StendhalRefactoringRP: Difference between revisions
Jump to navigation
Jump to search
Content deleted Content added
imported>Danter |
imported>Kymara |
||
| (242 intermediate revisions by 10 users not shown) | |||
| Line 1: | Line 1: | ||
{{Navigation for Stendhal Top|Developing}} |
|||
{{Navigation for Stendhal Developers}} |
|||
{{Likely Outdated}} |
|||
{{Ideas for Stendhal}} |
|||
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. |
||
We have to talk about several things here: |
We have to talk about several things here: |
||
| Line 7: | Line 13: | ||
* sword |
* sword |
||
* axe |
* axe |
||
* club |
* club/staff |
||
* range |
* range |
||
* shield |
* shield |
||
ChadF also suggested another type of weapon skill system that you can review [[Ideas:chad3f|here]] |
|||
<br> |
|||
<br> |
|||
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 ). |
||
We need to design the system to avoid campers:<br> |
We need to design the system to avoid campers:<br> |
||
[[File:Stendhal 0.39 campers.jpg]] |
|||
http://arianne.sourceforge.net/wiki_images/stendhal_0.39_campers.jpg |
|||
<br><small>Image: Campers training in Stendhal 0.39</small> |
<br><small>Image: Campers training in Stendhal 0.39</small> |
||
| Line 27: | Line 36: | ||
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> |
||
On level up you gain HP. |
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== |
==Combat== |
||
| Line 32: | Line 45: | ||
Combat right now works as follows: |
Combat right now works as follows: |
||
# 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- |
||
# 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. |
||
The formula looks like: |
The formula looks like: |
||
<pre> |
<pre> |
||
risk_to_hit = |
risk_to_hit = 20 * source[ATK] - roll[1D20] * target[DEF] |
||
if risk_to_hit > 0: |
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; |
|||
defender_part = 0.6 * (roll[1D100] / 100) * target[DEF]^2 + 4 * target[DEF] * shield + 2 * target[DEF] * |
|||
where: speed_part = 8 / (source[ATTACK_RATE] + 3.0); |
|||
armor + target[DEF]* helmet + target[DEF] * legs + target[DEF] * boots |
|||
level_part = 1.0 - (target[LEVEL] + 5) / (1.2 * (source[LEVEL] + 5)); |
|||
damage = ( |
damage = (8 * max_attack * random[0..1] - max_defence * random[0..1]) / max_defence; |
||
</pre> |
</pre> |
||
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... |
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 |
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. |
||
Creatures are balanced without items, and have constant item DEF of 0 and item ATK 5. |
|||
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 ). |
|||
===Range Combat=== |
===Range Combat=== |
||
Damage from ranged attacks is based on the above formula, but: |
|||
* We have a |
* We have a maximum range |
||
* Weapon is |
* Weapon is most effective on middle range |
||
* |
* Item ATK is the sum of the bow and arrow ATK values |
||
So a nice formula would be: |
|||
<pre> |
<pre> |
||
ranged_damage = distance_modifier * normal_damage |
|||
range_damage = damage * ( actual_distance / max range of weapon ) |
|||
where: |
|||
if range = 0 |
|||
if actual_distance < min_range: |
|||
distance_modifier = 0.8 |
|||
else |
|||
if actual_distance > max_range: |
|||
distance_modifier = 4 * (distance / out_of_range - distance^2 / out_of_range^2) |
|||
range_damage = 0 |
|||
where: |
|||
out_of_range = max_range + 1, |
|||
</pre> |
</pre> |
||
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. |
|||
==Tactics slider== |
|||
Here is some improved formulas for ranged combat, they also use arrow damage. |
|||
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: === |
|||
<pre> |
|||
attacker_part = 0.8 * (roll[1D100] / 100) * source[ATK]^2 + 4 * source[ATK] * (weapon + arrow) |
|||
maxdamage = 0.8 * source[ATK]^2 + 4 * (weapon + arrow) |
|||
This slider will allow the players to adjust the speed of movement. With the following consequences; |
|||
range_damage = damage * ( 1 - (actual_distance / max_range) ) + ( damage - damage * ( 1 - (min_range / max_range) ) ) * |
|||
( 1 - (actual_distance / max_range) ) |
|||
*Slink: Players are aware of dangerous situations, they will therefore expect to be attacked suddenly (adrenalin-kick ;) ) and they slink to make no noise. |
|||
</pre> |
|||
-> +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== |
==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. |
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. |
Also you can have written spells that don't cost mana, but that vanish after they have been used. |
||
| Line 90: | Line 132: | ||
* Earth strong vs Wind |
* Earth strong vs Wind |
||
* Wind strong vs Fire |
* Wind strong vs Fire |
||
<br> |
|||
* Dark strong vs Holy |
* Dark strong vs Holy |
||
* Holy strong vs Dark |
* 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.<br> |
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.<br> |
||
<br> |
<br> |
||
Here is some speculative formulas for how magic might be working |
|||
Some spells we may add are: |
|||
<pre> |
|||
* Convince creature |
|||
