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Topics - Darvin

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1
Resolved bugs / [ITEM] M16A3
« on: September 30, 2014, 11:41:10 PM »
M16A3 supposed to use 5.56x45mm NATO bullets

It is actually use .233 remington bullets :P

2
Bug reports / [DLG] Assignments
« on: September 30, 2014, 04:33:14 PM »
I accidentally tag someone who has 30k+ rep and they took an assignment with me, even though i don't have 30k rep. After that i couldn't get into council room to finish assignment (or fail it) but the most sad thing is that now i can't take assignments from tribe leader (E-A) as well cuz he says that i already have an active assignment

So bug is "I was able to take hard assignment without 30k rep being tagged"

3
Suggestions / Village control and trade mini game [Dreaming...]
« on: September 27, 2014, 04:50:04 AM »
A village is a small location with few npc
The most interesting thing about villages is that there players from any fraction can meet up and not necessarily kill each other
Every village has its own currency which called [village name] cups. Budget, trades and assignments revard expressed in local currency.

-List of villages-

Estrella Mountain
San Tan Mountain
Gold Canyon
Fountain Hills
Wittmann
Buckeye

All around Phoenix

-NPCs-

Mayor - a very importance person. A fraction (of even a Platoon) which own the village can set following stats by speaking with mayor ones for 24 hours
1) Tax [15, 30, 45%]  All taxes increase prices of items sold in village by npc trader and the amount added by taxes going to city budget
2) Village spectialization [Farm, Coal mine, Gold mine]
A spectialization determine which good will be produced in village. Goods can be sold in other villages.
Farm produce 1000 wheat per 1 hour with maximum of 12 000 on stock
Coal mine produce 500 coal per 1 hour with maximum of 6 000 on stock
Gold mine produce 50 gold per 1 hour with maximum of 600 on stock
Wheat, coal and gold are not available anywhere except village trader and can't be use for any purpose but trade

3) Defence. [Strong, medium, weak]. Determine HP of guards [450, 300, 150]. Also defence spendings change final tax rate [+20%, +10%, 0%] and in case of +10, 20% this amount will not go into village budget.
Ex: If price of an armor has basic price of 500 without tax 30% and medium defence (10%), final price of armor would be +40% (700), but in budget will go only 30% (150) when 50 going to just disappear (price of medium defence). It can be said that if u want your village to have good prices and attractive trade, defend it by yoursefl and by players

Guards. Village has just 5 guards around, they are not very strong (like npc in B-A assigmnents with AK or Hunting Rifles) and they can protect only from weak gangs or single players. It is reletevlly easy to capture village with 5-6 players if there is none players defenders (who own this village). If some playes attack in village npc guars will automaticlly attack him and loot after kill. All looted items goes to trader-npc inventory and will be sold.

To captire village you must kill all npc exept mayor, they will not have any items. If everyone killed you can just speak with mayor and if u in a Platoon you can choose to get village for your plaaton or for all faction. If you (and peple with you) don't have any platoon, control on village will be on faction. There aren't any timers like in ZC, villages can be captured very quickly if there aren't many players - defenders. When village captured the person who spoke with mayer will get all village budget, gained by taxes since last capturing after that he can share cups with his gang manually. Also after village change an owner all npc will spawn again. The person spoken with mayer after killing all npc get a key from safe deposit in the same room. Only this person can open this safe with the key. In the safe is always avalible gained budged from taxes so owner of the village can always cash out.

Trader. Traders in vilalges very interesting because they selling items which are not usually available in fractions traders. Althought thier assortment aren't rich but they can buy items with any condition (even is price is just 1-5 cups) and sell it back to players. They never sell t3 and rarely t2 expect items being sold by players. From any deal trader gives 10,20 or 30% of price to city budget. Keeping taxes low will increase turnover bc prices will be lower but high taxes would be beneficial for popular villages with many players stopping by.

Sheriff. He can give you very simple individual assignments (random one from following)
CD = 10 MIN
1) Deliver a case to other sheriff in random different village (very small reward)
2) Kill a bandit (spetial location like on assignment with one npc with leather jacket and 9m pistol). (small reward)
3) Diplomat. Go to other (random choise) village and speak with mayer. You have to convince him improve relations between villages in dialog. (normal reward)
Chance (%) is: persuation skill*(Charisma/5).
4) Repair sheriff's computer.  (good reward)
Chance (%) is: (science skill*(Int/8))
Chance if u use 1 electronic Parts is: science skill*(Int/6)
5) Find a Raiders stash near village (normal reward)
Near village on a map you can see a red location, you go there and u enter this location.
When u enter this location you have a chance to imidiatlly find stash or fail. Chance is determined by... Outdorsman skill. Chance = Outdorsman*(Perception/8)
In this stash is a random T1 weapon with 25-100 bullets and sometimes leather jacket and could be 25-125 cups + x cups where x = Outdorsman skill

Exchanger. A npc in the mayer's room wearing a suit. He can exchange local currency on usual cups. Exchange rate is determined by current amount of accumulated village budget (which is in local currency). Amount of usual cups available is limited and depends on how much cups brought and exchanged by players already. He can't give more than he has.
Budget 0-1 000. 1 local cup = 1 usual cup
Budget 1 000- 5 000. 5 local cup = 1 usual cup
Budget 5 000- 25 000. 25 local cup = 1 usual cup
Budget 25 000- 100 000. 250 local cup = 1 usual cup
Budget over 100 000. 1 000 local cup = 1 usual cup

-Trade-
Weight of wheat is 1, Weight of coal is 20, Weight of gold is 5

Every village needs 500 per hour, 250 coal per 1 hour and 25 gold per hour.
If in a village for 1 hour were sold more goods than needed, price go down by 5% (surplus), in opposite case price goes up by 5% (shortage). Max Dispersion is +-50% of normal price

Normal price is 10 (5-15 spread) for wheat, 26 (13-39 spread) for coal and 250 (125-375 spread) for gold.

