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Re: Monsters level up with the player + difficulty setting

Posted: Wed Jul 31, 2013 4:05 am
by Pyrizzle
sorrow wrote: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.
This exact idea has been suggested before (I can't find a link at the moment)

It sounds like it would be too much of a hassle to code a tower like that, but i like your creativity.

Re: Monsters level up with the player + difficulty setting

Posted: Wed Jul 31, 2013 4:10 am
by sorrow
Why ty pyro

Re: Monsters level up with the player + difficulty setting

Posted: Wed Jul 31, 2013 6:24 am
by Ian
Tomcat wrote:
Ian wrote: 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?
Right. But now we're getting heavily into coding because we needed to copy the stats, the skills and the gear. On top of that, we needed to create an AI for the doppelganger to make him change his gear and take a potion.

That would be a long fight because I got 300 bmps ;)

Re: Monsters level up with the player + difficulty setting

Posted: Wed Jul 31, 2013 3:32 pm
by sorrow
You don't really copy skills and equipment all you would have to do Is copy player stats (equipment doesn't count potions)

Re: Monsters level up with the player + difficulty setting

Posted: Wed Jul 31, 2013 4:57 pm
by Tomcat
sorrow wrote:You don't really copy skills and equipment all you would have to do Is copy player stats (equipment doesn't count potions)
That's certainly a good option. After all, doppelgangers in legend aren't perfect. But I don't want to make it easy for the forewarned player to strip off their best gear, spawn the dg, and then suit up for an easy kill.

Re: Monsters level up with the player + difficulty setting

Posted: Wed Jul 31, 2013 5:35 pm
by sorrow
To solve that problem give the doppleganger its own set of base skills.
Then if a player goes to fit it then it adds the players stats to its own.
So what I'm saying is this for example.
Doppleganger stats AC 10 BC 10 ad 10
Player with equipment. Stats AC 15 BC 15 ad 15 Dr 2
Doppleganger new stats AC 25 BC 25 ad 25 Dr 2

That's just for example.
there for the doppleganger sees the players stats no matter what it is and assumes the player stats. Now if the player puts equipment on the.doppleganger and the new stats to his own making him harder. For.example:

Doppleganger stats on attack (using above stats) AC 25 BC 25 ad 25 Dr 2
player adds equipment : AC 50 ad 20 BC 50 Dr 3
Doppleganger be stats AC 75 ad 45 BC 75 Dr 5.

Does the make sense and helps with cording?

Re: Monsters level up with the player + difficulty setting

Posted: Wed Jul 31, 2013 10:37 pm
by Tomcat
sorrow wrote:To solve that problem give the doppleganger its own set of base skills.
Then if a player goes to fit it then it adds the players stats to its own.
So what I'm saying is this for example.
Doppleganger stats AC 10 BC 10 ad 10
Player with equipment. Stats AC 15 BC 15 ad 15 Dr 2
Doppleganger new stats AC 25 BC 25 ad 25 Dr 2

That's just for example.
there for the doppleganger sees the players stats no matter what it is and assumes the player stats. Now if the player puts equipment on the.doppleganger and the new stats to his own making him harder. For.example:

Doppleganger stats on attack (using above stats) AC 25 BC 25 ad 25 Dr 2
player adds equipment : AC 50 ad 20 BC 50 Dr 3
Doppleganger be stats AC 75 ad 45 BC 75 Dr 5.

Does the make sense and helps with cording?
I like the idea of upping the dg stats if the player gears up, if the coding is feasible to keep checking this after it spawns. Giving the dg an additional stat boost to compensate for other skills/potions/actor conditions etc not reflected in stats is also a nice idea.

Re: Monsters level up with the player + difficulty setting

Posted: Thu Aug 01, 2013 12:44 am
by sorrow
Thanks I hope what I said helps out any