yuno44907's Recent Forum Activity

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  • Didnt find any coder.

  • I will make you code best video game can possibly made. 8 players go into a dungeon try to find loot and escape from exit point. However they can work together to kill the dragon and after that they can kill their friends to steal their money and you have to go to exit door while carrying heavy greedy loot while zombies run after you. You can level up, memorize the map and know what events can trigger what monster can spawn where when but everything happens randomly. You can manipulate other players or run away while they kill each other. Or lure monsters to other players.

    When you die you dont die; you just get tired and will recover after a long time. However players can kill you or help you to get up. While you down, monsters will not attack you. So sometimes you may want to kill someone for sure or leave it disabled and run away from monsters. You can also get wounded and gain very bad debuffs, this debuff can be permanent or long lasting. You can hide from monsters and slowly reach to medicine but they can randomly detect you. Debuffs can disable some of your skills and talents; like you lost a finger and cant use guns. Basicly it is a turn based game but you dont know what will happen and you want to survive, you want to escape and there is other players do all annoying stupid things. Also you use cards and mana and cards are tradeable just like hearthstone because WOW system is repeating combat. But randomly drawn cards are un and random and doesnt repeat to much. So you want to shoot a fireball but you dont have that card than you will use shoulder charge attack instead because you have that card.

    There is also ammunition and bombs and crafting. But crafting is just have items start crafting, after random turns crafting is over and item is ready than throw molotov cocktail. Also some players strong against vampires some others are spider hunters but monsters spawn randomly what if your worst rival spawns at top of you. Learn where what spawns try to stay away from danger and get scared when you have to go near to a spawn point. Also you have limited sight, some players see better than others and players can hide in closets or behind boulders. Some players harder to detect some run faster, some stronger, some carry more loot. Characters are unique and randomly generated.

    When you level up you cant say i go full damage; game randomly choose 2 things and you choose 1 of this 2. You feel like you developing your champion but actually game randomly developing you and lets you decide between two choices and you feel like you have freedom and tactics but no; everything is %100 random in this game. Game is playing with you, you are the game actually. If we give freedom to player they all will use same cards, same tactics, same build; we do not let them abuse game mechanics; no no no.

  • Core attribute multiplayers. Your core attribute points will be multiplied by this all of numbers are equal to each other. This is for no cards MMOrpg mod. Mods that use cards use a different mana and card draw system. Battle royal dungeon survival mod modifies everything and make all players nearly equal to each other. So this game has more than one attribute core systems and they are completely different.

    Atk:1between2 Hit:1 Dodge(Fle):1 Armor(arm):1 Hpr:0between1 Mpr:0between1 HP:16(-1) MP:16(-1) STd:1 STr:2 Shp:8

    When you atk someone you need to land the hit so your attacks can miss the target. Fle Hit determines this. Default you miss %50 your attacks formula is Hit/(Hit+Fle) or Fle/(Hit+Fle). Let say you have 1 Fle enemy has 68 hit, you will dodge from this attack 1/69 rate which means you will not dodge it.

    When you deal damage your damage is always random and it will be between 1 and damage you trying to deal. So on paper you may say throw %50 of my damage to garbage. After that your damage will hit targets armor. Armor is directly subtracted from your damage. If you will deal 3 damage 1 armor makes it 2, 2 armor makes it 1, and 3 armor or 999 armor will make it 0. And armor is like hp and it gets full each turn so if your armor is penetrated all other damages that turn will ignore your armor. Basically high armor is useless. You always want to keep your armor low because too high armor will just block all damage and will make you a stone that noone will attack. If you be too tanky other enemies may runaway from you or try to stun you with debuffs. After that damage will hit hpr than it will hit hp if hp is 0, it will hit mpr than mp. If mp and hp is negative target will become a corpse if it is a player. You can resurrect corpse player. Defend them while they trying to recover. Carry them at your back and lose move speed, become unable to atk. Or throw them to lava. Monsters do not attack to corpse players. I added this because i wanted to let players violate each other.

    HPr and MPr is between 0 and its value so you may not recover hp because that makes game more exiciting and risky. If you get hit too many times you may get stunned. Each turn if you dodge an attack you gain stun recovery however even when you dodge attacks you get stun damage and if you get hit you get %200 stun damage. First attack you dodged will not deal stun damage and you dodge biggest damage first. Armor doesnt block stun damage and stun system designed for killng too defensive players or bosses. By default if you get hit 4 times in a row you get stunned. Stunned people will only have hp, mp, shp all other attributes will become 0 basically you become open target and completely paralyzed. Stun only lasts 1 turn starts from next turn and will be end after that. Stunned people will not get stun damage for next turn and their shp will be full.

