The Garden of Eden - HCore, Mods [Testing phase, GM for all]
Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
My opinion is that you need to make the game more accessible to convince people to play perma-death for FFXI. Either increase XP/Craft rates or stock AH. Movement speed absolutely must be increased, people will take one step and log out with how slow it is. Remove level cap quests for now, no one will ever even consider trying to pass 55 by them self. Job unlocks are a cute idea but pointless on this type of server, playing anything but RDM almost suicidal or will be just a horrible experience. Unlock all jobs at level 1 to encourage playing other jobs. Alternatively, significantly increase healing power of potions.
Hardcore is a fun idea but it just doesn't work for the way FFXI was intended to be played. The few people who would be interested in this are immediately turned off because they are trying to solo a game intended to be played as a group, with perma-death enabled. It's just simply too difficult and tedious to be worthwhile, especially on a private server that can go poof at any time.
Hardcore is a fun idea but it just doesn't work for the way FFXI was intended to be played. The few people who would be interested in this are immediately turned off because they are trying to solo a game intended to be played as a group, with perma-death enabled. It's just simply too difficult and tedious to be worthwhile, especially on a private server that can go poof at any time.
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Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
Healing powers of potions are already increased dramatically, and Im working on making them stack as well.
Increasing movement speed is not an option, kiting is already easy enough as it is in ffxi, increasing move speed will make it very easy for any half decent player to solo pretty much anything in the game with DoTs. Not happening.
I'm looking at trying to make a different unlock system for jobs, where jobs automatically unlock when you hit specific levels in combinations of specific jobs. Like final fantasy tactics.
IE hitting level 30 thief and level 20 war unlocks ninja or level 20 thf and level 30 mnk unlocks ranger automatically.
The quests will still exist, but I will just have them give you gil rewards. You still need to do them as they are prereqs for the AF quests anyways.
Still leaves the issue that sch, dnc, geo, and run AFs will not work in the sense that you physically cant enter the zones for these quests.
Exp rate and gil rate are much much MUCH higher on the server after level 15 when you get augmented gear. I cannot stress just how much stronger a character with well augmented gear is, upwards to about 2~3x stronger than a normal ffxi character without augments.
When you are fighting at x2~x3 strength, exp rates go through the roof. Achieving solo exp chain 7 is not that hard in the levels of 30~40, and in a party with good augmented gear (easy to get, just buy it in town off npcs for cheap) exp chains are pretty much infinite.
Shouldn't take a group of 6 long at all to get to level 75. The real time investment is getting relic armor, due to the time block on how often you can enter dynamis.
Once I add legendary gear, fully geared players should be able to take down HNMs without a large amount of risk involved as long as they know what they are doing *ahem*spikeflail*ahem*
On that note, I have now updated the server for the latest patch. Should be able to log on and play on the server. I'm testing right now.
Increasing movement speed is not an option, kiting is already easy enough as it is in ffxi, increasing move speed will make it very easy for any half decent player to solo pretty much anything in the game with DoTs. Not happening.
I'm looking at trying to make a different unlock system for jobs, where jobs automatically unlock when you hit specific levels in combinations of specific jobs. Like final fantasy tactics.
IE hitting level 30 thief and level 20 war unlocks ninja or level 20 thf and level 30 mnk unlocks ranger automatically.
The quests will still exist, but I will just have them give you gil rewards. You still need to do them as they are prereqs for the AF quests anyways.
Still leaves the issue that sch, dnc, geo, and run AFs will not work in the sense that you physically cant enter the zones for these quests.
Exp rate and gil rate are much much MUCH higher on the server after level 15 when you get augmented gear. I cannot stress just how much stronger a character with well augmented gear is, upwards to about 2~3x stronger than a normal ffxi character without augments.
When you are fighting at x2~x3 strength, exp rates go through the roof. Achieving solo exp chain 7 is not that hard in the levels of 30~40, and in a party with good augmented gear (easy to get, just buy it in town off npcs for cheap) exp chains are pretty much infinite.
Shouldn't take a group of 6 long at all to get to level 75. The real time investment is getting relic armor, due to the time block on how often you can enter dynamis.
Once I add legendary gear, fully geared players should be able to take down HNMs without a large amount of risk involved as long as they know what they are doing *ahem*spikeflail*ahem*
On that note, I have now updated the server for the latest patch. Should be able to log on and play on the server. I'm testing right now.
Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
In my experience the client will not display the number when you make things stack that retail doesn't. Same prob with stack sizes larger than retail uses.masterurat wrote:Healing powers of potions are already increased dramatically, and Im working on making them stack as well.
Actually if you wanted to, you could give mobs the same (or greater, to counter kiting) speed boost. The modifier currently in the config for that only effects when a mob is in "chase mode" right now but it'd be trivial to change that if their non agro speed were a problem as well. There's also a base speed in an sql table for each mob so if you don't want to alter the setting could run a query on that entire column.Increasing movement speed is not an option, kiting is already easy enough as it is in ffxi, increasing move speed will make it very easy for any half decent player to solo pretty much anything in the game with DoTs. Not happening.
I'm not trying to change you mind on anything, I just wanted you to be aware.
Hi, I run The Demiurge server.
