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Messages - MesoX
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« on: June 21, 2013, 01:45:04 pm »
I like the idea, and here are some technical details:
1.) The requiring crystals to cast spell is easily doable. You can have up to 3 different "reagents" required to cast. So in theory have up to three gems for each spell. But you can't substitute. So if an item is defined as required for casting it has to be that exact item number in the database. Example: A spell needs a blue gem to cast, you cant later add a "purple gem that counts as both a red or blue" kinda mechanic. But you can use a "totem" an item that is requred to cast a spell, but not consumed like enchanting needs rods.
This can be easily changed in core. It's emulator who do the checks, not client, so we are able to change this.
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« on: June 02, 2013, 01:36:34 pm »
But it will require more core developers, I can't handle all at my own.
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« on: June 02, 2013, 01:03:22 pm »
2. I don´t like the idea of races that are predestinated to become a special class. A bonus on a tradeskill or such ok but in my opinion every race should be able to have any class.
Well, I have nothing against, I just want some races to be better at one kind of class and other races to be better on another. Like we will have Dwarfes for example and in every film, game or so, they are good with axes, so in game we may support this way, so they will rather become melee warrior, then any kind of shaman or so. 5. sounds good to me. A thing we´d have to talk about is wheather (i hate this word; hope it´s spelled properly) all classes will be lead to one central city or if there are kind of "universities" or castles for each class to train - and they get to bigger cities as they finished their noobie training.
I'd rather let them search for different places, where different masters will be locate,d not all in one city like it's in current WoW. Like old powerfull mage will have it's own cottage somwhere alone in the forest. 7. Sounds quite interesting - but is it possible?
Sure, it will just require lot's of DBC work, because we will need skill line for each spell, which can be leveled up. Other thing's I've said are just core changes. 8. If doing so we could even think of a skyrim like leveling system: Quests "only" give rewards such as items or gold, mobs give no xp and only "skill level ups" give a certain amount of xp. This way you have to have for example 10 "skill level ups" for one "real" level up. (But at skyrim you were able to grind the fuck out of the game by skilling blacksmithing 
I don't like the idea of leveling in only 1 way. I want all game aspects to be connected with level system, so level itself reflects not only how much spells player have, but also how far did he went in storyline, how skilled player he is and so on. I'd rather add more things, which will be needed to gain up levels then less. 9. BAN HYBRID CLASSES! Sorry for caps In my opinion a healer class is supposed to heal - not to tank! So i´m totally against hybrid classes. That's why I posted this: When you arrive to the master, he will let you teach 3 base spells, one of each "ability tree" (e.g. for wizard, you will be able to choose from frost, fire or lightning) and after this decision, you will be offered only to learn abilities from that "ability tree" (means you will nto be able to learn frost spells with fire wizard - for me at makes better sense). You will always learn base spells from quests (while you can also get some from books or so), while you will be able to choose different spells to learn from master (like you will be able to choose between castable spells, instant spells and DoT spells - but not everytime you will be able to choose, some spells will not differ for players. Idea of this is to make people think of unique builds, which more adapt to their play style.
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« on: June 01, 2013, 06:30:10 pm »
I might try to make some un-classes character, which later god "classed". But tell me, if you at least like this idea, before I start on it as I am not going to spent my time on something, what has no future
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« on: June 01, 2013, 03:24:49 pm »
Czech Republic 139... Woah! Small country and many "developers". Oi! Yes, i also wonder like u indeed i thought there is 10-20 developers 
--------------- >Olomouc< | ---------------
Bwah, there are soo much top developers (if I count only those ones interested in WoW), also there were lots of people from Slovakia. I remember one of the first peopel, who joined the elite group, who created WoWD emulator (on which Mangos and later Trinity is based) was from Slovakia  I am from Czech Republic too and it's good that people are interested in prorgamming, because in near future, we will have computers everywhere...
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« on: May 31, 2013, 07:18:25 pm »
Note: This is just an ideas which came from my mind. I currently don't care about certain spells and skills! This is for overall.
Races and Classes and Their Abilities
1. Player will choose from various Cultures (Humans, Elfs, Dwarfs, ...). 2. Player will choose race (e.g. Nomads - Human with darker skin, some more survivability, can be later trained as good warriors or archers) 3. You don't decide your class at char creation. 4. You start with just few simple abilities (Melee, maybe some race-related abilities) and without any kind of power. 5. After initial quest line, where you will be more like a traveler and will try to get into storyline, you will be in some way offered to pick up some class (probably you will able to choose from some rewarded weapons and as you gain skills with them, they will offer to get into class, which uses that weapon the most - like if you choose staff and will learn to fight with it, you will get chance to become wizard, same as with two-handed axe or sword, you will get chance to become brutal melee warrior). 6. After you choose class, you will be offered to travel to master of your class to teach few base spells. When you arrive to the master, he will let you teach 3 base spells, one of each "ability tree" (e.g. for wizard, you will be able to choose from frost, fire or lightning) and after this decision, you will be offered only to learn abilities from that "ability tree" (means you will nto be able to learn frost spells with fire wizard - for me at makes better sense). You will always learn base spells from quests (while you can also get some from books or so), while you will be able to choose different spells to learn from master (like you will be able to choose between castable spells, instant spells and DoT spells - but not everytime you will be able to choose, some spells will not differ for players. Idea of this is to make people think of unique builds, which more adapt to their play style. Ofc it will be hard to balance classes, but process of balancing is the easier (or at least funnier) one, then the whole creation. 7. You will gain ranks as much as you "skill" your spells - ofc by using them. You will have some decent chance to get skillup point by using spell and after certain amount of skill points (which will be increasing with spell rank) you will receive new spell rank. Spell ranks will have some maximum, like your current level * 2. (So at level 6, you will be able to get rank 12). Not all spells will be skillable probably, as we don't want people to blindly farm up spells - only those, which you were able to choose will be skillable, other ones will get boost as your level increase. 8. Level up will require to have few spells at some rank (maybe not maximum rank - it's up to you, how much you will use your abilities).
