Tele-Arena Skills
Moderators: Questman, Mod Squad
Tele-Arena Skills
ok lets kick this around, i want races and classes to be different in more than just stats/names/gear.
each race and class will have unique powers, lets see what we come up with.
i currently have a list i will post one we get a good thread jumping.
each race and class will have unique powers, lets see what we come up with.
i currently have a list i will post one we get a good thread jumping.
forever? not hardly, text muds aren't like graphical MMO's. adding skills to the new tele-arena core and testing them will take probably 2-3 weeks.Drex wrote:Hope this isn't for the new TA, it will take forever to come out...testing bug fixes, hot fixes etc..
then again the last official release was in 1997, so whats a few more weeks?
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dspain wrote:
games been done i can enter, create a player, play the game.
i dont release unfinished games, so w/o the skills the game is at a halt.
So basically 2-3 weeks to finish up? Well a month for good measure.dspain wrote:
forever? not hardly, text muds aren't like graphical MMO's. adding skills to the new tele-arena core and testing them will take probably 2-3 weeks.
i'd say yeah, the skills engine handles like the tame,mesmerize,rogue stuff, etc....Drex wrote:dspain wrote:
games been done i can enter, create a player, play the game.
i dont release unfinished games, so w/o the skills the game is at a halt.So basically 2-3 weeks to finish up? Well a month for good measure.dspain wrote:
forever? not hardly, text muds aren't like graphical MMO's. adding skills to the new tele-arena core and testing them will take probably 2-3 weeks.
and thats all thats left.
the guild system goes to a later version but the hooks are implemented now for compatibility issues.
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- Posts: 94
- Joined: Sat Dec 01, 2007 12:38 pm
- Location: Kapolei, Hawaii
Well, if you need some help with setting something up, I'd be happy to help in any way that I can... My email is Junior1544@yahoo.com, but the best way to get in touch with me is via yahoo messenger, using the above name...
Thanks!
--James
Thanks!
--James
precisely, in mine i want races and classes to be different by more than just names, if you choose to be a dwarf there needs to be a reason you wanna be a dwarf, maybe he hits harder with axes? or if you're an elf maybe you hit harder with spells? same with classes.Questman wrote:There'd be no point in releasing a new game that is too similar to TA1.
My users and i have had VERY long conversations about skills in ta...
I had a go at a modified ta1 game, and i received a ton of suggestions.
First i'll say, that a "new" ta, similar to TA1 would not be rejected. With the improvements that you've made, i think it'd be teriffic. I'm always getting mixed reviews about modifications to the game. There's a lot of players out there that want plain old TA back. Not a new game with the same name. Personally, i'd like to see a nicely modified game, that sticks to the old principles.
Anyway, back to the point.
Have a look at http://www.bbs.undrground.org/forum/vie ... 74b5174d2b
Lots of suggestions there. Some of which we'd coded on the old source, and the old game data files. Some are simple item changes, potions, spells, others are in depth skill changes.
Things like camoflage for hunters, a combo hide/sneak for rogues, the implementation of a surprise attack for rogues, special attacks for warriors.
Personally, i play a hunter. I've always played a hunter, i can offer a lot of suggestions for that class.
I've played a lot of rogues in other games, i can offer a lot there too.
Hunter:
Camoflage. Allows the hunter to go un-seen while standing still.
Reasonable tame level increase. How about basing tame on, you know, the hunters skill, rather than some random number, vs his level, and capped such that it becomes useless at level 14 or so.
Hunters should be able to use bows as an alternate weapon, and then archers should be ditched.
Rogue:
The skillful attack should be replaced with a surprise attack used to initiate combat. Maybe add in some combat ability to help offset the loss of the skillful attack.
The rogue should be able to hide, and in order to hide, and move, sneak should be implemented.
The rogue should also need to be hidden in order to backstab, or rob.
Dual wield? Why not give rogues, and warriors dual wield for one handed weapons?
We've also toyed with stats, and monster hp's. We removed the stat cap, and started upping stat increases, but then to compensate, we made monsters much tougher. Seemed to be working well, this never saw players though.
My TA project is pretty much dead, so i thought i might offer some of the feedback and other good ideas to you. If you can implement half of it, and present it in a package where we can build worlds, i'd be much happier building my world, on your engine. I just dont have the time or patience to chase bugs, and fix mistakes that were made in the TA code over a decade ago.