    Movement speed on a openworld turn based mmorpg you will have limitless move speed however movespeed and other distance based stuff gets very expensive as you keep upgrading them. We use triangular numbers for calculating cost of run, fly, swim, space speeds and sight ranges will be added on that for calculating how far you can see. However hide points from specific senses will completely hide enemies, you roll random numbers to calculate will you detect them like dodge hit calculation and by default %66 time you will fail to see them also distance affects this so near targets will be easier to detect. However next turn they will be hidden again. If something attacks you, you will see its location and you will have double sight to see it but you may not know what is it if your sights are low and your dice rolls fail.

    Copy paste from my old notes: 1xSenses: sight, hear, smell, infrared, magnetic, mind, spirit, emotion 1xRange Movement: 1xLand 2xWater 3xAir 4xSpace

    We had to have 8 senses instead of 7. Mind feels a thinking being, ideology. Spirit feels existence of a spirit, a myterious invisible existence. Emotion feels emotions like anger or cunningness like lie detectors. Magnetic feels electricity and invisible forces. Infrared sight of heat, feeling the temperature. Others, humans have got them.

    Triangular numbers always used for limiting the opness. Moving in space is very hard and ranged attacks OP in space. Also someone can hit you from sky and you cant reach. Movement is random so sometimes you cant even move. So you cant always hit and run. And you first move, after that attack. Movement is always lower than range.

    In animations people fly with same speed in everywhere. For that we use something called move with 8x cost which means 8 times triangular numbers. Normally it had to cost 1+2+3+4=10x but because of that guy will move slowest and most of game on land and air; that guy is actually wasting too much points just for being a little bit fast in space while being slowest on ground.

    Hide

    Each sense detects different information about target. Level, element weakness, attack style weakness, stats, percentage of current HP; everything detected by different Sense's and this stuff depends on which Sense's you use more strongly. You can also feel danger or distance of invisible enemies or their number. You may even see location of invisible targets but cant attack them because of they are invisible.

    Strongest player in map and game will be shown to you so you can go hunt them but hundreds of players may die for hunting strongest guy. Also there can be no maps for making far away bombarding and running too fast possible which means borderless world. At the end of game you will create randomly generated characters and they will be OP. At rebirth you get +1 stat if you rebirth 10 times that will be +10 and exp you will give will be based on stat points you have got. If a player get killed by player; will drop cheapest item he have got. And after a point all items have nearly same power.

    You can see the map but enemies away from you will be always invisible. When you move your movement is random so you may not even move if unlucky, because of that running away is risky. You attack after you move, you cant hit and run. You can increase your attack range. You also need to increase your sight there was 8 senses separately upgraded and hiding stats for special to each senses which makes hiding harder than seeing. 2 hide deletes 4 sense of same type and 1 from a different type.

    Elemental resistances in this game doesnt get multiplied, will be added instead. Normally your resistances are +0. If it is +100 means you wil get +%100 more damage from attack. Let say someone will deal you +%400 damage because he is using a skill that increase his damage by +%300 and you are +%100 weak to this element it makes +%400 and basic attack damage is %100 that makes total %500 damage. If you resist to something by -%100 that means you will not take damage unless enemy use a buff or skill that increase his damage let say he will deal %600 damage and you are -%100 resistant you take %500. Because in pokemon we seen a horrible multiplying weakness system and it wasnt fun to play. So i dont want to multiply weakness and resistances. Now copy paste time(There is also negative versions of elements witch turns positives to negative and negatives to positive):

    ELEMENTS

    Fire, Electric, Magnetism, Ice, Water, Wind, Light, Holy, Dark, Spirit, Mental, Poison, Earth, Slash, Stab, Smash; 16

    FIRE: Hate, chemical reaction with air. Freezing flames. Light. Holy also Dark. -Fire means cooling or killing the flames.

    ELECTRIC: Life, magnetism, speed. Holy. -Electric means death.

    MAGNETISM: Control, ruling, forcing, dictatorship. Gravity, magnet, bending, telekinesis. -Magnetism = soft attacks that doesnt effect metals.

    ICE: Selfishness, energy stealing, cold. Holy and Dark. -Ice means heating.

    WATER: Being normal. Liquid, wave, smash. Neutralizer. -Water means drying.

    WIND: Gentleness. Gas, storm, lightweight. Holy. -Wind = more gravity.

    LIGHT: Being an attention whore. Annoying. Holy. Laser, blindness, radiation, nuclear. -Light = blindness, energy drain.

    HOLY: Being John Frederick Kennedy. Suicidal. Blessing, love, help, support, light, flame, death. -Holy = depression.

    DARK: Killing everything for fun. Not good. Death, darkness, hate, insanity, murder, poison. -Dark = destroying self love.

    SPIRIT: Psychologist. Sensetive. Ghost, life, spiritual, demonic, emotional. -Spirit = emotional breakdown.

