Content Database ideas

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Content Database ideas

Postby ghostlord » Sun Aug 26, 2012 2:29 pm

When Paramount, Sylver and myself started brainstorming we had too many ideas and changes to remember. The changes already made can be found here: viewtopic.php?f=28&t=4862
In this thread you can find the ideas that are in the works on simply in our heads. Not all will be used in the end so new ones are welcome and discussion is open.

Pleate NOTE: Not all changes are possible from a developing point of view so they will never be added. As we find out which are and which aren't I will divide them.

26-08-2012
    Batch crafting
    Change aging - eat food age faster get tiny buff (or eating to survive)
    server-wide progress (ie a quest has to be done 100x before new one is available
    Set items
    Quest rewards that give tradeble items for town/crafting items through an item exchange npc
    buy a chicken, get an egg every soma day (4 hours), lives a soma year, every person who buys one adds a chicken to server who walk around in tyt and around, maybe option to slaughter it for meat between certain times? (lvling farming/breeding skill with cooking or pot?!)
    titles for things you do, lumberjack, quarrymaster, master hunt

25-08-2012

    Random corpses that could drop loot (like diablo)
    Job/wanted boards
    mining/lumberjacking
    Boss that steals items or pos and drop/give it again on death
    casino with chips
    mobs sorts: normal units, mini bosses, real bosses with followers/minions and the uber bosses. NOTE: all but the mini bosses and followers/minions are 'isBoss' mobs.
    Accessory that you can uptier through quests, boss souls or otherwise (ie. +10 hp, +20 HP, etc)
    crafting assistance quests - crafting will be made more involved
    Player tutorial quests - for new people
    Daily/weekly/somadaily( every 4 hours) quests
    Auction/bazaar
    hidden/hiding npcs around the map - with random quests or random shops
    Pirate/rebel/mercenary faction in TyT town? Or any faction reputation system really
    All auras upgradeble, 5 lvls
    More buff/debuff spells and temporary potions
    Tag-chance on craft (small, I'd say 0.05%)
    Crafting masters in respectable buildings - for higher end crafting, shop or teacher
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Re: Content Database ideas

Postby Corrupt » Sun Aug 26, 2012 6:35 pm

ghostlord wrote:Tag-chance on craft (small, I'd say 0.05%)


If you don't plan on selling bones in the shops, try 5%. The tags would also have to be great to get me to craft 2000 of one item to get a tagged version.
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Re: Content Database ideas

Postby ghostlord » Sun Aug 26, 2012 6:39 pm

Corrupt wrote:
ghostlord wrote:Tag-chance on craft (small, I'd say 0.05%)


If you don't plan on selling bones in the shops, try 5%. The tags would also have to be great to get me to craft 2000 of one item to get a tagged version.

To put it in perspective mobs have a 0.1% change and bosses a 1% chance. We're talking about hardened - rare- epic - intense tags. It wouldn't be viable to farm for it, which is the point in these tags. To counter this I believe the normal version has to be equal to or better than the dropped/shop versions. Also note you can still add gems for extra stats and skill also influences it (even if only 2-2 max).
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Re: Content Database ideas

Postby Corrupt » Sun Aug 26, 2012 9:33 pm

ghostlord wrote:To put it in perspective mobs have a 0.1% change and bosses a 1% chance. We're talking about hardened - rare- epic - intense tags. It wouldn't be viable to farm for it, which is the point in these tags. To counter this I believe the normal version has to be equal to or better than the dropped/shop versions.


1% chance?

What does that really mean.

A 1% chance that weapon you found has a tag on it?
A 1% chance of each type of tagged weapon dropping?
Last edited by Corrupt on Mon Aug 27, 2012 7:02 am, edited 1 time in total.
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Re: Content Database ideas

Postby MCG » Mon Aug 27, 2012 3:33 am

'Accessory that you can uptier through quests, boss souls or otherwise (ie. +10 hp, +20 HP, etc)'

Sounds very good, something to work towards. This could also tye in with the use of reputations, e.g. farm X reputation with Y number of factions to move onto the next tier of item. This should be a somewhat legendary quest for a specific item, or even potentially add a new item slot all together.
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Re: Content Database ideas

Postby ghostlord » Mon Aug 27, 2012 11:43 am

Corrupt wrote:
ghostlord wrote:To put it in perspective mobs have a 0.1% change and bosses a 1% chance. We're talking about hardened - rare- epic - intense tags. It wouldn't be viable to farm for it, which is the point in these tags. To counter this I believe the normal version has to be equal to or better than the dropped/shop versions.


