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#ActualSinisterPride

Posted 28 January 2013 - 09:21 AM

First off, I'd like to apologize (once again) to Sir Legendre. I don't like holding grudges nor do I feel you meant any disrespect (in restrospect) by WHAT you were saying even if HOW you said it came off a bit funky. I hope there are no hard feelings.

________

 

@Milcho/Legendre: The "learn by doing" systems HAVE improved but yes, their implementations often lead to "grinding" behaviors that I don't want to particularly encourage and which I wish to thoroughly adress/innovate. The concept is so natural yet it is never properly done.

 

I think the responsibility is on you to fully explain your concept/implementation.

 

Agreed but I'm kinda worried about gettinh flamed for the length of my post which has been brought up more than once now unsure.png It affects how detailed I get about things at times. I think I stick to topics quite well but I can't help the length sometimes especially when I respond to multiple people sleep.png

___________

 

@Milcho/Legendre: To clarify, the game is intended to be largely single player but I do want to add multiplayer aspects (this is the sort of thing I'll consider but can easily cut out due to being realistic about implementation).

 

On grinding, the anti-macro code, and effective display/gain of expierience in skills:

 

Milcho hit the nail on the head about what I aim to do about displaying advancement in skill when he came to a few conclussions. In most situations the speed and nimbleness/dexterity (or lack there of) shown while carrying out a technique will be one of the indicators that show advancement/mastery and skill of said technique. This increased speed of exectution applies to all skills/techniques (melee, ranged [dexterous types] and spells) but the way I thought of it another method or two would have to be applied to spells if I were to stay consistant. 

 

Spells gain additional animations as you become more masterful of them as well as damage and range/projectile speed (where it applies). A fireball may start off as a slow simple orb of fire without much flare/flash to it. Eventually it becomes a heat seeking, flaming mass of molten fiery goodness xD

 

I will answer some of the questions posed by WavyVirus and explain more about how expierience is tracked in my next concept post (the mastery/discipline system).

 

However, he brought up some good suggestions/questions which I'd like to address:

 

The weaving system may not be simple or easy, but how long does it
realistically take to cast a spell?

 

Simple spells would only take (estimation/example) .5-2 seconds to cast. Manual input would be the .5 example while "auto casting" would prop up a cast bar in a traditional sense marking the amount of time till completion of the spell. Casting speed increases with mastery of a spell (lets say 2.5 seconds for a fireball would end up at 1.5) in the "auto cast" method. The speed of a cast can take longer than intended in the FFC version but it is only limited by your comfort and familiarity with a spells motion. To balance casting speed of advanced mastery in a spell for the FFC versions I planned on implementing a "charge" mechanic to account for the strength/projectile distance of a spell.

 

The first kill
The first kill with a particular spell/weapon
The first kill without taking any damage
Killing an enemy by using an elemental spell combined with something in the environment (e.g. electrifying an enemy in a pool of water)
Incapacitating an enemy without killing them
Recovering from potentially fatal wounds
Saving the life of another character through healing

 

All great (amazing actually) suggestions which I will definitely take into account as bonus exp and/or achievements within game.

 

Thanks for that laugh.png 

__________

 

@Strewya I'll post a little more on what I'm proposing with the anti-macro code in my combat thread while answering some of Legendres' questions towards how I plan on trying to keep track of motions to implement it as well as generally bring about the mechanics in the combat system.

 

Now for your questions/comments on how realistic things would be:

 

I said "as realistic as possible while still keeping the game fun". Applying the effects of post adrenaline rush, disorientation due to substantial loss of blood and nerve shock from extreme pain is a bit extreme :-\ That would count as "too realistic" and subsequently take away from the fun factor as you said.

 
I actually have been in "do or die" situations before which I rather not bring up in detail. I've been lucky enough to never have been vitally/critically stabbed, gashed deep enough to effect muscle function or broken anything. I've sprained things/have "popped"/shifted joints (which were properly set; wouldn't wish that on anyone lol) or dealt with a "bruised bone". Suffice to say, I've never sustained an injury that caused permanent damage but I do know how your body reacts while it's in shock and the declining state in which blood loss or slowly processing the extent of an injury (cooling off) can cause.
 

I'll note your mentions and be sure to come up with a better working name. Maybe "Anatomical health/condition display" ?

 

Also, good point when you said:

 

If casting a spell is hard, then the results should be worth the effort, otherwise noone would cast them. Something to have in mind wink.png

 

I mentioned it in my combat post under weaving.

 

The complexity and vulnerability of the mechanic is meant to act as a means to account for the enormous potential damage weavers can cause.

 

Woot for the nukers! biggrin.png 

 

Once again, I hope this answered you're current questions. Those which weren't answered hopefully will be on other threads soon enough. Thank you all for your contributions/feedback/input.

