Game Mechanics: Items

Discussion of general gameplay topics

Moderators: Joe M., Karl G.

Game Mechanics: Items

Postby Vitriol » Thu Dec 21, 2006 10:22 pm

While old xenimus only had a few tiers of items, I think we can improve this by making Lots of tiers of items with a great deal of variety. This way people dont have to use that old fire mace for 6 levels in a row before they can realistically upgrade.

Also , this is a big one.

NO MORE LEVEL CAPS!
With the exception of a few legendary, very rare, items, no items should have level caps. If that idiot wants to put a mystic bow on his level 3 thief, let him. We can point and laugh when he is PKed for it. (and since we wont have magic bags or the like, this is possible)
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby thadiusofx3 » Thu Dec 21, 2006 10:25 pm

I like the idea of magic bags when they first first first came out.
They were called hidden bag of holding, and when you died it dropped on the ground, and you would have to return to the spot where you died to pick it up(along with all of your stuff in it), and no one else could see it.
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby Vitriol » Thu Dec 21, 2006 10:26 pm

The magic bag makes the game too secure. are we not trying to capture the original feel of xenimus? When you die you should drop everything. (this will be offset by a more liberal drop)
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby thadiusofx3 » Thu Dec 21, 2006 10:30 pm

Hidden bags of holding could only hold like 5 items or something like that, though.
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby Vitriol » Thu Dec 21, 2006 10:42 pm

maybe if its completely random.

on that note: LSAs should exist. But they should be more expensive. They should never fail. (that sucks)
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby thadiusofx3 » Thu Dec 21, 2006 10:47 pm

Oooo good idea, magic bag will save X random items from your equipment.
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby Serenity » Fri Dec 22, 2006 6:34 pm

I think weapons such as the fire genre and lightning, should have a constant particale effect to make it look as if it was on fire or electically charged, and for Ice wepons have a condensation trial type thing. just some seggestions
User avatar
Serenity
Lord
Lord
 
Posts: 211
Joined: Fri Dec 22, 2006 6:31 pm

Postby Joe M. » Sat Dec 23, 2006 8:36 pm

right on, serenity. Yay particles.
User avatar
Joe M.
Developer
Developer
 
Posts: 996
Joined: Sat Mar 04, 2006 10:14 am
Location: Texas

Postby a_link_to_the_past » Wed May 23, 2007 11:37 am

I think a wider selection of weapons would be a good thing, things like maybe "Fire Axe, Dragon Axe, Dragon Halberd"
I do realize that this project is into creating the old school feel but I just like throwing ideas out there to see what people have to say

How about this, the weapons have an amount of weight, and depending on this weight and a combination of str and agil, would have an effect on how fast the weapon could be swung. You could have weapons that did minor damage but could be swung quickly, weapons that were slower but did greater damage, and then a weapon in the middle that did average damage with an average swing pace (for those who like balance)
User avatar
a_link_to_the_past
Sheriff
Sheriff
 
Posts: 157
Joined: Tue May 22, 2007 3:37 pm

Postby Karl G. » Wed May 23, 2007 1:45 pm

We're definitely going to have more items than Xen...I've got the plans complete for an item script that allows anyone to make up items for us to put into the game
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Postby a_link_to_the_past » Wed May 23, 2007 6:26 pm

Well if its anything programming related or of that nature, I am completely useless...
User avatar
a_link_to_the_past
Sheriff
Sheriff
 
Posts: 157
Joined: Tue May 22, 2007 3:37 pm

Postby Karl G. » Thu May 24, 2007 8:27 am

Luckily, scripts are so much different from programming, once you get the hang of them they're mostly just like filling out a form. For example, the first two lines of an item script might go like:

ITEM_NAME = "item display name"
ITEM_TYPE = sword, shield, twohanded, helmet, ring, amulet, armor, ... etc
...

so:

ITEM_NAME = "sword of the dead"
ITEM_TYPE = sword
...
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Postby a_link_to_the_past » Thu May 24, 2007 1:03 pm

Interesting..
User avatar
a_link_to_the_past
Sheriff
Sheriff
 
Posts: 157
Joined: Tue May 22, 2007 3:37 pm

Postby JSunJShineR » Mon May 28, 2007 2:49 pm

mmm jeff likes :shock:
JSunJShineR
Traveler
Traveler
 
Posts: 94
Joined: Sun May 27, 2007 5:14 pm
Location: Virginia

Postby shadowni » Thu Jun 21, 2007 7:57 pm

Karl G. wrote:We're definitely going to have more items than Xen...I've got the plans complete for an item script that allows anyone to make up items for us to put into the game

I love you, in a completely heterosexual way. XD
If I practice 3-d modeling, I could probably make some sweet gear.
User avatar
shadowni
Merchant
Merchant
 
Posts: 47
Joined: Wed Jun 06, 2007 6:05 pm
Location: Baltimore, Maryland


Return to Game Mechanics



Who is online

Users browsing this forum: No registered users and 1 guest