    MENTAL: Scientist. Smart, logical. Insanity, confusion, losing purpose, not understanding, mind control. -Mental = insanity crisis.

    POISON: Cheating, lying, secrets, cadishness. Bug, mutant, soldier. Do not trust and dont drink. Poison, acid, chemical, venom, illness, plague. -Poison = electrolisis.

    EARTH: Lazyness. Never moved. Sand bending, avalanche, giant earth elementals. -Earth = fall damage.

    SLASH: Heroic vandalism. Believes he is main character. Normal basic sword attack. -Slash = element of god.

    STAB: Assassinating, murdering with style. Cunning, determined. Spear stab. -Stab = soundwave.

    SMASH: Barbaric brawler. Ignorant, not educated, basic, instinct. Just a basic punch or canon ball. -Smash = element of golden dragon.

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  • Felee was flee, english ist keine mein muttertongue also deutchs is not. Whatever so flee is felee and it is about your dodge rate. I think we did enought post in this forum. Maybe i have to answer questions. There was a damage calculation formule. I have to find it.

    Damage Calculation

    You have base 100 damage 100 hit, enemy have base 100 flee, 100 armor, 100 hpr.

    You are using a skill that adds +%500 damage and +%200 hit, you now have 600 damage and 300 hit.

    Your enemy weak against your element you have +%50 bonus damage. Your base damage is 100 its %50 is 50. You will deal plus 50 damage. You will 650 damage. Enemy strong against your attack style. You will have -%50 hit. And your hit will be 300-50=250. You have a passive increasing your hit and damage by +%50. You will deal 700 damage with 300 hit rate. You have a buff giving you +%300 damage and hit. You will deal 1000 damage with 600 hit. In this game damages are random. You will deal a damage between 1 and 1999. Enemy have 100 flee you have 600 hit enemy have a flee rate 1/7. So in each 7 attacks you will hit him 6 times and will miss him 1 time. But things are random so you may always miss or hit, its just about luck. You hit the enemy with 1000 damage. Enemy was have 100 armor and hpr. Your damage decreased by 200, you dealt 800 damage. Enemy has a active passive buff that multiplying his health by 4 (%400 or +%300). That means your damage is divided by 4. 800/4=200 now you will deal 200 damage. Enemy has 100 health it reached 0 health. It is still alive now you will deal damage to his mana. Mana takes 2 times more damage than health that means her mana will take 200 damage instead of 100. It was have 100 mana remaining and its gone, or died. You won. Good for you. So things never get multiplied they will be added to each other. And you have to destroy enemy armor and hpr before dealing damage to enemy. Even their health reaches to 0 you now have to destroy their mana and if you cant it will regain its hp with its hpr and its armor will be refreshed every turn. Armor can be penetrated by multiple enemies its only get refreshed each turn so 100 players attacks to 1 high armored person his armor will be destroyed. Also your attacks may miss the enemy and than they do nothing so your enemy is really okay. Some skills may consume hp or if you have no mana or mpr you able to consume your health instead of mana but they consume double times more than they normally do so hp is not good for using skills and mana is not good for taking damage but they can help to each other.

  • dmg2 hit2 fle1 hp10 hpr1 mp10 mpr1 arm2 move range LEVEL10points1skill +%50 -%50

    Okay people we will test the game. Last surviver will win the game. You will fight against OP zombies. You may kill each other or fight against zombies. Map and mobs will be created and be careful about zombie spawners and secret bosses; they can be everywhere. Only i will see the map so you may get lost in the map. I may say to you which direction you are facing but you cant know is it south or west? Bcause you will be in a building so you really dont know directions. Now you are level 1 and weakest zombie is also level 1, spend your 10 points on your 10 different stats. You already have 2dmg 2hit 1move, what will you do with remaining 7 points? Maybe you need hp and hpr. Or maybe you want to boost your felee for acting like a ninja. Or just simply boost your armor, they cant even penetrate it but there is many types of zombies. Also you have a skill point.

    In beta we dont have elements or attack styles. Normally we have 12 and 12 of them which one makes 144 combinations. In beta you can use all skills so there is no class or skill tree.

    Stat Boost Passive

    Many players firstly unlocks one of this skills. If you will make everything equal to each other than dont unlock this skill: You will always have +%50 to one of your attributes and one of your other attribute will be have -%50. Boost highest attribute, decrease lowest attribute.

    Dont Recover Boost

    By turning all your mpr to mp or all your hpr to hp and increasing permanently your base mp or hp by +%50 you will gain a debuff which one is makes you unable to regnerate naturally by time but makes your health full if you dont move and attack and dont get attacked for continuously 10 turns.

