View Full Version : An idea....
Nerdgasm
10-17-2013, 02:47 AM
So, someone posted on the Server Forums a bit ago about a DoTA server... Well, I'm quite interested in this idea... I have a general idea of how it could work, far as minion waves, and the works, what I do not have an idea on is how champions would work...
This is just a; 'I wonder how many people would be interested in helping make this live?' post... If I get people interested enough. I will be hosting and starting development on this server below are some of the ideas I had...
We could use the 16 classes as 'champions' make the max level 18 like in League of other games... The skill points would work like I have DiabloQuest set up, you type 'skills' in game and can select your skill point that way, versus a actual skill vendor, or anything else in that regard. After every game, you'd be reduced to level 1 again, with all spell unscribed, the winner would get... Something, maybe a charm that upgrades every time you turn in 'A Win Token' and it gives you a perm effect, maybe 'A Lost Token' will give 2 STA and 2 STR and 'A Win Token' would do 3 STA and 3 STR (while this wouldn't actually be the stats, just maybe something like that would happen).
Minions would be spawned every 30 seconds (or so), sent on a path like system to the enemy base, stopping to fight other minions, or towers that block the way.
The 'towers' so to speak would be BOSSES instead of towers, that are rooted in place with a 50-60 yard range, the aggro on these would be almost like League of Legends where if the minions attack it first, it SHOULD prefer the minions in instead of you. I would want to figure out a way to make it if you attacked a CLIENT it would attack you, that would be a interesting but probably easy script to do...
The 'Inhibitors' would just be random NPC's that IF SLAIN the spawn place would spawn a 'Super Minions.'
The Nexus would be... Something? Maybe a NPC again, with no damage, and a bunch of HP...
Once you have finished destroying the 'Nexus' a screen message could appear stating; 'VICTORY' or 'DEFEAT' -- Now how could you dictate what side you're on? Maybe BLUE (faction) versus PURPLE (faction), and like if $faction == 1 (Blue), and NPC ####(Purple) = dead then 'VICTORY!' and the other way around with Purple, I mean MAYBE that would work? I don't know...
Anyway, I have a bit more of ideas in regards to this server, and honestly, I'd love to see it lift off the ground. I just need a couple more DEV's that are good with coding to help, the items would be done the very same as League as well, however the 'upgrade' to items, would be a bit more difficult, maybe buying item X and Y and turning them into the person would grant them Item Z (Easy set up), the heal that the NPC would give to heal, would be easy as well.
Please email me at -->sinclipse@gmail.com--< or message here on the forums, or heck even reply to this post...
AS A REMINDER ~~~ I saw this idea posted in the server forums, and no one has commented on it saying they wanted to try it out, so I'm more then willing to do this... I just need a couple DEV's to help with it...
knowom
10-17-2013, 08:36 AM
Yeah didn't really see any comments on it except one person, but the person didn't say they had a interest in helping with development or anything, but their comment was interesting none the less frankly so I figured it was kind of a dead end topic in terms of developer interest so never bother to elaborate any further on it.
I have thought about faction based control which could either be PVE or PVP or a mix of both. My thoughts on it was to omit Drakkin keeping it at 15 races total thus you could either have 3 factions or 5 factions total. If you had 3 factions you'd have 5 races per faction or if you had 5 factions you'd have 3 races per faction.
AA points could work as a really nice skill tree which could be capped at a set amount of points. They could be reset between games if players wanted to adjust them differently.
I don't think you'd need to memorize spells more than once if you lose your required level can't you no longer cast them? It's been awhile, but I thought that was the case. I do remember retaining skill ups when losing levels though.
liquest
10-17-2013, 09:35 AM
Instead of making it level 1-18 or so. i would bump it up to 10-28 becaues of the HP values being so low at level 1.
knowom
10-17-2013, 08:16 PM
Instead of making it level 1-18 or so. i would bump it up to 10-28 becaues of the HP values being so low at level 1. I thought about that as well the other night though I actually think it would be better to have it for 50-68 that way AA's could be incorporated as a form of a skill tree also base skills wouldn't be scaled so atrociously low to begin with. It just might be easier from a development stand point as a starting point. Frankly all of that stuff can be changed, but it would save some of the hassle and workload of readjusting aspect of things to get the project itself developing more smoothly and rapidly. A lot of the development complexities should be streamlined and simplified to be basic to start with and enhanced over time on a gradual basis so we can focus on getting a overall working base to go off of.
One thing I don't want happening is a lack of structure to the project nor a lack of realistic development target goals where it leads to development fatigue and burn out. I want to see some type of structured incremental development progress where we can expand and scale complexity over time. I'd like to see ideas finished instead of half started and abandoned to fork off in another direction to try some other "new" idea that can spiral endlessly if you don't ever commit to finishing previous goals.
Right now the whole project is somewhat of a rough concept idea that's not fully structure or finalized in terms of the overall direction or plans for it yet I mean there are so many different ways things could be altered to fit or change the direction of things. I think a big question that needs to be asked is how MOBA/DOTA inspired and authentic does the project want to be or need to be and how much like EQ should it feel as well.
Personally I like the idea of using the stand Nexus, Inhibitor, and Tower spawns probably from zone line to zone line and maybe use to dynamically lock/unlock zones based around what your faction currently controls. I'd want to maintain both a basic MOBA and EQ feel fusing the best elements from both using open outdoor zones to dynamically faction lock and unlock other zone content within the game excluding specialty zones like planes and dungeons meant for grouping or raiding for some kind of item and/or XP progression elements. Zones could also automatically slowly become uncontrolled over time as well perhaps.
I'd like to see faction based City raiding tied in factions could be made immune from attacking their own cities, but encouraged to try to divide and conquer opposing cities that being the ultimate objective of the game which would be no small feat and explicitly difficult and progressively so the further into the inner depths of the cities you try to conquer. I don't exactly know what Nerdgasm's thought are on the subject however and what direction he'd prefer to go in.
BTW I love what Lecht is doing with spawns in this thread I think a lot of that sort of thing could be great for a DOTAQUEST idea I think I'd simplify the name to call it something new because it's not really MOBA/DOTA or a MMO so much as a new genre concept entirely if we go in the direction of trying to hybridize and fuse the two genre elements together something like BattleQuest or FactionQuest might be more appropriate.
http://www.eqemulator.org/forums/showthread.php?t=37277
Nerdgasm
10-17-2013, 09:50 PM
The idea of fusing a MOBA and Everquest together as one would work fantastic, as well as the idea of different races and such, the only problem I see in the future would be the PVP aspect of it, Player A and B are on the same 'Faction' but when they are in the place where PVP takes place, Player A and B can attack one another making AoE spells null and void... I spoke to Nate about it for a moment and he said;
wonder if its possible to do racial PVP would probbaly require a bit of source changes
This is just a bat around idea board, if we can figure or get something figured out, I'll gladly open a Database, and host the server and the people interested in this idea can all jump on and discuss the rest of it...
Continue to post ideas guys... This seems like we can get it going.
knowom
10-18-2013, 12:20 AM
I've have a bunch of different ideas. In general I think name generators is a great idea to use extensively for NPC names and corresponding item names a lot could be based around randomized NPC names and corresponding loot they drop, but a bunch could likewise completely be randomized themselves and item stats could in part be randomized to some extent which there is a tool for that available.
