Discussion in   Shard Updates   started     9 years ago   November 06, 2015, 09:13:53 AM   by   Kane

Shard Update November 06, 2015

Kane
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Topic :   Shard Update November 06, 2015
9 years ago  November 06, 2015, 09:13:53 AM

Dungeon of Sin is going pretty good.  I have a few things I want to do this weekend so ingots will still drop as well as Essenses to start The Fallen champ on your own.  I was going to add a new mob to sin however it didn't really add much on first testing.  Might just play with the code this weekend until it does what I desire.
Version 103
Druid Spell (Enchanted Grove) Updated: Can now become corrupted by the powers of Sin.
Dreadhorn Lasso correctly named
Dungeon of Sin Updates
Loot System Update: Can now handle property assignments on the fly and random selection.
Turkey Hunt Added
Domino's Deco Added

The next area Domino and I will be working on is the Drow, this will cover a part of the mountain passages in Ilshenar, Rock Dungeon and Blackrock Dungeon.  This event area will be for players of all ages and playing styles.  I fully expect this to open up around the end of December/January.  What comes next is the big question, I wanted to do Shame, I have so many ideas but I also realize this is me just wanting to do Shame.  We have a lot of players who wish to do Bio Engineering, so I am going to open up the floor to that if people would rather see it instead and any ideas they have in mind?  Just know this, if I do bio engineering.. I am going to recode it all.

Sturger
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#1 Re :   Shard Update November 06, 2015
9 years ago  November 06, 2015, 02:16:57 PM

   Whatever you do is going to be great. I like the idea of recoding/redoing Bio-engineering from scratch; but I think as a creator of things myself-- you should work on something you are currently passionate about. I'm of course talking about whatever it is you want to do with/to Shame dungeon.  You will no doubt do your best work there as well, but because you are passionate about it the things you do with it will be on an epic scale.


  That's all I have to say about that...



   --Sturger--

Kane
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#2 Re :   Shard Update November 06, 2015
9 years ago  November 06, 2015, 06:44:41 PM

I am passionate about coding.. pure and simple.  If I was not doing this, coding here. I would be working on one of a million projects I have in my head that I have wondered what it would be like to code.  I am good..I just come up with a list in my head because that is all I had, then the bio engineering subject came up a bit ago and started running it in my head what to do.  Now here we are...

Expo
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#3 Re :   Shard Update November 06, 2015
9 years ago  November 06, 2015, 06:49:04 PM

ONLY ABSOLUTES PLEASE!! Therefore Kane is a Sith.

WafflesNCyanide
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#4 Re :   Shard Update November 06, 2015
9 years ago  November 06, 2015, 09:11:42 PM

Bah, the Jedi AND the Sith are just dogmatic control structures.

Silvermane
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#5 Re :   Shard Update November 06, 2015
9 years ago  November 07, 2015, 02:53:40 PM

Here's my thoughts on Bio's. It's nothing more then ideas and brainstorming. I don't know how long you plan on working on them and some of my idea's could take up more of your time then you wish to devote to Bio-engineering. Take what appeals to you and I invite everyone to discuss the topic.

Bio-Pets:
1: First major change I'd like to see is them brought in line with other pets and become levelable. This would give control to the owner on things they feel need to be improved. This also includes stat loss (which I know is on your list of things too look at) but only if pet repair becomes more accessible - currently you would have a hard time repairing any major damage since Goo's are uncommon; especially since you would need large quantities of them. Maybe have Vet and Animal Lore increase how many points are repaired if you don't want to increase the number of Goo's?

2: Their special attacks need to use less stamina - less stamina means less attacking which means less damage. In most cases the trade off isn't worth it. I'd also like to see their abilities split into an active (Comet attack, Ice blast, ect) and a passive (Immunity to poison, Enhanced hit points, Extra tough armor, Immunity to mortal strike, Quickened stamina regeneration) with the active being offensive in nature while the passive being defensive. I'd say 5-6 in each category would provide a large enough selection to make a variety of usable pets.

3: Currently they do physical damage; it would make them more desirable if we could sample a fire based creature for example so that a portion of their damage became fire. Cold based creature for cold, and so on for the other kinds of damage. It would also give a reason for having more then 1 Bio pet - right now it's one pet for all situations. Bring the right tool for the right job type of thing.

4: Control slots need to be standard. In my opinion they should have the same power level (maybe slightly above) as a AFS so as to not overshadow animal breeding and Taming. They should cost the same in pet slots - make it 3 and call it a day. I've never had anyone request a lower pet slot Bio - they want big beefy tanks or extra damage. Micro managing anywhere from 1 to 10 1k hp pets that don't do any more damage then a regular pet (alright maybe slightly higher) is not a popular playstyle. I maybe wrong on this one so if someone disagrees please speak up.

5: An interesting concept would be to have pet types such as a healer pet, tank pet, mage pet, druid pet, dexer pet, swords pet, ect; similar to the donation pets but on a smaller scale (they don't heal for as much or do as much damage). This one is really dependent on how much time you want to invest in pet types.


Sampling DNA:
1: I'd like to see the mimic broken into Mimic (the model type), then Offensive power and Defensive power (or whatever you decide to go with). So you would need 6 types of DNA to make a pet. I'm comfortable with how Prowess, Environment, and Mental are obtained and the risks involved. If you went with different pet types then each kind of sample could make two or three kinds of pets.

2: Additional information from the advanced pet wand such as "this would make a good a good fire based pet" or "this creature has very strong druid magic". Knowing what to sample would go a long way to making it worthwhile to try and sample a mob instead of praying and hoping you get a good one.

3: Sampling a mob should give a sample related to the mob type. Counter heal should come from any healing mob, Ice blast should come from ice based mobs ect. - to me it's just common sense (I do not know why the original designers didn't go with that model).


Storage:
1: Bio's can't be shrunk and it would be a nice addition if they could be (or if the pet summoning ball was craftable with rare drops from high end mobs or BODs). Dragging a Bio through some places is a mess waiting to happen.

2: DNA Vials (both the single and the sets) and Samples tend to build up and having a way to recycle them or store them would make life easier. Kane said it's "on the list" so this isn't as a big of a concern to me.


If I think of more I'll add it but it's just some idea's to toss around.