[CPT] Equipment level cycles

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Reid
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[CPT] Equipment level cycles

Post by Reid »

During our beta session we added a level restriction for all of our equipments, I tried to balance it in a way of how I planned the gameplay of the introduction (level 5~10max).

Recently, a friend dropped me an idea, to use level cycles for our equipments, if some of you don't know what it is, here an example:
Level 4 - Noob Gloves
Level 8 - Leather Gloves
Level 12 - Iron Gloves
Level 16 - Fire Gloves
Level 20 - Ice Gloves
Level 24 Fire Icing Gloves
Level 28 Fire Icing Iron Gloves
...

It could help our balance to use level cycles for our equipment, like, at every 6 levels you have boots, every 6 levels you have gloves, every 3 levels you have hat, every 4 levels you have chest, etc...
In the end you will be able to wear one or two new equipment at every levels.
It will also help us to know on which level range we will need to work. (when it get very difficult to wear new equipment/to level up, the balance turns wrong).
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WildX
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Re: [CPT] Equipment level cycles

Post by WildX »

I like the idea, it'll be good for balance and it keeps the game interesting by giving you something to look forward to while leveling. Seal of approval.

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Re: [CPT] Equipment level cycles

Post by Elvano »

I don't see why this would be a bad idea. However, there is a need for "special" items with "special stats" that don't follow these basic flow as well ;o
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Re: [CPT] Equipment level cycles

Post by Reid »

Elvano wrote:I don't see why this would be a bad idea. However, there is a need for "special" items with "special stats" that don't follow these basic flow as well ;o
Of course, if we introduce a legendary sword which is very hard to obtain, it might not follow this draft.
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Re: [CPT] Equipment level cycles

Post by Elvano »

A nice extension of this system might even be for example:
  • lvl 04: Light Armor
  • lvl 08: Heavy Armor
  • lvl 12: Light Armor
  • lvl 16: Heavy Armor
  • lvl 20: Light Armor
  • lvl 24: Heavy Armor
  • lvl 04: Short Weapon
  • lvl 08: Long Weapon
  • lvl 12: Ranged Weapon
  • lvl 16: Short Weapon
  • lvl 20: Long Weapon
  • lvl 24: Ranged Weapon
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Re: [CPT] Equipment level cycles

Post by Reid »

I was thinking about adding start_number for every base/type:
  • Base/type: Armor
    Start_number: 4
    Cycle: 4
  • lvl 04: Light Armor
  • lvl 08: Heavy Armor
  • lvl 12: Light Armor
  • lvl 16: Heavy Armor
  • lvl 20: Light Armor
  • lvl 24: Heavy Armor
  • Base/type: Weapon
    Start_number: 6, 10, 14
    Cycle: 12, 12, 12
  • lvl 06: Short Weapon
  • lvl 10: Long Weapon
  • lvl 14: Ranged Weapon
  • lvl 18: Short Weapon
  • lvl 22: Long Weapon
  • lvl 26: Ranged Weapon
So it's about mixing every equipment start_number
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Re: [CPT] Equipment level cycles

Post by WildX »

Armour types should still depend on class IMO.

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Re: [CPT] Equipment level cycles

Post by Elvano »

As sebbu pointed out at IRC a max level shouldn't be applied.
Unless you're giving/renting newbie items. Those should definatly have a max level.

Nice variation, and a bit more realistic, would be having minimum requirements based on stats rather than levels.

I mean, even the most expierenced person wouldn't be able to wield a sword if (s)he doesn't have enough strength to lift it up.
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Re: [CPT] Equipment level cycles

Post by Reid »

WildX wrote:Armour types should still depend on class IMO.
It will, but should we release both archer/warrior/else equipment for the same min_level? Or should we do it with, archer get it at lvl x, warrior get it at lvl x+1, wizzard get it at lvl x+3, etc...
Elvano wrote:As sebbu pointed out at IRC a max level shouldn't be applied.
Unless you're giving/renting newbie items. Those should definatly have a max level.
It has never been about setting a max level, and I don't think that our server support it anyway. :P


Elvano wrote:Nice variation, and a bit more realistic, would be having minimum requirements based on stats rather than levels.

I mean, even the most expierenced person wouldn't be able to wield a sword if (s)he doesn't have enough strength to lift it up.
Nice idea, maybe it can be managed through the Equip_script area, like:
if(player->strength <= 20) unequip item;
But I wonder if our script engine support it, again. alt22
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Re: [CPT] Equipment level cycles

Post by Elvano »

Reid wrote: Nice idea, maybe it can be managed through the Equip_script area, like:
if(player->strength <= 20) unequip item;
But I wonder if our script engine support it, again. alt22
Minimum requirements were in the first version of RO. I'm sure it is supported.
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Re: [CPT] Equipment level cycles

Post by Reid »

Elvano wrote:
Reid wrote: Nice idea, maybe it can be managed through the Equip_script area, like:
if(player->strength <= 20) unequip item;
But I wonder if our script engine support it, again. alt22
Minimum requirements were in the first version of RO. I'm sure it is supported.
For level or for stat? For level yes, but I can't find anything about stat requirement.
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Re: [CPT] Equipment level cycles

Post by Elvano »

Perhaps that you can use the

Code: Select all

if(readparam(bStat)>reqStat)
It won't prevent them from clicking it, but it can greatly restrict the effectiveness of the item.
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Reid
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Re: [CPT] Equipment level cycles

Post by Reid »

Elvano wrote:Perhaps that you can use the

Code: Select all

if(readparam(bStat)>reqStat)
It won't prevent them from clicking it, but it can greatly restrict the effectiveness of the item.
If the player equip it (while having the good stat), and that he reset his stat, the equipment will stay here. :)
A way to prevent this could be that our start_reset_NPC unequip every equipment of the player, that's doable.
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Re: [CPT] Equipment level cycles

Post by WildX »

Reid wrote:
Elvano wrote:Perhaps that you can use the

Code: Select all

if(readparam(bStat)>reqStat)
It won't prevent them from clicking it, but it can greatly restrict the effectiveness of the item.
If the player equip it (while having the good stat), and that he reset his stat, the equipment will stay here. :)
A way to prevent this could be that our start_reset_NPC unequip every equipment of the player, that's doable.
Pervert NPC Oo

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Elvano
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Re: [CPT] Equipment level cycles

Post by Elvano »

Or you let them equip it but give them Grade penalties (see Lineage II, but then better penalties)

Suppose that every 5 or 10 statpoints are a grade
and every grade they are below the required grade they suffer from extra incapability.
Example:
Spoiler:
Grade range: 5
Long sword: requires 20 str: grade 4
Player Rodey has 3 str: grade 1
Rodney is 3 gradations too low and will suffer a level 3 weapon penalty
Melee Weapon penalty:
  • Decrease in attack
  • Decrease in attack speed
  • Decrease in hit rate
Wooden armor: requires 12 str: grade 3
Player Rodey has 10 str: grade 2
Rodney is 1 gradations too low and will suffer a level 1 weapon penalty
Armor Penalty:
  • Decrease in evasion
  • Decrease in attack speed
  • Decrease in walking speed
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While knowledge allows us to do great deeds,
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