For content I'd like to congest and compact things, but would like to use portions of Classic, Kunark, Velious, and Planes of Power. Though I don't particularly want to use all of those zones because it's a lot of zones to use. In some cases it might be best to reconfigure a zone to work as town for a race rather than use the native town they had on live like Vah Shir's starter town I'd probably redo another zone to use in place of it. Another possibility is to reduce factions into 3 to 5 base towns and not have the individual racial towns which might be best and free up some of those town zones to be reused in different types of ways.
The MOBA inhibitor, Nexus, Tower concept could actually be a purely PVE fight encounter, but players serve as aids to help the NPC's. If they were winning the battle the PVE struggle would be harder for the opposing side. It would be less complex, but it would be more interesting to be able to kill the oppose factions without a doubt just bringing it up as a option though.
I really want to do some stuff with no rent to make it more prevalent and widely used within the game one idea I had was to tie it to crafting and or questing. Another was to use it as a stepping stone toward permanent items and as general prerequisites for breaking into new zones more easily. The last idea I had was to use it exclusively for charm slot items and have various types of no drop charm items throughout the game world which seems like a novel idea to me. Fact is it could be used for all 3 things simultaneously in reality. A lot can be done with it that's for certain.
Raid content I think would be great to hinge around 2 full groups of 6 for 12 players in total generally. I think it could also be the case that you have a few instances of faction wide raiding that hinges more around 3 or 4 groups worth of players in total. The reason for 12 player raids is simply to reduce a lot of he political overhead of raiding to make it more easily accessible to everyone rather then a few elite super groups exclusively trying to run monopolize and dictate a server that often feels like it ends up being the case.
I want people to be able to progress without feeling like they are being held on the end of someone's leash. Additionally I don't want players to feel as if they need to be tied to a guild permanently by any means for fear that if they leave it's really going to restrict and hamper who they can group with in the future in a very negative light as a result.
Name randomization for NPCs and Items
Item stat randomization
Spawn time randomization
Spawn type randomization
Teleport randomization
As far as spawns I'd like to do some cool stuff like killing spawn X spawns Y in zone Z. Another thing is I'd like to do a lot of time of day spawn/despawn stuff like in the way kithicor works, but more wide spread and prevalent. You could probably intertwine both spawn patterns as well for a lot of bizarre randomization within the world. Some of what you do by killing and triggering a spawn in another zone might help or hinder players in said zone.
It would add dynamics to the world itself that in turn would make it more life like and less rigid and predictable. Also it would help to encourage exploring different areas of the world and for different lengths of time due to the variables of it. You might trigger a quest mob for someone in another zone that could be protected by them instead of dieing to NPC or you might trigger a enemy NPC spawn that someone comes along and kills for loot.
I think you could setup a zone I'll use Black Burrow as a example and make it so both zone lines spawn npc's that continually path and fight and clash with each other. Now each zone line would be controlled by a separate faction players could join and be a part of that fights opposing factions which players can help them in their conquest. Once the NPC's finally reach a NPC at the opposing zone line and kill it players gain access to the other zone line which if that zone line lead to a faction based city or dungeon you could raid it would be worth the incentive.
Additionally when a zone line was conquered and taken over it might relay that message in chat so players could come help reclaim it and boot port the players out of the neighboring or flag the zone and players of both factions for PVP to be cleared from it by the opposing faction.
Merchants will serve 3 functions. The first is a outlet to sell the things you acquire along the way which is self explanitory coin for loot. The second is a means to buy some of the stuff people have sold to the merchants such as spells which will be all world drops now so finding them from players or merchants players sold to or directly from monsters themselves will be your only route to aquire them. The third is to buy special items only found and sold by said merchant these items will be no drop and be for cost progressive upgrades.
Another thing for quests I'm thinking of having tiered collection task quests for each faction every 5 levels in each start faction locatoin that give some kind of xp and or loot reward maybe unlocks content, but more importantly triggers spawns else where within the world.
Now I'd like to make it so the player has some choice they can do something to one of the other factions to impede or deter on there personal progression in some form or another spawning annoying roamer mobs and such for example and or mobs blocking off dungeon access from lower level players for example. I'd also like to have quests in place to reward players or races as a whole from helping eliminate the threats to themselves.
I want some quests options to also help other races in like a gesture of good alliance type of thing so you could have both some acts of good and bad will depending on what the individual players decide upon. This is just to add more dynamics to the overall political and brute force power struggles in play going on within the world. If it could be done in a way that the faction who's struggling the most is automatically helped and the one struggling the least is automatically hindered that would be the nicest way of setting things up perhaps this way quests can constantly help to restore a sense of balance within the world, but is player driven.
The next idea of popped into my head inspired by Lecht's comments in a thread of NatedogEZ to do with augments. He basically said he'd been working on like a FF materia inspired system based around augments similar to NatedogEZ's augment system.
Basically I'd like to have spells setup a lot like a skill system in UO with different spell versions each new version requiring the previous version. The spells would be world drops just as they dropped all over in UO, but there were would be different version as well. Lower tier versions would drop in higher tier zones as well up to a point, but higher tier spells wouldn't drop in lower tier zones. I think perhaps using a sewing kit could also be used to sort of used like a Diablo 2 horadric cube to combine lower version into a higher version as well, but would require x10 multiples of previous versions to form the next higher version.
Each spell skill version would evolve the spell line in particular ways just as some base examples of what I mean which could be used and applied toward the idea.
Buff spell example
Stage 1) Reduce the buff's cannot cast this spell on a character this level requirements by X.
Stage 2) Reduce the buff's cast time by X.
Stage 3) Increase the buff's duration by X.
Heal spell example
Stage 1) Reduce mana cost by X.
Stage 2) Reduce cast time by X.
Stage 3) Reduce casting interruption chance by X.
Damage spell example
Stage 1) Reduce casting interruption chance by X.
Stage 2) Reduce by resistance chance by X.
Stage 3) Increase damage by X.
The combine horadric cube thing I feel could be used for a lot of different things both to upgrade items, but also to clean out a lot of excess items within the world itself. Creating a need to farm items continuously to a degree yet at the same time eliminating some of the excess and devaluation of items over time as well and also encouraging lots of player interaction and trading and working together.
I'd like to have a situation where players can somewhat create a bit more fine tuned paths in terms of character development. I think it's a little dumb that you often end up with 1 main tank 2 off tank and maybe a backup for each in a guild and then everyone else wanting to play that class is sort of left hung out to dry.
It would be really nice to maybe tie religion for each race or faction to bonus for a particular type of elemental spell type and bane damage bonus toward it or maybe two so your not completely tied to 1 elemental/bane dmg perk. If I recall aren't racial stats tied to 2 magic resists by default anyway? I'd like to extend it further to enhance it and also maybe apply a minor bane damage boost. Actually racial augments would be the perfect place to implement this idea which I hadn't really looked into or thought of a use for yet.
Anyway that's a wall of text, but a bunch of different ideas I've been thinking of over time of stuff that would be neat make use of. They'd need to be prioritized a bit and worked on in a case by case basis in implementing them.
knowom
10-18-2013, 01:09 AM
The idea of fusing a MOBA and Everquest together as one would work fantastic, as well as the idea of different races and such, the only problem I see in the future would be the PVP aspect of it, Player A and B are on the same 'Faction' but when they are in the place where PVP takes place, Player A and B can attack one another making AoE spells null and void... I spoke to Nate about it for a moment and he said;
This is just a bat around idea board, if we can figure or get something figured out, I'll gladly open a Database, and host the server and the people interested in this idea can all jump on and discuss the rest of it...
