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Forum > Suggestions > Add some form of skill element
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Gohan [34]
2011-04-01 16:23:51
[13 years, 241 days ago]

At the moment bots does not require you to use any skill apart from maths and planning ... ie make a sim calc perfect build, int up to lvl req then redis the int, bang perfect bot gain energy ...

the game at the moment only rewards online time, it doesnt require any skill to be good at the game, just the person who can spend the longest amount of time online is the best...

add something that would force you to need more than just a lot of time on your hands


I have one or two ideas for this maybe ...

[ #1 ++++++++++++++++++++++++++++++++++++++++++++++ ]

add into the game mining - mine ore which can be refined into customisable armour. Eg. three ore types - copper silver gold, combinations of each of these produce random results (take 30 tonnes copper 120 tonnes silver 4000 tonnes of gold and get the something with
270 Str Req
300 defence
+3 STR
-2 DEX
+6 INT
then you get to name you newly made armor and either sell in "Public Showroom" or keep and wear yourself

this would neagte the "perfect builds" in the game and add an element of surprise, skill and luck

btw i have a php game for this mining already set up that ender could have the code for and the sql for the databases

[++++++++++++++++++++++++++++++++++++++++++++++++++++++++]

[ #2 ++++++++++++++++++++++++++++++++++++++++++++++++++++]

add some form of strength and weakness element to each bot (class system)

so i set up my bot at level one and choose as a helm specialist
( could be a helm body boot glove weapon or shield specialist )

when fighting you have to choose an area to concentrate your attacks
( in workshop could set a default (ie always target body) )
If your chosen area is not their specialist area you inflict 1.01% dmg or something and when choosing their specialist area would be 0.91% dmg
im not sure on the numbers im just throwing ideas out there

[++++++++++++++++++++++++++++++++++++++++++++++++++++++++++]

Crucify these ideas, or come up with your own ... what you think of the principle ?


 
Skeith [65]
2011-04-01 16:26:44
[13 years, 241 days ago]

>(class system)

Certain equipment can only be used by certain classes?


 
Emanuel [104]
2011-04-01 16:27:08
[13 years, 241 days ago]

What does this have to do with skill? It's still all about clicking.


 
Skeith [65]
2011-04-01 16:28:06
[13 years, 241 days ago]

I think at this point we should be focusing on expanding the game (it's great already, but it also has a ton of potential).


 
Gohan [34]
2011-04-01 16:30:09
[13 years, 241 days ago]

yea agree while ender is active he can really take the game forward, he is doing a great job, but things could improve, the clicking bit is the addictive element to me :P


 
Skeith [65]
2011-04-01 16:31:19
[13 years, 241 days ago]

>add into the game mining

This would definitely give us something to do while camping the showroom, aye?


 
TheQ [39]
2011-04-02 09:37:26
[13 years, 240 days ago]

A complex building without edmazur.com would definitely improve interest in game.


 
Gohan [45]
2011-04-02 14:27:59
[13 years, 240 days ago]

if ender wants the code just throw me a bmail, and ill give it to him, all the mining code is there in php, even if he just looks at the algorithms, would be easily put into this game


 
GessGuitar1 [53]
2011-04-02 16:12:37
[13 years, 240 days ago]

i hope something makes this game much more interesting than it is right now befor people lost interest way too fast! i think moving bots to a downloaded client base would make it much easier for ender to add the new features people keep asking for.


 
Sera [110]
2011-04-09 05:35:25
[13 years, 233 days ago]

ENDER QUOTE FROM ANOTHER POST I THOUGHT WOULD BELONG HERE BETTER/SHOULD AS WELL:

As for how to make things more interesting, I have a few ideas in mind:

1. Allow for more differentiation between bots.
2. Bring clan diplomacy into play.
3. Slower regen for bad bots.

For point 1, there's a lot of ways to do this. Whether it's some way of obtaining extra stat points, better equipment, or some other means, there needs to be a way to set your bot ahead of others for those that really want to. Currently anyone with a reasonable amount of experience can make a perfect (or at least above average) level x bot for a modest time investment. I think this there needs to be more to building your bot than currently exists. I don't know what exactly this will entail, but as an example WoW does this with things like rare items, enchants, reputation, PvP ranks, etc.

For point 2, I don't mean diplomacy in the same sense as in bots2, but rather just the general idea of having to talk to and negotiate with other players in order to get further in the game. Just something besides clicking a link over and over.

For point 3, I mentioned something along these lines above already. I think I will at least give this a trial run soon to see how it goes. The idea I'm currently playing around with is that there will be different rates of energy regen which depend on your current energy level. Low energy = low regen. This will make it harder to just keep hitting the easy targets and also act as a way of withdrawing from the clan bloodshed for those who wish to use clans for social means.

I think these three points combined will make for a much more interesting game with more replay value. I'm curious to hear what others think.

/END ENDER QUOTE.


