Content Database ideas

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Re: Content Database ideas

Postby unvmeh » Mon Aug 27, 2012 10:17 pm

MCG wrote:
unvmeh wrote:
ghostlord wrote:
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.


Intense coding there bro...
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Re: Content Database ideas

Postby MCG » Wed Aug 29, 2012 2:25 am

unvmeh wrote:
Intense coding there bro...


Fairer system than stat allocation points though imo - just get some faggot putting every stat in dex and being unkillable on stone.
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Re: Content Database ideas

Postby ghostlord » Wed Aug 29, 2012 1:01 pm

The easiest would be calculated stats.
Hardest would probably be stat allocations due to the amount of work.
The solution I expect is a core rework for dsoma stat gains.
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Re: Content Database ideas

Postby sinnuh » Thu Aug 30, 2012 1:57 pm

few ideas-

deeper moral for devil/angel players rewards those that rarely PK with the opportunity to keep angel an still PK and makes being Devil an actual challenge to come back from.

change/remove trace from bow, seems a bit biased the only class that can locate bosses/players/monsters is bow.

removing bow also will make pk'in newer players harder, the current system is trace all maps find where there hunting and PK, without trace you would actually have to go to mob spawns and look for people to pk, and would allow lower levels to go to areas not often used to hunt slightly hidden from the pkers.

removing all mobs after BLG/nm's, we the players have tested all the mobs until cap and the majority of them can be hit n run for great int gains an good drops, by removing all mobs after BLG you then have end game content that can be added when players require further content to be added.

larger party size? maybe link this to having the party leader with high charisma.. more charisma the more members they can invite to a party?

re spawn at gvw, have everyone that dies inside/out (including the gv owners) spawn outside.

make insane pamoth / negamre in abyss useful? (if abyss is staying ingame)

remove all mobs that allow long-term afk punching for con, con should be a hard earned stat

% on conti should be a lot closer to allow the other side to potentially raid 40% is far to low having 80-90% would seem fairer

boss spawn times - currently you can just look at the player feed an know exactly when all the worthwhile bosses next spawn so the strongest get even stronger. having them on a more random re spawn scale? say ES which is currently 26:45, was changed to anywhere between 20-40 (just rough numbers) would allow the opportunity for others to kill instead of just a few on timers.

make hoarde shanis have incredibly high int, once a player can tank hoarde shanis your just get another player there constantly frost winding them, killing insanely quickly an evasion will be just as bad as it is here.

give boss minions a re spawn timer so like ES spawns with all the ghouls which are a pain have them re spawning every 2-3 minutes would make the boss much harder to kill.

cap online time to ten hours a day? - make mullti's much less dominant

anyways feel free to disagree this is just some of the many ideas floating around in my brain ;P
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Re: Content Database ideas

Postby sinnuh » Thu Aug 30, 2012 2:13 pm

so my favorite idea i wanted a separate post as it goes in to much more detail than the rest of my ideas.

so we all know the server will have multi's its a part of gaming that people accept these days which is fair enough, that's there choice, but having 2-3 chars that nobody else can get close to in pvp makes the server rather dull to some extent as you know you cant compete with them.

the best potential way around this, that i personally like is a level cap, it works in WOW and that has the most players of any mmorpg does it not?

how it could work on soma would be say the first level cap is 60 once X amount of players hit level 60 it increases to 70 and then the same when X amount of players hit 70 it goes to 80 (this is just a rough level idea of how it could be used)

people were complaining that by being able to do con anytime chars all became "generic" or the same, by having level caps it allows the player to decide what stats they feel are more important, example below

player A prefer's Strength so there going to hit level 60 with high strength and average dexterity / intelligence

player B prefer's intelligence so there going to cap with low strength and dexterity but have a greater level of int

Player C prefer's Dexterity so will have high dexterity and lower Intelligence and strength

Player D may feel like gaining all stats evenly (new con change allows this) will reach the cap having a good balance of all stats but no outstanding areas.

this will encourage diversity and make Gvw wotw and pvp more open to all players as they wont be miles behind to a select few characters, that multi away from the start and dictate where players can and cannot hunt.

also takes away the advantage of multi's as yes they will still hit the cap first but they won't be able to pull crazy gaps on casual players, as until X amount of players have managed to catch up they cannot gain anymore stats (gives them the opportunity to farm, do quests, craft etc) or even multi another char to the cap an have one each ;P

just something i like and thought i would throw out to the forum for other's opinions :)
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Re: Content Database ideas

Postby ghostlord » Thu Aug 30, 2012 10:31 pm

Nice list of ideas Sinnuh, when i get some spare time I'll integrate them into the list.
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Re: Content Database ideas

Postby Niteshadow » Fri Aug 31, 2012 1:54 am

Love your favourite idea sin.
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Re: Content Database ideas

Postby cappilio » Wed Sep 26, 2012 2:51 pm

I like the Idea of a Casino,

as i can no longer gamble i real life il get my hit from soma,

Gambling Skill maybe be come a professional gambler and get a gamblers robe.

maybe have a bookie that takes bet on certain events, like a fight to the death of mobs etc and you can place bets on what round the player would last or something similar.
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