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Topic: The future: Monsters and Objects

**Currently locked thread due to current inability to fulfill thes actions.**

Me and Lakitu will be looking through both item and monster files
during the next <?> days... If you have any specific suggestions for
files, please leave them here. There will be no room for chatting leave
only suggestions, we will look through and see what we like. If you disagree
with a suggestion feel free to leave your own suggestion however remember,
there will be no room in this thread for chatting.
---------------------------------------------------------------------------------------------------------------
Fireborn: Fix TCMs...HP loss... (Done)
Catbert: Make weapons besides swords worth using and give armor pieces like shields(Done), gauntlets and the like an actual value armor class wise so they can be used.  Give the unique boots some stat modifiers...
Akolus: It would be nice to have block damage on boots instead just resistance. ...[also]... it would be nice if there another type monster can help mage lvl in decent speed...
Jesus3: Block Damage on Boots=Boots losing Durabilty=Lots of unhappy people...
Fireborn: I think they need to up AC on all items.
Akolus:Make dires drop other items instead of furs... Increase some of the monsters drop rate on certain items...
Fireborn: Maybe even add a new bow, in between a longbow and HXB. To give Ps a fair advantage.. and even Cs who can't get there hands on a HXB. (Done)
Several Players: Check item stat requirements.
Aarong85: Monsters that you need a team to beat or have to be very high level that drop very unique items: (Done)

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Re: The future: Monsters and Objects

um... about aarong85's comment... There should be one in a level restricted area... so thus the spawns won't be camped by a uber high level

More or less... item drops need to be increased with perhaps some meatsinks so about 90% of gold in Faldon won't be controlled by 2-5% of the players.

For density of monsters... Would it be possible to cut away part of a map so that it is smaller? There is a awfully large abundance of flat ground with perhaps a tree here and there...

Create more quests...something for us to do... Add a aspect to the game besides hack and slash...

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Re: The future: Monsters and Objects

adding on to Aargon's comment would be nice if you would be able to make sure there is a party size of atleast 6 or more people.. Also make sure the mob does little damage, has max HP, defense and good regeneration.. also don't allow mages to slime or wolves it.. that just makes it gay. =p <3

I don't question my sexuality, my sexuality questions me.
Self Gratification is God's greatest gift to man.
Single Male looking for a Female... My standards are 8 to 80, blind crippled or crazy... occasionally fat and lazy...

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Re: The future: Monsters and Objects

FB, that is one of my goals.  I have already written a monster script that will work for that.  I have it currently attached to the Mecha as a test.  However, as for item upgrades I have decided not to do those, at least... yet.  Items will be tough due to the time it take to get an upgrade done.  I kind of fear at this time that I will do something wrong... And it will take too long to correct...  If I had a test server it would be much easier.  However, things I do plan to still try and get done include:

1) Adding gold to monsters.
2) Creating more party monsters.

While party monsters will not FORCE party, it will not be too likely that anyone kills it without a party.

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Re: The future: Monsters and Objects

To reinforce the idea of party required boss like monster, why dont we take a further step by making a huge structure (similar to the valour castle+its basement structure).

Within the Dungeon:
    1. Consist of narrow paths that only allow 4-6 people to walk through as the same time. This is:
a) To avoid bypass of trash mobs;
b) To avoid a group of players to swarm their way through the dungeon;
   
    2. Traps within the Dungeon,
e.g Hidden transportation floor(transport player's group back to certain point of the instance, while it looks the same as normal floor next to it except there is a slight different);
      Land mines (Deal massive amount of damage to players standing close to it when it is activated, also activated by walking on that part of the floor) etc.
   
    3. Mutiple floors, castle structure consist of 5 floors above the ground and 5 floors below the ground is a general idea. While players can decide what quests or bosses they want to complete in there, they can choose either questing the floor above the ground or entering the underground structure.
   
    4. Teleportation into the structure by NPC outside its front door: A "dungeon group" of at least 4 people within a certain level range are needed in-order for the NPC to teleport them into the starting area of the dungeon, while theres a group inside either the upper or lower part of the dungeon, that part of the dungeon wont be opened for other groups to enter. However, a queue will be up for groups that want to enter the dungeon after current group finishes up.
   
    5. Chests with random items guarded by monsters can be found in the dungeon, however sometimes they may be traps (poison....explosion etc.)
     
    6. Some bosses wont be on their own, they will summon slimes/spiders/skeletons like players can do normally, or they will have guardians beside them.

*IMPORTANT POINTS:

1. A time limit will be applied for a group after they enter the dungeon. Thus there wont be a group who entered the dungeon and stay to farm items.

2. No group can enter the dungeon with a character lower / higher than the level limit even the leader / the person who talks to the doorman NPC is within this level range.

3. No teleportation/portal/summoning spells will be allowed in the dungeon.

4. All monsters wont respawn in the dungeon until the time limit is over (which means that the current is out the dungeon already, to avoid farming of certain bosses or monsters for items).