    Rage

    You gain -%50 damage. But you gain damage with percentage of equal to %150 percent of lost health. Which one means if your hp is 0 you will have +%200 (50+150=200) damage but if your hp is full you will have -%50 damage. Players without this passive always have %100 damage. This buff gives you %50 bonus damage by; lowering your damage if it is over %66. So it is OP when you have lower hp than %66. IN BOARD GAME VERSION OF THE GAME YOU HAVE %50 IF YOUR HP MORE THAN %50, AND YOU HAVE %200 WHEN YOUR HP LOWER THAN %50. I changed my mind. It will be %25 to %50. So (100-75=50) (75-50=100) (50-25=150) (25-0=200)

    Fully Powered

    Reverse version of rage. Bcause of it is giving buff before battle starts it is weaker than rage. It is %150 when hp higher %50, %50 when hp lower than %50. No it will be (100-66or60=150) (66or60-33or40=100) (33or40-0=50)

    Rebirth

    Your max hp is %90 of your hp instead of %100. When you die you dont die and keep living with %10 of your max hp. For returning to real life you have to consume all of your mana while your mana is full. Its great skill for DPS but in real game it is Ice Titans skill which one is full tank. If you use rebirth, you will have -%100 hpr, -%100 armor and you will have +%100 felee and +%100 hit until you get back to normal by spending all of your max mana.

    Aligning RNG Gods!

    If you miss 2 hits in a row than you will have +%50 hit bonus next turn. If enemy misses you 2 turns in a row, next turn you have -%50 felee. If many enemies are atacking to you than %66 of them have to be missed you for activating this passive. Buffs stays until situation changes.

    Pray for RNG Gods

    If enemies hit you 3 times in a row than you will have +%50 felee bonus next turn. If you hit enemies 3 turns in a row, next turn you have -%50 hit. If many enemies are atacking to you than %75 of them have to be hit you for activating this passive. Buffs stays until situation changes.

    Plague

    When you take damage, enemy takes same amount of damage. You permanantly lost %50 of your hp by unlocking this.

    Wampirism

    Yeah, classic wampirism. You will get healed amount of damage you dealt. Your base damage is permanently halved.

    From 7th Dimension

    Whenever you deal damage, that damage will be dealt 1 turn later. You have a +%50 bonus damage.

    From 8th Dimension

    When you take damage you will take it 1 turn later. Enemies have a +%50 bonus damage. This passive gets active when you have less than %50 hp.

    Muderer Instincs

    Its same thing with Rage passive but based on preys health.

    Action Guy

    Its same thing with Fully Powered passive but based on victims health.

    Kindfulness

    If enemy misses you this turn, next turn you will have -%50 felee and +%50 damage. For multi enemies more than %50 of them must miss.

    It is Safe

    If enemy misses you this turn, next turn you will have -%50 felee and +%50 hit. For multi enemies more than %50 of them must miss.

    Shaolin Monk

    If you hit enemy, next turn you will have -%50 hit and +%50 felee.

    What am I doing?

    If you hit enemy, next turn you will have -%50 hit and +%50 armor.

    Analyzed

    If you made a dodge last turn and this turn your armor protected you against damage, you will gain +%100 hit for next turn.

    From 6th Dimension

    When you consume mana, you gain health equal to %50 of mana you consumed. Your mana is halved permanently.

    Masochit

    When you take damage, half of damage taken becomes mana. Your hp is halved permanently.

    Soul Sucker

    When you deal damage you gain mana equal to damage you dealt. Your damage is halved permanently.

    Mana Shield

    When you take damage to your hp, damage is halved and you lose mana equal to %150 times of damage. So its basically a kind of mana shield but not worthing it.

    Ammm

    When you take damage you gain %33 amount of damage as hp and your hp is halved. Permanently.

    Okay?

    When you use mana you gain %33 amount of used mana as mana and your mana is halved. Permanently.

    Rusty Mail

    If enemy cant penetrate your armor than deal damage to them equal to remaining armor. Your armor is halved. If many enemies dealt damage all of them will take the damage.

    Cursed Mail

    When your armor gets broken and you take damage, deal damage equal to your armor; to everything dealt damage to you this turn. Your armor is halved. Permanently.

    I think there is no anymore possible passive which one will not break balance of game. So weak must get strong, strong must get weak. That gaining health when take damage is OP but its decreasing your max hp to %75 while increasing all healing effects by %200. So this is an OP passive but it is useless if you get oneshoot killed bcause of you lose %25 of your max hp. I am nerfed it to regaining %33 of taken damage, now new total max hp is %66 and healing buff is %200. I also buffed Mana Shield it was %200 instead of %150.

  • My firts 4 posts are edited. Game is finished, thank you for reading it.

  • I edited first 2 post to latest versions. Game is over now i can make classes and skill trees.

    Thank you for your comments. This is a game mechanic design. Its not about software.

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yuno44907

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