I had a go at a modified ta1 game, and i received a ton of suggestions.
First i'll say, that a "new" ta, similar to TA1 would not be rejected. With the improvements that you've made, i think it'd be teriffic. I'm always getting mixed reviews about modifications to the game. There's a lot of players out there that want plain old TA back. Not a new game with the same name. Personally, i'd like to see a nicely modified game, that sticks to the old principles.
Anyway, back to the point.
Have a look at http://www.bbs.undrground.org/forum/vie ... 74b5174d2b
Lots of suggestions there. Some of which we'd coded on the old source, and the old game data files. Some are simple item changes, potions, spells, others are in depth skill changes.
Things like camoflage for hunters, a combo hide/sneak for rogues, the implementation of a surprise attack for rogues, special attacks for warriors.
Personally, i play a hunter. I've always played a hunter, i can offer a lot of suggestions for that class.
I've played a lot of rogues in other games, i can offer a lot there too.
Hunter:
Camoflage. Allows the hunter to go un-seen while standing still.
Reasonable tame level increase. How about basing tame on, you know, the hunters skill, rather than some random number, vs his level, and capped such that it becomes useless at level 14 or so.
Hunters should be able to use bows as an alternate weapon, and then archers should be ditched.
Rogue:
The skillful attack should be replaced with a surprise attack used to initiate combat. Maybe add in some combat ability to help offset the loss of the skillful attack.
The rogue should be able to hide, and in order to hide, and move, sneak should be implemented.
The rogue should also need to be hidden in order to backstab, or rob.
Dual wield? Why not give rogues, and warriors dual wield for one handed weapons?
We've also toyed with stats, and monster hp's. We removed the stat cap, and started upping stat increases, but then to compensate, we made monsters much tougher. Seemed to be working well, this never saw players though.
My TA project is pretty much dead, so i thought i might offer some of the feedback and other good ideas to you. If you can implement half of it, and present it in a package where we can build worlds, i'd be much happier building my world, on your engine. I just dont have the time or patience to chase bugs, and fix mistakes that were made in the TA code over a decade ago.
i too have a modified ta1 which was huge i averaged 100 users a day and thing is people still email me to put it back online, problem with that is it will draw away from this project.VeNoM wrote:My users and i have had VERY long conversations about skills in ta...
I had a go at a modified ta1 game, and i received a ton of suggestions.
First i'll say, that a "new" ta, similar to TA1 would not be rejected. With the improvements that you've made, i think it'd be teriffic. I'm always getting mixed reviews about modifications to the game. There's a lot of players out there that want plain old TA back. Not a new game with the same name. Personally, i'd like to see a nicely modified game, that sticks to the old principles.
Anyway, back to the point.
Have a look at http://www.bbs.undrground.org/forum/vie ... 74b5174d2b
Lots of suggestions there. Some of which we'd coded on the old source, and the old game data files. Some are simple item changes, potions, spells, others are in depth skill changes.
Things like camoflage for hunters, a combo hide/sneak for rogues, the implementation of a surprise attack for rogues, special attacks for warriors.
Personally, i play a hunter. I've always played a hunter, i can offer a lot of suggestions for that class.
I've played a lot of rogues in other games, i can offer a lot there too.
Hunter:
Camoflage. Allows the hunter to go un-seen while standing still.
Reasonable tame level increase. How about basing tame on, you know, the hunters skill, rather than some random number, vs his level, and capped such that it becomes useless at level 14 or so.
Hunters should be able to use bows as an alternate weapon, and then archers should be ditched.
Rogue:
The skillful attack should be replaced with a surprise attack used to initiate combat. Maybe add in some combat ability to help offset the loss of the skillful attack.
The rogue should be able to hide, and in order to hide, and move, sneak should be implemented.
The rogue should also need to be hidden in order to backstab, or rob.
Dual wield? Why not give rogues, and warriors dual wield for one handed weapons?
We've also toyed with stats, and monster hp's. We removed the stat cap, and started upping stat increases, but then to compensate, we made monsters much tougher. Seemed to be working well, this never saw players though.
