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Maximilian

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Everything posted by Maximilian

  1. Note one very important thing the first function will not increase damage for mobs/bosses which are lance/carsises/phils/amis , for instance it won't increase the damage on CA mobs. So i reccomend everyone to use shako's logic.
  2. This post wants to be mainly , but not only , a critique of most "modern" private servers. The critique revolves mainly arround one question. What was the philosophy behind this game? What were Molio developpers thinking while making this game? I can for sure say what they were not planning : a Player versus Player focused game. If you look at the focus of two mechanics : Quests and Crafting (all the kinds of it) , the game in it's inception was conceived to be collaboration between players and competition between group of players. The idea of 1v1 was , *is* , ridiculous ; the original power creep of DPS classes was extremely low compared to what it later became , to kill an 'easy' boss you needed collaboration of ~ 10 players and even 50+ for the most complex ones. The fact that the max number of players into a single guild is 80 and not , for example , 30 is not some kind of miscalculation , it's intended and it makes perfect sense in a game which was designed to have at most an influx of two or three unique gems per week . Now , I am not saying that the community doesn't understand this , there are and were plenty of 'old school' server which followed this philosophy , maybe not understanding it but they still followed it. What is the purpose of this thread? Simply to open up this discussion , before implementing new maps , before implementing new features , before implementing new things developpers should think , "what's the purpose of what i am doing?" and "does it tie in with the game?". Simply put ToP doesn't have the game engine fit do be a PvP game , however it is fit to be a cooperative MMO with sprinkles of competition , it is really underperforming in some aspects , and it doesn't have widely avaliable more modern mechanics , so to follow its philosophy where should we focus? Bin your ideas of solo-farming based economies : it guts the spirit of magic classes (low indipendence , strong power multiplier) Bin your ideas of new "cool" mazes , people cannot play 24/7 and fall behind the curve if one day real life makes it impossible to play for them. Focus in how to modernize and/or reconstruct what arleadly exist to fuffill the purpose it had in it's inception.
  3. Maximilian

    Create a Quest

    @Angelix Oh the class quests i listed are fairly self explanatory, it's not hard to grasp at all. I am on mobile so pardon me for my likely inaccuracy but as far as i remember, it's a series of strings with the level requiremet, the kind of mob and the likelyhood you have to get it compared to other (and how many). There is one different sub-function for each kind of 'subject' , being defined as either mobs/items/rewards.
  4. @Angelix i would suppose that there are table editing scripts free floating in the web. In concept it's really easy, check for all items if it is a cap and if it is for voy add it to be equipable by phyls and add a placeholder texture. Like the silly statless caps Official once added.
  5. Maximilian

    Create a Quest

    @Angelix I would suggest explanaining how to put 'randomized' items needed/mobs to kill/ rewards (from a list), such as in Class Quests (like a Swordsman's Life / Hunter's Life etc). It is a mechanic that if i will ever get back to making novel servers i will use (and i know how, it should be public that's all). Edit : forgot to tag
  6. @Angelix I think there is a quick fix for the textures. If you check the iteminfo for Skele/inca/eva/enigma, or even unseal the gear item is the same but the respective texture for ami and phyllis is different. I would suggest a 'filler' texture for Hats when it comes to phyllis. The only thing is that it would be dreadfully boring unless it's possible to make a script to edit all the items of those classes in the iteminfo.
  7. @Angelix also something it came up in my mind. I would remove the difference between Ami/Phyllis Cleric/SM/Voy gear. I agree that it is a serious undertaking but in slow pace servers making an Ami is basically mandatory given the potentially huge boost in stat the Hat can give, expecially when Mystic chests are avaliable (Summer and places like it).
  8. I suggest you to have a spare colum which does 1-(previous value/current value) , in this way you get the % increase and it's easyer to get an idea of it at-glance. Seems good anyway. Could you point the directory of this out ? I searched it for a while then gave up , given my inability to find it.
  9. The gem thing was an example ,a proof of concept to apply the same to other goals , sorry if i confused you, the example you gave about a full set giving a drop bonus is even more apt ; now , instead to be a set effect it would be a single item effect. This is obviously one simple idea , i always thought that the itemization in ToP was extremely flat and it doesn't allow for innovative and intricate builds. Part of that is undertandable , too much variety in a server could lead to situations in which something is extemely dominant and cannot be ballanced.
  10. I don't exactly remember how , but arround 4 years ago when i still was developping this , i made a gem that added a 0.05 multiplier to the damage of magical class spells (conch thunder and the bolt) , i tested it and it worked flawlessly. I think the underlining concept is the same. Just take as a guide the effects of the Black dragon set , which are coded in the skills , and make a function that modifies the skill when a particular item is equipped. The only hurdle i see hard to overcome is making it work when the item is fused into an appareal , but there should be a way.
  11. While I love the idea behind this endeavour , i wouldn't suggest a linear progression in unseal power. For the simple reason that the effort to get them isn't linear. Unseals lv 75 should have a considerable powerspike compared to lv 65 given the context in which they are awarded (assuming the server is vanilla-like). I think a 25-33% overall higher stats would be the sweetspot. Either that or something more innovative , like a direct interaction between the piece of gear and the skill of the class , for example a modest lowering of the cooldown of spirital bolt for Cleric/SM staff , a modest boost in the defensive power of the Energy Shield of the Cleric and so on. It would enhance the value of the unseal and make them feel actually unique.
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