted with a window asking for accepting beginning a deal with ''Player1'' or not. |
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*A bag window opens in the middle of the screen. The window is vertically splitted in two parts with a certain number of free slots in each part. |
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**Each part has the name of each Player on Top: |
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**The left part corresponds to Player1 who has made the trading offer and the right part to Player2 who has accepted it. |
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**Each part of the window has two buttons at the bottom: ''accept'' or ''reject'' (alternatively ''deal!'' or ''no way!'') |
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*Each player can drag items from his respective bag and drop them only in his part of the window BUT once the item is dropped, none of the players can remove it (this measure prevents cheating in the deal due to net lag). |
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One of the players clicks on one of the buttons at the bottom once he is: |
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*Satisfied with what the other player has dropped in the other part of window and |
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*Satisfied with the items he has offered for the trade in his own part of the window |
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Let's suppose he clicks on ''accept'' then the other player sees that the first player has accepted the deal and that he can't drop any more items to his part of the window. So, he just can choose ''accept'' or ''reject'' too. |
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*If any of the players clicks on ''reject'' at any time: the window is closed and the items return to their original owners. |
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*If both players click on ''accept'': the window is closed too and the items are exchanged between them |
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<br> |
<br> |
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[[StendhalRefactoring| Back to stendhal refactoring page]] <br> |
[[StendhalRefactoring| Back to stendhal refactoring page]] <br> |
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[[Stendhal | Back to Stendhal main wiki page]] <br> |
[[Stendhal | Back to Stendhal main wiki page]] <br> |
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[[Category:Development]] |
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Latest revision as of 15:59, 2 January 2012
Note: The content on this page is very old and is likely outdated. You may want to check on the irc channel #arianne.
Ideas for Stendhal
- RP Proposal with Skills
- RP Refactoring
- Character Classes
- Items
- Magic
- Effects
- Pets and sheep
- Alchemy and Crafting
- Upgrading weapons
- Temp. stats increase
- Containers
- Item Deterioration
- Player vs. Player Challenges
Mostly implemented
Related pages
We need a rebalance of the RP system so it is playable and fun for both newbiews and high levels. We have to talk about several things here:
Skill system
The whole system will be skill based, so if you use sword, you will get better and better hits with the sword, but if you change to axes you will have to learn to use it again, as you did with swords. At least we have the next set of skills:
- sword
- axe
- club/staff
- range
- shield
ChadF also suggested another type of weapon skill system that you can review here
We want to avoid the situation of having to add items to monsters for them in order to combat, so we need to find a way of making compatible both systems ( the above one with the actual ATK/DEF one ).
We need to design the system to avoid campers:
Image: Campers training in Stendhal 0.39
There are several valid approach for this problem, and IMHO we should try from less severe to most severe first.
- Blood solution
You only improve your skill when you damage/are damaged the creature - Don't get XP points nor skill points from weak creatures
- Kick idle players
No action in X minutes means that you are logged out
We want to disallow first camping to increase skills, you gain skills by playing not by camping. Later we will fix camping by not respawing monsters if player is waiting for the monster. The whole point is to have player create value: fun.
Leveling up
To level up you need to gain XP by killing monsters and/or solving quests.
On level up you gain HP.
Resting
(Idea suggested by Nirvana) It would be nice a player's sit command to heal. The player sits down, and she heals like 1 point every 10 seconds or something.
Combat
Melee Combat
Combat right now works as follows:
- We compute the risk to hit the target, using their ATK and DEF attributes-
- If risk>0 then we compute if the target blocks the attack, or how much damage the target received.
The formula looks like:
risk_to_hit = 20 * source[ATK] - roll[1D20] * target[DEF]
if risk_to_hit > 0:
max_defence = √(target[DEF] * (10 + target[ARMOR])) * (10 + 0.03 * (target[LEVEL] + 5));
max_attack = source[ATK] * (1 + source[WEAPON])* (1 + 0.03 * (source[LEVEL + 5)) * speed_effect;
where: speed_effect = 1.0 - 0.5 * speed_part * level_part^2;
where: speed_part = 8 / (source[ATTACK_RATE] + 3.0);
level_part = 1.0 - (target[LEVEL] + 5) / (1.2 * (source[LEVEL] + 5));
damage = (8 * max_attack * random[0..1] - max_defence * random[0..1]) / max_defence;
There's also small karma effect for both the hitting chance and damage.
See that it is very important the ATK and DEF value, but that you can also get big improvements using weapons, armors, shields, etc...
The benefits you get from your items and skills are directly proportional to your level. The speed_part is responsible for making slow weapons more effective against strong enemies, and fast weapons better against weak enemies.
Creatures are balanced without items, and have constant item DEF of 0 and item ATK 5.
