Siliconemelons
Naxxramas 1.0 Raider
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you act like this is a problem.
I will play some single player OG EQ lets go
I will play some single player OG EQ lets go
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I hope you're designing it with reskinning in mind so it will be easy to drop all the eq assets and commercialize it once you have a fanbase.I don't know if 20 people are going to end up giving this a shot or a 1000 I'm just not sure yet how it will play out in the end.
I would do that if there was enough interest. As my first game I'm really focused on learning and if people are liking what I'm making they would likely support me in a commercial project.I hope you're designing it with reskinning in mind so it will be easy to drop all the eq assets and commercialize it once you have a fanbase.
I would do that if there was enough interest. As my first game I'm really focused on learning and if people are liking what I'm making they would likely support me in a commercial project.
Killed an interesting bug today related to NPC attack timers, I had an issue where if an ability changed their haste value then it would need to refigure their attack loop timer. Attack speed becomes a timer in essence obviously and changes to the stats like haste require a recalculation but I don't want NPCs to loose an attack round resetting the ability so I was attempting to save the remaining time until the next attack recalculate the new attacks speed then re start the timer with remainder I had saved previously. This was working well until there was repeated calls. I had the recalculation set to effect changes rather than specifically haste only. IF there strength has lowered I need to recalculate dmg bonuses etc. When there was group play many calls were occurring and the NPC was never getting to an attack round when they were repeatedly having new effects applied or removed (it has to be called on both ends). Still not sure I've landed on the optimal answer yet but have it working much better now, they are much less likely to miss an attack round.
I've been working on a couple of my own games
My plan this week was to turn it off for DOT effects, I’ll probably turn off dot hit noise plus as you mention make it that the hit sound can only occur at a certain intervalNot sure if you've addressed this yet as I haven't watched the most recent vids, but your first demo had monsters making their attack noise every attack. I'd suggest making that variable, especially for stuff like bats that screech. Not all enemy attacks need to have sounds in a game like this, I don't think. EQ didn't.
Both. Skill trees or subclass or some long or shared cooldown on those skills where situationally you could do either or.For the tank players if you had to pick between these two in combat skills which would you pick:
1. A `Hunker Down` type ability where your damage output is limited but have a significant increase to survivability, an oh shit I have to buy the healer time skill.
or
2. An `Intervene` type ability that allows you to project defense on a teammate.
I'm leaning towards 1 because it helps a player feel in control of their survival, 2. requires a change of target by the tank something that in general I think should be avoided. This is the last line of abilities on adding for the warrior and it probably is an either or. Just wanted feedback if anyone wanted to give. In my mind the warrior has taunt tools avialable to manage saving teammates and their is "hey you suck as a tank so use intervene" feeling. I think developers put in abilities like #2 and then force encounters to make it necessary. Aggro whipe! But as a counter point I think the tank gets some satisfaction out of using an intervene in a shitty encounter and pulling a teammate through it, but it's probably used most often in a pull that is going to go to shit either way and has a low success rate of the group winning that encounter anyway.
Yeah, I think the pick just depends on how the encounters are designed. If you have mostly controlled combat where everyone is safe focusing on burning down one mob with no aggro worries, then 1. If combat is chaotic with sketchy aggro and/or uncontrolled multiple pulls/adds, then 2. If you have both situations, the pick would be whichever is most relevant in the hardest fights. Also probably depends on how discretely you're setting up the roles for the other classes. (for example, the warrior is just supposed to tank while hybrids would be in charge of occupying adds or other classes doing disaster mitigation.)For the tank players if you had to pick between these two in combat skills which would you pick:
1. A `Hunker Down` type ability where your damage output is limited but have a significant increase to survivability, an oh shit I have to buy the healer time skill.
or
2. An `Intervene` type ability that allows you to project defense on a teammate.
I'm leaning towards 1 because it helps a player feel in control of their survival, 2. requires a change of target by the tank something that in general I think should be avoided. This is the last line of abilities I'm adding for the warrior and it probably is an either or. Just wanted feedback if anyone wanted to give. In my mind the warrior has taunt tools avialable to manage saving teammates and their is "hey you suck as a tank so use intervene" feeling. I think developers put in abilities like #2 and then force encounters to make it necessary. Aggro whipe! But as a counter point I think the tank gets some satisfaction out of using an intervene in a shitty encounter and pulling a teammate through it, but it's probably used most often in a pull that is going to go to shit either way and has a low success rate of the group winning that encounter.
This is what I started thinking about maybe cast an effect out a certain range and everyone in it is protected. There is so much code and events that are triggered by your target I have to kind of build around that. Minimizing the changing of targets because the way I have it designed it can be problematic when rapidly changing targets.I think my ideal MMO version of an Intervene mechanic would involve simply being able to body block for your allies. No re-targeting required.
Dungeons are going to have multi mob pulls as a core principle and how players deal with that to be a critical aspect of success and failure. There is some CC but I don't plan for it be as powerful as enchanter CC in EQ, it's a tool but not the end all be all of multi mob pulls.Yeah, I think the pick just depends on how the encounters are designed. If you have mostly controlled combat where everyone is safe focusing on burning down one mob with no aggro worries, then 1. If combat is chaotic with sketchy aggro and/or uncontrolled multiple pulls/adds, then 2. If you have both situations, the pick would be whichever is most relevant in the hardest fights. Also probably depends on how discretely you're setting up the roles for the other classes. (for example, the warrior is just supposed to tank while hybrids would be in charge of occupying adds or other classes doing disaster mitigation.)
Then maybe 2? but for example, if anyone playing a warrior is optimizing for AoW, they're going to want 1 no matter how much chaos happens along the way. And the extent to which other classes are both available and capable of similar mitigation could change it as well. If I always expect to grouped with a Pally, I might pick 1 even if most of the game like a Chardok crawl.Dungeons are going to have multi mob pulls as a core principle and how players deal with that to be a critical aspect of success and failure. There is some CC but I don't plan for it be as powerful as enchanter CC in EQ, it's a tool but not the end all be all of multi mob pulls.
Some game mechanics I'm picking what keeps the project feasible for me versus what I feel is ideal. I'm sure there will be some things people will argue with thinking I picked them from a game theory standpoint rather than just having to make certain sacrifices. I plan to limit AoE, i do plan on having AoE taunt and when the Wizard goes in they will have some AoE but it's not going to be common place. It complicates balance and functions.
Sitting here medding right now playing with a few people. Man am I getting boned by RNG on a spawn. It's funny as the group asks me "Are you sure you didn't mess up the spawning?" I just keep telling them "Maybe there is an anti camp radius" lol