StendhalRefactoringRP: Difference between revisions

From Arianne
Jump to navigation Jump to search
Content deleted Content added
imported>MiguelAngelBlanchLardin
imported>Kymara
 
(459 intermediate revisions by 11 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{{Likely Outdated}}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 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 18: Line 29:
# Blood solution<br>You only improve your skill when you damage/are damaged the creature
# Blood solution<br>You only improve your skill when you damage/are damaged the creature
# Don't get XP points nor skill points from weak creatures
# Don't get XP points nor skill points from weak creatures
# Kick idle players<br>No action in X minutes means that you are logout
# Kick idle players<br>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.
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.
Line 25: 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==
===Melee Combat===
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-
# If risk>0 then we compute if the target blocks the attack, or how much damage the target received.

The formula looks like:
<pre>
<pre>
risk to hit= source[ATK]-target[DEF]+ roll -10
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));
for source[ATK]+weapon times do:
max_attack = source[ATK] * (1 + source[WEAPON])* (1 + 0.03 * (source[LEVEL + 5)) * speed_effect;
damage = damage + roll 1D6;
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;
for target[DEF]+shield+armor times do:
</pre>
damage = damage - roll 1D6;
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...
damage = damage / 4
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.

===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

<pre>
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,
</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==
This formula is not nice because the effect of weapons is linear, when it should be something exponential.
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.
A improvement in weapon should be clearly noticeable.
For example:


===Range combat===
=== Slink---Normal---Run: ===
Should be based on the above formula but:
* We have a maximun range
* Weapon is only effective on middle-long range
* Damage also depends of the arrow


This slider will allow the players to adjust the speed of movement. With the following consequences;
==Magic==
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 have been used.


*Slink: Players are aware of dangerous situations, they will therefore expect to be attacked suddenly (adrenalin-kick ;) ) and they slink to make no noise.
Some spells we may add are:
* Convince creature
* Summon creature
* Fireball
* Acid missile
* Heal
* Magic shield


-> +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.
==Quests==
That's the point of the game.
We can do something different.
We must do something different.


*Normal: Just normal ;)
The idea is to suggest players quests that make them do something interesting instead of just doing the camper!.


*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.
=== Plots ideas ===
[http://www.gamedev.net/reference/articles/article255.asp Several plots ideas]


=== Aggress---Normal---Defence: ===
===Introduction/Beginner===


This slider will allow players to adjust whether they like to attack creatures or defences themselves.
* modified sheep quest<br>
Summary: Nishiya gives you a sheep (weight 0) to grow.<br>
Reward: The first full grown sheep gives you the exp. for level 2<br>
Difficulty: very easy, you don't even have to meet an enemies<br>
Note: You can do the quest as often as you like, but you'll get the xp only once<br>


*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.
* grab some rare herbs from the plains<br>

Summary: Carmen asks you to grab her some herbs from the plains<br>
-> +15% ATK -15% DEF
Reward: Some coins, some xp, maybe a necklace that heals you a hp each second<br>

Difficulty: easy<br>
*Normal: Again just normal ;)
Note: You can do the quest as often as you like, but you'll get the reward (necklace) only once<br>

*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.<br>
<br>
For the Element there will be some properties:
* Fire strong vs Water
* Water strong vs Earth
* Earth strong vs Wind
* Wind strong vs Fire
<br>
* 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.<br>
<br>
Here is some speculative formulas for how magic might be working
<pre>
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?
</pre>


These Formulas is based on that all creatures have an elemental resistance to all the elements in the game: <br>
* get the childs toy<br>
* An elemental resistance below 0 means that you gain extra damage from that element -100 means you recive the double damage.
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>
* 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: Some coins, some xp, maybe the smith can give you a special weapon (with your name?)<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: normal, kill some wolfes and eventually one drops the toy<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 only once. Make sure the wolfes drops toys only when someone with the quest is near. Remove additional toys.<br>


<br>
===Challenging===
Check over at the class section for spells that might be added
====The Pied Piper====
[[StendhalRefactoringClassBasics| Class Basics]]<br>
(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>


<br>
* Part 1c
<br>
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>
<br>
Note: Make sure the players cannot block the path to the dungeon.<br>
----
[[StendhalRefactoring| Back to stendhal refactoring page]] <br>
[[Stendhal | Back to Stendhal main wiki page]] <br>


[[Category:Development]]
* 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>

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

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.

  1. Blood solution
    You only improve your skill when you damage/are damaged the creature
  2. Don't get XP points nor skill points from weak creatures
  3. 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:

  1. We compute the risk to hit the target, using their ATK and DEF attributes-
  2. 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