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Offline Robert

Changing mechanics a bit
« on: Jan 06, 2017, 03:46 am »
So, I'm thinking about changing the way the game mechanics work a bit and I wanted to get some thoughts and opinions on whether it would be worth trying out or not.

To begin, one of the more pressing factors is that from my understanding, generally on servers with a higher max levels magic gets to be somewhat overpowered and something has to be nerfed. Usually it's a change to the magic attack calculation so higher int doesn't add quite as much damage. Same thing goes for other class factors as well like Star Gladiators FSK which is affected by the chars max level. It can get fairly OP with hatred and Kihop at higher levels so I'm considering that as well.

Second, at one point, either upon reaching trans or third job level, I've made it so that you can put skill points into any weapon mastery. At level 5 for each mastery, you can use said weapon type. This includes left and right hand mastery at level 5 which allows dual wielding of any weapon you can use. I haven't added any useable skills for said weapons to classes that don't originally have them (like double attack, spiral spear, Desperado, etc.) I am considering making ranged skills work generally for ranged weapons. Melee skills work like this for the most part, excluding weapon specific skills so I think that's alright.

So far this has worked without any real issues. Aside from making new sprites or working them around (which I've only tested on a GM char so I haven't seen them out at all.) Guns work at the correct range when wielded by a Rune Knight for example, axes work when wielded by a Warlock, and each class suffers from attack speed drops which make sense for the class.

On a side note that sprite modification might take a hella long time -_-.

Anyway, what I'm thinking of doing at this point is specifically for magic. I'd like to maintain a cap on max cast time reduction but still leave it fairly high. Like, half a second or a third of a second min cast time for some of the stronger spells, so Sages still maintain their full usefullness. That being said, I was thinking of changing around after cast delay to function per spell as opposed to individual spells. The more advanced ones, like Storm Gust for instance, would have a longer after cast delay then others while fire bolt would probably still be pretty much spammable.

As to why this would be specifically relevant is in terms of dual wielding. You already get two sets of weapon matk if you dual wield, which is pretty beneficial, and any cards used would count seprately per cast. But I wanted to make it so that when dual wielding you get two after cast delays so to speak. Like, normally if you casted storm gust it had X after cast delay. With two wands though, you could basically cast it twice in quick succession (or any two spells) and could then cast it a third time after the first after cast expired and another after the second after cast expired. You'd also be able to switch up spells n such. So you could cast storm gust first, spam thunderbolt and then cast storm gust again once the first cast delay had expired. This would also have the obvious drawback of not using a shield.

And, on that note, I was thinking of adding a short time requirement for switching equipment. A shorter delay for switching weapons, shields and hats, w/ a longer delay for switching armor or boots.

So yeah, I'd appreciate any thoughts and opinions. Sorry for the wall of text.


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Offline papachan

Re: Changing mechanics a bit
« Reply #1 on: Jan 12, 2017, 01:51 pm »
My experience with server's that modify heavy is that it only looks good on paper. People, including guilds, are more reluctant to join a server that changes classes for the sake of balance.

Offline zfv6

Re: Changing mechanics a bit
« Reply #2 on: Jan 12, 2017, 02:01 pm »
So, I'm thinking about changing the way the game mechanics work a bit and I wanted to get some thoughts and opinions on whether it would be worth trying out or not.

To begin, one of the more pressing factors is that from my understanding, generally on servers with a higher max levels magic gets to be somewhat overpowered and something has to be nerfed. Usually it's a change to the magic attack calculation so higher int doesn't add quite as much damage. Same thing goes for other class factors as well like Star Gladiators FSK which is affected by the chars max level. It can get fairly OP with hatred and Kihop at higher levels so I'm considering that as well.

Second, at one point, either upon reaching trans or third job level, I've made it so that you can put skill points into any weapon mastery. At level 5 for each mastery, you can use said weapon type. This includes left and right hand mastery at level 5 which allows dual wielding of any weapon you can use. I haven't added any useable skills for said weapons to classes that don't originally have them (like double attack, spiral spear, Desperado, etc.) I am considering making ranged skills work generally for ranged weapons. Melee skills work like this for the most part, excluding weapon specific skills so I think that's alright.

So far this has worked without any real issues. Aside from making new sprites or working them around (which I've only tested on a GM char so I haven't seen them out at all.) Guns work at the correct range when wielded by a Rune Knight for example, axes work when wielded by a Warlock, and each class suffers from attack speed drops which make sense for the class.

On a side note that sprite modification might take a hella long time -_-.

Anyway, what I'm thinking of doing at this point is specifically for magic. I'd like to maintain a cap on max cast time reduction but still leave it fairly high. Like, half a second or a third of a second min cast time for some of the stronger spells, so Sages still maintain their full usefullness. That being said, I was thinking of changing around after cast delay to function per spell as opposed to individual spells. The more advanced ones, like Storm Gust for instance, would have a longer after cast delay then others while fire bolt would probably still be pretty much spammable.

As to why this would be specifically relevant is in terms of dual wielding. You already get two sets of weapon matk if you dual wield, which is pretty beneficial, and any cards used would count seprately per cast. But I wanted to make it so that when dual wielding you get two after cast delays so to speak. Like, normally if you casted storm gust it had X after cast delay. With two wands though, you could basically cast it twice in quick succession (or any two spells) and could then cast it a third time after the first after cast expired and another after the second after cast expired. You'd also be able to switch up spells n such. So you could cast storm gust first, spam thunderbolt and then cast storm gust again once the first cast delay had expired. This would also have the obvious drawback of not using a shield.

And, on that note, I was thinking of adding a short time requirement for switching equipment. A shorter delay for switching weapons, shields and hats, w/ a longer delay for switching armor or boots.

So yeah, I'd appreciate any thoughts and opinions. Sorry for the wall of text.

all depending on rates and charactor levels ( base/job) id like to try it

Offline Robert

Re: Changing mechanics a bit
« Reply #3 on: Jan 23, 2017, 05:58 am »
Thank you for the input. I'll post again here if I make any worthwhile progress/decison.

Offline Aleiah

Re: Changing mechanics a bit
« Reply #4 on: Jan 23, 2017, 07:03 am »
This will require a huge amount of rebalancing if you are going to do this. Though, I would like to try it if someone makes this kind of server.