risk_to_hit = 2 * source[INT] - target[INT] + target[DEF]/2 + roll[1D20] -10 |
|||
* Summon creature |
|||
* Acid missile |
|||
* Magic shield |
|||
Check over at the class section for more about spells that might be added |
|||
[[StendhalRefactoringClassBasics| Class Basics]]<br> |
|||
if risk_to_hit > 0: |
|||
==Quests== |
|||
attacker part = 0,8 * ((roll[1D100]/100) * source[MATK]^2) * (ELEMENT * 0,2) + 4 * source[MATK] * (ELEMENT*0,2) |
|||
That's the point of the game. |
|||
maxdamage = source[MATK]^2 + 4 * (ELEMENT) |
|||
We can do something different. |
|||
defender_part = 0.6 * (roll[1D100] / 100) * target[DEF]^2 + 2 * target[DEF] * shield + target[DEF] * |
|||
We must do something different. |
|||
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]) ) * |
|||
The idea is to suggest players quests that make them do something interesting instead of just doing the camper!. |
|||
(1 + (target[WEAK] * 0,01)) ) * (1 - target[STRONG] * 0,01) |
|||
=== Plots ideas === |
|||
[http://www.gamedev.net/reference/articles/article255.asp Several plots ideas] |
|||
ELEMENT = The elemental power of the skill that is used (Equivelant to the ATK the equipped weapon has, but for magic). |
|||
===Introduction/Beginner=== |
|||
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? |
|||
</pre> |
|||
These Formulas is based on that all creatures have an elemental resistance to all the elements in the game: <br> |
|||
====Modified sheep quest==== |
|||
* An elemental resistance below 0 means that you gain extra damage from that element -100 means you recive the double damage. |
|||
Summary: Nishiya gives you a sheep (weight 0) to grow.<br> |
|||
* An elemental resistance of 0 means that there is no change in damage from that element, or the element that is strong against it.<br> |
|||
Reward: The first full grown sheep gives you the exp. for level 2<br> |
|||
* 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.<br> |
|||
Difficulty: very easy, you don't even have to meet an enemies<br> |
|||
* 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. |
|||
Note: You can do the quest as often as you like, but you'll get the xp only once<br> |
|||
<br> |
|||
====Grab some rare herbs from the plains==== |
|||
Check over at the class section for spells that might be added |
|||
Summary: Carmen asks you to grab her some herbs from the plains<br> |
|||
[[StendhalRefactoringClassBasics| Class Basics]]<br> |
|||
Reward: Some coins, some xp, maybe a necklace that heals you a hp each second<br> |
|||
Difficulty: easy<br> |
|||
Note: You can do the quest as often as you like, but you'll get the reward (necklace) only once<br> |
|||
====Get the childs toy==== |
|||
Summary: The smith' child has lost its toy and it looks like a wolf from the forest stole it (original eh?). Bring it back.<br> |
|||
Reward: Some coins, some xp, maybe the smith can give you a special weapon (with your name?)<br> |
|||
Difficulty: normal, kill some wolfes and eventually one drops the toy<br> |
|||
Note: You can do the quest only once. Make sure the wolfes drops toys only when someone with the quest is near. Remove additional toys.<br> |
|||
===Challenging=== |
|||
====The Pied Piper==== |
|||
(after a german tale: read this first ([http://www.hameln.de/tourismus/rattenfaenger/sage.htm click]). It is translated in some european languages) |
|||
* Part 1 |
|||
Summary: The city has a rat problem. You can enter each house and kill some rats. The major tells you they are waiting for a rat catcher (and he tells the exact time)<br> |
|||
Reward: none<br> |
|||
Difficulty: none<br> |
|||
Note: This is just to introduce the problem. Make sure the rats are very easy (atk=def=1) and give nearly no xp,atk_xp,def_xp<br> |
|||
* Part 1b |
|||
Summary: The pied piper arrives. You can see how he dances and all the rats leaves the houses and gather around him. He leads them in some dungeon (it is complicated, but it would look cool).<br> |
|||
Note: Make sure the players cannot block the path to the dungeon.<br> |
|||
* Part 1c |
|||
Summary: The pied piper returns to get his reward. The city refuses to pay and so he dances again to get all the children. They go down the same dungeon.<br> |
|||
Note: Make sure the players cannot block the path to the dungeon.<br> |
|||
* Part 2 |
|||
Summary: Get the children back.<br> |
|||
Reward: don't know. something cool<br> |
|||
Difficulty: normal<br> |
|||
Note: This is a quest for several players, so the enemies shouldn't be too easy. The kids are in some kind of underground town. The pied piper is gone.<br> |
|||
This quest can be restarted each 2 days or so. Block the dungeon entrance some hours before the quest restarts.<br> |
|||
If some people don't like the idea of 'stolen' kids (it's a tale after all), the rat catcher gets sheeps in his 2nd run.<br> |
|||
---- |
|||
<br> |
<br> |
||
<br> |
<br> |
||
<br> |
|||
[[StendhalRefactoring| Back to StendhalRefactoring]] |
|||
---- |
|||
[[StendhalRefactoring| Back to stendhal refactoring page]] <br> |
|||
[[Stendhal | Back to Stendhal main wiki page]] <br> |
|||
[[Category:Development]] |
|||