Continue to post ideas guys... This seems like we can get it going. Yeah I could see how that could cause issues. How did the aoe spells work with the faction servers on live? I could have sworn they had some 4 sided faction based PVP server early on at least prior to Luclin. They might have abandoned it eventually over time due to cheap and not wanting to maintain and balance for it though.
Hows it work with the followers that you need to protect your aoe spells don't affect them couldn't you retroactively apply that same idea to the particular faction you belong to and wouldn't it extend to the players as well or no? I know certain NPCS's are immune from attack not sure if races can be made to be immune from attack from a list of other certain race within their faction alliance as well. Also hows it work for guild vs guild wars in PVP maybe it could be used for faction purposes though you might not be able to have actual guilds as a result. Unless it could be manipulated in a way that they could be a part of two guilds the faction one and a separate one of their own choosing.
I'm just trying to think of possible work around solutions. I mean you could eliminate the player vs player aspect entirely and just have their individual PVE actions impact the opposing sides PVE conflict struggle. It would basically create a situation where it would feel like your fighting and struggling against a opposing factions PVE train onslaught. It would be different, but still a lot of fun I believe. It would be like a PVE train tug of war between factions.
I think a lot of what makes MOBA/DOTA great in the first place is that tug of war struggle in the first place. I think that's in fact why a lot of gamers actually miss trains in MMO's because if created a sudden unpredictable challenging sense of danger element. I also believe a big part of why UO is still such a popular MMO from a PVP standpoint is that inherit danger element to it lurking around every twist and turn that could pop out of no where and the adrenaline rush that comes with it.
Hell instead of trying to do a MOBA/DOTA thing you could simply make a faction based EQ server called TrainQuest where the alliance quests result in spawn triggering trains against opposing factions it would be a bit funny to see in action because unsuspecting players would be getting killed constantly as a result of it, but mez would be in much higher demand for certain.
knowom
10-19-2013, 01:45 AM
I'd like to do something regarding tank roles and turning them into more defined specialty roles with different and clear purposes and intentions. The tanks in mind of course are Warrior, Shadow Knight, and Paladin. I don't think might will be done changing or altering lesser tank roles like rangers, monks, or bards.
My thoughts on the topic are to make Paladin into the ultimate defensive tank, but would be restricted to a 1h and shield. Shadow Knight would be specialized as a pure 2h weapon tank. Warrior would be setup built around the idea of dual wielding special 2h weapons that are warrior only, but function as 1h weapons of designed with 2h weapon graphic styles.
I'll defiantly need to think it over on ways to balance it all out so it works well, but I think it'll make stuff interesting and different. I do want to find a nice way to incorporate collective tanking mitigation in the case of multiple tanks in a way that makes it so players and tanks can work together better and still be useful to one another. I think a stamina drain mitigation stance shielding for one another would be a neat method of doing that they could be a bit different base on the class.
Paladins I'd like to feature a mitigation stance based around blocking to mitigate and thus outright lower and reduce damage directly. Shadow Knight and Warrior could both receive a parry based stance that's more like dodge skill in that it helps mitigate damage by out right avoiding it, but it comes with the downside of being a streaky form of mitigation the stamina drain for that stance would be slower for warrior because of the new weapon style proposed concept I mentioned. Shadow Knight on the other hand to offset that could get some interesting new lifetap spells twists that are helpful where the heal portion of the spell is divided amongst the group. Bezerker class isn't really a tank, but I'd like some minor customization to them like a stamina drain stance that gives the group a temporary crit/spell crit boost. This is all conceptual design ideas for now a bunch of it could change over time. Ranger I would like to have a stamina drain stance that diverts a portion of spell damage from a tank over a period of time and redistributes it on themselves that requires a bow.
I think the typical tanking aspect in terms of raiding and group friendliness and fun factor is more then a little bland personally. I want players to feel like sweet I matter and am doing something useful that helps, but playing the role I want to play. I hate the stereotypical tank group feeling you run across where it's just like sorry we have a tank all ready in the group/raid so would you politely go **** yourself and play a different class that matters. I know it's going to happen some regardless for various reasons, but reducing the dependency on having to min/max group makeup would be great to try and improve for the better while giving players more purposeful tailored roles they wish to explore.
So I was thinking about mudflation and your never going to fully counteract it while making all players happy because they all have their own personal needs and wants which you can't fully appease 100% of the time anyway. I'm still fascinated at the idea of making widespread use of no rent itemization. I would like some form of permanent itemization however, but in a limited fashion. I'm not sure if augments can be no rent drops or not though that might be a cleaver way to implement and utilize the idea. Another thing I was thinking of was sort of what Nerdgasm said about Charms that continually upgrade and get better if everything was no rent aside from a Charm that did that it might be neat. I'm also curious if you put a augment on a no rent item and log out if you get the augment back.
I just have this general idea in my head where every time you log on your character you need to go through somewhat of a gearing process finding loot off mobs based upon what you know in terms of where things drop. It creates a different challenge each time because your experience is permanent and your charm upgrades are as well and possibly either the augments or equipment slots could be as well is my hopes. It should get easier over time, but should always be somewhat of a challenge figuring out the sweet spot of just how quickly can your character re-equip and get back to the front lines of exploration and conquest based around their level and charm along with any other permanent items they do retain. Perhaps that wouldn't be fun at all though I don't know, but I think the idea and challenge of it would be a neat one. It might also be something that could be used selectively some how as well like a batch of zones require a set of no rent gear in order to get permanent gear to progress beyond that tier.
Still actively looking for enthusiastic developers BTW for whatever different elements of this DOTAQuest project ends up curtailing.
knowom
10-24-2013, 07:08 AM
So I explored the idea of using 2h weapon graphics and converting them into 1h weapons and it's pretty neat. I definitely see design potential around it for sk/pal/war classes. I posted a bunch of screen shots on it with a few different 2h weapon graphic types.
http://www.eqemulator.org/forums/showthread.php?p=225223#post225223
Nerdgasm
10-26-2013, 12:25 AM
Been dinking around with a few things on the server... PvP is so far the only thing I'm finding to be an issue... To be honest.
Nerdgasm
10-26-2013, 12:37 AM
So, I just got to thinking about something...
We could have a teleporter, right?
This Teleport would port you to the zones that are under control by X faction; Example;
http://i39.tinypic.com/fo2jjn.jpg
Now while this is a rough draft literally thrown together in a couple seconds, the idea of it stays the same, the red zone indicates that it is PURELY MEANT FOR PVP PURPOSES ONLY! Far as the rest goes, that can be easily changed.
As far as who controls it, that is going to be a interesting script (for the PVP zone), the rest of them will be pretty easy, if I do say so myself... Have the zones repop every like, hour or two hours, have 7 or 8 different zones, or something to the nature... It shouldn't be to hard to set up...
knowom
10-26-2013, 04:44 PM
I like the idea of limiting it to a specific amount of zones accessed through a teleporter Nerdgasm. We could use the "Stargate" inspired portal objects like the one in Feerrott for it perhaps. The plane zones might be nice to use for the actual pvp faction zones.
I think we could start with like 3 zones initially to test it out then expand it the amount of zones used as we figure out the sweet spot on how many overall zones feels appropriate. I'm thinking some where between 3 to 12 zones, but divided evenly with a 24 hour time schedule like 3, 4, 6, 8, or 12 zones. This way repop times for control could sync and divide evenly based around a 24 hour clock format nice and cleanly. The repop times themselves for the individual zones could vary some could be 1hr, 2hr, 3hr, 4hr, 6hr, 12hr, or 24hr respawn times.
