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demonbox
12-12-2003, 07:02 PM
Random gems and gold are great, clearly.

I think random items such as armor or weapons would be great. Now this would only work if it were extremely rare.

An idea could be to create a funny name for armor or weapon, one comes across it after kill then is asked if they want to try new weapon/armor or want to use their old one. The armor could simply be default settings for whatever the highest is for that level.

Again, I think this would add a new dynamic to the game, but only if it was very rare.

12-12-2003, 07:40 PM
And if there is no garantee that the weapon or armor will be a higher level that you already have. I do think that this is a good idea.

JCP
12-12-2003, 08:01 PM
There is a new special event - the smith - that can improve your weapons and armor. That's not exactly what you have in mind, but it is something.

Kether Rowan
12-12-2003, 11:03 PM
Very rare or not, I wouldn't want to see this unless the range of equipment were within 1 level of yours as it is, and with the Smith event, that's allready kinda covered. A 16 attack or defense insane for a 1st level Farmcreature(tm) but if that were an option, it 'will' happen, and alot of people would be angry over it. Even a small chance of what's effectively a free 10k in gold, should raise questions of game balance.

12-13-2003, 12:27 AM
Really what I am thinking would hardly benefit the masses, so not sure it is much of a suggestion anyway.... I am suggesting random armor/weapon rare to the point of possibly only happening 4 times a month period, or something like that. As to not keeping things balanced, sometimes really odd random things happen.

If it isn't liked, that's cool, just expanding on my idea.

As to the source of the idea, I think of games like Diablo 2 where one of the more enjoyable aspects is that you could, at any point, run into an item you have not seen, never had before, and is a complete suprise.

This game is a lot of fun, if it wasn't I wouldn't play it so much, so take offence to this. I have lost more then I like, but there is certainly a predictable pattern to the game. I would liek somethign that does not unbalance the game (again, very rare) but does occasionly cause a suprise in the game as described.

Again, just a suggestion.

demonbox
12-13-2003, 12:29 AM
Really what I am thinking would hardly benefit the masses, so not sure it is much of a suggestion anyway.... I am suggesting random armor/weapon rare to the point of possibly only happening 4 times a month period, or something like that. As to not keeping things balanced, sometimes really odd random things happen.

If it isn't liked, that's cool, just expanding on my idea.

As to the source of the idea, I think of games like Diablo 2 where one of the more enjoyable aspects is that you could, at any point, run into an item you have not seen, never had before, and is a complete suprise.

This game is a lot of fun, if it wasn't I wouldn't play it so much, so take offence to this. I have lost more then I like, but there is certainly a predictable pattern to the game. I would liek somethign that does not unbalance the game (again, very rare) but does occasionly cause a suprise in the game as described.


Again, just a suggestion.

That was me, not sure if I timed out of the forum acct or what, could have sworn I was logged in...

Sneakabout
12-13-2003, 06:13 AM
It probably wouldn't cause too many problems if:

1) The special event was very rare.

2) It cost you something to pick up the armour i.e. 'You encounter a strange Kiosk in the middle of the Forest. They appear to be selling strange and outlandish weapons of variable quality.' with payment in gems and the effects randomised (so you pick the one whose name you like, but it isn't the same each time.

3) As stated, if it could be really bad armour i.e. it could cost you something to just get rid of it (a negative price?)

With these, the risks would be equal to what would, as Kether said, possibly be a 10,000 gold giveaway.

Xecutioner
12-14-2003, 10:57 AM
This event has its ups and downs...
For example maybe this could happen where the weapon or armour could be in range of one level less or one level more and the weapon/armour would have a different/strange name.
Maybe the weapon/armour could have a special buff to it - suggestion.

demonbox
12-14-2003, 11:19 PM
It probably wouldn't cause too many problems if:

1) The special event was very rare.

2) It cost you something to pick up the armour i.e. 'You encounter a strange Kiosk in the middle of the Forest. They appear to be selling strange and outlandish weapons of variable quality.' with payment in gems and the effects randomised (so you pick the one whose name you like, but it isn't the same each time.

