woah calm dowm man it's alright, i posted it on page 65 go check it out if your interested.^^
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If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
Hello Frizzil! I would like to suggest some ideas for future development in your Hack/Mine modification for MineCraft. I cannot say how difficult the coding would be to implement these features but please read them with an open mind and consider my suggestions.
System
When using higher resolution texture packs, there appears to be a bug where the hmitems.png file would not render, instead the items.png file renders in its place and causes items to display incorrectly. There are also many bugs where an item displayed on the hotbar is displayed differently when held. Maybe improvements in the GUI and texture folders are needed.
Should parties be implemented? Players can team up with each other and players in the same party (group of 2-6) will be able to see each others HP and can easily access a 'party inventory' where the players can store and share items and loot that they find. 'Party Inventory' should expand as more players join the party. This can allow easier and safer trading between party members. When a party is disbanded, the items in the 'party inventory' must be moved to the player's inventories or dropped and thrown away. Note that the 'party inventory' is not a trading method as it is more for sharing your items.
Should passive skills be implemented? This would allow for more customizations to the classes and playing on a Hack/Mine SMP is all about being unique Its RPG!
For EXP distribution, I'm not sure how it works but if this isn't the system, percentage of the damage dealt should determine the amount of EXP received. e.g, If a team of three players; warrior, mage and ranger, kills a monster and the warrior, mage and ranger deals 40%, 30% and 30% of the total damage respectively, then they will receive EXP in the same percentage (40%, 30% and 30%) of the maximum total of EXP dropped by the monster. However, with the introduction of the Healer (Bard?) damage dealt cannot be the only factor of EXP distribution anymore. So maybe Bards can earn some EXP by healing other players. Their main source of EXP should be assists, where if another player kills a monster within 3 seconds of being healed, the Bard would receive a percentage of the experience that the other player receives. So if the Bard healed the warrior who dealt 40% of the damage, he would receive a percentage of that 40%. It took me a long time to think of valid ways Bards can earn EXP without being over-powered, but if you already have ideas, then I hope my ideas helped too!
Interface
The controls menu could display a keyboard (can be toggled between default) for easier mapping and keyboard settings should be world or server specific for easier customizations.
When accessing the skills page, experience should be displayed with numbers for easier leveling management.
There should be a money slot in the inventory to cash in coins collected from dungeon loot. This will make it harder to 'steal' coins from other players.
Suggested skills
I won't focus too much on attacks as you probably have ideas already. Unique classes can be built with more skills, right? Also, every class would have a very powerful, but very high cool down skill. Preferably an Attack skill or a Secondary skill. I noted these skills with a '+' symbol. Passive skills should be able to be toggled.
Warrior
(P) - Combo Ability - Every kill in a chain increases damage dealt by 5% (capped at 50%) Combos should have an interval of 2-3 seconds before the combo is lost. Combo count should be displayed on-screen.
(S) - Iron Skin - Reduces damage received by 50% when casted for a duration of 15 seconds, enough time to run into a crowd and tank damage. Visuals could be similar to that of a charged creeper, but instead it is a grey and silver glow. This skill cannot be casted with the Beserker Ability.
(S) - Beserker - This skill is a must have in almost every RPG, increases damage dealt by 75% while increasing damage received by 50% for 15 seconds. For visuals the user's weapon could be glowing. This skill cannot be casted with the Iron Skin Ability.
(A) - Ground Smash - When casted, mobs in front of the user will be damaged and thrown into the air. The further, the higher and more damage. Visually, four client-sided pillars of stone (2x2) will rise into the air, at 2, 4, 6 and 8 blocks height with 1 block gaps. These pillars should be animations only as rendering these pillars as actual blocks might cause severe lag. And this skill should be able to be casted in all 360 degrees, not just in N/S/E/W directions. Also, to prevent spam there should be a high mana cost and cool down time.
(S)+ - Critical - When casted, critical chance becomes 90% for a 20 second duration. The weapon will appear larger and will glow intensely, so much the textures behind the glow cannot be seen, like a semi-lightsaber. Much like other '+' skills, high mana cost and high cool down.
Mage
(P) - Mana Drain - This ability is already found in items, but maybe it could be in a skill? Or the game could support both and this skill will add on to the effect? Because countless of times I have found myself out of mana as a Mage. Then again, it could be my mana management.