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« on: May 31, 2013, 06:43:44 pm »
This post will be updated everytime we REALLY decide some things, which won't change. Other posts down here will be opened for disscussion and are not closed yet!!
1. Maximum level will be 20 for now. (Don't worry, in demo we are planning, there will probably be only 2 - 3 levels to gain, just to test our system, make some new ideas and share it with people - we will see reactions to it and it may change later).
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« on: May 31, 2013, 06:39:52 pm »
I would vote for level 20, even I guess our final level will be maximum of 5 in demo we are planning, so don't worry now  .
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« on: May 29, 2013, 09:56:58 pm »
Well, as I've already told in first post, some man will bring you to the coast, to their small village. I guess there will be some short storyline aout village and people there. We can also make up some quests about returning some pieces of character's memory. We can even base main storyline upon that.
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« on: May 27, 2013, 10:21:27 pm »
So when?
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« on: May 27, 2013, 06:38:20 pm »
I have nothing against, all I want to know is if this is really the final level cap, how we will be going on with levels ( I mean how quickly and if it will be based only on experience like in current WoW ).
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« on: May 26, 2013, 09:04:56 pm »
Hey there, I guess nobody except Steff knows me here, but no need to worry. We keep talking since the early state of first land, since Steff wanted use ArcEmu emulator at first and that was my home.  Now back to the bussines. As most of you noticed, your character (let's say it's a character, because there are no currently playable races) starts on some desolate island. As what you may catch from starting cinematic, there is ship wreck and before, you were kind of traveller on this ship. Story begins with your character lying on the beach and "rooted" to the floor, so player can't move with it. You will see (?old) man in the fisherman boat passing by around coast, while he spot you, he just quickly turn his small ship to you and come to help you. He do some "bla bla" talking about big storm last night, then help you to get to your feet. You can then explroe island a bit if you want, or just talk to the man and leave the island with him. < There can be some kind of small quest before you leave the island. If somebody has some ideas, post them here >After getting to the beach of northern coast of Cerill, called Dead Man's Landing, you will be directed to the village on the coast, where you will get more quests. *Technical info* Start island is not part of the map, it will be instanced map, so every player will be here alone, when he logs in. It's because if population will grow, we probably don't want thousands of survivors on 1 island. So when you ask man to leave, transport screen will arrive and after short loading, you will be in boat near the Dead Man's Landing. Fom now, you can see also other players. Also in future, we might add another islands around (different maps) and make them different for every race. I was also wondering if we are able to randomize on which island will character start, but I am not sure, if start cinematics don't depend on character race. But as far as I can remember, ArcEmu had field in database for every race, where cinematic ID was specified, so I guess it can be changed with scripts depending on which island will character start. Because it would make good feel for players. Another things: 1. We need to decide, if our experience gaining system will remain the same, what will be max level and so on. I remember talking with Steff like year ago, that it would be nice to have for example max level only 10, while it will take much longer for players to make new levels. It would be nice if spells will not be purchasable, but you will need to learn them from different NPCs all around the world (trough quests and so on). 2. Somebody needs to finish land around the starting zone, as I was wandering around, there are still lot's of places, where just on kind of land ends and new one begins, without any smooth crossing. Also there seems to be missing maybe some more vegetation. I am also open for any ideas, discuss them here  I am not a good storyline maker, I can help with some small things and then realize them, but don't want texts, names and so on from me
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« on: May 20, 2013, 06:48:30 pm »
Hey I am MesoX and my real name is Frenk. I am almost 21 old student from Czech Republic. I work with emulators since patch 1.9 was there, so it's quite lots of years now. I was ArcEmu developer for some months. I also own database project called WhyDB, which is currently inactive, due to ArcEmu low activity. But before we were the biggest ArcEmu (and Ascent before) database project, with many developers, contributors and users. After ArcEmu went almost dead like 2 years ago, I switched to the TrinityCore based servers. I also had my own servers for 3 years. I can count myself as almost skilled C++ programmer, while it was not so easy to switch from ArcEmu script system after like 4 years to the Trinity one, but C++ is same everywhere.  I am aslo very good at database things, because it's almost 5 years of WhyDB now  . My other skills are: html, php, partially css, some C#, some reversed engineering, Assembler in general and basic C. By the way I currently study Faculty of Information Technology, befory I studied ecenomy school and I also worked for quite a while as car mechanic.
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