3) As stated, if it could be really bad armour i.e. it could cost you something to just get rid of it (a negative price?)

With these, the risks would be equal to what would, as Kether said, possibly be a 10,000 gold giveaway.

I think these suggestions would help to balance it out nicely, and I do intend the suggestion to be on very rare occasions. I really like this addition from you when taking into consideration:

This event has its ups and downs...
For example maybe this could happen where the weapon or armour could be in range of one level less or one level more and the weapon/armour would have a different/strange name.
Maybe the weapon/armour could have a special buff to it - suggestion.

Possible if you choose really bad armor it only goes down one from where it is, so you don’t get killed the second you step into the Forest. But, if you want to get rid of it, it might cost you an additional $3,000 on top of the cost of the next level armor…

Moonchilde
12-15-2003, 02:14 AM
It probably wouldn't cause too many problems if:

1) The special event was very rare.


Unfortunately, right now all special events happen with equal chance.

(IE, there is a 1 in X chance of there being a special event and then one special event is picked from the list of possible specials).

Eric and I have some ideas for how to make specials have different frequencies (perhaps even based on other events or properties, but for now it's not doable with the existing code)

neXus
12-15-2003, 04:26 AM
I think I disagree, with the new battle in special event code, it is possible to do the frequency coding in the event itself - if the event decides that it's just not gonna happen, it pulls a random creature from the creature db and presents itself as a regular forest fight instead.

demonbox
12-18-2003, 06:26 PM
Was thinking about this, and perhaps a different way to think of it would could be a random event of meeting someone in the woods, a Backwoods Tinkerer of sorts. one would have the option of purchasing armor or weapons not in the gen store.

As a twist, there is no list of items, simply the question of how many gems and or $ you are willing to offer, and what ever combo you offer results in a particluar item. Since there is no list, it would be fun to take a wild stab in the dark to see what you end up with, plus this could use up gems.

MightyE
12-19-2003, 10:08 AM
As stated, if it could be really bad armour i.e. it could cost you something to just get rid of it (a negative price?)

Muahahaha, how about a chance to get cursed items? You know, the sort of thing you can't unequip?

SrAdmin FrostE the Yellow Snowman laughs maniacally

Of course, participation in an event that would leave you with a cursed item would be optional... I'd also probably want to see you have to fight down a tough ogre or some such before you could lay claim to the item.

Sneakabout
12-19-2003, 12:15 PM
Not actually being able to unequip items would be nasty... however, on a slightly different topic, could you have a different set of encounters that were only triggered by being above a certain title or it just registers as a normal fight (the explanation being that veterans venture deeper into the forest and see nastier things)...

IMHO, that would be the right place for something like a cursed item which couldn't be removed as veterans above a certain title would be able to cope with it, whereas farmboys wouldn't....

Talisman
12-19-2003, 12:19 PM
That's a good idea Sneak...a more gradual revealing of different game features/facets would contribute to a higher interest level after the first few DKs, keeping the game fresh for all.

Sneakabout
12-19-2003, 12:26 PM
Especially for the players who've reached the Heavens... still, there is plenty to do with all the clans and things...

neXus
12-21-2003, 10:48 AM
You are all forgetting one thing: The game does not support an inventory as it is. This issue was discussed this summer, such changes require a re-writing of a not quite insubstantial part of the game.
As for the clans, they're more of a roleplaying thing, their impact on actual game mechanics is little right now. As it is there is no way of setting all forest encounters to a certain level or title, but individual encounters can be set to behave in different ways depending on all these things... It's just a concept not used before...

Kether Rowan
12-21-2003, 07:42 PM
I don't know about you, but I can't predict being able to "cope" with being stuck with a low level piece of....equipment (what did you think I was going to say?)

