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Greatest Server Ever?

Noone would play it!
2 (25%)
No, go away!
0 (0%)
You're crazy so it might be fun!
6 (75%)

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Author Topic: Should I make a server?  (Read 10488 times)

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Offline Roarion

Re: Should I make a server?
« Reply #40 on: January 04, 2014, 07:48:22 pm »
electric aoe would add a status effect similar to being drunk.
Not possible?
very possible, trap tile that when stepped on makes you drunk...really simple even, problem would be if it gets used in town and every little nooby starts stumbling around being killed.  as I said I'm thinking through the magic system, nothing is written in stone yet.  I'm hoping people will come up with ideas so it isn't just the same spells in every other sever, but a new unique experience that we can all enjoy.

You can set the trap to give Coolness? Didn't know that was possible. Also traps wont effect random untamed spawned monsters  I think.

I just dragged a /monstergoup fly, 1 on a blind trap, didn't work.
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Re: Should I make a server?
« Reply #41 on: January 04, 2014, 09:16:37 pm »
electric aoe would add a status effect similar to being drunk.
Not possible?
very possible, trap tile that when stepped on makes you drunk...really simple even, problem would be if it gets used in town and every little nooby starts stumbling around being killed.  as I said I'm thinking through the magic system, nothing is written in stone yet.  I'm hoping people will come up with ideas so it isn't just the same spells in every other sever, but a new unique experience that we can all enjoy.

Is there magic restriction like "you cannot cast this spell on plot land"?

Offline Roarion

Re: Should I make a server?
« Reply #42 on: January 04, 2014, 10:55:24 pm »
electric aoe would add a status effect similar to being drunk.
Not possible?
very possible, trap tile that when stepped on makes you drunk...really simple even, problem would be if it gets used in town and every little nooby starts stumbling around being killed.  as I said I'm thinking through the magic system, nothing is written in stone yet.  I'm hoping people will come up with ideas so it isn't just the same spells in every other sever, but a new unique experience that we can all enjoy.

Is there magic restriction like "you cannot cast this spell on plot land"?

Yes.
Asylum - lvl 33 Thrower
Pyramid - lvl 40 Scythe
Dementia - lvl 69 Spear
Nexus V2 - lvl 61 Stealth
Rebirth - lvl 72 Bow
Ganymede - lvl 56 Mage
Hex - lvl 1000 Admin
Future - lvl 1000 Admin
Retired - Unless V6 pulls a miracle

Offline Greatest

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Re: Should I make a server?
« Reply #43 on: January 05, 2014, 05:29:03 pm »
I saw the one where you can make it so a spell can only be cast on your own land, didn't know about not on plot land...guess it works out then ;D

thanks
why does Fox keep cancelling good shows?

Offline Greatest

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Re: Should I make a server?
« Reply #44 on: January 12, 2014, 12:30:18 am »

is this actually open?  I can't seem to connect to it...and if it is and I'm the only 1 with a problem I'm going to delay my server for now(I'm really stuck on magic anyway)
why does Fox keep cancelling good shows?

Offline Roarion

Re: Should I make a server?
« Reply #45 on: January 12, 2014, 10:05:12 am »

is this actually open?  I can't seem to connect to it...and if it is and I'm the only 1 with a problem I'm going to delay my server for now(I'm really stuck on magic anyway)

Yes but no. You can download all the .zlib files except item.dat when I checked last so no one can connect. They last updated the files 1/2/14 it looks like. What are you stuck on for magic?
Asylum - lvl 33 Thrower
Pyramid - lvl 40 Scythe
Dementia - lvl 69 Spear
Nexus V2 - lvl 61 Stealth
Rebirth - lvl 72 Bow
Ganymede - lvl 56 Mage
Hex - lvl 1000 Admin
Future - lvl 1000 Admin
Retired - Unless V6 pulls a miracle

Offline Greatest

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Re: Should I make a server?
« Reply #46 on: January 12, 2014, 05:35:48 pm »
I was doing a full rewrite on the magic system, but I'm really not sure what spells people like and which I can toss.  I know red and white magic bonuses are a good thing and I combined those into support magic, I changed black magic to attack magic, but blue magic is just golems, magic torch, and magic wall(I added items for +'s on weapons and armors).  since I changed the way golems will be done and also added necromancy(and yes necromancy takes over golems) I really don't know what to do with spells that don't fit into any of those categories but are still useful(ie magic torch, magic wall(and yes I changed magic wall but still not sure where to add it)).

add to that I'm a crappy artist and potential for new spells goes down hill as I have to try to use art already available...
why does Fox keep cancelling good shows?

Offline Roarion

Re: Should I make a server?
« Reply #47 on: January 12, 2014, 09:14:37 pm »
I was doing a full rewrite on the magic system, but I'm really not sure what spells people like and which I can toss.  I know red and white magic bonuses are a good thing and I combined those into support magic, I changed black magic to attack magic, but blue magic is just golems, magic torch, and magic wall(I added items for +'s on weapons and armors).  since I changed the way golems will be done and also added necromancy(and yes necromancy takes over golems) I really don't know what to do with spells that don't fit into any of those categories but are still useful(ie magic torch, magic wall(and yes I changed magic wall but still not sure where to add it)).

add to that I'm a crappy artist and potential for new spells goes down hill as I have to try to use art already available...

