Posted September 20, 2011 This post will contain all of my fighting suggestions. Fighting EXP Gain ________________________________ Fighting system will now give you EXP dependant on how much damage you dealt to the monster, how much it healed (If it heals back 5 damage off a wound you inflicted, it takes off some points, but if it heals 5 damage off another person's wound, you gain the same EXP), Your FS and the monster's FS What i plan for this, is that each monster has a "Base" FS, and VARIABLE "Base" EXP give (Meaning, 20-25 would mean those between 20 and 25 gain full exp), Modified by how much damage you deal, your FS and it's base FS. Here's how it works, Hypothetically, say a monster gives 10 FS skill (Yes, 10 LEVELS, this is just a fake scenario) You dealt 100% damage to the monster (You solo'd and killed it), The monster's FS is 20, and yours is 10, You would gain 10*(Damage perc) * (YourFS/BaseFS) Basically, 10*1 = 10 * 10/20 (1/2) = 5 FS, you would gain 5 levels of skill from this mob. Another scenario, you and your buddy are fighting another of the same monster, your buddy deals 25% damage, and you deal 75%, your FS is 20, and your buddies is 5, you gain ( 10*.75= 7.5 * 20/20 = 7.5 skill), and your buddy gains (10*.25 = 2.5 * 1/4 = .625), and the rest of the FS just vanishes into thin air. Another scenario, you deal 50% damage to the monster, but had to run off because you nearly died, in this time it heals 25%, and a friend comes along and kills it for you, you would gain (10*.25 = 2.5 * 20/20 = 2.5) skill, NOT (10*.5 = 5 * 20/20), since it healed the damage. Now, here comes exp gain for higher levels, once your FS ticks above the monster's FS, it starts to go downwards (Say, you have 30 FS and fight a 20 FS monster, you would, without this rule gain 30/20 exp (150%), but instead, since it ticks down, you would gain 10/20, meaning half for fighting such a lower leveled monster.) And, finally, Uniques Uniques would take into consideration the same FS as you have, so you gain full EXP no matter what your FS is, your EXP gain is purely dependable on your damage. (NOTICE I CHOSE 10 FS FOR EASE OF EXAMPLE, THE ACTUAL AMOUNT GAINED WOULD BE MUCH LOWER) I think this would balance out some of the rather odd, or random skillgains, and make it potentially HARDER to grind FS (at this point in time, you can grind to 20 off dogs and wolves gaining .2 skill each kill, which is VERY dumb, and makes grinding rather easy. This would also discourage players from buying their way to high FS, and actually working down from low FS (Dogs, wolves) to higher and higher. Wrote this section speedily, remind me if i make few mistakes. MORE TO COME Share this post Link to post Share on other sites
Posted September 20, 2011 Animals and Animal re-balance *NOTICE: Carcasses are VERY hard to butcher, requiring medium (30-40) to even have a chance to get them, otherwise you just get alot of meat!* ____________________________ Now, a problem i have with wurm is Some mobs have extremely high power (Spiders, for one) Even if in reality, they would be much less deadly then another (Mountain lion much weaker then a wolf?), And with this, all these useless animals (This means you, Piggy, Pheasant and Rooster!) without much a' use. Not only this, but it seems there's a lack of "danger" in wurm, Either everything has a high chance of slaughtering you, Or you completely dominate everything (See what i did there? ) Only things that this doesn't apply to, is Uniques. Now, my suggestions for current animals: Pheasant - Drops beak (Healing cover, pot 3) - Drops feathers (For use to create Fine Hunting/War arrows, which are more accurate) - Drops Raw Pheasant Carcass (Chance of either this, or several Pheasant meat, Basically it's a *Perfect* Butcher, removing everything and leaving in-tact a perfect piece of meat, with decent weight (2-3kg) - Now eats off crops Rooster - Drops beak - Drops feathers - Drops Raw Rooster Carcass (4-5kg) - If any aggressive monster is nearby, Alarms everyone in it's local range (Or ~20 tiles away from deed) - Now eats off crops Pig - Drops snout (4 pot) - Drops hoof - Drops hide - Drops Raw Pig Carcass (Up to 30kg if very well fed and aged) Bull - Drops Raw Bull Carcass (Up to 50kg if very well fed and aged) - Buffed to 10/15 FS (Full FS at mature) - Wild bulls are now aggressive, Easy to tame, and after first tame is passive forever (Even after it expires) OR Wild bull (NEW MOB) Aggressive bull, 10-15 FS that deals Holes, Bruises and Cuts, Same drops as a normal bull, If tamed turns into Domestic bull Cow - Drops Cow Carcass (Up to 50kg if very well fed and aged) - Can be milked every hour now Calf - Drops Raw Calf Carcass (Up to 30kg if very well fed, and adolescent) Wild cat - Drops fur (6kg) - Drops Raw Wildcat Carcass (Up to 10kg if very well fed and aged) - If tamed, turns into Domestic cat, which never aggro's. - Hunts Birds, Squirrels. (Feeds itself if in the right biome) - Buffed to 8 FS Dog - Raw Dog Carcass (up to 15kg) - Drops fur - Buffed to 15 FS - Has a chance to go Wild if not fed for a while, which at then fights anything a cat fights, Cats and Aggros wolves. (Domestic dogs do NOT aggro wolves) Wolves - Drops Raw Wolf carcass (Up to 15kg) - Fights with dogs, Hunts cats, and everything a cat hunts. - Drops Wolf head (For Trophy display) - 15 FS Bear - Fights anything at par, and weaker then a wolf - Drops bear hide (36KG) - Drops Raw Bear Carcass (up to 50 KG if fed and well aged) - If located near water, will fish to feed itself Spiders - Drops spider legs (4 pot) (up to 8) - No carcass - Nerfed to 15 FS on freedom (wild can stick with their difficult as spiders ) - Drops Venemous teeth (Ability to use alchemy and make a antidote to poison, if ever added - Spiders randomly get the "Poisonous" Trait, along with anything else (I.E young poisonous champion spider), which applies poison (Plate negates poison chance, Chain has a low chance, Studden leather has medium, Leather has highish, Cloth has extremely high, Drake has low, Scale has no chance.) Scorpions - Drop up to 8 cochineals now (Cave bugs drop 5 or 6, but scorpions are 100x bigger and drop one?) - Can poison, Without the poisonous trait - Now deals little damage, unless attacking with stinger, in which can deal up to 25 damage on unarmoured person, and has a high chance to poison on unarmoured (Plate negates poison chance, Chain has a low chance, Studden leather has medium, Leather has highish, Cloth has extremely high, Drake has low, Scale has no chance.) - If mauled (With a special move?), has a chance to fracture, or break armor (Effectively making it take more damage) - Head takes full sword/axe damage, Anywhere else takes less - No Carcass - Drops stinger (More antidote) ~WILL DO OTHERS WHEN I'M DONE GRINDING MINING (Teehee~)~ Planned suggestions: Lavafiend/Spider Trolls About 6 new aggressive mobs, and 3 passive. Share this post Link to post Share on other sites
Posted September 23, 2011 Updated with ~40% of my ideas for animals. Share this post Link to post Share on other sites
Posted September 23, 2011 Need more feedback so i know i'm not making/updating for no reason Share this post Link to post Share on other sites
Posted September 23, 2011 Need more feedback so i know i'm not making/updating for no reason Share this post Link to post Share on other sites
Posted September 24, 2011 My main intention was A. to have the community comment, and B. List a ton of suggestions and see if rolf uses one or two~ Not the whole thing, of course. Share this post Link to post Share on other sites