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Author Topic: My "The Dark Palace" Item System.  (Read 17182 times)

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Re: My "DP" Item System.
« Reply #15 on: »
Suppose that "random(101)/100" is equal to average value and = 0,5
I believe that this assertion is not entirely true, and we have another scatter. Practice has shown that teh Armor bonus +735% is too large. After spending a couple of experiences I have come to the conclusion that the bonus must be equal ~ +600%

Spoiler (hover to show)
« Last Edit: April 08, 2015, 08:18:42 am by Kva3imoda »

Re: My "DP" Item System.
« Reply #16 on: »
But if you do not like Damage = 1 (like me, hehe  :D). Then you need to find other ways.

Spoiler (hover to show)

Armor = Damage ( 2925 ~ 3163)

You can see that the damage taken more "pleasant and smooth". But there are 2 problems (Vitality gives Absolute Cap Armor Bonus 250% at 1000 Points) and get 20k HP can only be one way (Vitality gives 3600hp at 1000 Points) - to use Skull of Riechliu, because the game has only 10 items with ~Bonus +1000 HP. Or use Enchantment + HP.

Yes, Torchlight is a Diablo-like game, you will need to spend dozens or hundreds hours to get the best equipment, but my mod is not about that. I need a smooth and controlled process for the One passage. If you want to have the best equipment - you should to search better. If you do not want to do it - you have average equipment. But both options allow to complete the game. Like - "If you want to get the Sword of Absolute Power - you must kill Lord of Cruelty", but if you do not want that sword, you can ignore it and move forward - "there you will find Lady of Pain, maybe you want to get the Shield of Absolute Protection?"

Yes, it's all about Balance and my thoughts on how to implement Items and a System of Damage / Armor.  :)
« Last Edit: April 08, 2015, 08:53:38 am by Kva3imoda »

Re: My "DP" Item System.
« Reply #17 on: »
Also, I do not want to use the "long" graphics with large values, I like more small values.
Say all should be reduced by 10 times:
Armor = 65, Damage = 316, HP = 450 it is easier to calculate and use.  :)

Re: My "DP" Item System.
« Reply #18 on: »
And I want to use most of the standard items - names, icons and description (I love them), but these items will have the necessary characteristics and affixes.

Tenebra`s Armor
Tenebra was known as the Shadow Queen of the Black Palace.

Re: My "DP" Item System.
« Reply #19 on: »
About affixes.

I want to change the system of affixes.
All bonuses will be divided into 3 groups:
1. enchanted
2. rare
3. unique

1. This will be the basic bonuses - which significantly affect the balance: +Damage, +HP, +Armor, +Mana etc.
Enchanted items will have only 1 basic bonus.

2. Rare items will have 2 bonuses:
- Middle bonus group1
- Middle bonus -  that can change the balance - AS, RS, Proc, +Stat etc

3. Unique items will have 2 bonuses:
- Big bonus group2
- Unique bonus - it can be anything. This can have both advantages and disadvantages. These can be immunity to damage(But such items will be only 5 in the game foreach type of damage, maybe it will be a set of 2 items). Various other immunities (this will also have monsters too).
I have already written about how I see the unique items. They should be cool. But not all the unique items should be useful all the time.
Say + 100% damage and -100%Armor and you can`t move.
It can be hidden bonuses  :D. You find that item- Sword of Total Annihilation and see "+100% Melee Damage!" and nothing more! ???  Hooray - I am the winner! but... Description says "This sword is cursed and no one brought good luck. All the previous owners died a horrible death"
Yes, you are sure to decide to try it! You try to cheat - switch weapons, you try "hit&run", but one day you make a mistake and die!  :D
« Last Edit: April 08, 2015, 10:15:41 am by Kva3imoda »

Re: My "DP" Item System.
« Reply #20 on: »
Hi Kva! I have been following this thread and I want to help you (always!).  So I want to ask if there is one part of your idea you want to finish first?  I think it will make the development easier and also easier for others to see how/if they can help ;)


Re: My "DP" Item System.
« Reply #21 on: »
I have been following this thread and I want to help you (always!).
Hi Pha.

If you mean that I need to get something playable, say "the pre-alpha" version.

Well, it needs to finish some mandatory parts.

1. Stat/Passives system - completed for about 60% (I had to go back because of problems. Now I need to rework some parts)
2. UI - completed for about 80%  (it depends on the parts 1,3,6,7,8,9,10,11)
3. Item System - concept stage - finished 10%
4. Items - need a Starter Kit (Tier1-Tier2) for testing - 0% (it depends on the part 3)
5. Locations - for testing possible to use standard location. (locations in the initial stage)
6. The Characters - for testing possible to use a human(say it is ready to 90%)
7. Craft System - concept stage (it depends on the parts 3,4)
8. Pet System - concept stage (it depends on the parts 1,2,7,6)
9. Spell System - concept stage (it depends on the parts 1,3,7,6)
10. Interactive objects - concept stage (it depends on the part 5,1,4)
11. Story/Quests - concept stage (it depends on the parts 5,10,7,8,9)

I never finished it. :D

Now you can see that as long as I do not have a "solid system of all", it is difficult to help with something concrete.  :)
I need to finish 1-3, then I'll do 4.
After I finish 1-6 - we get the pre-alpha version.  :)
« Last Edit: April 09, 2015, 03:20:07 am by Kva3imoda »

Re: My "DP" Item System.
« Reply #22 on: »
Well, after a long search, I did not find better option than to use the Chthon method - "Armor Fix". But now I have to figure out how to deploy it into my system.  :)

Re: My "DP" Item System.
« Reply #23 on: »
Ok, how does this work.