 

Sin §• ɸ◦§


#3SinisterPride

Posted 28 January 2013 - 09:20 AM

First off, I'd like to apologize (once again) to Sir Legendre. I don't like holding grudges nor do I feel you meant any disrespect (in restrospect) by WHAT you were saying even if HOW you said it came off a bit funky. I hope there are no hard feelings.

________

 

@Milcho/Legendre: The "learn by doing" systems HAVE improved but yes, their implementations often lead to "grinding" behaviors that I don't want to particularly encourage and which I wish to thoroughly adress/innovate. The concept is so natural yet it is never properly done.

 

I think the responsibility is on you to fully explain your concept/implementation.

 

Agreed but I'm kinda worried about gettinh flamed for the length of my post which has been brought up more than once now unsure.png It affects how detailed I get about things at times. I think I stick to topics quite well but I can't help the length sometimes especially when I respond to multiple people sleep.png

___________

 

@Milcho/Legendre: To clarify, the game is intended to be largely single player but I do want to add multiplayer aspects (this is the sort of thing I'll consider but can easily cut out due to being realistic about implementation).

 

On grinding, the anti-macro code, and effective display/gain of expierience in skills:

 

Michlo hit the nail on the head about what I aim to do about displaying advancement in skill when he came to a few conclussions. In most situations the speed and nimbleness/dexterity (or lack there of) shown while carrying out a technique will be one of the indicators that show advancement/mastery and skill of said technique. This increased speed of exectution applies to all skills/techniques (melee, ranged [dexterous types] and spells) but the way I thought of it another method or two would have to be applied to spells if I were to stay consistant. 

 

Spells gain additional animations as you become more masterful of them as well as damage and range/projectile speed (where it applies). A fireball may start off as a slow simple orb of fire without much flare/flash to it. Eventually it becomes a heat seeking, flaming mass of molten fiery goodness xD

 

I will answer some of the questions posed by WavyVirus and explain more about how expierience is tracked in my next concept post (the mastery/discipline system).

 

However, he brought up some good suggestions/questions which I'd like to address:

 

The weaving system may not be simple or easy, but how long does it
realistically take to cast a spell?

 

Simple spells would only take (estimation/example) .5-2 seconds to cast. Manual input would be the .5 example while "auto casting" would prop up a cast bar in a traditional sense marking the amount of time till completion of the spell. Casting speed increases with mastery of a spell (lets say 2.5 seconds for a fireball would end up at 1.5) in the "auto cast" method. The speed of a cast can take longer than intended in the FFC version but it is only limited by your comfort and familiarity with a spells motion. To balance casting speed of advanced mastery in a spell for the FFC versions I planned on implementing a "charge" mechanic to account for the strength/projectile distance of a spell.

 

The first kill
The first kill with a particular spell/weapon
The first kill without taking any damage
Killing an enemy by using an elemental spell combined with something in the environment (e.g. electrifying an enemy in a pool of water)
Incapacitating an enemy without killing them
Recovering from potentially fatal wounds
Saving the life of another character through healing

 

All great (amazing actually) suggestions which I will definitely take into account as bonus exp and/or achievements within game.

 

Thanks for that laugh.png 

__________

 

@Strewya I'll post a little more on what I'm proposing with the anti-macro code in my combat thread while answering some of Legendres' questions towards how I plan on trying to keep track of motions to implement it as well as generally bring about the mechanics in the combat system.

 

Now for your questions/comments on how realistic things would be:

 

I said "as realistic as possible while still keeping the game fun". Applying the effects of post adrenaline rush, disorientation due to substantial loss of blood and nerve shock from extreme pain is a bit extreme :-\ That would count as "too realistic" and subsequently take away from the fun factor as you said.

 
I actually have been in "do or die" situations before which I rather not bring up in detail. I've been lucky enough to never have been vitally/critically stabbed, gashed deep enough to effect muscle function or broken anything. I've sprained things/have "popped"/shifted joints (which were properly set; wouldn't wish that on anyone lol) or dealt with a "bruised bone". Suffice to say, I've never sustained an injury that caused permanent damage but I do know how your body reacts while it's in shock and the declining state in which blood loss or slowly processing the extent of an injury (cooling off) can cause.
 

I'll note your mentions and be sure to come up with a better working name. Maybe "Anatomical health/condition display" ?

 

Also, good point when you said:

 

If casting a spell is hard, then the results should be worth the effort, otherwise noone would cast them. Something to have in mind wink.png

 

I mentioned it in my combat post under weaving.

 

The complexity and vulnerability of the mechanic is meant to act as a means to account for the enormous potential damage weavers can cause.

 

Woot for the nukers! biggrin.png 

 

Once again, I hope this answered you're current questions. Those which weren't answered hopefully will be on other threads soon enough. Thank you all for your contributions/feedback/input.