On a different note I'd love to do something special with Arena and Frozen Tower where they battle in the Arena for access to it, but as they try to progress through it they can be wiped from behind by other factions with modestly reasonable ease. I think kills of spawns on certain floors could trigger automatic respawning on higher up floors and lower down floors to some extent at least for the more generic non-loot mobs.
I don't know how you'd like to approach loot I know you mentioned modeling items around League of Legends, but I don't know if you still think it being some what of a exact replica model of MOBA/DOTA is critically important or not, but rather just keeping it more traditional EQ instead.
In terms of loot personally I'm been thinking about taking the base UO's armor and weaponry stats which would remain the same though you could have the enhanced magic version of those same items like UO used as well such as vanquishing items. Now what I thought would be cool is taking those items and using them, but then adding in a Diablo stat randomization layer on top of them for additional stats that are varied. So you might have a 36/42 weapon, but it would have randomized resist stats on it and some base hp/mana or whatever in addition to it's original base item properties. The itemization would share stuff in common with both UO and Diablo basically is my thoughts.
I'm not sure if maybe ruin, might, force, power, and vanquishing could provide both the enhanced stat %'s, but in addition to that each tier could add a augment slot as well so vanquishing would have 5 augment slots. That would be cool though if there isn't a hard coded limit to the amount of augment slots a item can contain. I felt like UO provided pretty good variety and balance in terms of itemization and Diablo had a nice randomized dynamic twist to it and combining the two would be similar yet different and fuse together the best of both. I also think it would make it pretty straight forward and well structured on how to design the overall itemization to some extent as well so it could probably cut down on the development time of itemization overall by quite a lot. The naming of items could be a cross between EQ, Diablo and UO's item affix naming with a bit of randomized name generator element thrown in. So you could have something like a Noxsak's Feral Undead Bane Heavy Crossbow of Vanquishing. Silver weapons in UO were like undead bane damage from EQ which could be used in that case, but I'm not sure what I'd call the other EQ bane damages so would be easier to just label it by the Bane damage type itself to simplify it.
Nerdgasm
10-27-2013, 02:18 PM
It all depends on how we'd set it up, or how we'd want it set up, because if we set it to (an example), 1-18, then after a certain zone is taken over, we'd need to #nukeitem, and #level 1 everyone again (easily done through a script), and have them re-earn the item, however if we wanted to input some kind of a 'win' thing, so if the person stays till they win, we could give them a 'Win token' and it could be an alternate currency so we they could buy a permanent item. As I stated in my previous forum statements, we cannot give someone the ability to obtain 'OMG WTFPWNQ' legit gear, and have them just shit on everyone. There are those players out there who like to get the best they can get and just kick everyone to crap... As much as I hate to admit it, I use to be that person until I stopped caring so much... Lol, on UO I was an unstoppable PVPer....
It's all stuff to think about, how to make it to where everyone starts out SEMI equal per PVP battles, now in a PvE environment, I spose it's not as hard.... -shrug-. I dunno... We'd have to figure thing out slowly but surely.
knowom
10-28-2013, 03:03 AM
It all depends on how we'd set it up, or how we'd want it set up, because if we set it to (an example), 1-18, then after a certain zone is taken over, we'd need to #nukeitem, and #level 1 everyone again (easily done through a script), and have them re-earn the item, however if we wanted to input some kind of a 'win' thing, so if the person stays till they win, we could give them a 'Win token' and it could be an alternate currency so we they could buy a permanent item. As I stated in my previous forum statements, we cannot give someone the ability to obtain 'OMG WTFPWNQ' legit gear, and have them just shit on everyone. There are those players out there who like to get the best they can get and just kick everyone to crap... As much as I hate to admit it, I use to be that person until I stopped caring so much... Lol, on UO I was an unstoppable PVPer....
It's all stuff to think about, how to make it to where everyone starts out SEMI equal per PVP battles, now in a PvE environment, I spose it's not as hard.... -shrug-. I dunno... We'd have to figure thing out slowly but surely. I'd prefer a sense of balance between skill and strategy versus character progression because both are important. This is intended to be a blend between a MMO and MOBA after all the former being more centered a lot more heavily around character progression the latter more around skill and strategy.
It's defiantly something that's going to require testing and feedback how we should approach this balancing issue. Progression is important, but we should try to minimize the character progression discrepancy so it's not "elitist" takes all approach yet at the same time still provide some character progression. Character progression requirements should be minimal/modest to maintain a reasonable playing field in order to "keep" up with players with tons of time to devout to the game.
Item recommended and required levels could help to keep players start out on a more level playing field. It could be setup though so as players gain levels that level playing field might gradually start to diminish a bit as well the extent of which depends on how we decide to set things up in the end naturally. Anyway recommended and required item levels could be used to provide a nice balance blend between character progression versus individual skill. AA's can probably used a bit to set players apart. We could adjust those and set the recommended levels on them to help curve and balance out the impact of them as well.
I understand completely the concern with "elitist pwnage" and trying to minimize the impact of it, but at the same time know players want to progress and set themselves apart it's a little bit the point of a RPG in some aspects. I don't think we'll ever get balance perfect for everyone in a game this dynamic regardless though, but I think we can get it relatively close while being fun to most players we're doing well. I think this whole MOBA/MMO concept is just so refreshing, different, and unique that it could have a lot of player interest appeal. If we can get it reasonably balanced both in terms of player skill and character progression and the relationship between the two things we're doing well.
I had tons of PVP fun with UO on live, but the emulators on the other hand has never felt accurate especially the spell interrupt combos involving weaken, clumsy, and feeble mind that was never used in UO gold period and at best wasn't used until arm/disarm and last target got implemented about half way through T2A and even thing I don't believe recall it being immediately discovered or used, but I left to start playing EQ just around where it probably began to start seeing use like maybe a month prior to the UO:R felucia and trammel debacle the killed the game for good on live. It's a shame no UO emulator ever came about with uoextreme support they might have actually done the game justice.
Nerdgasm
10-28-2013, 08:11 PM
Hmm, all around it's something to think about... That's for sure.
Post your ideas people. We're interested, give us ideas to feed off of.
satora54
10-29-2013, 06:24 AM
Just thinking out loud here, but maybe for every minion slain you get Ldon points, those points could be used to purchase gear and weapons.
Nerdgasm
10-30-2013, 09:01 PM
Just thinking out loud here, but maybe for every minion slain you get Ldon points, those points could be used to purchase gear and weapons.
We could do some kind of alternate currency that would resemble gold... I don't hate the idea, for sure, maybe on every PK it will grant... something similar to it? -shrug-.... All something to think about.
satora54
10-31-2013, 12:50 AM
Ah alright, i just thought it would be easier because you could just set up an Ldon merchant.
Nerdgasm
10-31-2013, 03:46 PM
Quite true, it would, the only problem, someone could go into the PVE environment and just completely own everything, then for someone who likes PVP more then PvE could start in the PVP zone, and that PVE player whom has all the gear from said LDoN merchant would own the dude in the PVP zone... It'd be about balance more then anything, while the idea is awesome, and I do think it will be used if the server gets created. We have to think about a balance issue.
knowom
11-04-2013, 02:37 PM
Something I thought about when I first conceived the idea for a DOTA/MOBA based MMO a few years back is it wouldn't it be awesome to have it setup so you have hundreds of different hero templates to pick between. They would have their own unique stats and play styles. The neat part would be that if 1 player picked a certain one it was unavailable to the rest of the players amongst his faction side. None of the selected hero templates would permanent however and would be made able to pick from again when a player logged out becoming up for grabs again to other players as a selection choice.