Player(P) VS Monster(M)

Monster - Normal Monster that deals Level Normal Damage(Dn).
Na - No Armor (Damage taken = deal Damage)
An - Normal Armor = 1/2 Dn
Au - Unique Armor = 1,4*An

Va - Vitality Armor Bonus
Vhp - Vitality HP Bonus

Ha - average number of hits before the player dies.

Let's test how quickly the Monster kills the Player.  :)

I. Max Lvl

1) Vitality=0. Va=0, Vhp=0
 a) No Armor - Ha=4
 b) An - Ha=8  (Armor= 50% Deal Damage)
 c) Au - Ha=12 (Armor~ 70% Deal Damage)

2) Vitality=Max Investigated(Soft Cap). Va=25%, Vhp=0% (No Vhp)
 a) No Armor - Ha=4
 b) An - Ha=10 (Armor= 62.5% Deal Damage)
 c) Au - Ha=22 (Armor~ 90% Deal Damage)

3) Vitality=Max achievable(Cap)=2*Max Investigated. Va=50%, Vhp=0% (No Vhp)
 a) No Armor - Ha=4
 b) An - Ha=14 (Armor= 75% Deal Damage)
 c) Au - Ha=45 (Armor~ 105% Deal Damage)

 :)
« Last Edit: April 11, 2015, 03:18:23 am by Kva3imoda »

Re: My "The Dark Palace" Item System.
« Reply #24 on: »
I. Lvl 1

1) Vitality=0. Va=0, Vhp=0
 a) No Armor - Ha=10
 b) An - Ha=17  (Armor= 50% Deal Damage)
 c) Au - Ha=23 (Armor~ 70% Deal Damage)
« Last Edit: April 24, 2015, 12:51:55 pm by Kva3imoda »

Re: My "The Dark Palace" Item System.
« Reply #25 on: »
Let's talk about the features of weapons. I mean some permanent properties.  :)

In the game we have it as INTERRUPT for Hammers, KNOCK BACK for Bows, STUN for Cannons and Ignore half of armor for Fists.

And I want to use it, but do even more.
My task is to make it logical and understandable, and the player should feel the difference between different types of weapons. Now I do not have a clear system, but I want to design it. 

You can help me with suggestions and ideas.  :)

I also want to do Crit Damage bonus to property of weapons types. This is the first that I want to do.
It should look like this:
All Axes - Crit Damage 300%
All Swords - Crit Damage 200%
1H Mace - Crit Damage 200%
2H Hammer - Crit Damage 300%
Polearms - Crit Damage 300%
About the rest I have not yet decided.  :)

Re: My "The Dark Palace" Item System.
« Reply #26 on: »
What about setting weapon speeds by weapon type?  And then giving them a little variation within each type... say 0.1s variation.

Say...

1-handed
--Axes 1s (so 0.9s to 1.1s attack speed)
--Maces 1.2s
--Swords .8s

2-handed
--Axes 1.2s
--Maces 1.4s
-Swords 1s
-Polearms 1.2s

Re: My "The Dark Palace" Item System.
« Reply #27 on: »
What about setting weapon speeds by weapon type?
Yes, I thought about it. Earlier, I was experimenting with AS. Now I do not know how to do it better, but I want to make an attack bit slowly. Attack speed is directly linked with the animation duration, but now I have a "Retimer" utility, and maybe I can do something using this.

We need tests here.

My idea:
1-handed ~ 1.2s
2-handed ~ 1.8s


Yes, and I even learned a real weapon.  :D How fast can you attack with a weapon?
Lars Andersen - Bow - Hunter 99lvl : http://www.youtube.com/watch?v=BEG-ly9tQGk&feature=youtu.be
Spear vs Sword and Buckler Nick vs Mike Sparring:
« Last Edit: September 10, 2015, 07:18:44 pm by Kva3imoda »

Re: My "The Dark Palace" Item System.
« Reply #28 on: »
but now I have a "Retimer" utility, and maybe I can do something using this.

We need tests here.
Well, i test it and do not see much difference.  :) I thought maybe this will affect weapon description(fast, slow, and very slow attack speed) - nope. More convenient to use the standard speed modifier.

Re: My "The Dark Palace" Item System.
« Reply #29 on: »
My idea:
1-handed ~ 1.2s
2-handed ~ 1.8s
I feel that it is too slow, but the 0.8s for 1-handed weapons seems to me too quickly.  :D

 

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