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
DO NOT PRIVATE MESSAGE ME ABOUT BUGSPLS USE [ code ] CODE TAGS [ /code ] WHEN POSTING CODE
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Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
I know, but then doing that nerfs +mvoe speed gear into the ground, which makes several end game fights not worth going after as the entire point is to get +move speed gear.
No, game design wise move speed is good in my opinion. Increasing move speed nerfs move speed gear, and if I dont increase mob speed to match now it becomes super easy to kite which is not something I want either.
Instead, I am going to make +move speed a common augment that will appear on boots 15+, so at level 75 getting move speed boots won't be that hard, but move speed pants are still better as they just give you more stats in general anyways.
No, game design wise move speed is good in my opinion. Increasing move speed nerfs move speed gear, and if I dont increase mob speed to match now it becomes super easy to kite which is not something I want either.
Instead, I am going to make +move speed a common augment that will appear on boots 15+, so at level 75 getting move speed boots won't be that hard, but move speed pants are still better as they just give you more stats in general anyways.
Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
If you give mobs more than players to counter kiting I guess yeah that can be seen as a nerf because you'd need so much more +move to outrun a mob. But then that was kind of the point, if you actually wanted to kill kiting.masterurat wrote:I know, but then doing that nerfs +move speed gear into the ground, which makes several end game fights not worth going after as the entire point is to get +move speed gear.
No, game design wise move speed is good in my opinion. Increasing move speed nerfs move speed gear, and if I dont increase mob speed to match now it becomes super easy to kite which is not something I want either.
But, if I add +20 to all players and all mobs, +move gear still stacks onto it leaving the same speed gap between the geared player and the monster as before the change. The difference between a mob and a player with +12% move speed before and after giving both a base boost is exactly the same. Therefor there has been no nerf in that scenario. All that does is make getting from place to place quicker which you may or may not want.
Hi, I run The Demiurge server.
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
DO NOT PRIVATE MESSAGE ME ABOUT BUGSPLS USE [ code ] CODE TAGS [ /code ] WHEN POSTING CODE
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Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
Except it doesnt work like that.
Going from 100->112 move speed is +12%, meaning you move 12% faster than the mob.
Going from, say, 150->162 (+12) move speed is only +8% move speed, so you end up only 8% faster than the mob.
If I increase mob and player move speed by +50, then all +move speed gear becomes 33% weaker.
thus, it all ends up getting nerfed. Also, you add in pathing issues, getting stuck on stuff, escort missions and etc... all in all messing around with move speed is fine and all for casual servers that make everything easy.
But if the goal of my server is to maintain difficulty and minimize player's ability to cheat, then move speed has to stay at normal.
Going from 100->112 move speed is +12%, meaning you move 12% faster than the mob.
Going from, say, 150->162 (+12) move speed is only +8% move speed, so you end up only 8% faster than the mob.
If I increase mob and player move speed by +50, then all +move speed gear becomes 33% weaker.
thus, it all ends up getting nerfed. Also, you add in pathing issues, getting stuck on stuff, escort missions and etc... all in all messing around with move speed is fine and all for casual servers that make everything easy.
But if the goal of my server is to maintain difficulty and minimize player's ability to cheat, then move speed has to stay at normal.
Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
masterurat wrote:Except it doesnt work like that.
Code: Select all
dsp_cap(speed * (100 + getMod(MOD_MOVE)) / 100, UINT8_MIN, UINT8_MAX));
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Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
So is the bonus from server config multiplicative with in game movespeed bonuses?
I assumed the server mod just gave +50 speed, not +50%.
If I have 50 move speed bonus for everything, and a a player puts on 12% move speed boots, do they have 162% move speed or 168% move speed?
Either way Im still not very interested in increasing move speeds globally, still too much possibility for players to find ways to abuse it.
I assumed the server mod just gave +50 speed, not +50%.
If I have 50 move speed bonus for everything, and a a player puts on 12% move speed boots, do they have 162% move speed or 168% move speed?
Either way Im still not very interested in increasing move speeds globally, still too much possibility for players to find ways to abuse it.
Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
yes, speed_mod is added already to speed in the previous chunk i postedmasterurat wrote:So is the bonus from server config multiplicative with in game movespeed bonuses?
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Re: The Garden of Eden - HCore, Mods [Testing phase, GM for
==UPDATE: 1.3==
Next big addition has been added to the server, legendary items!
Now, when you obtain a non Rare/ex piece of gear (beofre augments, all gear becomes ex after augmenting) the game will have a chance at making the item Legendary!
Legendary items roll a randomized name that will show up on the item's signature! there are a total of 30 prefixes and 30 suffixes, for a total of 900 possible names!
Also, when an item becomes legendary, it gets +2 to all of its augment rolls! All right!
Come try it out, update is already live on the server
Next big addition has been added to the server, legendary items!
Now, when you obtain a non Rare/ex piece of gear (beofre augments, all gear becomes ex after augmenting) the game will have a chance at making the item Legendary!
Legendary items roll a randomized name that will show up on the item's signature! there are a total of 30 prefixes and 30 suffixes, for a total of 900 possible names!
Also, when an item becomes legendary, it gets +2 to all of its augment rolls! All right!
Come try it out, update is already live on the server