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Post by BALLS OF STEEL on Mar 19, 2014 10:05:36 GMT -5
Quick question about gold tokens. Will this automatically be given to players who already had them, or will you have to rework for that gold token? We'll either give people their old tokens back (since I wrote a database script that will account bind them) or we'll make everyone start again from blue, as with the fresh characters. Though with the new changes gold tokens are not as important as they used to be so hopefully we can lower the 'gold standard' a little to make them more attainable.
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Post by Avvy on Mar 20, 2014 0:08:16 GMT -5
heya one and all. More area building today and started the outsourcing for decoration. It's coming along nicely. Slow and steady will win the day.
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Post by BALLS OF STEEL on Mar 20, 2014 7:13:26 GMT -5
Penalties for starvation have been ramped up. Now, going hungry for 24 hours gametime will subract one from constitution, with an additional -1 every 12 hours after that.
In addition to the above, if you lose 3 or more CON points, your character will be blinded for 2 minutes realtime on a 10 minute realtime timer.
EDIT - TWO UPDATES IN ONE DAY
I fixed the DC 127 spellcasting bug using the custom spellhooking script I wrote for the PnP spells
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Post by Avvy on Mar 27, 2014 19:26:16 GMT -5
Hey hey. Been a bad bit for getting stuff done. However Balls and I have had a big ol' conversation and lots more sorted out.
RP Tokens : Will be having a total makeover. They will now be PR Tokens. Standing for Participation Rank. Roleplay is a bit harder to judge and it's very subjective. Instead of rewarding people only on their RP we will be looking at their overall behaviour while logged on the server as well as if they offer help outside the game with building/scripting, good feedback (positive or negative as long as it's good.) We want people to be part of the community. You don't have to be the best RPer, as long as you're trying. There will be levels of the PR just like there are now. The rewards will be differing however, and it will be possible to drop a rank if you break rules, stop trying etc.
Token Rewards : We are removing the spell cast tokens from the zombie kills. They made no sense to begin with. There will be other rewards for killing zombies. There will be a series of rewards for the different levels of PR tokens as well.
Factions : There will be NPC factions that people can interact with. Small groups of other survivors. You will be able to gain reputation with them to gain benefits. Or go so negative that they try to kill you.
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Post by BALLS OF STEEL on Mar 28, 2014 19:14:46 GMT -5
An additional note : All the things mentioned above are intended to have minimal, if any, DM interaction.
I will be working on creature AI with Xanarkan which will include realistic faction behavior; however there are some other things higher on the list of priorities.
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Post by Avvy on Mar 31, 2014 10:15:23 GMT -5
Hey all, just a heads up. I'm going to be going away for a week next week so I won't be able to do work on the server. Haven't been doing the updates as often as I'd like (Daily) cause reading "I built some more" is a bit dull, but that's the stage I'm at right now.
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Post by BALLS OF STEEL on Apr 10, 2014 13:12:24 GMT -5
A minor update from me :
I have made the first steps towards a dynamic encounters system. I have written a library to hold the encounter-related functions and written the first encounter type - a Boss encounter.
The encounter system is my attempt to make the world more dynamic without requiring DMs to operate behind the scenes. Instead I will be writing scripts to automate 'DM events'. These encounters will fire at irregular intervals and will be randomly selected from a predetermined list.
The first encounter, a boss encounter, has been written already and will spawn a randomly selected boss creature at a randomly selected location from a predetermined list of waypoints each time the encounter occurs.
I intend to make more encounters with various 'missions' or 'quests' to complete or perform. If you have any suggestions for missions, quests, events or encounters please post them here, or somewhere.
If you have any questions about this feature, feel free to PM me or post below.
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Post by colpoj on Apr 11, 2014 6:35:14 GMT -5
Is this 'Predetermined list of waypoints' going to be provided to the players at any point? As much as running into a huge monster of death will be entertaining from time to time, It'd be nice to know which areas are 'Safe' for when you're either playing with a low level character, or you're simply running around alone trying to get some food.
It does lead onto the question of 'Is there still going to be a large selection of starting locations' as well. Because if so, it might be wise to put a recommended level on start locations if we're going to end up with 'Danger Zones'
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Post by BALLS OF STEEL on Apr 11, 2014 12:16:05 GMT -5
Is this 'Predetermined list of waypoints' going to be provided to the players at any point? As much as running into a huge monster of death will be entertaining from time to time, It'd be nice to know which areas are 'Safe' for when you're either playing with a low level character, or you're simply running around alone trying to get some food. It does lead onto the question of 'Is there still going to be a large selection of starting locations' as well. Because if so, it might be wise to put a recommended level on start locations if we're going to end up with 'Danger Zones' A good question. I doubt we will be setting these monsters to spawn right in Kalaram, but it should be said that in a zombie survival game, all zones are danger zones and these creatures will be walking, talking bosses that will stand out clearly from the zombies as an additional danger to be avoided. No areas in this module should ever be 'safe', with or without this encounter framework - it is a survival game afterall.