 

Sin §• ɸ◦§


#2SinisterPride

Posted 28 January 2013 - 09:11 AM

First off, I'd like to apologize (once again) to Sir Legendre. I don't like holding grudges nor do I feel you meant any disrespect (in restrospect) by WHAT you were saying even if HOW you said it came off a bit funky. I hope there are no hard feelings.

________

 

@Michlo/Legendre: The "learn by doing" systems HAVE improved but yes, their implementations often lead to "grinding" behaviors that I don't want to particularly encourage and which I wish to thoroughly adress/innovate. The concept is so natural yet it is never properly done.

 

I think the responsibility is on you to fully explain your concept/implementation.

 

Agreed but I'm kinda worried about gettinh flamed for the length of my post which has been brought up more than once now unsure.png It affects how detailed I get about things at times. I think I stick to topics quite well but I can't help the length sometimes especially when I respond to multiple people sleep.png

___________

 

@Michlo/Legendre: To clarify, the game is intended to be largely single player but I do want to add multiplayer aspects (this is the sort of thing I'll consider but can easily cut out due to being realistic about implementation).

 

On grinding, the anti-macro code, and effective display/gain of expierience in skills:

 

Michlo hit the nail on the head about what I aim to do about displaying advancement in skill when he came to a few conclussions. In most situations the speed and nimbleness/dexterity (or lack there of) shown while carrying out a technique will be one of the indicators that show advancement/mastery and skill of said technique. This increased speed of exectution applies to all skills/techniques (melee, ranged [dexterous types] and spells) but the way I thought of it another method or two would have to be applied to spells if I were to stay consistant. 

 

Spells gain additional animations as you become more masterful of them as well as damage and range/projectile speed (where it applies). A fireball may start off as a slow simple orb of fire without much flare/flash to it. Eventually it becomes a heat seeking, flaming mass of molten fiery goodness xD

 

I will answer some of the questions posed by WavyVirus and explain more about how expierience is tracked in my next concept post (the mastery/discipline system).

 

However, he brought up some good suggestions/questions which I'd like to address:

 

The weaving system may not be simple or easy, but how long does it
realistically take to cast a spell?

 

Simple spells would only take (estimation/example) .5-2 seconds to cast. Manual input would be the .5 example while "auto casting" would prop up a cast bar in a traditional sense marking the amount of time till completion of the spell. Casting speed increases with mastery of a spell (lets say 2.5 seconds for a fireball would end up at 1.5) in the "auto cast" method. The speed of a cast can take longer than intended in the FFC version but it is only limited by your comfort and familiarity with a spells motion. To balance casting speed of advanced mastery in a spell for the FFC versions I planned on implementing a "charge" mechanic to account for the strength/projectile distance of a spell.

 

The first kill
The first kill with a particular spell/weapon
The first kill without taking any damage
Killing an enemy by using an elemental spell combined with something in the environment (e.g. electrifying an enemy in a pool of water)
Incapacitating an enemy without killing them
Recovering from potentially fatal wounds
Saving the life of another character through healing

 

All great (amazing actually) suggestions which I will definitely take into account as bonus exp and/or achievements within game.

 

Thanks for that laugh.png 

__________

 

@Strewya I'll post a little more on what I'm proposing with the anti-macro code in my combat thread while answering some of Legendres' questions towards how I plan on trying to keep track of motions to implement it as well as generally bring about the mechanics in the combat system.

 

Now for your questions/comments on how realistic things would be:

 

I said "as realistic as possible while still keeping the game fun". Applying the effects of post adrenaline rush, disorientation due to substantial loss of blood and nerve shock from extreme pain is a bit extreme :-\ That would count as "too realistic" and subsequently take away from the fun factor as you said.

 
I actually have been in "do or die" situations before which I rather not bring up in detail. I've been lucky enough to never have been vitally/critically stabbed, gashed deep enough to effect muscle function or broken anything. I've sprained things/have "popped"/shifted joints (which were properly set; wouldn't wish that on anyone lol) or dealt with a "bruised bone". Suffice to say, I've never sustained an injury that caused permanent damage but I do know how your body reacts while it's in shock and the declining state in which blood loss or slowly processing the extent of an injury (cooling off) can cause.
 

I'll note your mentions and be sure to come up with a better working name. Maybe "Anatomical health/condition display" ?

 

Also, good point when you said:

 

If casting a spell is hard, then the results should be worth the effort, otherwise noone would cast them. Something to have in mind wink.png

 

I mentioned it in my combat post under weaving.

 

The complexity and vulnerability of the mechanic is meant to act as a means to account for the enormous potential damage weavers can cause.

 

Woot for the nukers! biggrin.png 

 

Once again, I hope this answered you're current questions. Those which weren't answered hopefully will be on other threads soon enough. Thank you all for your contributions/feedback/input.

