Recent Forum Posts
From categories:
page 1123...next »

Comment removed.

Re: steam punk world ? by sosoer8999sosoer8999, 11 May 2011 09:51
Znurre (guest) 06 Nov 2010 16:29
in discussion Game / Misc » are you on strike ? :P

Sorry :|
Work, work and work + little to no motivation.
However, as I guess I told you I will never give up on this project though it might take me a few years to complete it.
I just work on it with my own pace, I guess :)

I put up some new screenshots on the site some time ago (neommo.ath.cx).
Feel free to take a look!

by Znurre (guest), 06 Nov 2010 16:29
this is not the end
chassorchassor 01 Sep 2010 12:24
in discussion Game / Misc » are you on strike ? :P

no no , this is not the end , znurre even released a playable version but just for 64bits now , so i'm not able to test it , keep thinking :P

this is not the end by chassorchassor, 01 Sep 2010 12:24

Are you still alive?

Even if I haven't produce anything for month, I am still thinking about the project, the design of cities and landscape in fact, and I have a lot of ideas.
I realise this morning that the IRC channel doesn't exist anymore?! Is it a sign of the death of the project?

What's going on? Do we continue or is this the end?

Re: are you on strike ? :P by MihokoMihoko, 01 Sep 2010 12:16
Re: XP curve
chassorchassor 08 Apr 2010 16:05
in discussion Game / Gameplay » XP curve

of course , i just simplified my idea about the kills to concentrate on the curve , kills are based on lvl 50 , if you kill alone a lvl 50 you will get a full kill , if you do only 40% of the dmg you will get 40% of the kill (+a party bonus to encourage de team play) , you will need 60% more to achieve the kill , and we can ponderate de lower lvls kills.

Re: XP curve by chassorchassor, 08 Apr 2010 16:05
Re: XP curve
ZnurreZnurre 08 Apr 2010 15:51
in discussion Game / Gameplay » XP curve

The problem is that the curve cannot only be based on kills, since different enemies will give different amount of XP depending on their level, we will have quests that gives fixed XP etc.

But, I could turn your numbers into XP instead and then adjust the XP rewards to that.
For example, maybe an enemy could give ( level * 1 ) XP, it would fit pretty good with your second curve.

What do you think?

Re: XP curve by ZnurreZnurre, 08 Apr 2010 15:51
Re: XP curve
chassorchassor 08 Apr 2010 14:52
in discussion Game / Gameplay » XP curve

here an idea about the all process

until the lvl 30 i just add 10 ennemies, so the formula it's "old result + 10" to kill to each lvl after that i do: "old result + 10 + lvl to reach * 1.5".

im my example a player will have to kill a total of 24500 ennemies to reach the lvl 50:
curves50.png

i can provide my sheet to anyone who want to tweak it for better result

Re: XP curve by chassorchassor, 08 Apr 2010 14:52
Re: XP curve
chassorchassor 08 Apr 2010 12:44
in discussion Game / Gameplay » XP curve

hey all of you , sorry i was a bit far from the forums , but as some of you know i got screwed … oops sorry i mean i got married , so i don't have as much time i had before :( ….. :)

for the XP curve here some ideas

as players will xp on others players (pvp/rvr) , xp should be a bit hard on high lvl while reaching an acceptable lvl to play should be easy

curvexp-until-30.png

in this example people will just have to kill 20 guy to pass from lvl 1 to 2 , 30 to lvl 2 to 3 , 40 for lvl 4 , 50 you got it to pass a lvl you will have to kill 10*lvl to reach , to pass from lvl 29 to 30 you will need to kill 300 guys !

the lvl 30 to 50 should be harder IMHO

Re: XP curve by chassorchassor, 08 Apr 2010 12:44
XP curve
ZnurreZnurre 08 Apr 2010 11:19
in discussion Game / Gameplay » XP curve

We have to decide on a proper XP curve from level 1 to 50.
I'd like some graphs.

Thanks.

XP curve by ZnurreZnurre, 08 Apr 2010 11:19
Re: choix des perso
benjamin (guest) 12 Mar 2010 20:37
in discussion others languages / Francais » choix des perso

il nous faudrait la vue de profile avec stp pour faire des essais de modelisation 3D

Re: choix des perso by benjamin (guest), 12 Mar 2010 20:37

Hop! je réveille ce post!

Je suis en pleine réflexion pour les personnages, et cette fois j'ai un croquis beaucoup mieux ;)

Le truc Chassor avec unihuman, je te l'ai déjà dis, je ne trouve pas les gabaris équilibrés et réalistes (le seul potable est le premier en partant de la droite…)… Après rien n'empêche de l'utiliser pour la forme de base et améliorer les proportions après… Ce pourquoi je fais des croquis ^^

Ce perso serait orienté "Warrior" ou équivalent: un bon gros balèze solide sur ses pattes:

esquisse_man_v2.png

Le premier croquis n'est pas top mais la forme plus longue serait adapté à un perso de type "Mage" ou "Archer" pour parler en langage RO.