I was thinking this could probably be done with (worn illusion mask effects) that transform a player into a illusion when equipped and the illusion spell fades when they unequip it. The masks themselves would have unique racial stats as well. For example you could have a mask for gargoyle and give a bonus to +defense +magic resistance. On the other hand you could have a mask for fire imp and give it +offense and +fire resistance. With nearly 500 or so races this adds a immense layer of customization flexibility for a lot of unique combinations. The mask slot could be used exclusively for this customization purpose in mind.
We could even restrict it to PVP if we wanted and #nukeitem the masks after a nexus was destroyed. The PVP zone itself could maybe have a 5 minute preparation time before it begins with a NPC that would give you the mask of your choice that's available to pick from with a say link quest command. I think this would actually be a step in the right direction for DotaQuest. This would bring in a ton of customization and a step closer to the overall MOBA/DOTA feel as well where your selection choice is entirely unique to your faction.
Some other things I'd thought of was used items or spells with prerequisites. Perhaps masks could have a +faction alliance tied to them where if your alliance drops any items tied to it would #nukeitem like with velious giants vs dragons faction you could have different quest rewards based on that alliance from a NPC. The spells/items themselves would function similar to typical DOTA/MOBA skills do in principle. I don't know if you could tie used skills into spells or not too, but that would be great to have say a flying kick spell it would make the customizing a better. This way we could have more of a class independent system. We could also restrict some of the (mask options) options based upon prerequisites certain classes and/or races.
Nerdgasm
11-04-2013, 03:29 PM
Something I thought about when I first conceived the idea for a DOTA/MOBA based MMO a few years back is it wouldn't it be awesome to have it setup so you have hundreds of different hero templates to pick between. They would have their own unique stats and play styles. The neat part would be that if 1 player picked a certain one it was unavailable to the rest of the players amongst his faction side. None of the selected hero templates would permanent however and would be made able to pick from again when a player logged out becoming up for grabs again to other players as a selection choice.
I was thinking this could probably be done with (worn illusion mask effects) that transform a player into a illusion when equipped and the illusion spell fades when they unequip it. The masks themselves would have unique racial stats as well. For example you could have a mask for gargoyle and give a bonus to +defense +magic resistance. On the other hand you could have a mask for fire imp and give it +offense and +fire resistance. With nearly 500 or so races this adds a immense layer of customization flexibility for a lot of unique combinations. The mask slot could be used exclusively for this customization purpose in mind.
We could even restrict it to PVP if we wanted and #nukeitem the masks after a nexus was destroyed. The PVP zone itself could maybe have a 5 minute preparation time before it begins with a NPC that would give you the mask of your choice that's available to pick from with a say link quest command. I think this would actually be a step in the right direction for DotaQuest. This would bring in a ton of customization and a step closer to the overall MOBA/DOTA feel as well where your selection choice is entirely unique to your faction.
Some other things I'd thought of was used items or spells with prerequisites. Perhaps masks could have a +faction alliance tied to them where if your alliance drops any items tied to it would #nukeitem like with velious giants vs dragons faction you could have different quest rewards based on that alliance from a NPC. The spells/items themselves would function similar to typical DOTA/MOBA skills do in principle. I don't know if you could tie used skills into spells or not too, but that would be great to have say a flying kick spell it would make the customizing a better. This way we could have more of a class independent system. We could also restrict some of the (mask options) options based upon prerequisites certain classes and/or races.
What your stating is possible, the spells can be like I had it set up in DiabloQuest, where you typed; 'Skills' and every level you were GRANTED another skill point, so you could assign skills that way, the skills you assigned in DiabloQuest were put into your spell book and you were able to use them as such.
The mask idea is a stellar idea, I couldn't think of a better way to template out 500 classes, or so, to be honest. Skills into spells, now what you do mean by that? Like, Increases chance to crit/hit with Flying kick by X percent? Things like THAT are possible, yes. The nuke item thing is something I had already discussed for PVP, Though I'm thinking... The Nexus could be just one thing, like one Nexus and people had to battle TO IT and kill it, and instead of factions for that, it could be; 'The Nexus was destroyed by player X' and that Player X would have SOME kind of benefit for the NEXT PVP round they attended so people could gang up on them to shut them down as well as down the rest of the people...
^^ This would COMPLETELY Eliminate the NEED for factions. ^^
The PVE aspect honestly would take me 10 minutes to design, the items would take longer, because, lets be honest, I hate items, the PVP is what would probably take the longest to set up, however, it's VERY possible and VERY due-able.
knowom -- Feel free to add me on Skype, we can discuss further details and such there, if you so wish as well as maybe set up a Database for it.
Nerdgasm Steven -- Just look that up, you'll find me. =P
knowom
11-04-2013, 03:48 PM
What I meant by skills into spells is like normally only monk class is granted flying kick. I was thinking maybe we could make a class independent system then tie the actual flying kick ability to a spell to perform it and could have it's reuse timer built in to whatever parameters that could be varied case by case. The skill cap would no then be based around your worn mask. Skill ups would as they normally do, but the mask itself would level in sync with your character leveling and increase the skill cap accordingly.
I don't have skype installed atm because I really don't use it unless it's pretty much insisted upon same thing goes for ventrillo and teamspeak. For the database couldn't we setup like a shared Google Drive/Google Group where we could upload contributions and updates or whatever to periodically. I don't know if that's the best way to go about it for development stages or not. I think we could defiantly still use some more developers interested in helping with this projects, but maybe there will be more interest in that arena if we get sort of a early alpha development initiated to draw up interest in it.
With somewhat of a development team this project could be so much stronger is my personal feelings. We have more idea's to draw from, more people to collectively work on them, and more people to trouble shoot any problems or issues that we encounter. One thing that's immediately apparent on these EQemu forums is that different developers here seem to have different niche area's of development talents and area's of interest. If we could combine some of that together we'd have a better end product for players to enjoy. I'm pretty certain there isn't a MMO DOTA/MOBA hybrid game in existence today nor likely any that can be found in open development, but I would not be shocked if it was the next major revolutionary MMO type game genre.
Nerdgasm
11-05-2013, 06:44 PM
What I meant by skills into spells is like normally only monk class is granted flying kick. I was thinking maybe we could make a class independent system then tie the actual flying kick ability to a spell to perform it and could have it's reuse timer built in to whatever parameters that could be varied case by case. The skill cap would no then be based around your worn mask. Skill ups would as they normally do, but the mask itself would level in sync with your character leveling and increase the skill cap accordingly.
I don't have skype installed atm because I really don't use it unless it's pretty much insisted upon same thing goes for ventrillo and teamspeak. For the database couldn't we setup like a shared Google Drive/Google Group where we could upload contributions and updates or whatever to periodically. I don't know if that's the best way to go about it for development stages or not. I think we could defiantly still use some more developers interested in helping with this projects, but maybe there will be more interest in that arena if we get sort of a early alpha development initiated to draw up interest in it.
With somewhat of a development team this project could be so much stronger is my personal feelings. We have more idea's to draw from, more people to collectively work on them, and more people to trouble shoot any problems or issues that we encounter. One thing that's immediately apparent on these EQemu forums is that different developers here seem to have different niche area's of development talents and area's of interest. If we could combine some of that together we'd have a better end product for players to enjoy. I'm pretty certain there isn't a MMO DOTA/MOBA hybrid game in existence today nor likely any that can be found in open development, but I would not be shocked if it was the next major revolutionary MMO type game genre.
