V3 Soon

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V3 Soon

#1

Post by Shane » Tue Aug 01, 2006 10:46 pm

V3 is currently in beta, and it will probably be released by the end of the month. I have done only brief testing of it at this point but like what I've seen so far.

Here is the original teaser list. It's about a year old, so some things may have changed, but it should give you some idea of the direction it's going.

Generalization
Starting off in the RPG, you will of course create your character, usual stuff, we haven't really discussed this, so nothing yet to say.
After character creation you will be "kicked" to the default town/city/area. The main setting of the rpg is based on 'Places', these places each contain facilities/activities, such as a town would have shops and Inn's, each shop and Inn would be unique, and areas like caves would give the user the option to camp, and other things. Each 'place' then could be accessed from 1 to another, according to travel availability. You could use a horse & cariage, or simply walk if you don't have the money, the only draw back being chance of being attacked would increase greatly.

Core Features (generalized):
- View current players in place and show current location (ie: "Inside Rivan Blacksmith")
- Shoutbox to talk to current players
- View current wandering monsters (basically a scan system - not fight)

Moving from shop to shop may result in being attacked from a monster, or you may be attacked from a player, unless you are inside a 'Safe Zone', like a hospital, here you cannot be attacked from either monsters or players.
So thats all for the general place format the rpg will be built upon, thats a VERY brief overview, more will come in time when production starts.

Shops
Shops will no longer sell stuff as in Items/Spells/Upgrades, instead of buying them, you make them, shop will sell 'Components', these components may be welded together by your character to create an item/spell, crafting specific components and spells does however depend on your characters "Skills", of course as you weld more together, your experience for a skill will increase, causing you to gain a level, opening more combination allowances to explore and use. Crafting is 100% customizable, you choose the components you desire, and you choose the item image, along with the image colour.
The same applies for spells as it does items, for upgrades however, you can create 'Enchantments', these enchantments when applied to an item will do something to the item (dependant on the components used to create the enhantment), and just to show it has been enchanted, a glow is automatically added around the items image.
Again, VERY brief, we're not trying to give too much out the moment, more of a 'teaser'.

Battles
We're looking to completely re-design the battle ground, we're even aiming to create 'Real-Time' battles, which would mean no refreshing + dynamic attacking. A major addon to the battle ground i will let you know is the 'Team Battle' allowance.
When a battle occurs (by random or by force from a user), other players in that same area as you can view battles in that area, and in doing so they can choose to 'Help' 1 player or the other, this player may then 'Tag' people who have said they will help, swapping them from in battle to 'In Line To Help' so to speak. There will be no limit to how many people can help you, but you will not be able to help a monster (CPU).
Again, VERY brief, i'm really evil huh?

More Teasers

Items Classifications
Items will be classed upon creation due to the components used to weld, such as "Double Handed" or "Heavy/Medium/Light" (proper names will be assigned to classifications) - Certain classifications will be able to be restricted to classes, like a mage would not be able to use a Double Handed Heavy Axe

Battle Attacks Enhancement
Battle attacks will be more refined, where as you're able to choose your attack, like attack with weapon in right hand/left hand/both hands, then an additional selection of an attack type, like swift, which would be quick and get your character back into position ready to defend, however inaccurate not inflicting too much damage, where as a slow accurate attack would inflict more damage, however leave your character open to attack, we may also implement attack areas (head/body/legs), in addition allow characters to defend, large sheilds would defend the character in all areas, where as a small sheild would mean your given a choice which area of your character you should defend. So each battle attack type has it's own pro's and con's, and to make it even better, these attack types can be added/edited/deleted in the ACP allowing users to create there own battle ground attacks and make it unique, along with giving restrictions to use certain battle attacks, like you would need a sword to slash your opponent.

Monster Obsessions
We found this pretty funny, but we find it makes things a lot more interesting, admins are able to give monsters obsessions, like money or mages, so if a monster was obsessed with money & mages, and you were a rich mage, you would have a greater chance of been attacked by this monster in area's where it is around.

Even More Teasers...

Skill Points, Attribute Points & Payback
A major upgrade to the existing 'Skill Points' system, characters are rewarded Skill Points & Attribute Points for leveling up, and other stuff (which you won't find out yet...). Attribute points can be used on character stats, where as skill points can be used on character skills, a single increatement of a skill will raise the characters ability in that skill by 1. Skills are classed as certain types of magic or abilities, like fire magic or crafting weapons.

Furthermore you can earn your character Payback points, this will allow you to alter previous changes to your character, you you can take skill/attribute points away from a current setting and place it on another, allowing you to swap and change your character as you see fit. Ofcourse, it depends on how many payback points you have, x payback points = x alterations to skill/attribute points.

