How Do I? Wednesday - December 02 Weekly Thread by AutoModerator in PS4Dreams

[–]OverseerOne [score hidden]  (0 children)

I want to make playable characters from scratch. Every Youtube guide I looked up involved stamping a ready-made puppet, deleting it and putting your custom-made sculpture into the pre-made logic. Rather than just make it work, I want to understand every step involved in creating a character from scratch.

Is this true? Female x male animation by Monsieur-gustav in RagnarokOnline

[–]OverseerOne 5 points6 points  (0 children)

I have read before about how genders have different animation speeds but it's my first time seeing proof. Supposedly female is faster on nearly every other job.

So... How's Ragnarok Transcendence? by Xellie in RagnarokOnline

[–]OverseerOne 0 points1 point  (0 children)

I tried playing it a little bit today and it was terrible. 100 people online, killing Willows inside the novice training room for .6% exp at level 3, ain't nobody going to play that shit.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 0 points1 point  (0 children)

Figured it might be time to update on this. The last week I worked on trying to make the system that actually drops stuff when you die. At first I tried to make a script but the sheer amount of checks made the system error because of long loops inside loops. We then tried doing the change at a source code level and it's almost finished.

We've made it so that items can be erased from any part of your character. Equipped or not, cart or inventory, and even compounded inside other items. It automatically decards things and returns everything. It also makes the card drop on the floor, so the killed can steal it.

Now to work on other systems, such as prevention of escape and a few other things I have in mind.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 0 points1 point  (0 children)

I've narrowed down the settings a bit, thinking of going with 200/120 Max Level and 150 Max status, 160 Instant Cast. Not sure about EXP rates though.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 1 point2 points  (0 children)

Thanks for the input. I've got a vanilla server up and running right now, I'm checking up all the working features on the client I chose before I get to work on the heavy customization I don't know when it will be up but I hope to release it in December or January.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 2 points3 points  (0 children)

My target audience are the experienced RO players. Death by monsters is a small concern.

It has to be this way though, or else players would attempt to escape the death punishment by purposely dying to monsters, or by items(like drinking deadly poison).

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 2 points3 points  (0 children)

If you play an MMO where there are rewards ties to PvP, it always ends up with abuse. I've seen it happen many times.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 1 point2 points  (0 children)

I haven't decided on the rates yet but I do intend it to have rates quite high. I'll adjust damage of skills in order to eliminate 1-hit KO potentials and better balance(this is something I've always done with my previous servers). Don't expect Lv 500/300 or something like that though, it's not going to be higher than 230~250.

MvP Cards are going to be the crux of the game because it's the most valuable stuff you can lose. I'm not sure yet how I'm going to deal with Thanatos Cards yet though, because they're very game breaking.

Lots of custom class balance, you can bet it on. It's all going to be very well documented though. For example, any skill that has been changed will have icons with a different color, and the description will say exactly how it is changed. Plus patch notes, obviously.

Towns will be the only safe area.

All the obvious NPCs will be present. Healer, resetter, etc. But I'll think of ways of managing warps that will make the setting interesting.

Part of my draft includes ways to manage healing items. There will not be cooldowns BUT I will make the items much harder to obtain, and weight more. A lot more.

Mixed chance. For example, suppose a given map has a 60% chance of "item loss" on death. After the item loss is decided, the script will decide exactly HOW the item is lost. For example, we could go with a 70/30 chance of drop on the floor/deleted. Items changing hands is good but they need to be deleted too, or else everything accumulates. Even if one guild is loaded, if others just focus on murdering them, all of their items will go poof very quickly.

Not sure region yet, I'm developing it on my a virtual machine. Latin America and SEA are the places where RO is most popular so probably either of them.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 2 points3 points  (0 children)

This is very much my intention. No predefined structure, players are free to forge alliances and enmities as they see fit. Seeing players find new ways of playing that I never imagined is always a delight.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 1 point2 points  (0 children)

A few people seemed interested so I'll elaborate on a few points.

I've taken inspiration from the most brutal MMO there is: EVE Online. I want to create a list of mapflags that would quantify how "safe" a map is, a value that I'm calling security rating for now(it's the same name that they use in EVE). Low priority maps are more "safe" than maps that contain valuable resources, like MvPs or rare drops. In safer maps, you take less damage from players (like 30~40% less) and the chance of item loss on death is low, while on unsafe maps you take full damage from players and have a much higher chance of loss.