What does necromancy do? Just put it into blue magic?
Asylum - lvl 33 Thrower
Pyramid - lvl 40 Scythe
Dementia - lvl 69 Spear
Nexus V2 - lvl 61 Stealth
Rebirth - lvl 72 Bow
Ganymede - lvl 56 Mage
Hex - lvl 1000 Admin
Future - lvl 1000 Admin
Retired - Unless V6 pulls a miracle

Offline Greatest

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Re: Should I make a server?
« Reply #48 on: January 13, 2014, 09:31:32 am »
necro will be summoning creatures(from undeads at low levels to demons at higher levels) that fight for a length of time before going poof, animating golems(after they're crafted), reviving a dead creature(similar to tame, but a little safer), and I was working on a chymera type system(adding different monster parts together to get a stronger monster that the player can animate). 

there will be no blue magic, I'm removing the 'color' magic thing all together and making new groups.  of course I could make another magic type for creating magical items(wall and torch), but 2 spells really aren't enough for a magic type...
why does Fox keep cancelling good shows?

Offline Sacrifice

Re: Should I make a server?
« Reply #49 on: January 13, 2014, 11:15:30 am »
What kind of art do you need maybe I can help out.

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Re: Should I make a server?
« Reply #50 on: January 13, 2014, 11:58:30 am »

is this actually open?  I can't seem to connect to it...and if it is and I'm the only 1 with a problem I'm going to delay my server for now(I'm really stuck on magic anyway)

Yes but no. You can download all the .zlib files except item.dat when I checked last so no one can connect. They last updated the files 1/2/14 it looks like. What are you stuck on for magic?

Someone should consider telling them to add .dat files as a mime type, it might fix the issue.

Offline Mickey Kudlo

Re: Should I make a server?
« Reply #51 on: January 13, 2014, 03:58:41 pm »
I did tell them about setting the mime types and they said they did that. I think there is some other compatibility issue there. Maybe a firewall issue on their end. I think I told them to try hosting the files someplace else other than the virtual server they using for the RPGWO server.exe.
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Offline Tommy

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Re: Should I make a server?
« Reply #52 on: January 25, 2014, 11:10:01 am »
What mime type would one set for dat files?
application/octet-stream
right? :x

Offline Mickey Kudlo

Re: Should I make a server?
« Reply #53 on: January 27, 2014, 10:56:26 am »
Here is what my mine is set at:

.zlib    binary     
.dat    binary     
.ini      plain/text     
You may have conquered my worlds, but I destroyed them!

Offline Greatest

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Re: Should I make a server?
« Reply #54 on: February 10, 2014, 10:44:33 am »
still working on this in my spare time(which I don't really have much of right now) but I ran into a little issue.  default game currency is gold, but I was hoping to make different amounts of currency from different precious metals(silver would make 75, gold 150, greatium 300) and call them coins.  is there a way to get this to work besides just having them all called gold?
why does Fox keep cancelling good shows?

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Re: Should I make a server?
« Reply #55 on: February 10, 2014, 08:27:48 pm »
Class=Money

Offline Greatest

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Re: Should I make a server?
« Reply #56 on: February 11, 2014, 12:42:35 am »
I know about Class=Money

but you can't use notes to buy a mule/trader/land and they have the Class=Money line in their coding.  so I'm not sure if just tossing that in will work, or even if changing the name of item "Gold" to "Coins" would work.  will test it though...
why does Fox keep cancelling good shows?

Offline Mongo

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Re: Should I make a server?
« Reply #57 on: February 11, 2014, 03:41:29 pm »
It only took a couple weeks but I lost steam on my dabbling. I get irked at working around someone else's systems and keep wanting to re-write hardcoded functions. Not being able to prevents me from getting too invested.

That aside, I had some basic outlines for what I was planning to rework. Figured I'd put them here in case you (or anyone) wanted some ideas.

Magic: In general, I disliked how specific each magic was. I sought to create a couple more types of magic, allowing each to deal damage in their own way. I also changed the attribute requirements so they weren't all INT/WIS. I ended up using elements for categories which I'll admit is far from original or interesting, but it kinda worked. The idea was also to make each class of magic have the same skillpoint requirement, being fairly high. Here's some (rough) notes on what I came up with:

Arcane - (INT/WIS) - Strong focus on traditional magics and manipulations
   Knock - Lock
   Imbue - Improve
   Mental Tether - ManaBond
   Recharge = ManaRenewal=5
   Mark - WarpMemorize
   Warp - Warp
   Magic Missile - Range=5,Life=-10
   <Buff> - Strength=5,Dexterity=5,Quickness=5