Great, here I am, stuck with a cursed lvl 2 armour I can't get rid of. Sure, I may have DK bonus to my defense that might last untill about 6th level, then everything is going to do too much damage for me to defeat. If I manage to win a fight through wasting all my buffs, I still don't have enough gold to heal, and expect to be able to buy new equipment to compensate, not that it matters, because this useless lump of iron has bonded itself to my ribs...

anpera
12-21-2003, 11:48 PM
I'm using a simple but effective inventory system in "my" LoGD for handling the keys of houses. Nothing had to be rewritten for this yet. I just added a "View inventory" link to preferences.
It's just a new table in database (id, itemname, owner, 4 rows for values and pricing, description, and class). In it you can define special items for "something special events". Just give in the class to determine which itemtype should appear when ("key" for housing-script, "weapon" for weapon, "*" for all - whatever you want) and the initial owner (acctid 0). Of course no item can exist twice with this system. But if you want to have more of one kind, use one of the value-fields to identify them.
10 identical keys for each house, unlimited number of houses and still each key can be addressed individualy :)

I'm not using this simple inventory system for other things than keys right now (at the beginning it wasn't meant to handle other things at all), but a simple trading system (based on batrix's where $session[user][weapon] represents what you are carrying in your hand) and a lot of specials that give items are possible with it. Maybe even usable items could be created. An additional row for Buffs for such items could be added... with small changes in battle.php maybe even a system for magic spells is imaginable... (select * from items where class='spell' and owner=acctid)

oh dear. a lot of ideas... i hate it if this happens to me :)

demonbox
12-28-2003, 10:41 PM
IMHO, that would be the right place for something like a cursed item which couldn't be removed as veterans above a certain title would be able to cope with it, whereas farmboys wouldn't....

That's a great idea. Not being one of the higher ups, I can say it seems that they need more of a challenge in the game (if I were one of the higher ups I might disagee of course :wink: ).

I do think it is a very good idea. Though there owuld have to be a way to unequipt, it should be a real pain to do so (maybe 3 PvP losses, or so much gold, or a random like a particular ogre fight as suggested).

Sneakabout
12-29-2003, 09:31 AM
Or even another random encounter/old man in the DHT....

neXus
12-29-2003, 05:47 PM
Maybe the lower ones should stop plotting the higher-ups demise unless they want some special attention... If you know what I mean *snickers*

Sneakabout
12-30-2003, 08:21 AM
I get enough attention as it is - to me way o' thinkin' it can't get worse...

Karissa
12-30-2003, 09:10 AM
*snorts derisively*

Sneak, you give just as good as you get and we all know it.

As for 'plotting the higher-ups demise'...we all know that those of us in the 10-15 DK range can plot to our heart's content and accomplish zilch. We're in that happy range where everything above 25 DKs wants to snack on us, and everything below hasn't quite figured out its pointless...

(Or at least that we'd like them to think its pointless...)

demonbox
12-30-2003, 09:11 PM
Actually, talk of affecting the higher ups is mostly a joke, I have no ill against higher ups or lower downs, and hope to be in the top 50 in a couple of months (though it is getting harder and harder to move up) - not that top 50 means all that much looking at DKs-

so talk of this is simply a discussion on game dynamics, not a plan to take anything out on higher ups (not sure if you were refering to me or not). :D

lonestrider
01-05-2004, 02:00 AM
I'm using a simple but effective inventory system in "my" LoGD for handling the keys of houses. Nothing had to be rewritten for this yet. I just added a "View inventory" link to preferences.
It's just a new table in database (id, itemname, owner, 4 rows for values and pricing, description, and class). In it you can define special items for "something special events". Just give in the class to determine which itemtype should appear

Anpera m'dear sire, you're here too... Och, now the world is in trouble. I've looked at some of the things you've done for the inventory. I'm about to setup my relic system that allows special items with a very specific story to each item. Those who hold the relics may get curses or bonuses (on my system players can gain curse points that aren't too nice). . .

It's part of an inventory of sorts as well, but also a questing item.

Sneakabout
01-05-2004, 02:09 PM
Sounds interesting... what kind of game situations were ye thinking of aplying sucha an inventory to? (special events, enlargements of the game map etc...)