If a village has no shortage of any good, sheriff's assignments give 25% exp and cups bonus
If village was captured, its production reduced by 50% on 6 hours

Players would trade and make some money on price difference. The most successful traders (earning per hour) can be reverder by showing in game statistic

ps Thank you for reading. I apologise for my english (2nd lang for me). I hope this great server will develop not only in PVP perspective but also in PVE and role play format. :D

4
Suggestions / An idea about skills
« on: September 23, 2014, 01:39:18 AM »
An addition to normal spending skill points each level up i propose an improvement
My idea is simple. Per 24 hours you can improve any skill by 1 point by using it.

Chance is 0.25% (1 of 400).

Daily limit is 5 different skills by +1.

Avaraglly you should do an action (heal, shoot, travel, trade, etc) 400 times to improve a skill but you never know when its going to improve so you might need even 1000 actions or more

I want it to happen passive way, so people wouldn't shoot at each other, trade or abuse this future somehow just to get this daylily +1. I want it to be a slow background improvement so as more you play and use particular skill, as more skill you have in a loooong run. It is not nesseserry to show playes what is cool down, what skill improved or how many of 5 left for today so they wouldn't abuse it. Just to let people know that every skill (not only 4) can be improved a bit if you play one character a lot and doing some action regularly (healing, travelling, shooting special types of guns, etc)

Why i think this is a good idea?
Well, after level 24 you have plenty of skills to spend your points on, but you have some limitations as well. This small and slow bonus can open really unlimited possibilities if someone really likes playing one character

The thing is, i took gifted and on 24th get heavy weapons 242 spending all my skill point only on that. I have int 10 and perk +2 skill point each level but i failed to get 250 by only 3 points. It is quite sad :'( . I thought if only there was a way to slightly improve skills even if it will take 2 weeks or a month to get this 3 point it would be nice :)

5
General Discussions / Balancing prices
« on: September 15, 2014, 11:00:36 AM »
I want to propose a system of pricing. Now only for t2 armor, further it can be applied for everything

Let's take sand robe as a basic armor and say that its price is 10 cups
It has:
2/20%
1/15%
1/15%
1/15%
1/15%
1/15%

Take avarage of this stats which will be 1.16 / 15.8%
(2+1+1+1+1+1)/6=1.16
(15+15+15+15+15+20)/6 = 15.8%
For this price is 10 cups

After we take Leather Jacket with avarage stats of
4/ 36.6%
Logically we can assume that Leather Jacket x3.448 times better in th and x2.31 times better in resistance than robe. Jakcket's stats is 287% of robe's stats, so price should be 287% of robe's.
If we say that robe price is 10 cups, Jacket price should be 28

Or we can take Jaket price as a basis and say that its price should be $100
In that case 4/ 36.6% - is a basic stats

If we take Combat armor its stats is 8.66 / 46.6% which is x2.165 and x1.27 times better that jacket, averagely x1.71 of jacket stats. So price of combat armor must be 171% of jacket price

If we take combat armor m2 it has 11.16 / 50.83% which is 118% of combat armor m1 stats so price of 2nd should be just +18%

I think you see my logic now. Of cource there is also Armor Traits which is harder to count (although you can just +-$x for each) and craft matireals are different but basic idea is to compare avarage stats of an item to find how much % one is better than anouther to find price.

You need one armor as a basic and set a price as x, like leather jacket = $100
And for other armor you shoud set a formula like
Combat armor price = ( 1.71 * x ) +- traits prices  +- crafting prices
So then you can change this basic price and all prices will be changed fairly

Just for fun i ll try to do same with weapons and take 2 simular things like Laser Rifle and Plasma Rifle

Laser Rifle
Dmg 40-65 (52.5 av)
Ap 35
Range 50
Reload 45

Plasma
Dmg 45-80 (62.5 av)
Ap 30
Range 35
Reload 60

Let's say that not all stats are equally important
So dmg and ap cost have 100% importance
Range 75%
Reload 25%

(Can be applied for other stats of items)

Plasma has (x% of laser)
Dmg +19%
Ap +16% (cuz lower is better)
Range -30%
Reload -33%

Although i assumed that not all stats are equally important
So let's apply multiplier

Plasma has (x% of laser)
Dmg +19% * 1.0 = 19%
Ap +16% * 1.0 = 16%
Range -30% * 0.75 = -22.5%
Reload -33% * 0.25 = -8.25%

Averagely plasma gun just 4.25% better than laser gun if we agree that my multipliers are right

Also if you set some price for each Weapon Perk like fast reload +$25, Bonus Rate of Fire +$200
(i am just throwing numbers) and for each weapon Trait you can add it to final calculations.

All these thoughts came to me after i saw combat armor for 225 and leather jacket much more expensive. I think developers now just throwing numbers on price, based on what people wearing or on demand, or on position of stars in galaxy, i don't know. I want a logic behind pricing, it is a good step to nice economy

The best way of pricing is of course an auction where players will set prices and for t3 (when it come) it might be the best idea. Best way i think is to make 5 markets, 1 for each fraction and 1 global (mb somewhere is the core) where all people can trade relatively safe

btw, game is awesome, thank you developers for hard work and sorry for my english  :D

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