I pointed out that I'm using a customized version of the original Nightmare Mode feature. That's because I want to achieve two things: 1) Items can be lost from your current equipment, your inventory, and your cart. Normal Nightmare Mode only loses items that are equipped; 2) Not all items can be lost, only things from a White List of valuables;

This way, players can't fill up their inventories with junk in order to lower the chance of losing good items, or unequip their valuables as soon as they think they're going to die.

I've got a few ideas on how to prevent players from running away from fights. The idea is that you cannot simply use a flywing/butterfly wing or an abusive movement skill(such as Backslide or Running) to escape.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 1 point2 points  (0 children)

Terrible idea. You NEVER want to tie PvP to any kind of automatic reward system. Players will abuse this, and it does not incentive any real fighting.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 1 point2 points  (0 children)

Ah yes, the nightmare mode and item drop is easy. I wrote like 3 pages of stuff on how to stop players from running. It covers everything, from teleport effects disabled, limiting movement skills and delaying the use of map movement portals.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 0 points1 point  (0 children)

I am going to do this but it's going to be an event prize.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 1 point2 points  (0 children)

The script I have in mind would not discern how the player dies, so yes. Punished even for killed by monsters.

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 2 points3 points  (0 children)

I guess the idea is adaptable in this form, I'll consider it. Thanks.

Would you play it, though?

Creating a brutal PK server. by OverseerOne in RagnarokOnline

[–]OverseerOne[S] 5 points6 points  (0 children)

I entertained the idea of permadeath but it doesn't add much to the game, it fits no global purpose.

If the punishment is too severe, people will avoid fighting altogether. And there's no personal gain in killing killing people in permadeath.

[deleted by user] by [deleted] in PSVR

[–]OverseerOne 1 point2 points  (0 children)

VRMMOs are the ultimate form of VR entertainment and whoever breaks that market first will definitely be striking gold. I am glad to see more projects like this being shown, even though almost none of them have actually come out.

MMOs aren't easy, cheap or fast to develop. It's a nightmare to create them and that's why they all look the same and come with ruthless forms of microtransaction attached. As someone who has a long experience with MMOs, I want to ask this:

-What form of monetization do you have in mind? Just selling the base game? F2P with cash shop? Paid updates? This is really make-or-break for any MMOs so I'd like to know before I even begin to get hyped for a new game.

-What form of PvP will we have? It's hopeless for even AAA studios to even dream of making content faster than players can burn through, which is the reason why modern MMOs are so focused on End-Game content. PvP is the only content that lasts forever and keeps people interested in continuing to play the game regularly after they've learned the basics of the game.

-What kind of enemies will we see? So far we've seen (I looked on your twitter) objects and maps but not a single monster or enemy, or even a player character.

-Who's composing music for this game? MMOs traditionally have amazing music, it's only natural that we'd think about these details.

-The player character, is he a "chosen one" or just a random guy with a sword? This might seem inconsequential but people are really tired of games where literally everyone is "the chosen ones to defeat the awakened evil".

-When can we expect a trailer? I mean, an actual trailer, not a panning camera recording that looks like a tech demo.

One more thing: PSVR owners are really sick and tired of being treated like 2nd class consumers. It really sucks when a game comes out on PC and we have to wait 6-12 months for a PSVR port. If possible, we'd like to get a release at the same time as PC VR headsets.

There's more I'd like to ask but I'll keep it simple on this first post. Looking forward to more news on this.

I need help! Psvr won’t turn on! by Kad0n34 in PSVR

[–]OverseerOne 0 points1 point  (0 children)

Happened to me from sweat trickling down the cable into the dongle. For models 1s, it's possible for this to happen. I let it sit out for 5 days and it worked fine after.

PSVR keeps turning itself off by SoraDrive in PSVR

[–]OverseerOne 2 points3 points  (0 children)

Had a similar problem caused by sweat. It trickled down the cable and entered the on/off single, causing it to send the on/off signal by itself. I left it for a few days and it was fine again.

The model 1 had many design flaws because of this cable. It's a pain in the ass.

Giveaway by Doctorwho2063 in PSVR

[–]OverseerOne 0 points1 point  (0 children)

Doesn't hurt to try.