Author Topic: SPO's Destiny RPG Server [Heavily WIP, Complete Overhaul]  (Read 9511 times)

Official list of planned changed. More will be added over time.
Code: [Select]
Revamp Nation System
Leaders
Electing
Impeaching
New Roles
Lord
Can be appointed by leader
Can build from Nation's wealth pool
Lords get reset each time there's a new leader

Guild System
"Gangs" kind of.
Player made
No claimed land
Can be in a guild and nation at same time
        Functions similar to Nations but no perks, taxes, or lords.

Revamp Weapons System
Shields can be equipped to left hand.
Lowers incoming damage
Different types of weapons do different types of damage
Shortswords do more impact damage but cause less bleeding over time
Spears do less impact damage but cause lots of bleeding over time

Dynamic Quests
Quest marker (yellow arrow)
Lots of quest events
Make sure they work even when the host is not there

Chests
Store items
Key system
Allow the player to give other players keys to their chests
Metaphorical keys, not actual key items.

Ways to retain players
Wars
Players can plunder chests during war
A player can plunder the chest of players that are in nations that they are at war with
Can receive a random amount of plastic or chose one item from the chest
Minigames
Gladiator battles, puzzles, and other stuff that we will come up with later

Shops
They have a stock
Some items will have a base stock that it replenishes up to over time
Example: The shop will have 200 wheat seeds in stock. A player buys 200. Every 5 seconds, 1 wheat seed it added back into the store's stock until it reaches 200, then stops.
An item's max store stock will be a number value in the store event, as well as the interval to add 1 item back in.
Player run shops
Players can click on other players to request a trade with them.
Trading is exactly like Runescape's trading

« Last Edit: July 21, 2014, 08:06:06 PM by Passta Soup »

Is there some way to apply for vanote leader I would like to be leader.

Is there some way to apply for vanote leader I would like to be leader.
The first leader for each nation will be decided by me and it is usually a friend of mine or somebody that I trust, and seeing as I don't know you I doubt it.

The first leader for each nation will be decided by me and it is usually a friend of mine or somebody that I trust, and seeing as I don't know you I doubt it.
I'd do it.


also another feature being added that i forgot in the list will be the ability to craft poisons that you can tip your weapons with. they will have the chance of causing effects like dealing extra damage, causing paralysis, causing the player to move slowly, and causing damage over time. poisons will be fairly hard to make, requiring a lot of gathering of plants and flowers to craft them.

these poisons will be especially useful for one on one battles such as gladiator arena fights. they will be impractical in large scale battles as it will take 3-5 seconds to apply a poison to a weapon, and they poison only works once before needing reapplication.

hopefully this feature will add much more diversity to how people fight.
« Last Edit: July 22, 2014, 06:51:02 PM by Passta Soup »

-snip-
think about skyrim

you have about 500 poisons and you never want to use them but you don't want to get rid of it either because you think one day you MIGHT need it
It's unlikely it will change much

anyways atm it just looks you put a nicer dress on a manequinn made of stuff

the base mechanics still seem boring and remodelling 3 things isn't going to change that  but whatever

I might just stick around to see this happen

anyways atm it just looks you put a nicer dress on a manequinn made of stuff

the base mechanics still seem boring and remodelling 3 things isn't going to change that  but whatever

I might just stick around to see this happen
you're clearly viewing this wrong

you're clearly viewing this wrong
Ah, yes.  Clearly.  What are you going to do to address the more serious design flaws in the game?  I see you're improving upon some other elements ('improve' used lightly for some of these), but combat was never really relevant during my play. Nations were a brilliant idea to have, and expanding on that idea would be a nice idea, but what does it all come back to?

What way are you looking at it?

Ah, yes.  Clearly.  What are you going to do to address the more serious design flaws in the game?  I see you're improving upon some other elements ('improve' used lightly for some of these), but combat was never really relevant during my play. Nations were a brilliant idea to have, and expanding on that idea would be a nice idea, but what does it all come back to?

What way are you looking at it?
mechanics are being changed by hiding the grindy elements down with quests and minigames that you can also do to level up. grinding isnt going to be removed, but watered down. if either of you were to read the planned changes list, you would view it the way i am viewing it.

also, who are you?? lol
« Last Edit: July 23, 2014, 04:49:18 PM by Passta Soup »

we have someone working on the new GUI as well as someone else working on the mod. The build is finished for the most part other than resources which will handled by a generator.

progress is fantastic. expect the server up within the next week or two

mechanics are being changed by hiding the grindy elements down with quests and minigames that you can also do to level up.
how do those things hide it

i mean they sound fun sure, but it's not like you can just run around doing quests and minigames and get top gear or can you?

also I didn't mean to say remove grinding. It is part of DRPG, i just have an opinion. I'm just sceptical about the 'complete overhaul' part.

how do those things hide it
i mean they sound fun sure, but it's not like you can just run around doing quests and minigames and get top gear or can you?
Quests and minigames wont get you to the top gear. you're going to have to do some grinding along the way to get to top gear, however doing quests and such will lower the grinding time by a lot. Quests will give you unique equipment, money, and exp in certain skills. It however, will not give you things like destinite ore, or yew logs. Those are things you are going to have to do yourself, but doing quests may speed up the time to be able to do those things.

For example, you want to get to 40 mining to mine gold. you already have level 13 from making yourself bronze armor or what not. you don't want to spend the time to get to 40. what do you do? you find a quest that gives you mining exp. be it from talking to other players or finding it yourself. Say you find a quest that requires you to kill some medium leveled monsters and bring someone 5 bronze bars. You complete the quest, and receive 250 mining exp (random number made up)
This gets you from 13 mining, to 25. An exceptional jump in level for doing things other than mining.

As you can see, this will get players to have much more to do than sit there and look at a rock, or spam click eachother on checkpoints to get combat levels.

!!! Spoiler Alert !!!



Linkage between the HUD window's it toggle able.


Current features:
 - Toggle(Hide/UnHide) HUD
 - HUD Stats Display w/ player action interaction
 - Inventory and Equipment management
 - Server/Host/Admin/Event(s) News Feed
 - HUD Crafting section
 - Tooltip section aka Item preview and description
« Last Edit: July 28, 2014, 08:05:44 PM by JJstorm.com »

sum niyse lookin hud mayte