On the admin side, skills can be created for the magic end, for example the path would be:
Create Skill 'Fire Magic' -> Assign To 'Spell' -> Choose Spell(s). Therefor a characters level in the created skill determines the power of it's assigned spell(s).

Weapons Exp/Evolution
Weapons will have classifications, such as 'Axe', 'Sword' etc.., these define the type of weapon. Each character will have a level of skill for each weapon classification, using that type of weapon will increase the exp for the classification by 10 (customizable), however other classifications exp drop by 2 (customizable). As you use 1 type of classification more your level of skill will improve, but you will get rusty with the other ones, however if you have say 'Axe Mastery' to level 2, then it will not drop below that level, the exp will just deliminate to 0 exp, and the level will remain at 2 (so it won't back track levels). This allows characters to create with enough training a player that is able to use a wide amount of weapon classifications at great skill, as your skill increase so will damage and other affects items may have.

On the admin side, masteries can be added/edited/deleted, so when a character crafts an item from components, they choose the type of weapon it will be.

Approximate Percentage Of Whole Feature List Explained Here: 5.1%
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#2

Post by Shane » Tue Aug 01, 2006 11:01 pm

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#3

Post by Joker » Tue Aug 01, 2006 11:02 pm

When this thing kicks in to affect, I want to be the first in line :D
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How about a Magic Trick?? I'm going to make this pencil dissapear !

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#4

Post by Shane » Tue Aug 01, 2006 11:04 pm

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To me, you are the teacher in the Charlie Brown cartoon.

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#5

Post by The Willful Wanderer » Wed Aug 02, 2006 10:37 am

I can see I have a lot of work ahead. Very cool.
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#6

Post by Nomyt » Wed Aug 02, 2006 10:58 am

Looks good to me.
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#7

Post by Joker » Wed Aug 02, 2006 2:26 pm

I will be more than willing to lend a helping hand if things get to be too much for selene once this updated version becomes operational. :D
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#8

Post by The Willful Wanderer » Wed Aug 02, 2006 3:26 pm

...quoth the inactive battlefield mod.

????
\"What if nothing means anything? What if nothing really matters?.....
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
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#9

Post by Joker » Wed Aug 02, 2006 3:38 pm

^ Hey I'm active, not my problem that most of the members on the BF don't flame each other or spam up to high hell :D Besides there looks like this version might have alot more for you to muck with, just thought a second hand might be helpful :shrug:
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#10

Post by The Willful Wanderer » Wed Aug 02, 2006 3:42 pm

Ah so.

Naah, like I said- I'm looking forwards to lots of tweakage to perform.
\"What if nothing means anything? What if nothing really matters?.....
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
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\"Joke \'em if they can\'t take a f$%k.\"

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#11

Post by Irkenwarrior12 » Wed Aug 02, 2006 11:51 pm

This is beyond awesome.
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#12

Post by The Willful Wanderer » Fri Aug 11, 2006 4:04 pm

Once I've gotten used to working with things in the new system, mind, I'll be happy to take suggestions.

But only after I have the basic things set up properly, natch?
\"What if nothing means anything? What if nothing really matters?.....
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
-Calvin

\"Joke \'em if they can\'t take a f$%k.\"

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#13

Post by Joker » Fri Aug 11, 2006 4:59 pm

I know what a snatch is, but what is a "natch" ??
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#14

Post by The Willful Wanderer » Fri Aug 11, 2006 6:30 pm

'natch'. It's a slang term indicating that I wish to know if you 'grok' what I am saying.

Also: DAMMIT, GET BACK OUT THERE ON THE BATTLEFIELD AND FIGHT ME!
\"What if nothing means anything? What if nothing really matters?.....
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
-Calvin

\"Joke \'em if they can\'t take a f$%k.\"

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#15

Post by Ace Mercury » Fri Aug 11, 2006 6:59 pm

Oh m'gosh, you're so cool Miss Starblade. I totally grep what you're talking about.

Anyways, at this point, it looks really complex for complexity's sake. Still, I look forward to seeing how the UI feels like.

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#16

Post by The Willful Wanderer » Sat Aug 12, 2006 3:30 pm

Yeah. Expect that it will start off with large portions disabled, after a preliminary testing period- just for the sake of simplicity.
\"What if nothing means anything? What if nothing really matters?.....
...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
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\"Joke \'em if they can\'t take a f$%k.\"

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#17

Post by Slife » Sat Aug 12, 2006 9:30 pm

Will cash, et cetra, roll over? I don't want to stop being a millionare.
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#18

Post by Necromancer » Sun Aug 13, 2006 10:34 am

Looks good to me, I will be looking forward to it.

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