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Post by Bumlader on Apr 11, 2014 18:35:36 GMT -5
Is this 'Predetermined list of waypoints' going to be provided to the players at any point? As much as running into a huge monster of death will be entertaining from time to time, It'd be nice to know which areas are 'Safe' for when you're either playing with a low level character, or you're simply running around alone trying to get some food. It does lead onto the question of 'Is there still going to be a large selection of starting locations' as well. Because if so, it might be wise to put a recommended level on start locations if we're going to end up with 'Danger Zones' A good question. I doubt we will be setting these monsters to spawn right in Kalaram, but it should be said that in a zombie survival game, all zones are danger zones and these creatures will be walking, talking bosses that will stand out clearly from the zombies as an additional danger to be avoided. No areas in this module should ever be 'safe', with or without this encounter framework - it is a survival game afterall. I agree with you Steel, there should be no such thing called 'danger zones' in a Zombie Survival server. Everywhere you go in a Zombie Survival, other then 'secured' areas, you risk your very life. I do have two questions though: last I remember there were specific 'zones' that were safe, Island Sanctuary being one of those areas. I doubt the area's anatomy will stay the same but will it still remain safe from the onslaught of the undead? As for my last question, this minor update is an improvement but are there other things you will be doing to increase the difficulty of the server so that it brings the sense of fear back and if so, can you dabble on what you intend to do?
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Post by Avvy on Apr 11, 2014 20:41:32 GMT -5
The Island off Ludor is no longer "safe"
As for other things that we're doing to bring the fear back to the game there will only be a few areas that are "safe" and even those will have to be secured from time to time during encounters or DM Events.
There will be multiple starting areas, but we haven't discussed them yet or how safe they will each be.
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Post by BALLS OF STEEL on Apr 12, 2014 5:54:26 GMT -5
We wont be setting the waypoints literally ontop of the start spawn or by any transitions, that would be dickish and I would never do anything dickish now, would I?
EDIT
Also thirst penalties are finished. You must drink at least every 24 hours to avoid them. If a player goes more than 3 days without water, they die. This is independant of the penalties (unlike the hunger system which is tied to your CON modifier).
The penalties for dying of dehydration are tiered, and each tier is in addition to, not replacing the previous tier.
24 hours with no water & each subsequent 12 hours after the first 24 25% reduction in movement speed (stacks arithmetically)
36 hours with no water & each subsequent 12 hours after the first 36 25% miss chance on all attacks (stacks arithmetically)
48 hours with no water & each subsequent 12 hours after the first 48 Penalty to Strength and Dexterity (stacks)
60 hours with no water Penalty to Intelligence, Wisdom and Charisma (stacks)
72 hours with no water Death.
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Post by colpoj on Apr 12, 2014 10:45:21 GMT -5
As a serious point.. However much you want your island to feel dangerous, You also want it to feel rewarding and worth playing, surely? As much as you want people to be able to die if they're not careful or if they overextend... Surely you want a buildup of that danger somewhere along the line. Brings us back to the arguments around the skeletons that appeared at the end of SoS when it went down. Danger is great and all. But if I go to get some bread and get 1 hitted by a hasted, indestructible opponent, or worse get hit from range with an arrow or spell... I'm gunna be a little upset about restarting a character because I was a bit hungry.
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Post by BALLS OF STEEL on Apr 12, 2014 15:07:35 GMT -5
As a serious point.. However much you want your island to feel dangerous, You also want it to feel rewarding and worth playing, surely? As much as you want people to be able to die if they're not careful or if they overextend... Surely you want a buildup of that danger somewhere along the line. Brings us back to the arguments around the skeletons that appeared at the end of SoS when it went down. Danger is great and all. But if I go to get some bread and get 1 hitted by a hasted, indestructible opponent, or worse get hit from range with an arrow or spell... I'm gunna be a little upset about restarting a character because I was a bit hungry. You could always get bread elsewhere
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Post by colpoj on Apr 12, 2014 15:59:33 GMT -5
My point is that if everywhere is equally dangerous and doomish, you kinda can't.
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