Lets revive this skill element again. The above post is a post by ender from here:

http://bots4.net/forum/4/808

I pasted it here because point 1 seems what this thread is going at. Lemme add another suggestion, I like this whole skill element thing, however I do not think the way Gohan described it will work easily/well or will could be implemented to quite fast. I am not a good programmer/coder so I dont know. When I think of skill element I can't help thinking the way Diablo2, wow/other mmos are.. that is if you have a skill you have to activate it such as fireball/heal/shield who knows what. Or profession such as mining that Gohan described.

Let me again use this skill element but turn it to a more simplistic way.. such as:

3 Skill Trees:

Offensive skills
Defensive skills
Experience skills

Every 5 levels or so you will get like say 1 point. Now to make it simplistic and easy to implement even possibly now (At least I dont think it will be too hard), an offensive skill point could say do +2 more damage.

So say im currenty having in workshop:

Right-hand dmg:
360 - 839

then if i had 1 skill point in offensive skills I would get:

Right-hand dmg:
360 - 839 + 2

So it would basically be similar to an equipment bonus. Iam not totally sure how hard that would be but it sounds to me its easier than adding a whole skill tree into this game.

Defensive skills could add extra % in block and def rating.

Experience skills could add extra amount of XP gained.

In the end theres got to be of course some kind of rediss for these skills or whatever but at the moment lets see how many ppl think this is a good idea/easy to implement.


 
ActiveX [105]
Head Moderator
2011-04-09 05:40:10
[13 years, 233 days ago]

I'm struggling to see a difference between skill trees & weapon paths, aside from potential + stats. So ye I can't see how this will make a difference to the rise of perfect builds.

Good going though Sera I admire your many posts on trying to change the game for the better :)


 
Skeith [71]
2011-04-09 05:42:55
[13 years, 233 days ago]

How about skills that you can activate in the middle of a fight? And I just realized how much I don't like that after I read it.


 
Sera [110]
2011-04-09 05:45:13
[13 years, 233 days ago]

Yeah its not perfect, essentially it could be like another new feature.. but what I also meant was that they will improve more than what say INT will give. For example:


Experience skill:

+1 point will be called a stat:

Luck 1%

Will improve your hit rating (so ender just has to add some dex to this stat)

XP gained (so some int)

Kudos gained (which is affected by int)

In the end for one stat point you have gained two stat points, which Not necessarily was possible with just INT alone.


 
ActiveX [105]
Head Moderator
2011-04-09 05:47:27
[13 years, 233 days ago]

oooh I like the idea of different elements such as luck.


 
Sera [110]
2011-04-09 05:49:28
[13 years, 233 days ago]

What I mean is that they affect maybe 2 stat points.

The whole thing is that they evolve at first around the stat points as those values are already in the system and thus should be definitely much much easier to implement. And having only 1 point per say 5 levels will not overdo things.

Any other way I have some serious thought on how long it will be implemented, again hard to say cause I dont know about programming/coding.


 
bluei [69]
2011-04-09 07:32:28
[13 years, 233 days ago]

Good ideas, but I think that something like that will still get figured out easily enough. Imo, this game could use a greater element of luck, and I'm not talking about showroom items. It's been mentioned before but critical hits could be an interesting addition. I don't know how it would be implemented, maybe a separate stat for luck could be involved. But that's a massive change to add in another stat, so maybe it could be another component of int, or even dex, since dexxies could use a buff ;)

Maybe an even better idea would be something along the lines of modifiable items. Something that you can't just get by sitting in the showroom for hours on end. I don't know about mining for materials, but I was thinking they could simply drop from fights like in many RPGs. And using the materials you can add special 'enchantments' to showroom gear.

So a common drop, iron ore, might drop 1 in 100 fights and give +2-3% absorb on an armour or +2 to a particular stat. And a rarer drop, say, diamonds might drop 1 in 10000+ fights and give +20% absorb/dmg/10 to all stats/etc. A limit of 3 enchantments per item would make you think hard about whether you wanted to spend somee godly item now or save it up. This could also give way to trading systems, and maybe specific items could have special enchantments available to them or receive extra enchantments from a particular material.

I know this is speculative on a grand scale, but I feel that a component of luck/randomness could add another dimension to the game. An element that would make it harder to figure out what the best builds truly are, and most of all do away with those dreaded build calcs.


 
ActiveX [105]
Head Moderator
2011-04-09 07:35:43
[13 years, 233 days ago]

^ like :)


 
Level 100 [111]
2011-04-09 08:46:25
[13 years, 233 days ago]

I have to say that regardless of the inherent limits within this type of game, rather fanciful ideas continue to be thrown up into the air to which nearly everybody loves on face value but fails to realise are not going to happen.

I'm certainly no programmer but I think the most likely change to the system (Which will not happen for some time) will be random stat increases/decreases in armours. It is by far the easiest way to counteract perfect builds; to a certain extent. No mining in the... 'Migduth Mountain' with the 'Axe of Vestigial Beauty' with a 'Charm of Gross Malcontent' whilst looking for a 1/100000 'Excellent Tungsten-coated Nuclear-powered Diamond Ore'... required. Not to ridicule the mining idea or anything, it sounds wonderful.


 
Champion2 [73]
2011-04-09 09:13:34
[13 years, 233 days ago]

Yes to anything that can negate perfect builds


 
Forum > Suggestions > Add some form of skill element
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