Any skill is learn able by ANY player/class. Setting the 'max cap' would be the way go about doing that, set all MAX SKILL for Flying Kick for a Human Rogue (Lets just say), would be 0, when you equip the mask, increases skill in Flying Kick by 100 -- Then the damage would scale off of the damage//skill level you have WITH said ability, is that what you're talking about? If not, please correct me, as I have a hard time understanding typing a lot of the time, much easier to talk over a voice chat for explaining things. :P Hah.
A good way of doing what you are talking about (I literally just reread it, GG me.) is by making EVERY CLASS 1 single class, and working everything off of a AA 'Talent' or 'Skill' system, and have the masks do certain things, example; if you wanted to be a Assassin (Proficient in daggers//swords) the mask that you would buy would be Mask of the Assassin (As a example), and it would increase your damage done by Swords and daggers by X increases chances to hide by X, and so on and so fourth. I think that's how you are describing it, and if I'm wrong, by all means, please correct me. I want to get a further understanding on how you would like to set this up, as I see this idea could go VERY far.
Fair enough about Skype, I own a Teamspeak server, the information is posted at the bottom, and I'm usually in the room, if you wanted to connect and speak to me that way it'd be easier to try and figure things out;; Far as the Database, yes we could set up a Google Group with a few DEV's to put their ideas in, have a core folder and have everyone put said ideas in that folder, ONLY PEOPLE WHO WANT TO DEV AND WILL CONTRIBUTE SOMETHING will have access to it, as if a random player figure would get in, they'd be able to see all the work we are doing for it, and that would just make it not worth their wait, am I right? =P. -- This forum since it's been moved to the Server Discussion has had 700 + views and it hasn't been here that long, so people are at least semi interested in the idea... If we remade a post stating 'DoTAQuest Coming soon!' or something, I imagine we would get more people interested in the 'Alpha' concept. I'm not saying remake a post, I'm just merely speaking from experience. =P.
I personally feel we should get 5 - 10 DEV's in on this project and make this a BOOMING project across the Everquest Emulator community boards. With people there we will have ideas to pull from, and heck maybe even incorporate EVERY idea that we can get from other people.
Far as your inquiry of a MMO DOTA/MOBA Hybrid game, no there is not. I wouldn't be shocked if it was a major revolutionary type MMO game coming out either, IMO. Lets just make a game with both things incorporated =P Haha.
209.247.83.121:9366 -- NO PW
Hopefully will see you on.
knowom
11-06-2013, 03:43 AM
Any skill is learn able by ANY player/class. Setting the 'max cap' would be the way go about doing that, set all MAX SKILL for Flying Kick for a Human Rogue (Lets just say), would be 0, when you equip the mask, increases skill in Flying Kick by 100 -- Then the damage would scale off of the damage//skill level you have WITH said ability, is that what you're talking about? If not, please correct me, as I have a hard time understanding typing a lot of the time, much easier to talk over a voice chat for explaining things. :P Hah.
A good way of doing what you are talking about (I literally just reread it, GG me.) is by making EVERY CLASS 1 single class, and working everything off of a AA 'Talent' or 'Skill' system, and have the masks do certain things, example; if you wanted to be a Assassin (Proficient in daggers//swords) the mask that you would buy would be Mask of the Assassin (As a example), and it would increase your damage done by Swords and daggers by X increases chances to hide by X, and so on and so fourth. I think that's how you are describing it, and if I'm wrong, by all means, please correct me. I want to get a further understanding on how you would like to set this up, as I see this idea could go VERY far.
Fair enough about Skype, I own a Teamspeak server, the information is posted at the bottom, and I'm usually in the room, if you wanted to connect and speak to me that way it'd be easier to try and figure things out;; Far as the Database, yes we could set up a Google Group with a few DEV's to put their ideas in, have a core folder and have everyone put said ideas in that folder, ONLY PEOPLE WHO WANT TO DEV AND WILL CONTRIBUTE SOMETHING will have access to it, as if a random player figure would get in, they'd be able to see all the work we are doing for it, and that would just make it not worth their wait, am I right? =P. -- This forum since it's been moved to the Server Discussion has had 700 + views and it hasn't been here that long, so people are at least semi interested in the idea... If we remade a post stating 'DoTAQuest Coming soon!' or something, I imagine we would get more people interested in the 'Alpha' concept. I'm not saying remake a post, I'm just merely speaking from experience. =P.
I personally feel we should get 5 - 10 DEV's in on this project and make this a BOOMING project across the Everquest Emulator community boards. With people there we will have ideas to pull from, and heck maybe even incorporate EVERY idea that we can get from other people.
Far as your inquiry of a MMO DOTA/MOBA Hybrid game, no there is not. I wouldn't be shocked if it was a major revolutionary type MMO game coming out either, IMO. Lets just make a game with both things incorporated =P Haha.
209.247.83.121:9366 -- NO PW
Hopefully will see you on. Yeah sorry if my thought projects of the idea wasn't super clear I was sort of thinking it up as I went along. The gears in my head are constantly turning on different ideas and ways to go about implementing them. It can be hard to put them into words sometimes. Trying to go about explaining something while constantly trying to think up new ways to modify, customize, and enhance it even further. My ideas are a bit loose and jumbled sometimes and a bit open ended to your own personal interpretation of them to be fleshed out a bit better or differently.
I think yes what you've said is the gist of what I was trying to say with your own twists included. I like some of those suggestions BTW on how we can go about putting these idea's into actual game designs. Basically yeah I'd like class independent system sort of with a NPC to change (worn effect) racial mask type templates out of combat each town could have one.
The templates themselves obviously would be unique and each one limited to only 1 player per faction at a time so your only going to have 1 Gargoyle, Golem, Lizardman, Sarnak, Dwarf Ghost, Centaur, Chetari, Gazer, Burynai, Goblin, Ghoul, Skeleton, Zombie, Orc, Wyvern, or any other cool race template you can think of that's been developed. We could even have templates alternate weekly or monthly to different ones like LoL does for players to try out new champions. We could then limit template option quantity amount to say 10-20% above the peak average user base for the server.
I think it would be nice to setup your standard Dota/LoL/HoN hero templates into (worn effect illusion) masks the illusion would change your race and overall stats and templates to reflect it. If you wanted a mask to be sort of like Aniva in LoL it could transform you into a phoenix and when your near death and based on a cool down timer it could have like a 100% chanced guaranteed divine benevolence spell CH you and spells similar to Aniva like a snare and some other stuff. Your mask could be your basic template, but then the other item slots could be more generic and ways to fine tune it further. Masks could have caps as well outside of the base template to limit how much you can tweak certain generic stat aspects as well.
As far as skills like flying, back stab, disarm, bash, sneak, hide, tracking, throw, ect any of that type of stuff I was just thinking of linking them into spells with preset skill values & caps along with set reuse timers. I'm not sure it's needed though, but thought maybe it could provided flexibility to free up action buttons a bit for other stuff. Additionally linking them with spells could provide enhanced flexibility like adding in a channeling casting time and could be combo blend them with spells like a back stab+blind or a stun+mana tap just oddball stuff to really make templates unique and different. A bit of both could easily be used depending on which is more appropriate I guess in terms of spell gems and action buttons.
