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Monsters level up with the player + difficulty setting

Unstructured ideas, requests and suggestions for the development of the game.
Stompp
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Re: Monsters level up with the player + difficulty setting

Post by Stompp »

Depending on the amount of coding required, a specific doppleganger or at least derived difficulty area would be neat... But the rewards would need to be considered... Maybe each mob was only a partial doppleganger? 100% of one stat, 50-75% of your others, depending on the type of doppleganger? If you weren't a balanced build, you'd get hammered though if you were all offense.

As cool as it sounds, the biggest obstacle is obviously the coding required, apart from the custom enemies, enemy types, areas and quest lines (optional)... A dynamic enemy as opposed to something read out of a table/db is kind of a PITA...
Lvl: 30, XP: 478811, Gold: gone, RoLS: 1, RoL: 0
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sorrow
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Re: Monsters level up with the player + difficulty setting

Post by sorrow »

How hard would it be to code a shape shifter? Instead of a doopleganger which looks like and has everything that the player has, the shape shifter and look like the player but has its own stats.

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
Tomcat
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Re: Monsters level up with the player + difficulty setting

Post by Tomcat »

Stompp wrote:Depending on the amount of coding required, a specific doppleganger or at least derived difficulty area would be neat... But the rewards would need to be considered... Maybe each mob was only a partial doppleganger? 100% of one stat, 50-75% of your others, depending on the type of doppleganger? If you weren't a balanced build, you'd get hammered though if you were all offense.

As cool as it sounds, the biggest obstacle is obviously the coding required, apart from the custom enemies, enemy types, areas and quest lines (optional)... A dynamic enemy as opposed to something read out of a table/db is kind of a PITA...
You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.

Why do you think the doppelganger needs to be nerfed?

To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
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sorrow
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Re: Monsters level up with the player + difficulty setting

Post by sorrow »

Just for coding reasons that's why

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
Ian
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Re: Monsters level up with the player + difficulty setting

Post by Ian »

Tomcat wrote:You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.

Why do you think the doppelganger needs to be nerfed?

To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
I'd also like to see real doppelgangers, not just nerfed ones. :twisted:

Simulating items would be no problem because they are represented by the stats. Skills are most times included in the stats as well. The only problem is caused by actorconditions acquired through skills and items.
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Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
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Tomcat
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Re: Monsters level up with the player + difficulty setting

Post by Tomcat »

Ian wrote:
Tomcat wrote:You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.

Why do you think the doppelganger needs to be nerfed?

To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
I'd also like to see real doppelgangers, not just nerfed ones. :twisted:

Simulating items would be no problem because they are represented by the stats. Skills are most times included in the stats as well. The only problem is caused by actorconditions acquired through skills and items.
Actually, that's true that equipped gear is essentially captured by the stats, so you could just copy the stats at the time of (activated?) spawning. A few skills like Taunt, Cleave, Evasion, and the higher crit skills would take more coding to clone. But does your doppelganger get the same number of potions as you? Where do you draw the line?
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
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sorrow
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Re: Monsters level up with the player + difficulty setting

Post by sorrow »

I think the doppleganger should have its own gear that mimics your gear and sense its a monster have no potions

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
Pyrizzle
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Re: Monsters level up with the player + difficulty setting

Post by Pyrizzle »

Tomcat wrote:You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.

Why do you think the doppelganger needs to be nerfed?

To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
I say give it the full power of the player... people who have strong builds with really high Ac would need to figure out something clever to be able to survive the fight.
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May Elythara bless you and light your path!

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Thystonius
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Re: Monsters level up with the player + difficulty setting

Post by Thystonius »

Pyrizzle wrote:
Tomcat wrote:You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.

Why do you think the doppelganger needs to be nerfed?

To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
I say give it the full power of the player... people who have strong builds with really high Ac would need to figure out something clever to be able to survive the fight.
Exactly, at a certain point in the game there is nothing to do but mindless grinding, or even for some who have everything, it is just another level... nothing wrong with some crazy challenge to put your hero to the test :-)
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
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sorrow
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Re: Monsters level up with the player + difficulty setting

Post by sorrow »

You know what might be a good idea is to put in a battle tower. When you enter the tower they have fighters and monster you can fight but as you go up the tower the monsters get harder and harder till you reach the top were you have to fight the doppleganger and if you are able to beat him then you get a grand prize. And every 10 floors you get a bed to rest along with 10 potions. You start with 10 potions (either major or bmps) any other items are stripped from you till you exit and apon exit you get them back. Also you may leave after every 10 floors.

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
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