Re: choix des perso by MihokoMihoko, 12 Mar 2010 15:18
Biochemist gameplay
Blood (guest) 09 Mar 2010 17:27
in discussion Characters discussion / Biochemist » Biochemist gameplay

This is a thread to discuss what will be the purpose of the biochemist.

This is not about how it works with other classes, how to balance it or anything like that, just a view on how we would like the biochemist to be.

So to help with it, i would like to put some questions for anyone who has free time and will, feel free to reply with your own view and discuss mine. I will also reply them in this post.

From the top of my head (does that expression exist?) the name of biochemist suggest he should be good at "modifying". That, of course, means players, both allied and enemies, even himself.

So, what that means? That means he will be mostly a buffer/debuffer, he will make allies better and enemies worse. That gameplay wise, will mean he is weaker than any other class but not for much time, once he starts spreading his diseases/modifies/potions/stings/farts he will build up. A class with ramp up time, sometimes you will feel like it wasnt a big deal and others you will feel like you should have attacked him first.

Now, he should also be able to make damage, even if its not much, he should also be able to be both ranged and melee (that would be the ideal thing, ranged/melee overload is never good) so he should be able to buff himself to do it (even if its only for melee, just the advantage of being range may remove the need of buffs to boost ranged). About the damage he will do, i will go once again for the build up option, mostly damages over time, maybe giving them some skills who make impossible or rather not good dispell them.

It also makes me feel like it should be support, a class who cant kill anyone alone, he puts pressure, makes enemies worse and also starts draining hp from them till the real burst damage arrives. Biochemist damage will be easily healable but will be spread and will stress healers making everyone loss hp so they cant focus on the targets who are recieving most of the damage.

So, long story short, biochemist will soften enemies and make allies harder, will be better if you never focus purely on one option.

Biochemist gameplay by Blood (guest), 09 Mar 2010 17:27
Re: Homepage
ZnurreZnurre 06 Feb 2010 10:17
in discussion Game / Misc » Homepage

That theme actually resembles the GUI theme of Neo pretty well.
With some changes it could be a nice choice.

Re: Homepage by ZnurreZnurre, 06 Feb 2010 10:17
Re: Homepage
chassorchassor 05 Feb 2010 13:37
in discussion Game / Misc » Homepage

the background image and the color and all can be changed of course , this will be only the base of our templates

Re: Homepage by chassorchassor, 05 Feb 2010 13:37
Re: Homepage
benramin (guest) 05 Feb 2010 12:48
in discussion Game / Misc » Homepage

yes, why not but maybe it is a little bit too much sci fi isn't it ?

Re: Homepage by benramin (guest), 05 Feb 2010 12:48
Re: Homepage
chassorchassor 05 Feb 2010 12:14
in discussion Game / Misc » Homepage

after heavily testing wordpress i really think it will not fit our needs without a BIG amount of work , i installed it with some cms plugins i came to this (biased ?) conclusion .

i think we must go for joomla with a theme (templates) like this one http://www.bestofjoomla.com/index2.php?option=com_bestoftemplate&task=demo&no_html=1&id=2581

this theme is clear and neat we can customize it a bit for our needs .

what do you think ?

Re: Homepage by chassorchassor, 05 Feb 2010 12:14
Re: Homepage
chassorchassor 04 Feb 2010 12:03
in discussion Game / Misc » Homepage

i excluded drupal because drupal and joomla are quite equivalent but joomla looks more simple and he has a larger community (am i wrong ?)

Re: Homepage by chassorchassor, 04 Feb 2010 12:03
Re: Homepage
ZnurreZnurre 04 Feb 2010 09:55
in discussion Game / Misc » Homepage

Maybe Drupal can also be an option? (www.drupal.org

Re: Homepage by ZnurreZnurre, 04 Feb 2010 09:55
Re: Homepage
chassorchassor 03 Feb 2010 09:51
in discussion Game / Misc » Homepage

yes yes i just installed them on a free server to test , and don't bother you with databases creation , we must decide first wich one to use , but i stil lthink that wordpress will not do the job.

Benjamin found me some interesting cms espacially modx http://modxcms.com/ who is ajax ready (web 2.0) it look more flexible than joomla but need more tech knowledge to achieve the goal

i'm gonna remove wordpress from the site (i just can have 6000 files) and put modx (hope that don't bother you michoko)

Re: Homepage by chassorchassor, 03 Feb 2010 09:51
Re: Homepage
ZnurreZnurre 03 Feb 2010 08:53
in discussion Game / Misc » Homepage

We should install Wordpress/Joomla on my server for production use.
That way we get access to the svn repo, which will be required for the snapshots feature and the user registration.

We have to decide which one to use, then I will set it up.

Re: Homepage by ZnurreZnurre, 03 Feb 2010 08:53
page 1123...next »
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NoDerivs 3.0 License