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deanbad 2:08 AM on January 14, 2010 (+0/-0)

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So yeah, auto-team balancing similar to counterstrike. You're assigned a team when you log into the game according to the number of players and the players levels. Auto-team switching in between rounds.

No fucking guards, period.

MVP picks gametype or gametype is chosen by vote.

Players are wiped between games.

Possible random class and elemental assignment?

CTF, Last Man Standing (after you die, you're dead til end of game, which has a time limit to prevent fagging), Slayer, Team Slayer, Looting (gather 5 items that are randomly placed on map. you drop items upon death)

Pump exp gains up to 500%
Increase exp loss for death
Leave death sickness as is


Would be loads of PVP fun.

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"Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
 
Draven 2:10 AM on January 14, 2010 [ edited by Draven at 2:18 AM on 01-14-2010 ] (+0/-0)

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Hello, Prolieum.

This would function well as a possible map of sorts as a arena for people to compete/watch in when two kingdoms face off.

However, it would not function for Terulia's planning (Three seperate but distinct kingdoms, RP being heavily involved for these kingdoms)

Furthermore: Random class assignment would tick off new players more than ever. People like being able to choose what they will be, not being told when logging in, "YOU ARE A CLERIC." If they hate the class they get, poof, we just lost a player.

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Oondivinezin 2:31 AM on January 14, 2010 (+0/-0)
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If I knew how 100% of everything in FFO worked, I'd put this together myself. It would be rather simple to handle, all I'd need is a way to figure out how everything (I mean EVERYTHING) in FFO worked.

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Draven 2:32 AM on January 14, 2010 (+0/-0)

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As a side game, it would be perfectly cool and acceptable. I'd gladly support it not being a maingame dealy, such as it being "Terulia Wars", not "Terulia" itself.

And instead of the random class giving, make it be akin to how TF2 servers handle classes. Limit the amount of people being such and such a class, but always present an option for people. Don't force roles on them.

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Oondivinezin 2:37 AM on January 14, 2010 (+0/-0)
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I have an idea I could go with, but it wouldn't be 100% around how FFO/Terulia work. It'd be its own game engine, as close to FFO/Terulia as possible, but calculations and such would be handled differently more than likely.

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deanbad 8:51 AM on January 14, 2010 (+0/-0)

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Sidegame for FFO.

No one said anything about Terulia.

Autobalancing for classes would work well.

Also, shitty prolieum certainly isn't the first game to have CTF, etc. and most of these 'games' are more akin to first person shooters.




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"Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
 
deanbad 12:44 PM on January 14, 2010 (+0/-0)

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Sidenote, players would be pwiped at the start of each game. Not sure if I mentioned that.

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"Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
 
Draven 2:00 PM on January 14, 2010 (+0/-0)

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Oh, minor addition for "Last Man Standing" mode.

When you're dead, you get to effectively scry a player, BUT you cannot speak to live players while dead so you can't give away their position.

Gives folks something to do while they're dead so they don't just log off during that time.

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Oondivinezin 2:04 PM on January 14, 2010 (+0/-0)
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I've already started programming a lot of things, like base stats for each class, level up gains per level, etc. I decided to cap players out at level 20 and class change at level 10. There wouldn't be any proficiencies involved, and a lot of things would be class specific, like the fact Fighters can wield almost any weapon, Thieves would be proficient with daggers and swords, and Black Belts could either use Nunchaku or unarmed. The statistics deal would be more focused around FF1, but I'm trying to focus game play around how FFO is played.

Skills will be learned at specific levels, which I'll inform everyone about here on the forums.

In any case, it IS in the works, and could be expected to be playable (to an extent) by Monday.

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Grameramera 4:39 PM on January 14, 2010 (+0/-0)
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Oondiv wrote:
I've already started programming a lot of things, like base stats for each class, level up gains per level, etc. I decided to cap players out at level 20 and class change at level 10. There wouldn't be any proficiencies involved, and a lot of things would be class specific, like the fact Fighters can wield almost any weapon, Thieves would be proficient with daggers and swords, and Black Belts could either use Nunchaku or unarmed. The statistics deal would be more focused around FF1, but I'm trying to focus game play around how FFO is played.

Skills will be learned at specific levels, which I'll inform everyone about here on the forums.

In any case, it IS in the works, and could be expected to be playable (to an extent) by Monday.
Sounds cool; looking forward to seeing it!

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KingBlax: It's telling you to go outside, with no flash-light in the woods, and find a dead body, you eat dinner if you find 1. You die in the wilderness if you don't find 1 or at least bring something interesting back.
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Lumino 7:35 PM on January 14, 2010 (+0/-0)

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Kumog wrote:
Oh, minor addition for "Last Man Standing" mode.

When you're dead, you get to effectively scry a player, BUT you cannot speak to live players while dead so you can't give away their position.

Gives folks something to do while they're dead so they don't just log off during that time.


Only allies. We all have MSN/Ventrillo/Whatever. Just because we can't communicate in game doesn't mean jack.

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Great minds discuss ideas; Average minds discuss events; Small minds discuss people.
-Eleanor Roosevelt
 
Oondivinezin 7:50 PM on January 14, 2010 [ edited by Oondivinezin at 8:23 PM on 01-14-2010 ] (+0/-0)
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Status update:

I have the level up statistics for all 3 of the melee classes finished. I'm going to be working on the mages next.

Edit:
Update again now features the mage classes with their level up statistics. I'm going to work on the core engine now.

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