after FT 4.0

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blitzcraig
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after FT 4.0

Post by blitzcraig »

A huge update will be out soon :) the question, then, is this: what's next? Here's my opinion .... take it for what it's worth ;)

I believe it's time to get back game mechanics...these are what i see as priority, please share your opinions as well:

BASIC GAME PLAY:
1> when you are standing next to an npc, and unequip your weapon, you should talk to him, not attack enemies. Sometimes you get swarmed so badly you cannot do the quest.

12> improve system to reset stats (enter integer for example) ... it simply takes too long as it is now

14> when you click on a character, bubbles appear. Those bubbles need to take precedence over everything else

15> You can only invite somebody to join your clan when you are on one of the clan maps (this would eliminate all the clan invite abuse (both gold scamming and PvP abuse)...if somebody wants to join your clan, they will happily follow you there ;)

17> improved trade system is a must, offer items for items or similar

18> improve player interaction Windows - maybe an icon appears when somebody sends you message, trade offer, friend request etc.... then the window only opens when you click icon , currently there is a lot of slamming abuse

OUTLAW SYSTEM:
2> a player should become outlaw immediately when attacking (not targeting) another player unless they are both in a clan or he is attacking an outlaw. This would fix over 95% of abuse issues.

3> you should also become outlaw when you leave a clan (even if kicked) it would solve almost all the other abuse issues, plus it just makes sense. You're in a clan receiving protection from the authorities in PvP, when you leave the clan, you lose the protection.

PVP TARGETING ABUSES:
4> auto-target when attacked (only because they automatically become outlaw if not clanned, so wouldn't worry about being "tricked" into outlaw status) probably add as option in case some don't want it
AND/OR
5> /t command to target players (not perfect but still good)
AND/OR
6> have bubbles appear toward center of map so you can't hide on border or under mini map etc... AND have buttons take precedence when you select a player

CLASS BALANCE:
7> freeze arrow -> slow arrow in PvP
8> skills work independently (still 1 @ a time but uSing one doesnt force recharge time of others)
9> all walking speed equal. Add a "speed-1" to plate armor
10> spell damage = 50 + 2x base_mana + mana_from_gear - opp_dex in PvP AND PvM (still half for PvP though) read explanation below
11 > give all melee classes a level 20 skill "stun" where target cannot move for 20 seconds, then is slow for 20 while the skill recharges
13> add auto-follow to melee characters as it works in off-line rpg (possibly add in options in case some don't want it)
19> ogre is widely considered weakest class...I propose
trading twister skill for regeneration (allows ogre to heal hp while fighting/walking) then moving regen to 60 and stun hit to 100.

CLAN MECHANICS (lower priority than others)
16> much has been written about this, I'm not going to rewrite it here... just didn't want to ignore it in this post (at a bare minimum, duke should be able to set ally and enemy clans (others neutral) then you cannot attack ally, get nothing from killing neutral, get drops and gold from enemy)
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blitzcraig
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Re: after FT 4.0

Post by blitzcraig »

Explanation of new spell damage suggestion:

10 a> This would benefit low level mages (who are currently too weak)

10 b> this would nerf high level mages (who are currently too strong)

10 c> this would add value to mages' gear (which is currently virtually worthless as far as mana is concerned)

10 d> this would force mages to be more selective in choosing which monsters to attack (like everybody else has to)
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blitzcraig
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Re: after FT 4.0

Post by blitzcraig »

One last thing (separate to keep organized) about outlaw issues- the idea was brought up before (El Majo) that a player could not "target" without logging of or death... This is still a really good idea and would still work, but it's not really needed IMO with #2. Oh, and before you say, "but what if I accidentally attack somebody! " let me say this -- if you accidentally aim a gun at somebody (target) AND accidentally pull the trigger (attack button) you deserve to be in trouble with the law (outlaw) ;)
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James142
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Re: after FT 4.0

Post by James142 »

I'm sorry but I do not like 2,3,9, and 10. I am not in favor of the mana thing especially, that right there would make my mage useless, as for outlaw... not in favor. Or the speed because, take real life for example, I think its lot easier to carry a staff robe and hat against carrying a sword shield and armors. I do have my own melee I do agree in PvP ranged needs nerfed though. Maybe when a ranged is in PvP they are slowed. This is just my opinion
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blitzcraig
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Re: after FT 4.0

