Author Topic: Gamefandan's Ultimate Monster RPG || Server is back up +Added Rendermen  (Read 20955 times)

Name: gigabyteTroubadour

BL_ID: 12308

I play on this server almost daily, and I think it's about time I have the ability to moderate to some degree. I am often told that I am a good admin, especially because I am extremely unbiased. I will gladly ban friends if they break rules. I enjoy regulating servers, and I think it's about time I prove that I can moderate well to an unbiased group of people. As you know, I'm composing the server's music, but I also hope to help contribute to the server in other ways! Thank you for considering me.



Do you plan on adding more classes in the future? I have a few ideas that I'd like to give.


The gun push back is too strong for PVP. A swordsman can hardly get near a gunman for more than two seconds. And that's with using spells.

Are tips popping up more frequently for anyone else? Could have sworn it wasnt this frequent

I think I should be an admin, that's my application.

I think I should be an admin, that's my application.
Pffft.



The overworld is very small and the level variation between areas is too greatly varied. It's like it's shooting you back and forth between actual challenges, things that are absolutely impossible, and tasks that are boringly easy, like grinding.

So. Much. Grinding.

BL-I'd:33046
Name:Volution
Why I should be admin: I have a reasonable time to dedicate to administrating the server, been admin on other, smaller servers (Crest's medevil Rp. any server by Pollarity) normal admin stuff, I'm also not too bad at regular events (not variables, however I would like to learn).
Often has ideas.

Well that is pretty much it...

The Cleric and Spearman class are in dire need of updating, so I came up with these ideas last night. Since this is going to be a long post, I reduced the font size to 8pt. Hopefully that will not be a concern to anyone. Anyway, I’m not sure how difficult these spells would be to code, but I think they would be very useful and may even balance the game better.



Cleric Spells

Heal (CD:1)
Same as before, just with a lower cooldown.

Selfheal (CD: 3)
Same as before, just with a lower cooldown.

Shield (CD: 5+Duration of shield)
All allies within the radius of the Cleric’s spell are protected from the effects of enemy spells for a short duration of time. (e.g., a troll can no longer swing their arm at anyone protected by this spell. A Lava Monster no longer has the ability to fortune kill)

Regen (CD: 10+Duration of regen)
All allies within the radius of this spell will slowly regain their health at a rate of (CasterLevel/2) per second.

The Cleric was practically useless after the addition of the healing spells’ cooldowns, so I not only reduced the cooldown, but also added two other spells. I can see Shield being used very often, due to the fact that enemy spells are often the cause of the game’s artificial difficulty. Regen is good for the rare cases in which the healer cannot heal their allies well enough with a heal spell, or if they have to distance themselves from dangerous enemies.



Spearman Spells

Taunt (CD: 0)
Throw a harmless spear at an enemy so that they will only target you, even if they are attacked. Taunted enemies will not cast spells in reaction to being taunted.

Provoke (CD: 5)
Works like taunt, except for the fact that the target’s defense is briefly reduced.

Jump (CD: 5)
Launch yourself upwards. Can be used to get to higher locations quickly.

Summon (CD: 1)
Bring an ally to your current location.

FireSpear (CD: 10)
Throw a burning spear that is weaker than a normal spear. After time, the target will lose more health. The total damage will be more than a normal spear’s after the burning ends.

With these spells in mind, the Spearman becomes a tank-oriented class that can distract enemies for their allies. Their FireSpear is also useful for enemies that cast spells whenever they are hurt, so that you can damage them as much as you can, but avoid severe damage. Their Summon spell is useful in conjunction with Jump, in the case that new maps have secrets located in the upper areas.



In addition to the revamped classes, I also think the server could use two new classes: the Bard (to encourage players to work together), and the Thief (to speed up gold grinding). Both of them should start out with a dagger that does only slightly more damage than the gun (perhaps the one from Jerkface/Mr. Nobody’s RPG collection?). Their spells are as follows:



Thief Spells

Pickpocket (CD: 4)
The next attempted attack has a decent chance (45%?) of filching a small amount of gold from the target.

Mug (CD: 7)
The next attempted attack is not only stronger, but it also has a greater chance (60%?) of stealing a small amount of gold from the target.

Sprint (CD: 5)
Walking speed is increased to x1.5 the original amount.

GoldEye (CD: 20)
For a duration of time, there is a small chance (5%?) that a regular kobold will give the same amount of gold a golden one would after being killed.

The Thief class naturally gets more gold from enemies, but as a compensation, gets less experience. The Thief should be unlockable, and cost more than a Spearman. Its only job is to get more gold, making it the perfect class to reduce gold grinding time. If you add any of my ideas to the game, it should be the Thief. Most people would find this class invaluable, and it would probably end up being the most popular class. Gold is probably the most important thing in this RPG, since it's used to beef up your stats and fight tougher monsters.


Bard Spells

Warcry (CD: 5)
Slightly increases the attack and defense multipliers of the caster for a short duration of time.

March (CD: 10)
Increases the attack multiplier of all nearby allies for a period of time.

Ballad (CD: 10)
Increases the defense multiplier of all nearby allies for a period of time.

Madrigal (CD: 15)
Halves the cooldown time of all nearby allies for a duration of time.

Waltz (CD: 15)
Reduce the damage done to and done by allies and the caster for a duration of time.

The Bard’s songs are great for parties whom aim to work together and fight tougher monsters earlier in the game. The March, Ballad, and Madrigal spells have obvious uses in buffing the party. Warcry is useful when a Bard is alone, and Waltz is useful when the party is strong enough to defeat an enemy, but cannot due to an enemy’s overly powerful physical attack. This class can work as either a low-tier, unlockable class or a starting class.



Sorry for writing this giant wall of awkwardly worded text! Anyway, I hope you do implement at least some of these ideas, especially because I think they would help balance out some minor, non-combat related issues. I was going to add in my idea for rescripting the system of stats and damage, but it made the post way too long! If you are interested in that, however, I will post that, too. Thanks again.

-wall o' text-
i think these are good ideas and would encourage players to party up and work together more

The ideas are so beautiful that I don't think I have any other choice BUT to add some of them. Taunt is a bad idea, however. I will consider the cleric spells. Next update may seriously be a class update.

function PickPocketProjectile::onCollision(%db,%prj,%col)
{
   if(%col.getClassName() $= "AIPlayer")
   {
      %col.damage(%prj.client.player,0,100,0);
      
      %goldchance = getrandom(1,100);
      
      if(%goldchance <= 20)
      {
         messageclient(%prj.client,'',"\c3Successfully stole the " @ %col.name @ "'s stuff!");
         %prj.client.gold += getrandom(536,1472);
      }
   }
}

function Spell_PickPocket(%c)
{
   if(!isObject(%c.player))
   {
      return;
   }
   %p = %c.player;
   %p.shootProjectile(PickPocketProjectile);
}


This is a thing that might be happening.

unlike runescape grinding in this is fun

also why are guns akimbo so hard to get

The ideas are so beautiful that I don't think I have any other choice BUT to add some of them. Taunt is a bad idea, however. I will consider the cleric spells. Next update may seriously be a class update.

Why don't you like Taunt and Provoke? They could be pretty useful in many circumstances.