5. Dungeon quest items and the rewards from those quests are not tradeable.

6. Dungeon monsters wont level up.

7. When a player/players is/are being killed in the dungeon, he/they will respawn in a "safe room" (wont aggro any monsters) closest to the place they die; note that this room will not be ahead of where they die to avoid players to bypass a group of monsters.

8. Bosses difficulties are growing exponentially throughout the dungeon, with bosses few times harder than the last one.

9. Bosses in the dungeon will drop at least one godly item + a few lost artifacts + a few uniques per kill.

10. Uniques, lost artifacts and godly items will not be given to players directly in the dungeon, players need to talk to NPC outside the exit of the dungeon to retrieve those items. Whenever an item is being retrieved from the NPC, a player can choose either (want) or (pass) an item by clicking on a pop up screen. If more than 1 person clicked want, the system will automatically transfer it to either one of those person. A person in a dungeon group will never receive number of items >25% of the total items dropped ( in a case of 10 items while 25% = 2.5, the items limit for each person will be increased to 3). All the unwanted items will be randomly distributed by the system to group members through mail. "Dungeon group" will not be able to break apart until everyone in that group are offline.
*These rules are to protect players from ninja/thief who walks away with all the good items and open a new account to enjoy them.

Suggestion about the inplantation of dungeons:

According to the number of people usually in game at the moment, I suggest that 2 dungeons of this type can be invented into the game with level range: 1. Lowest level: "lv 40-->80"; Low level: "lv 81-->120"; Medium level: "lv 121-->160"; High level:"lv 161-->2xx".

As each dungeon is consisted of two parts, so the 4 level ranges will be seperated between them.

The idea is: for example, for the lowest level dungeon: monsters will be mostly killable by 2 level 80 players, 3 level 60 players and 4 level 40 players.
As bosses within the dungeon will give amount of exp according to player's exp required for next level
e.g. 20% of 50000 = 10000 for a player who needs 50000 exp for next level.
This prevents players at maximum level limit of the dungeon to constantly re-entering it and play it as an easy mode to farm items.

godly items as usual are "citizen" only items.
these items dropped with respect to different level dungeons are as follow:

1. Lowest:  For level 45-85 players
2. Low:      For level 90-125 players
3. Medium: For level 130-165 players
4. High:      For level 170-MAX players

godly items will not be able to drop on floor by any reason, not even death.
godly items are all indestructable.
godly items only have positive preffix/suffix on them.
godly items are not stealable by pickpocket.

There are at least 2 godly items for each type of weapon/armor:   
(fast + lower dmg / slow + higher dmg)
(Mages cloth armor/Warriors metal armor)

---------------OK...I will stop at here, will add in further ideas later  tongue

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Re: The future: Monsters and Objects

Update: Some suggestions said in the first post will happen in the next update. Any major changes can't be done.
This thread is temporary unlocked, incase anyone has other small suggestions or know any bugs in any objects/monsters.

Dont look down here, my message is up there.

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Re: The future: Monsters and Objects

paulluap wrote:

To reinforce the idea of party required boss like monster, why dont we take a further step by making a huge structure (similar to the valour castle+its basement structure).

Within the Dungeon:
    1. Consist of narrow paths that only allow 4-6 people to walk through as the same time. This is:
a) To avoid bypass of trash mobs;
b) To avoid a group of players to swarm their way through the dungeon;
   
    2. Traps within the Dungeon,
e.g Hidden transportation floor(transport player's group back to certain point of the instance, while it looks the same as normal floor next to it except there is a slight different);
      Land mines (Deal massive amount of damage to players standing close to it when it is activated, also activated by walking on that part of the floor) etc.
   
    3. Mutiple floors, castle structure consist of 5 floors above the ground and 5 floors below the ground is a general idea. While players can decide what quests or bosses they want to complete in there, they can choose either questing the floor above the ground or entering the underground structure.
   
    4. Teleportation into the structure by NPC outside its front door: A "dungeon group" of at least 4 people within a certain level range are needed in-order for the NPC to teleport them into the starting area of the dungeon, while theres a group inside either the upper or lower part of the dungeon, that part of the dungeon wont be opened for other groups to enter. However, a queue will be up for groups that want to enter the dungeon after current group finishes up.
   
    5. Chests with random items guarded by monsters can be found in the dungeon, however sometimes they may be traps (poison....explosion etc.)
     
    6. Some bosses wont be on their own, they will summon slimes/spiders/skeletons like players can do normally, or they will have guardians beside them.

*IMPORTANT POINTS:

1. A time limit will be applied for a group after they enter the dungeon. Thus there wont be a group who entered the dungeon and stay to farm items.

2. No group can enter the dungeon with a character lower / higher than the level limit even the leader / the person who talks to the doorman NPC is within this level range.

3. No teleportation/portal/summoning spells will be allowed in the dungeon.

4. All monsters wont respawn in the dungeon until the time limit is over (which means that the current is out the dungeon already, to avoid farming of certain bosses or monsters for items).

