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Magic Skills

Posted: 29 Nov 2006, 02:23
by Saphy
Hi people,

After continously killing monsters, I noticed that high level characters are only marginally better than low level characters. Even at level 50, I have to spent 4 minute to kill a single spider. It wasn't the leveling system's fault, but I believe this problem can be solved if there are magical skills that can enhance player for a certain period of time.

Some example would be:

Attribute based magic:
Speed Up (double AGI for 20 seconds) 10 mana points
Uproar (double STR for 20 seconds) 10 mana points
Defiant (double Defense for 20 seconds) 10 mana points
Concentrate (double DEX for 20 seconds) 15 mana points <== very nice if this skill is implemented, I miss way too much even with over 50 dex

Offensive magic:
Stun (stun monster for 3 seconds) 5 mana points
Bash (deals double damage per hit) 5 mana points per hit
Sacrifies (triple damage per hit, but each successful hit also damage player)

These kind of magic can be easily implemented and they do not require special sprites unlike elemental magics. Are there any chances for these type of skill to be implemented in the next releases?

Posted: 29 Nov 2006, 04:02
by Platyna
Stronger monsters are to prevent high amount of money income into game before I will remove souless characters.

Regards.

Re: Magic Skills

Posted: 29 Nov 2006, 16:02
by Crush
Saphy wrote:These kind of magic can be easily implemented and they do not require special sprites unlike elemental magics. Are there any chances for these type of skill to be implemented in the next releases?
The introduction of new skills isn't as trivial as you think.

Don't forget that tmw currently runs on a ragnarok online server emulator. So there would be a lot of work to do to modify the server to allow skills that aren't default ro skills.

And then there is a lot of client sided stuff to code. When we introduce skills we also need a convenient user interface to use and manage them.

Of course we wouldn't be afraid of all this work when it would really bring us forward. But the problem is it won't. All the work we would invest into a skill system now would be wasted when we swich to the new server where we plan to create an entirely new skill system that is absolutely incompatible with the eAthena skill system. It is a consens in the development team that we will not invest much time and energy into things that are only usable on eAthena and not on the new server.

Re: Magic Skills

Posted: 30 Nov 2006, 18:54
by Madcap
Crush wrote:It is a consens in the development team that we will not invest much time and energy into things that are only usable on eAthena and not on the new server.
Good to know. What sort of things can be worked on now, that would not be wasted in the conversion?

Re: Magic Skills

Posted: 30 Nov 2006, 20:37
by Crush
Madcap wrote:Good to know. What sort of things can be worked on now, that would not be wasted in the conversion?
Regarding content?

All kinds of graphics like maptiles, monsters, equipment and so on are quite save.

The maps are also very likely to be used on the new server, although there might be some new posibilities on the new server that allow more elegant mapping solutions (maps with multiple levels, for example).

One thing that is guaranteed to be lost on the new server are npc scripts. Our new server will use a different scripting language with a different set of posibilities (most likely very limited in the beginning). So all npc scripts will need to be rewritten.

Posted: 01 Dec 2006, 01:10
by Madcap
Thanks Crush. If you would like any help with maps or scripts, please let me know. I know I can contribute there, I only wish I could pixel. :(

You still have my email right?