StendhalRefactoringRP: Difference between revisions

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damage = damage / 4
damage = damage / 4
</pre>
</pre>

This formula is not nice because the effect of weapons is linear, when it should be something exponential.
A improvement in weapon should be clearly noticeable.


===Range combat===
===Range combat===
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


==Magic==
==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.

Some spells we may add are:
* Convince creature
* Summon creature
* Fireball
* Acid missile
* Heal
* Magic shield


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

The idea is to suggest players quests that make them do something interesting instead of just doing the camper!.

Revision as of 23:22, 31 October 2005

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
  • range
  • shield

We need to design the system to avoid campers:
http://arianne.sourceforge.net/wiki_images/stendhal_0.39_campers.jpg
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 logout

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.

Combat

Combat right now works as follows:

  risk to hit= source[ATK]-target[DEF]+ roll -10

  if risk to hit > 0:
     for source[ATK]+weapon times do:
        damage = damage + roll 1D6;

     for target[DEF]+shield+armor times do:
        damage = damage - roll 1D6;

  damage = damage / 4

This formula is not nice because the effect of weapons is linear, when it should be something exponential. A improvement in weapon should be clearly noticeable.

Range combat

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

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.

Some spells we may add are:

  • Convince creature
  • Summon creature
  • Fireball
  • Acid missile
  • Heal
  • Magic shield

Quests

That's the point of the game. We can do something different. We must do something different.

The idea is to suggest players quests that make them do something interesting instead of just doing the camper!.