I defiantly think we need to impose actual restricted templates though to avoid stupid combinations from being possible that are completely game breaking and void of any sense of the meaning of balance If some template become glaringly apparent that it's too overpowered we can tweak it and tone it down and whatever is next in line will be your hardcore min/max optimized template players are likely to abuse. I'm not going to pretend to believe players won't try to min/max I'm not that naive lol most of us are guilty of a bit of that. Personally I'm a little tired of the carbon copy trend to the player next to yourself found in pretty much every MMO you can think of on the market. Wouldn't it be great to be great to look and feel unique because wow believe it or not you were. Not only that every time you played in all likely hood you'd be something a bit different and unique as well!
I think this could spur a very unique PVE and PVP experience alike that's just never been done before in a MMO based game. Frankly there isn't a MOBA/DOTA style PVE game that I've seen either on top the complete lack of a MOBA/DOTA based MMO. I think this would actually pioneer two new game spinoff game genre types of RPG's. It's very ambitious I know that much, but I also know there is enough combined talent around these EQemu forums to make it pretty plausible.
I think at some point we should make sticky points on different subjects we've discussed to nicely condense it into sort of a development guide line to go off of. Some will be tossed out or mostly tossed out if they were too redundant or superseded ideas. Other idea's we could lump into a to be determined sticky section if we're still on the fence about them or parts of them. We may want to come up with like a keep, toss, and to be determined list eventually.
I'd love to have a DotaQuest coming soon announcement thread, but I think that would take away from the fun and surprise of springing it on the EQemu community. Another thing is I don't want to leave people hanging on waiting indefinitely for god knows how long. I'm not sure how to handle some of the alpha/beta testing, but one thing I hate about that process is the wait that's dreadful for something your really anxious about. I think maybe we could do something where we let a batch of players into alpha for short time periods then rotate them around a bit of course it depends on how much demand or interest there is.
I can't agree more about about getting more developers involved with the project. This could be a ground breaking and revolutionary game project. This could be special not only to EQ and EQemu, but to the MMO genre in general. I could see this idea taking off like wild fire if done well. This unlikely has been conceived within the gaming industry as whole let alone for EQemu.
I feel it's pretty unique and ground breaking in terms of concept and idea, but I'm sure anyone would feel that way about a new and different idea they felt passionately enough about. On that note it takes passionate developers to be new and genre defining and this could potentially be one of those rare situations.
One last thing sorry for the overly long winded wall of text post especially if there was a bit of run on sentences with poor grammar.
knowom
11-06-2013, 04:33 AM
Far as the Database, yes we could set up a Google Group with a few DEV's to put their ideas in, have a core folder and have everyone put said ideas in that folder, ONLY PEOPLE WHO WANT TO DEV AND WILL CONTRIBUTE SOMETHING will have access to it, as if a random player figure would get in, they'd be able to see all the work we are doing for it, and that would just make it not worth their wait, am I right? =P. I think we could certainly control that and serve as sort of project development leaders for it. We can setup a place where anyone with access can freely contribute individual things rather easily on the fly.
The actual server database with everything sourced into it we could restrict access to if we wanted or we could just make completely open and public like the PEQ db releases. It really doesn't bother or concern me one way or another much.
I'm not opposed to sharing it frankly or portions of it. What comes around goes around. If people want to spinoff their own ideas from it they can. If they are intent on cloning some of our ideas they'll ask around and figure out how to do so regardless. I don't see it being worth the effort of trying to deter them. We might stand more to gain from just helping out the EQemu custom mod scene from positive karma.
If we planned for it I believe we could categorize portions of it what is sourced in a way that we can delete a % of non vital custom stuff with minimal ease for stripped down base versions of the db that could be made public to everyone.
Nerdgasm
11-06-2013, 03:25 PM
All good bud, happens to the best of us, =P Hah. I understand that custom aspect and making it better for the player, always find a way to make it better but at the same time, not game altering. xD
The best way to set that up what you're talking about with the 12 masks free is to do a #nukeitem at the start of every one of them, so a player can hail the NPC, and have it go; 'Greetings $name, this weeks free champions are; Goblin -- ETC ETC ETC.' When they click on Goblin, it'll list what he is, what he does, and what he grants, then they'll click the 'Do you want this $mask' and the person will click the $mask, once they do, they will get the mask, HOWEVER, if they want a... Lets just say Phoenix, when they click the $mask for the Phoenix, the client will check for the item (Lets just say Golbin mask is 1234, the Phoenix is 1235 and a different one is 1236), do a #nukeitem 1234, 1236 and so on and so fourth. Would delete ANY possibility of another mask, now some people may think, 'Well, what if they have it from a different free week? Well. Simple, add ALL of them to #nukeitem, GG =P.
The masks would be easy to set up, I pulled up a spell Falcon Eye for Rangers, and saw it increases accuracy with bows by 10 points. I got curious and decided to make a little test spell, so I did everything the same as the Falcon Eye, but changed the "Limit Value" from 7, to 0 - 10 it sure enough change it 1H Blunt, 2H blunt, ETC ETC. So, making people hit more, faster, and harder with weapons, not a problem at all, in fact, it'd be majorly easy. I like the idea of the Anivia, but the only problem I have with it, is, that 100% heal doesn't always happen, because if you kill her egg it's GG. So we'd need to figure out a way SOME WAY she could be killed BEFORE she gets her HP back, maybe make her have a FD effect when she gets low and then the heal CAST? I dunno, we don't even HAVE to use that as an example, to be honest, lol.
Oh yeah, that would be easy sauce, tie in Kick with like, interrupting shout, or something. That'd be pretty easy, that or we could just tell people to make macros and set them as; 'Do ability X -- Cast spell X' and have them combine anyway. xD We could figure it out, for sure.
Agreed. That will come with an Alpha test or two, pre-alpha test honestly, lol.
I can set up a forum or website when I get home (Probably just a forum to make it easier), where we can post ideas, and where others can post idea and what not. Not a problem, I'm off at 5 PM PST.
Nerdgasm
11-06-2013, 06:19 PM
And IF we wanted to do a donation thing to make masks permanent so people can play like Imp if it's not free that week, then we can make brand new items, like, A Mask of the Imp - 1234 VS Mask of the Imp -- 1337 as an example of coarse.
knowom
11-07-2013, 03:05 PM
All good bud, happens to the best of us, =P Hah. I understand that custom aspect and making it better for the player, always find a way to make it better but at the same time, not game altering. xD
The best way to set that up what you're talking about with the 12 masks free is to do a #nukeitem at the start of every one of them, so a player can hail the NPC, and have it go; 'Greetings $name, this weeks free champions are; Goblin -- ETC ETC ETC.' When they click on Goblin, it'll list what he is, what he does, and what he grants, then they'll click the 'Do you want this $mask' and the person will click the $mask, once they do, they will get the mask, HOWEVER, if they want a... Lets just say Phoenix, when they click the $mask for the Phoenix, the client will check for the item (Lets just say Golbin mask is 1234, the Phoenix is 1235 and a different one is 1236), do a #nukeitem 1234, 1236 and so on and so fourth. Would delete ANY possibility of another mask, now some people may think, 'Well, what if they have it from a different free week? Well. Simple, add ALL of them to #nukeitem, GG =P.
The masks would be easy to set up, I pulled up a spell Falcon Eye for Rangers, and saw it increases accuracy with bows by 10 points. I got curious and decided to make a little test spell, so I did everything the same as the Falcon Eye, but changed the "Limit Value" from 7, to 0 - 10 it sure enough change it 1H Blunt, 2H blunt, ETC ETC. So, making people hit more, faster, and harder with weapons, not a problem at all, in fact, it'd be majorly easy. I like the idea of the Anivia, but the only problem I have with it, is, that 100% heal doesn't always happen, because if you kill her egg it's GG. So we'd need to figure out a way SOME WAY she could be killed BEFORE she gets her HP back, maybe make her have a FD effect when she gets low and then the heal CAST? I dunno, we don't even HAVE to use that as an example, to be honest, lol.