Post by blitzcraig »

Don't be sorry at all... we all have our opinions ;)

2&3 > please explain why you don't like them
9> i agree with what you said, but if not using that equipment makes sense the melee characters would be faster, that's why i suggested what i did ... and more importantly, it would vastly improve gameplay IMO
10> please tell me what level your mage is that you think this would make your mage useless... I've gone through a LOT of numbers which suggest otherwise.. again, more detail please

Thank you for commenting... This is how the game improves :)
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Cleopatra
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Re: after FT 4.0

Post by Cleopatra »

2-I really like this one I think it would take care of all the hit and run problems that melee have against the ranged enemies. For melee hit and run is a major issue and you can't do anything about it until they eventually pick you off and they still might not become outlaw ;) I think it's ridiculous the advantage the even a 100lv level Archer has over a 300lv dwarf...yes I've nearly been killed by someone less than half my level just because of hit and run. if there was a consequence to hit and run they might think twice about doing it but stun still would really help out on ogre and dwarf.
Once they've unfairly hit you now you can kill them without having fear of you becoming outlaw yourself. Yes that would mean no more forced outlaw. I fully support #2 on Craigslist!!!!!
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MadMikael
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Re: after FT 4.0

Post by MadMikael »

Before I was a moderator... I had posted many suggestions about this stuff. I also told bad jokes about some of the issues. The thing is, I would like my swordsman to be of use, and thats the point of view I am taking.

Priority 1 should be the balance of the classes. As it stands, the game is dominated by mages and archers. Make the melees a more favorable choice, and you will see improved interest and excitement in the game. To this end, I agree with most of your points.

Speed - Melee are generally far more athletic than mages, and should actually be faster. If you wish to incur an armor penalty on them, then I feel you should pose a concentration penalty on the ranged chars.. can a mage running for his life focus on casting? Can an archer running away turn around and shoot quickly AND accurately?

Damage - The fact is, the current formula for calculating mage green flow damage is whacked.. it grows exponentially! Combining that with they don't need dex and they become over advantaged.

At first glance your formula seems good, but I know many will not be in favour of it (the game is mostly mages anymore). As an alternative, why not give similar formulae to the other classes, using STR for example? However, this may make it more difficult for lower levelled players to kill highers.

Skills - The stun idea is an ok way to try and deal with hit and run. But the main issue I have is when using touchscreen mode (I hate joystick), its near impossible to get within 1 space of anyone. I still think that if you're targeting someone, and you hit the attack button, you should automatically close in and attack. This mechanic already exists in the game. Monsters use it, and its available in the editor.

As far as the rest of the skills go, I am indifferent.

Priority 2 should be the outlaw system, and its abuses. I agree with pretty much all you said.

Priority 3 should be minor gameplay annoyances, like the npc thing you mentioned first (it happens with stairs as well). I don't consider this a huge issue; however a fix for this would be making "action" and "attack" as separate buttons.

I would suggest putting the "action" button (for talking, opening chests, using stairs/doors etc) in the center of the joystick. In this location it can be used with joystick on or off. Accidental presses with joystick on will not be a big problem, unless standing directly next to something you can interact with. With that button, make the current button only for "attack".



BTW I really am glad that you're bring this up AGAIN. Hopefully people will post their thoughts... and more hopefully Compbatant will be willing to work on this.
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MadMikael
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Re: after FT 4.0

Post by MadMikael »

In addition to the 3rd issue I listed.. I hope the stats resetting issue is fixed as well. See topic viewtopic.php?f=12&t=4675

IF the mages formula is changed to include dex, I can guarantee there will be many resets done...
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James142
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Re: after FT 4.0

Post by James142 »

For my mages mana the pvm dex would just kill my mage cause I like to grind Cyclopes and I don't wanna take 80-100 mana out just to put into dex. As for 2-3 I just don t like the idea
The OG Rasta

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James142
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Re: after FT 4.0

Post by James142 »

And also about speed take the dwarf for this example, u know how much a wood splitting maul weighs right? How would u like to carry around a battle axe? That's lot more weight than just that maul. For ogre u know how much a board weighs, carry around a mythril club... that's lots more weight and to top it off u carryin a mythril shield and have armor on you. Mythril plate. Odin helm. See the weight with that?
The OG Rasta

“Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win”
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