StendhalRefactoringRP: Difference between revisions
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imported>Kymara |
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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{{Likely Outdated}} |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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(Idea suggested by ''Nirvana'') |
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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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Based on a idea suggested by '''Khesus''' |
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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 always to each Player, so the window that both players are looking is different because it is horizontally flipped from their view. |
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*Each part of the window has three buttons at the bottom: ''that's my offer'', ''deal!'' and ''no way!''. The ''deal!'' button is greyed at first. |
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GUI suggested by '''danter''' |
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<pre> |
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|------------------------------------------------------| |
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|Myself ||Other | |
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|--------------------------||--------------------------| |
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|ITEM ITEM ITEM ITEM ||ITEM//////////////////////| |
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| ||//////////////////////////| |
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|ITEM ||//////////////////////////| |
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| ||//////////////////////////| |
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|--------------------------||--------------------------| |
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|ICON || ICON| |
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|--------------------------||--------------------------| |
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|This is my offer!| | Deal! | | No way!| |
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|------------------------------------------------------| |
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</pre> |
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Each player can drag items from his respective bag and drop or remove them only in his part of the window. |
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Each player clicks on the ''that's my offer'' button at the bottom once he is satisfied with the items he has offered for the trade in his own part of the window. |
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Once a player has clicked on ''that's my offer'', the button is greyed and the background of the items he has offered for the deal appears greyed. If he tries to drop more items or remove any item, the ''that's my offer'' button is lightened again and the background too. |
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Once both players have clicked on ''that's my offer'' then their respective ''deal!'' buttons lighten. |
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They press it if they are satisfied with what the other player has dropped in the other part of window. |
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*If both players click on ''deal!'': the window is closed and the items are exchanged between them. |
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*If any of the players clicks on ''no way!'' at any time: the window is closed and the items return to their original owners. |
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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> |
<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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