Author Topic: Destiny RPG v0.2 Public Beta  (Read 59028 times)

Crafting should be split into separate skills, I think, and the skills GUI should perhaps be revamped a bit. (I'm thinking of doing a big GUI rewrite myself now since I don't need to make any serverside parts).

Crafting should be split into Crafting (ie Misc stuff), Cooking, Smithing (& smelting) and Woodwork, and your levels in Cooking, Smithing and Woodwork should be affected by your levels in Farming, Mining and Woodcutting, respectively, as well as skills being capped to 50 or so and levels taking longer to gain at higher levels.

That is, your Cooking level is equal to the floor of your cooking level plus half your farming level, so if you're a good enough farmer you can cook things experienced cooks can too, but to get to the best things (60+) you'd really need to be a decent farmer as well as a good cook.

As for the levelling, I wrote a quick algorithm that would make it progressively harder to level up, could probably use some tweaking.
The amount of exp per level is increased by 25/level with an extra increase of 100 every ten levels. Starting from 100xp at level 1->2 you end up at 1700 to go from 49->50. It could probably use some tweaking but here it is:
Code: [Select]
function DRPG_GetExp(%level)
{
   return 100 + ((%level - 1) * 25) + (mFloor(%level / 10) * 100);
}
(kind of shat out off the top of my head)

Anyhow that would also mean the current resource map needs to be revamped. Try this one: (modified from my post at the end of page 1)

WoodcuttingMiningFarming
Lv.ResourceLv.ResourceLv.Crop
1Pine1Copper, Tin1Wheat
5Oak, Willow10Silver, Gold5Flax
15Maple15Coal, Iron10Potatos
30Yew30Mithril15Turnips
50Moonwell Trees40Obsidian30Carrots
50Destinite35Dyeberries

For Farming, every 5 levels could grant a boon of 5 extra crops so at 50 farming you'll have 100 total; crops of 300-400 weren't stressing most people too much very early on so I don't see 100 being a problem. That also keeps motivating you to level after 35 (since I don't see picking berries as being particularly hard, but we do want dye to be a fairly high-end item, right?) and really just to be a better farmer since most things won't really do that much.

This long ranty post has been brought to you by Clockturn - the world's leading provider of textual walls since 1991!

Edit: Oh yeah 'fore I forget, due to my intangible dislike of Fairlands (I can't find anything in particular I don't like aside from the water, I just don't really like it) I was messing with the horribly packaged far-too-tall weird-watery map Mountains of Excalibur by VerticalHorizon. I flattened it out a bit, made the water blue instead of horridly shiny white (and also made it affect your vision underwater since it didn't), and renamed it to Map_Mounts as it believes that's where all the textures are, so it actually works right now, and was thinking it'd be nice with a bit of other messing about for a new DRPG map.

I understand if you don't wanna dump Fairlands, I just think that a different map may be a bit betterer.
« Last Edit: October 08, 2010, 04:17:18 PM by M »

This project is now being led by chrono temporarily while I get my stuff sorted out.

-YEP-

At the end of the day, the simplest method wins. Sucks to your complex assemblage of formulas and plans.

At the end of the day, the simplest method wins. Sucks to your complex assemblage of formulas and plans.
The simplest method wins

despite the 700 crafting and the hundreds of thousands of plastic

I'm not saying things need to be more complex to be balanced... just that right now things really aren't balanced. There's no real reason to get up any skill other than crafting, since in the end you make consistent gains in every way via crafting and the only thing that has any effect is your plastic total, and in comparatively an extremely small amount of time.

ie; cut trees and sell logs for plastic: spend an average of 10 seconds + walking time for every plastic
mine ores and sell them for plastic: same amount of time really
harvest resources and craft them into things: spend an average of say 2 minutes gathering resources to make one bronze shortsword, make a profit of 30 plastic
farm wheat, convert to flour: ~10 seconds to plant, 30 seconds to grow, gets 25 flour to sell for I believe 12 apiece, so 7 profit.
buy materials and craft them: spend four seconds buying materials for 12 plastic, four seconds crafting them into bars then a shortsword, make a profit of 18 plastic in 8 seconds
do this en masse, make 18,000 profit in a little less than the time it takes to watch a movie (optimally)

Buying and crafting is extremely easy to make great amounts of plastic in a short time. Since really the only thing to do is get plastic and build or make a sword and kill people (this is the real problem), crafting is the ONLY useful skill.

Also buying items from vendors should not resell for an even higher amount of cash than you bought it for

-snip-
There has to be a simpler way to fix the problem than diluting the system with more... stuff.

There has to be a simpler way to fix the problem than diluting the system with more... stuff.
Here comes the simple way.

Make a player controlled market where nations sell things competitively. Eventually, it will balance everything out. It will also force the skills of resource gathering to be developed.

People decide to craft, because there is a high demand for crafted items, now the crafting people create a higher demand for resources, and at the same time, make a bigger supply of crafted items.
« Last Edit: October 08, 2010, 05:30:20 PM by Doomonkey »

Here comes the simple way.

Make a player controlled market where nations sell things competitively. Eventually, it will balance everything out. It will also force the skills of resource gathering to be developed.
See, I like this thinking.

The idea may or may not work out in the long run but the important thing is the way he approaches it.

Also, on top of it possibly solving the problems of crafting and all of skills, it now adds a new element to the game, which will draw users in.

I'm pretty sure there is something wrong with the DPRG Client.  After downloading it initially, I started a server the next day and was surprised to find that RTB wouldn't comply with my server.  I looked through my add-ons and found that DRPG's Client was the last add-on downloaded.

After deleting the add-on, however, RTB did work with my server.  To ensure that this wasn't just a coincidence, I re-did the whole process and got the same result.

Chrono broke it. He told us to rejoin, then updated the client. However his update isn't up to date, so none of us can join.

Problem on the server side, give me a moment.


« Last Edit: October 08, 2010, 07:21:57 PM by Desolation »

This is causing RTB to break. You're doing something with the server connection arguments.

I'm going to crap-on it for RTB users until it's fixed.