1% chance?

What does that really mean.

A 1% chance that weapon you found has a tag on it?
A 1% chance of each type of tagged weapon dropping?

I believe it's 1% chance that it has a tag, then when it has a tag it'll roll again for which one you get. Though I'm not entirely sure about this I hope someone can clarify.

Also added the list from yesterday.

*edit*:
Sylver just clarified it:
<ISylver> its 1% chance to get an intense wep from a boss
<Ghostlord> so more chance to get hardened?
<ISylver> tagged is like 55% chance total
<ISylver> yeah
<ISylver> hardened rare epic then intense

Sounds a lot better like this. :P

The idea would be that crafting gets half the chance or around that, though a number isn't set in stone yet.

So to put it all in perspecting again
Let's put normal mobs as index 100%
Then boss would be 200%
And crafting would be 50%
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Re: Content Database ideas

Postby unvmeh » Mon Aug 27, 2012 6:21 pm

Surly this gives yet another advantage to humans?

Why don't you change devils f12 or whatever the stats are on with humans f12 giving devils crafting ability ?
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Re: Content Database ideas

Postby ghostlord » Mon Aug 27, 2012 6:24 pm

unvmeh wrote:Surly this gives yet another advantage to humans?

Why don't you change devils f12 or whatever the stats are on with humans f12 giving devils crafting ability ?

Devils could 'buffed' by using item exchange shops or 'crafting' npc's. To keep the inpact to a minimum I put the chance 0.05%.

Also on a side note it's f11. xD

At this point only HSoma (TyT) is being build. Sylver has already said that DSoma needs a core rework in the stat gains and possibly how it works.
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Re: Content Database ideas

Postby unvmeh » Mon Aug 27, 2012 7:16 pm

ghostlord wrote:
unvmeh wrote:Surly this gives yet another advantage to humans?

Why don't you change devils f12 or whatever the stats are on with humans f12 giving devils crafting ability ?

Devils could 'buffed' by using item exchange shops or 'crafting' npc's. To keep the inpact to a minimum I put the chance 0.05%.

Also on a side note it's f11. xD

At this point only HSoma (TyT) is being build. Sylver has already said that DSoma needs a core rework in the stat gains and possibly how it works.



maybe stat location points, 10points a level ?
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Re: Content Database ideas

Postby MCG » Mon Aug 27, 2012 8:59 pm

unvmeh wrote:
ghostlord wrote:
unvmeh wrote:Surly this gives yet another advantage to humans?

Why don't you change devils f12 or whatever the stats are on with humans f12 giving devils crafting ability ?

Devils could 'buffed' by using item exchange shops or 'crafting' npc's. To keep the inpact to a minimum I put the chance 0.05%.

Also on a side note it's f11. xD

At this point only HSoma (TyT) is being build. Sylver has already said that DSoma needs a core rework in the stat gains and possibly how it works.



maybe stat location points, 10points a level ?


Can see many potential problems with that - maybe a slightly different system where u can place a favouritism mechanic on your characters leveling stats? What i mean by this is, e.g. pay X amount of barr to an npc and he'll take away 20% of a specific stat gain you would upon levelling (lets say u gain 1.0 wis, you would lose 0.2 of that wisdom on the level up, gaining only 0.8 instead of 1.0) and you can gain say 10% more on another stat of choice, e.g. gaining 10% more con (going from 2.0 con to 2.1 con on level up as a trade off for the wisdom).

Could make levelling a little more fruitful and give the player a little more choice over how their character will progress. Nothing worse than E.G playing a dsoma axer, being hard enough to take AB's but missing them like Fudgesticks because you have shit dex. Could put limitations in place, like primary stat for primary stat (dex/str/int being primary) and secondary for secondary stats (con/wis/charisma) being the others.
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