My TA project is pretty much dead, so i thought i might offer some of the feedback and other good ideas to you. If you can implement half of it, and present it in a package where we can build worlds, i'd be much happier building my world, on your engine. I just dont have the time or patience to chase bugs, and fix mistakes that were made in the TA code over a decade ago.
a "new" ta im not happy with either however keep in mind i created a database engine, thats all i did, of course i recoded each and every command in the game to read from my database engine rather than the old way but there would never be a way to make it a new game or even an old, the content is what the sysop adds and the content is what makes it old,new,etc.....
say you buy it and remake the entire old world data, there you now have 5.6, say you buy it and recreate the ta2 world, now you have a ta2 that can be finished, or say you buy it and say screw it im gonna make it look like a star trek game, you can do that too, the databases can be easily edited without any source code changes at all.
for hunters im considering capping their pet limit to 1 but allowing this pet to gain skill points every time the player gains a level which can be put into abilities (just a thought)
example: you tame an elysian dragon which is level 5 (it becomes a level 1 on tame) you go around fighting low level mobs to train this to your level, each level it gains a skill point you can put into abilities like damage output bonuses, damage absorbtion bonuses, taunt abilities (as long as the pet is in your room all mobs will redirect to the pet rather than the hunter) the idea goes on.
hunters do need a workover hell all the classes do.
dual wield i have an idea thats sort of like that it gives the rogue an extra attack per round and goblins get one too so a goblin rogue would get 8 attacks per round rather than 6. an anything else rogue would gain 7.
dual wield would basically increase attack speed and since ta uses a constant 15s round timer adding additional attacks would give them more dmg per round thus mimicing more attack speed.
and yes my database engine puts the power of creation in your hands so easily its not even funny.
the idea was born from my original ta project back in the 90's and rather than fight that old codebase again i made my own.
after you create your own data you can even package it all up to send to other systems to use, could even commercialize it by selling it (it has the ability to load only on servers with a certain reg#) and can also lock it from being edited to preserve your own storyline.
lot of good things and tonight i finished a long chain code i been working on so im even closer to the beta release.
and yes this comes for wg2 as well.
Thought about this a little more this morning, and thought up a few other ideas that were big on the list.
Racial traits, like darkvision, and farlook.
Some races get to see without a light source, but it doesnt carry over to everyone in the group like it does with a light source. I was never able to get this working on the old code base, maybe yours would make this easier.
Farlook should be an elf trait.
half ogres, and maybe goblins should have a natural ac.
Dwarves should have some sort of resilliance to poisons.
Racial limitations on items might be neat too. An elf couldnt use a Dwarven battleaxe, for example.
Racial traits, like darkvision, and farlook.
Some races get to see without a light source, but it doesnt carry over to everyone in the group like it does with a light source. I was never able to get this working on the old code base, maybe yours would make this easier.
Farlook should be an elf trait.
half ogres, and maybe goblins should have a natural ac.
Dwarves should have some sort of resilliance to poisons.
Racial limitations on items might be neat too. An elf couldnt use a Dwarven battleaxe, for example.
night vision in the old code took a while to figure out you have to reference every point in the code where islit is found and have it to racial checks too. in mine Goblins have this skill, Dwarves get melee combat bonuses, Half-Ogres are the ones that have poison immunity.VeNoM wrote:Thought about this a little more this morning, and thought up a few other ideas that were big on the list.
Racial traits, like darkvision, and farlook.
Some races get to see without a light source, but it doesnt carry over to everyone in the group like it does with a light source. I was never able to get this working on the old code base, maybe yours would make this easier.
Farlook should be an elf trait.
half ogres, and maybe goblins should have a natural ac.
Dwarves should have some sort of resilliance to poisons.
Racial limitations on items might be neat too. An elf couldnt use a Dwarven battleaxe, for example.
Same idea.dspain wrote:
night vision in the old code took a while to figure out you have to reference every point in the code where islit is found and have it to racial checks too. in mine Goblins have this skill, Dwarves get melee combat bonuses, Half-Ogres are the ones that have poison immunity.
I'm thinking DnD.
I forget how i tried to implement it to be honest. i think i added a check which replaced islit, with DarkVision(), and then called islit from inside of DarkVision() if the racial requirements werent met.
It caused a lot of odd issues. I ended up having to take it out.