5. Dungeon quest items and the rewards from those quests are not tradeable.

6. Dungeon monsters wont level up.

7. When a player/players is/are being killed in the dungeon, he/they will respawn in a "safe room" (wont aggro any monsters) closest to the place they die; note that this room will not be ahead of where they die to avoid players to bypass a group of monsters.

8. Bosses difficulties are growing exponentially throughout the dungeon, with bosses few times harder than the last one.

9. Bosses in the dungeon will drop at least one godly item + a few lost artifacts + a few uniques per kill.

10. Uniques, lost artifacts and godly items will not be given to players directly in the dungeon, players need to talk to NPC outside the exit of the dungeon to retrieve those items. Whenever an item is being retrieved from the NPC, a player can choose either (want) or (pass) an item by clicking on a pop up screen. If more than 1 person clicked want, the system will automatically transfer it to either one of those person. A person in a dungeon group will never receive number of items >25% of the total items dropped ( in a case of 10 items while 25% = 2.5, the items limit for each person will be increased to 3). All the unwanted items will be randomly distributed by the system to group members through mail. "Dungeon group" will not be able to break apart until everyone in that group are offline.
*These rules are to protect players from ninja/thief who walks away with all the good items and open a new account to enjoy them.

Suggestion about the inplantation of dungeons:

According to the number of people usually in game at the moment, I suggest that 2 dungeons of this type can be invented into the game with level range: 1. Lowest level: "lv 40-->80"; Low level: "lv 81-->120"; Medium level: "lv 121-->160"; High level:"lv 161-->2xx".

As each dungeon is consisted of two parts, so the 4 level ranges will be seperated between them.

The idea is: for example, for the lowest level dungeon: monsters will be mostly killable by 2 level 80 players, 3 level 60 players and 4 level 40 players.
As bosses within the dungeon will give amount of exp according to player's exp required for next level
e.g. 20% of 50000 = 10000 for a player who needs 50000 exp for next level.
This prevents players at maximum level limit of the dungeon to constantly re-entering it and play it as an easy mode to farm items.

godly items as usual are "citizen" only items.
these items dropped with respect to different level dungeons are as follow:

1. Lowest:  For level 45-85 players
2. Low:      For level 90-125 players
3. Medium: For level 130-165 players
4. High:      For level 170-MAX players

godly items will not be able to drop on floor by any reason, not even death.
godly items are all indestructable.
godly items only have positive preffix/suffix on them.
godly items are not stealable by pickpocket.

There are at least 2 godly items for each type of weapon/armor:   
(fast + lower dmg / slow + higher dmg)
(Mages cloth armor/Warriors metal armor)

---------------OK...I will stop at here, will add in further ideas later  tongue

Yeah we could do this, but I'd prefer Faldon to remain different to World of Warcraft wink
I'd rather the time was spent on making quests for higher level characters, but obviously this wont happen because it requires work neutral

I would eat a Panda

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Re: The future: Monsters and Objects

i don't know why, but i want monsters that give a decent amount of exp, spawn fast so that there is a relative gang around you all the time. So leveling at low levels wouldn't be just sitting around a waiting for an other blue to spawn, and after 5 minutes of waiting someone high level comes and kills it just because he/she has got nothing better to do. (i do that often)

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Re: The future: Monsters and Objects

theres other creatures you can lvl on then blues

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Re: The future: Monsters and Objects

yeh, but they are ugly xD

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Re: The future: Monsters and Objects

thanks for taking my suggestion into account guys

Ordeghja9 Quote: have a Problem I masturbate bout 7 times a week You would think my Mom would leave me alone But no She does nothing but watch me She just sits there watching me Once she tried to touch it but I told her no Hell she even once offered to strangle me as I did it Though I almost took her up on her offer I dont know what to do anyone have any advice 4 me

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Re: The future: Monsters and Objects

Assassin blade's original durability is 21/24.  Would be nice to have a higher durability on them or at least have the numerator the same as denominator.

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Re: The future: Monsters and Objects

water monsters please.

Obvisly monsters that can attack you in the water and there hard to see, making it dangerous to cross water without say a boat!

Ordeghja9 Quote: have a Problem I masturbate bout 7 times a week You would think my Mom would leave me alone But no She does nothing but watch me She just sits there watching me Once she tried to touch it but I told her no Hell she even once offered to strangle me as I did it Though I almost took her up on her offer I dont know what to do anyone have any advice 4 me

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Re: The future: Monsters and Objects

We have water monsters! Blobs. And for your signature, uhh kill yourself!

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Re: The future: Monsters and Objects

Zada it aint me its a quote from Ordeghja9 from the trash heap

Ordeghja9 Quote: have a Problem I masturbate bout 7 times a week You would think my Mom would leave me alone But no She does nothing but watch me She just sits there watching me Once she tried to touch it but I told her no Hell she even once offered to strangle me as I did it Though I almost took her up on her offer I dont know what to do anyone have any advice 4 me