Range Combat
Damage from ranged attacks is based on the above formula, but:
- We have a maximum range
- Weapon is most effective on middle range
- Item ATK is the sum of the bow and arrow ATK values
ranged_damage = distance_modifier * normal_damage
where:
if range = 0
distance_modifier = 0.8
else
distance_modifier = 4 * (distance / out_of_range - distance^2 / out_of_range^2)
where:
out_of_range = max_range + 1,
Thus ranged_damage reaches the normal maximum damage at middle range, and drops to 0 at maximum range + 1. The point blank case is treated specially to avoid archers being completely helpless at melee.
Tactics slider
As a more or less easy to implement feature I (Zuse) suggest tactics sliders. A single (or more) slider(s) which can be adjusted by the player during the game. For example:
Slink---Normal---Run:
This slider will allow the players to adjust the speed of movement. With the following consequences;
- Slink: Players are aware of dangerous situations, they will therefore expect to be attacked suddenly (adrenalin-kick ;) ) and they slink to make no noise.
-> +10 %DEF -50% Movement speed, Creatures will start to attack/note players only if there is a very close distance (e.g. 2 tiles) between them.
- Normal: Just normal ;)
- Run: Players like to get fast from A to B (they might like to flee away). The do not take care of noise and surrounding. A attack will surprise them.
-> -10% DEF +50% Movement speed, Creatures will hear the "noisy" player and trying to attack/note the player from much farer (20-30 tiles) distances then normal.
Aggress---Normal---Defence:
This slider will allow players to adjust whether they like to attack creatures or defences themselves.
- Aggress: The player tries to slaughter the creature as fast as possible, he/she is using fancy hero-tricks, however this open weak points in the defence. Doesn't matter for real a hero which starts to become bloodthirstiness. The little scratches and wounds will be acceptable for a real hero as along as he/she is the winner of this massacre.
-> +15% ATK -15% DEF
- Normal: Again just normal ;)
- Defence: The player is under heavy attack and run out of potion. Help is coming soon from his party. Therefore, it becomes a question of time. "Ditch a hole and stick your head inside" is now the slogan :).
-> -15% ATK +15% DEF
These sliders will make it possible to run different strategies for parties and for longer campaigns. In addition the level of a player is not directly related to the DEF and ATK settings, which make it more interesting because other players do not know about the actual settings. This can help weak players to protect them better and strong players get faster rid of (boring) weak creatures.
Magic
TODO: update/replace with Ideas_for_Stendhal/Magic which is the current working document for magic ideas
Magic will be mana based, with each spell costing mana. Also you can have written spells that don't cost mana, but that vanish after they have been used.
We will mainly have 6 elements in Stendhal, maybe 8 later, and those are Fire, Water/Ice, Earth, Wind, Holy and Dark.
The 2 that might be added later is Physical and Mental magic, that focuses on protecting against and strenghtening charm and poison attacks. For now poison will just be treated as a normal attack, and not be affected by any magic resistances.
For the Element there will be some properties:
- Fire strong vs Water
- Water strong vs Earth
- Earth strong vs Wind
- Wind strong vs Fire
- Dark strong vs Holy
- Holy strong vs Dark
The Holy and Dark elements will also be used in healings, depending on if the target is a good or an evil creature the dark and holy elements will heal or damage the target.
Here is some speculative formulas for how magic might be working
risk_to_hit = 2 * source[INT] - target[INT] + target[DEF]/2 + roll[1D20] -10
if risk_to_hit > 0:
attacker part = 0,8 * ((roll[1D100]/100) * source[MATK]^2) * (ELEMENT * 0,2) + 4 * source[MATK] * (ELEMENT*0,2)
maxdamage = source[MATK]^2 + 4 * (ELEMENT)
defender_part = 0.6 * (roll[1D100] / 100) * target[DEF]^2 + 2 * target[DEF] * shield + target[DEF] *
armor + 0,5 * target[DEF]* helmet + 0,5* target[DEF] * legs + 0,5 * target[DEF] * boots
damage = ( ( ((attacker_part - defender_part) / maxdamage) * (maxdamage / source[MATK]) ) *
(1 + (target[WEAK] * 0,01)) ) * (1 - target[STRONG] * 0,01)
ELEMENT = The elemental power of the skill that is used (Equivelant to the ATK the equipped weapon has, but for magic).
WEAK = The element that is weak to the skill that is used. (beeing strong in one element makes you weak to another)
STRONG = Is the target strong against the element casted upon him?
These Formulas is based on that all creatures have an elemental resistance to all the elements in the game:
- An elemental resistance below 0 means that you gain extra damage from that element -100 means you recive the double damage.
- An elemental resistance of 0 means that there is no change in damage from that element, or the element that is strong against it.
- An elemental resistance of 100 means that the target is immune to that form of damage, but also weak against the element strong against it.
- An elemental resistance of 100+ means that you absorbs some of that element (ie you get healed) having 200 means that instead of getting damaged you get healed the entire damage cast upon you, but you are also very weak against the oposing element.
Check over at the class section for spells that might be added
Class Basics
Back to stendhal refactoring page
Back to Stendhal main wiki page