Blood Magic - (INT/DEX) - Low-Medium range, steal/necro
   Life Leech - LifeSteal=5, Range=3
   Stamina Leech - StaminaSteal=5, Range=3
   Mana Leech - ManaSteal=5, Range=3
   Bone Golem - GolemItem=Corpse,GolemMonster=Bone Golem
   Flesh Golem - GolemItem=Corpse,GolemMonster=Flesh Golem
   EssenceSteal?
   <Buff> - Quickness=10,Strength=5
   Conversion - Life=-20,ManaRenewal=10
   Store = Life=-30,SpawnItem=Blood Bag

Air Magic - (INT/QUICK) - Focus on longer range ** needs more ideas
   Mental Burden - ManaRenewal=-5
   <Buff> - Dexterity=10,Strength=5
   Blast - Life=-10,Range=6,

Earth Magic - (INT/STR) - Close range spike damage, armor buff/debuff
   Stoneskin - Quickness=-25,Armor=5,35/10,40/20
   Sand - Blind=-10
   Shatter - Life=-5,Armor=-3
   <Buff> - Dexterity=10,Quickness=5
   Stalagmite - Range=1,Life=-15
   Fissure - Range=1,SpawnItem=Fissure,SpawnItemQty=1
   Transmute - Range=1,TransformFrom=Ore,TransformTo=Ore

Water Magic - (WIS/DEX) - Slightly more support/control focused
   Frozen Touch - Ice=-10
   Cleansing Wave - Blind=+10
   Refresh - Mana=20
   Steam Cloud - SpawnItem=Steam Cloud,SpawnItemQty=9
   <Buff> - Quickness=5,Strength=10
   
Nature Magic - (WIS/QUICK) - Focus on indirectly dealing damage, some support
   Brambles - SpawnItem=Bramble Patch,SpawnItemQty=9
   Summon Lifespring - SpawnItem=Lifespring,SpawnItemQty=1
   Growth - TransformFrom=Sapling,TransformTo=Tree
   <Buff> - Dexterity=5,Strength=10

Holy Magic - (WIS/STR) - <combined fire+holy>
   Flamepunch - Life=-10, DamageType=Fire, Range=1
   Cleansing Flames - Life=-20,PoisonCure=5,Ice=5
   Rebirth - Life=-40,LifeRenewal=5
   Holy Light - SpawnItem=Holy Light,SpawnItemQty=1
   <Buff> - Dexterity=5,Quickness=10

The idea was to allow for more combinations of "classes", promoting mixing magic with other skills. I had hoped I could find a way to allow players to attack with a "Wand" type weapon, allowing them to do a regular attack and cast spells with the same item. Without that, the idea is less appealing. Even so, Blood/Water could be favored by rogues and Earth/Holy could be favored by warriors. Trying to promote synergies. There is also a much stronger focus on "utility" magics, trying to allow every type to do more than just hurt and heal.

A note on blood magic summoning: Was going to have monsters drop corpses which decayed quickly. However, a blood magic user could make use of these corpses, raising them as undead. I did not plan to have every monster drop a unique corpse which, when raised, would yield an undead version of that monster, however I believe it would be possible. I was simply going to have generic summons.

I had also replaced the typical "runes", favoring instead reagents found throughout the world. These would not be craftable items, making magic use a little different. Some would come in the form of plants.

I also sought to re-work weapons into different categories but didn't come up with a good categorization.

Other random ideas I had
- Treasure Chest "Monster". Does not attack or move, simply defined as a "monster" to take advantage of the loot tables that cannot be defined for items.
- Several (20) "container" items all of the same name. Every monster would have a small chance to drop one, then an even smaller chance to get a GOOD one. Each of these items can be used by hand, opened to give the player a reward. Most commonly, small amount of useful items. Very rarely a high quality item. Non-stackable so there's no way to tell them apart. Could be used as a commodity as well as a fun loot item.
- Considered adding some more advanced animations to trees, simulating leaf movement. Not sure if it would have worked at all. Would have needed about 3 images for each tree of each type of each size, and around 5 items to each utilize a different animation.



Anyways, you probably have your own ideas for how stuff should be done, but I'd be much more inclined to help knowing it wouldn't all fall to me if you wanted it.

Shoop!

Offline Greatest

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Re: Should I make a server?
« Reply #58 on: February 11, 2014, 09:15:02 pm »
It only took a couple weeks but I lost steam on my dabbling.
it does get hard to keep going when so much stuff you'd like to see/add can't be done, but now you have me rethinking the magic system and thats where I was stuck.  not saying I like your system, but it is unique... :P
why does Fox keep cancelling good shows?

Offline Mongo

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Re: Should I make a server?
« Reply #59 on: February 12, 2014, 02:08:45 pm »
it does get hard to keep going when so much stuff you'd like to see/add can't be done, but now you have me rethinking the magic system and thats where I was stuck.  not saying I like your system, but it is unique... :P

Yeah, as I said it's not the most imaginative and it does make it hard to make 7 unique magic classes when the number of effects is low. However, being able to summon items or transmute one item to another expands the total number of effects greatly, being able to use all the item properties with spells.

I imagined magics having a high skill point cost, possibly the equivalent of costing 15-20 or so points in traditional servers. Having 2 magics should be a rare thing. Getting 3 would probably cripple your character in so many other ways, not being able to do anything else you might need.
Shoop!

 

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