Oh yeah, that would be easy sauce, tie in Kick with like, interrupting shout, or something. That'd be pretty easy, that or we could just tell people to make macros and set them as; 'Do ability X -- Cast spell X' and have them combine anyway. xD We could figure it out, for sure.
Agreed. That will come with an Alpha test or two, pre-alpha test honestly, lol.
I can set up a forum or website when I get home (Probably just a forum to make it easier), where we can post ideas, and where others can post idea and what not. Not a problem, I'm off at 5 PM PST. I thought about doing a mask rotation thing a bit, but I hadn't really thought about making them purchasable or anything until just now.
I think it would be a great idea to provide that though which it wouldn't be super cheap or easy to come by however, but the champion selections would rotate weekly, biweekly, or monthly so they'd have a changing variety of options to try out different templates until they decide on a specific template they wanted to be more permanent. The faction based first some first serve rule would still apply of course, but this would provide them a better opportunity to use what they want to more often at least week where that template wasn't in the current rotation. It would also create a nice little money/point reward system sink of some sort as well.
As far as Anivia is concerned I was just putting out a example template I wasn't really thinking over every detail of it and if it's 100% accurate to how Anivia in LoL was and it doesn't have to be for that matter. Perhaps Anivia's divine benevolence thing would happen 100% of the time, but would be on like a standard cast time when it triggered would free the player in place momentarily and could be interrupted.
There are times where you aren't quite dead, but lay on the ground bleeding to death in game for EQ. We could probably do something like that and then use that bleeding time as a cast time to the CH divine benevolence trigger effect. I've actually had times in EQ as a cleric where I've landed CH on players that were laying on the ground bleeding to death then finished the CH in time before they got hit again or bleed out and pop back up with full health. I think at like 5-10% health it could trigger a FD with a rune shield on the player then have a CH cast on the player after like 4 or 5 seconds. This would give players a chance to kill off the player first.
As far as using the example or not it's really just a quick example explaining the sort of things we could do with the mask templates in general. It might not use a CH either for that matter. The flexibility of the customizing templates we can do is probably limited almost entirely by our own imaginations. We could also do similar stuff like have it casts a nuke on the player which killed. Essentially a you might kill me, but I'm not going out without bang!
knowom
11-07-2013, 03:09 PM
Mask of the Imp 1337. Funny coincidence that you just happen to use those numbers in your example l33t imp mask!
I'm thinking about character leveling, itemization, and itemization leveling and how we can tie them all into templates and such plus how to balance them as well. I'm also trying to think about what to do with the item slots out side of the masks along with augments. I want it so we can kind of tie things together nicely have a bit of personalized customization and keep it balanced plus easy and straight forward enough to design and keep track of it without it being a over complicated nightmare.
Anyway I want to get started plugging away working on some of these idea's we've been coming up with and discussing a bit. It's really just us two working on this project until we can find more developers to help with the project. I'm thinking I'll try to begin working a bit this weekend on coming up with a very basic list of masks to work with which we can enhance and edit more as we go. They'll intentionally be super basic to start with a worn race type effect all/all then like 5 ac, 10 ac, 20ac, or 25ac based on a vague interpretation of the ac racial lumped into how they might be categorized into like cloth, leather, chain, or plate. Just as a example clockwork gnome [88] would be plate thus 25ac mask, froglok (26) would represent chain 20ac mask, lizard man (51) would be leather 10ac mask, and spectre (85) would be cloth 5ac mask.
FYI watchful eye (375) [cloth] looks awesome Gazer FTW!!!
The watchful eye gives me a funky idea do you think we could make them path together set a path routine up and down a set course for them, but have it setup so at the mid way point they'd automatically cast a shadow step to completely randomize their path routine? I don't know if that would be possible, but it would be super cool if it is as I don't believe I've ever encountered that type of routine before from a npc mob and think it would add a neat element. It would be neat if they could also bind and cast periodically then every now and again cast those as well you'd never really know what to expect with them especially if you could a few in the same zone. Toss in a few mobs with knock backs and gravity flux and you a got a recipe for some chaos! Speaking of gravity flux and knock back it would be gnarly to combine the two into one spell simultaneously into a gravity flux knock back maybe even toss in a snare to give it some slow motion? I'm intrigued at the idea of custom spell combo idea's for EQ for both npc's and players. I can't say this enough we really need some more developers for this project and all the idea's we have in mind for it.
Nerdgasm
11-08-2013, 12:34 AM
Eh, all the items and such I make start with 1337XX, like every server I've hosted have been 133700 for the first item, and goes from there, just something I end up doing out of habit. =P... Anyway, the ideas are good, for sure. I'm starting on those forums and will post them when I'm finished.
I do enjoy this idea, honestly I do. It's getting pretty good, now we need to sit down and write stuff on paper, (or in this case on forums), and get things finalized before we start a project DB... Forum link in a little. :)
Nerdgasm
11-08-2013, 12:43 AM
DoTAQuest Forums. (http://dotaquest.freeforums.org/index.php)
The forums are up, far as I know, signing up is as easy as 123, it's simple as ABC. ETC ETC. =P
knowom
11-08-2013, 03:32 AM
Eh, all the items and such I make start with 1337XX, like every server I've hosted have been 133700 for the first item, and goes from there, just something I end up doing out of habit. =P... Anyway, the ideas are good, for sure. I'm starting on those forums and will post them when I'm finished.
I do enjoy this idea, honestly I do. It's getting pretty good, now we need to sit down and write stuff on paper, (or in this case on forums), and get things finalized before we start a project DB... Forum link in a little. :) I made a account for the forum. We've got a lot of idea's to draw off of at this point to try and condense into concrete finalized better structured and balanced ones to design around. I defiantly need to read through them all again.
I've all ready got a basic plan in mind to begin working on the masks a bit they'll need more tweaking later, but can probably get a preliminary thing going with a bunch of them over the weekend.
Nerdgasm
11-08-2013, 04:50 PM
Awesome, I've granted Site Admin as well as me. I'll let you gather the ideas from this site over to the forums and post them in order that you saw them, and how they would work, once that's done, I'll see about prodding for other GM's to help DEV this project, and maybe in a couple weeks//months we can get this off the ground in at least DEV.
Shin Noir
11-16-2013, 02:12 AM
I have some custom code laying around I wrote that did a custom "Good vs Evil" faction system. I could probably whip out a custom server prototype if I find some time.
Any other devs hopping on this idea storm yet?
knowom
11-16-2013, 03:44 AM
That could probably be pretty useful or portions of it at least. I'm hoping to make it be more than one faction versus another one. I feel there are a lot of different aspect methods that could be utilized in terms of the faction control stuff and creating that DOTA/MOBA control struggle aspect.
More developers pooling ideas toward it is defiantly a good thing though. My initial thoughts was using nexus's at each zone line that lock or unlock content within the zones or like adjacent zones. Obviously some zones only have 2 zone lines, but others can quite a few more than that. I think 3 is about the average amount zone_points in a typical zone roughly.
So far it's just myself and Nerdgasm for developers on the project, but we're defiantly still looking for more because the project could defiantly be better with additional people working together refining ideas or brains new ones.
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