 

Sin §• ɸ◦§


#1SinisterPride

Posted 28 January 2013 - 09:06 AM

First off, I'd like to apologize (once again) to Sir Legendre. I don't like holding grudges nor do I feel you meant any disrespect (in restrospect) by WHAT you were saying even if HOW you said it came off a bit funky. I hope there are no hard feelings.

 

@Michlo/Legendre: The "learn by doing" systems HAVE improved but yes, their implementations often lead to "grinding" behaviors that I don't want to particularly encourage and which I wish to thoroughly adress/innovate. The concept is so natural yet it is never properly done.

 

 

I think the responsibility is on you to fully explain your concept/implementation.

 

Agreed but I'm kinda worried about gettinh flamed for the length of my post which has been brough up more than once now :-\ It affects how detailed I get about things at times. I think I stick to topics quite well but I can't help the length sometimes -_-

 

@Michlo/Legendre: To clarify, the game is intended to be largely single player but I do want to add multiplayer aspects (this is the sort of thing I'll consider but can easily cut out due to being realistic about implementation).

 

On grinding, the anti-macro code, and effective display/gain of expierience in skills:

 

Michlo hit the nail on the head about what I aim to do about displaying advancement in skill when he came to a few conclussions. In most situations the speed and nimbleness/dexterity (or lack there of) shown while carrying out a technique will be one of the indicators that show advancement/mastery and skill of said technique. This increased speed of exectution applies to all skills/techniques (melee, ranged [dexterous types] and spells) but the way I thought of it another method or two would have to be applied to spells if I were to stay consistant. 

 

Spells gain additional animations as you become more masterful of them as well as damage and range/projectile speed (where it applies). A fireball may start off as a slow simple orb of fire without much flare/flash to it. Eventually it becomes a heat seeking, flaming mass of molten fiery goodness xD

 

I will answer some of the questions posed by WavyVirus and explain more about how expierience is tracked in my next concept post (the mastery/discipline system).

 

However, he brought up some good suggestions/questions which I'd like to address:

 

The weaving system may not be simple or easy, but how long does it
realistically take to cast a spell?

 

Simple spells would only take (estimation/example) .5-2 seconds to cast. Manual input would be the .5 example while "auto casting" would prop up a cast bar in a traditional sense marking the amount of time till completion of the spell. Casting speed increases with mastery of a spell (lets say 2.5 seconds for a fireball would end up at 1.5) in the "auto cast" method. The speed of a cast can take longer than intended in the FFC version but it is only limited by your comfort and familiarity with a spells motion. To balance casting speed of advanced mastery in a spell for the FFC versions I planned on implementing a "charge" mechanic to account for the strength/projectile distance of a spell.

 

The first kill
The first kill with a particular spell/weapon
The first kill without taking any damage
Killing an enemy by using an elemental spell combined with something in the environment (e.g. electrifying an enemy in a pool of water)
Incapacitating an enemy without killing them
Recovering from potentially fatal wounds
Saving the life of another character through healing

 

All great (amazing actually) suggestions which I will definitely take into account as bonus exp and/or achievements within game.

 

Thanks for that laugh.png 

 

 

@Strewya I'll post a little more on what I'm proposing with the anti-macro code in my combat thread while answering some of Legendres' questions towards how I plan on trying to keep track of motions to implement it as well as generally bring about the mechanics in the combat system.

 

 

Now for your questions/comments on how realistic things would be:

 

I said "as realistic as possible while still keeping the game fun". Applying the effects of post adrenaline rush, disorientation due to substantial loss of blood and nerve shock from extreme pain is a bit extreme :-\ That would count as "too realistic" and subsequently take away from the fun factor as you said.

 
I actually have been in "do or die" situations before which I rather not bring up in detail. I've been lucky enough to never have been vitally/critically stabbed, gashed deep enough to effect muscle function or broken anything. I've sprained things/have "popped"/shifted joints (which were properly set; wouldn't wish that on anyone lol) or dealt with a "bruised bone". Suffice to say, I've never sustained an injury that caused permanent damage but I do know how your body reacts while it's in shock and the declining state in which blood loss or slowly processing the extent of an injury (cooling off) can cause.
 

I'll note your mentions and be sure to come up with a better working name. Maybe "Anatomical health/condition display" ?

 

Also, good point when you said:

 

If casting a spell is hard, then the results should be worth the effort, otherwise noone would cast them. Something to have in mind wink.png 

 

I mentioned it in my combat post under weaving.

 

The complexity and vulnerability of the mechanic is meant to act as a means to account for the enormous potential damage weavers can cause.

 

Woot for the nukers! biggrin.png 

 

Once again, I hope this answered you're current questions. Those which weren't answered hopefully will be on other threads soon enough. Thank you all for your contributions/feedback/input.

 

Sin §• ɸ◦§


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