StendhalRefactoringRP: Difference between revisions
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imported>Kiheru →Range Combat: Updated ranged damage formula to correspond to current code |
imported>Kymara |
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{{Navigation for Stendhal Top|Developing}} |
{{Navigation for Stendhal Top|Developing}} |
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{{Navigation for Stendhal Developers}} |
{{Navigation for Stendhal Developers}} |
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{{Likely Outdated}} |
{{Likely Outdated}} |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 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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==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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see [[Concept Player to Player Trade]] |
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==Shopping system== |
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It would be basically the same as the trading system but in this case one of the traders would be a NPC |
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(Idea suggested by ''kiheru'') |
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One could buy only what someone else has sold to the shop. Shop sellers naturally pay less than they take. If a player doesn't meet anyone willing to buy he can sell at the shop (for a poor price). |
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==Auctioning system== |
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It would be basically the same as the shopping system but in this case there are more than one shopping players competing for buying one item |
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==Party system== |
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A player types: |
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''/party nameofparty'' |
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and automatically that party exists and this player is joined to that party. |
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To find out what parties a user belongs to (maybe this feature isn't desirable to keep privacy): |
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''/parties username'' |
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To find out what players belong to a party: |
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''/members nameofparty'' |
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A member of the party can invite a player to join the party |
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''/invite player nameofparty'' |
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If ''nameofparty'' exists, the members of that party (that are online) are asked if they want to accept the new member. The decision with major number of votes wins. To join a party, at least one of the members has to be online. |
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The xp points obtained by every member of the party are showed like always but in a different color (possibly grey) and aren't added to the player experience. |
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The items dragged to the bag of every member are shown in a different color (possibly grey) and can't be used if they are consumable. |
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At one point, a player suggests: |
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''/share nameofparty'' |
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This command only works if the player belongs to ''nameofparty''. |
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All of the members that have contributed to the loot since last sharing must be online and are asked if they want to share at that moment. The decision with major number of votes wins. |
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If the share is accepted a bag window opens in the middle of the screen. |
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Every item is assigned a value in points, the total is computed and every player is assigned a fraction of that total. |
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The sharing can be: |
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*equal for every player |
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*proportional to the sum of the given and received damage points by every player since last sharing. |
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Every player is prompted with a window to choose between equal or proportional sharing. The decision with major number of votes wins. |
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The xp points gathered by the group of members since last sharing is shared immediately |
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Each Player chooses the items he wants until: |
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*the amount of items' value: |
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**reaches the player's assigned points. |
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**surpasses the player's assigned points for the first time. |
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*The player clicks on ''No more'' button |
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Then he can't drag any more item. |
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If a player chooses an stackable item, the quantity is chosen so that it reaches the rest of the player's assigned points. Thus, users should drag stackable items only at the end |
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When any player can't drag more items from the bag the sharing process begins: |
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*if two players have chosen the same item: |
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**the item is randomly assigned to one of the players. |
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**the players that don't get the chosen item receive (if possible) part of the rest of the loot in equal parts (if possible) |
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If there's a part of the loot that hasn't been assigned to any of the players, it is dropped on the ground (at average distance of the group of players) and the faster player gets it. |
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When a player wants to abandon a party he simply types: |
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''/quit nameofparty'' |
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If all the members of the party (except perhaps the affected player) are online and the number of party members is more than 2, a member can suggest expelling another member: |
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''/expel username nameofparty'' |
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Every player (included the affected player) is prompted with a window to choose yes or no. The decision with major number of votes wins. |
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Note: the same user can belong (at least in theory) to many parties.(Maybe this feature is not possible) |
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There could be an analogue feature to the buddy list for parties so that every member would be notified any time other member logs in and out. |
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<br> |
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An alternate method for sharing loot is a bidding system. Each member of the party gets a number of points for bidding (either proportional or equal). Players then assign the number of points they're willing to spend on each item they want. The player who pays the most wins, or for stackable items the stack is split according to how much each player paid. This way, if a player desperately wants one item they can put all their points on that item and let the other players divide up the rest. |
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<br> |
<br> |
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