(A) - Chain Lightning - Lightning is casted from the user's hands and deal as much damage as the lightning skill. However, when the lightning jumps to another enemy, damage is reduced by 25%. Visuals can be mini-lightning bolts connecting all affected enemies. Advantage of this skill over the lightning skill is that the lightning can jump a greater distance then the casters reach, increasing the area of effect.
(A) - Blizzard - Mobs around the user will slow down in movement and attack. Their defense will decrease by 25%. This skill will have a higher mana cost. Mobs affected will have a blue tint.
(S)+ - Infinity - This skill will consume 75% of the user's mana, but will grant him an infinite amount of mana for a 15, 20 or 30 second duration, depending on the Intelligence level. This skill is only useful when the user can spend more mana then he has in the short period of time. Visually, a translucent light blue force field will be generate around the user, much like that of a charged creeper as well.
(F) - This has been mentioned a lot. The Mage's Charged Bolt Ability should have more freedom with the aim.
Ranger
(F) - The climbing ability should have the ability to be toggled.
(Question) - Why are bows not 100% accurate like it is in Vanilla MineCraft? Is it to prevent sniping? I can barely hit anything. Answer? Skills to improve accuracy!!!
(Suggestion) - For the upcoming zip line skill, maybe the user can shoot an arrow with a line attached and when it lands, the user will be pulled along the line. If the user is blocked or interrupted the line will break. If the arrow travels too far then the arrow will immediately drop to the ground and hook there? Left clicking while being pulled along the line will detach the line. This is just a suggestion if you can't think of any
(S)+ - Rapid Shot - When casted arrows have no charge up time but can only fire at 3 arrows per second for a duration of 20 seconds (that's 60 arrows!) When casted, other attacking skills cannot be used. This skill should have a high mana cost and cool down time. The user's bow will be rapidly glowing.
(A) - Piercing Shot - Arrows will deal 10% less damage but can penetrate enemies. Arrows deal an additional 10% less damage for every enemy pierced. Great for crowded hallways or mobs.
(S) - Adrenaline Rush - When casted, the user will sprint 33% faster. However, while casted his arrows will suffer an accuracy drop of 25%. The skill lasts 20 seconds. Visually, near his feet light blue sprint particles will form.
Bard (Healer)
I've heard of your idea about a healer class. Maybe to make healers less passive and give players the ability to SSP with the healer, I could suggest some skills.
(S/A) - Blessing - When casted, HP regeneration increases greatly over a duration of 15 seconds. Aim at other players or entities to cast on them and aim at nobody to cast on self. Aim at undead monsters to harm them, dealing instant damage. This skill might be hard to implement, due to the different effect it has on different entities. Players under this effect will have medical cross symbols being generated like potion effects in Vanilla MineCraft.
(P) - Healing Aura - Any players near the user will receive a slight increase in their HP regeneration, maybe an increase of 5%? Prepare to receive lots of hugs!
(S) - Mass Healing - When casted, the user will throw an object, much like potions and will instantly heal other players who are in the splash radius of this skill. This skill would be the multi-targeted healing skill.
(A) - Holy Rays - When casted, all mobs under this light will be burned and damaged. For visuals, maybe the area where the skill was casted would increase in brightness?
(P) - Guardian Angel - Monsters who touch the user will receive damage dealt back to them. Maybe the skill could deal damage based on how much damage was received. 50%? This skill would make Bards less vulnerable to other monsters who sneak up behind the team in SMP when the team isn't looking and could give the Bards a chance of surviving.
(S)+ - Resurrection - When a player dies, their character will fall to the ground and will be red but will not disappear for 30 seconds and this will allow the Bard to resurrect their fallen allies to 10HP. However, this skill will burn through 90% of the Bards entire mana pool and the skill has a long cool down, meaning that this skill cant be over used.
These are just a few ideas for now. They were carefully thought of to prevent over-powered-ness. If you want to discuss the balance of these skills please reply! I would really appreciate it if you replied so I would know that you read this I am not a modder or programmer so I am clueless about the implementations but I can do texturing works. I am a huge fan of your mod and I cant wait to see what it will be like when it comes out of Alpha
Hello Frizzil! I would like to suggest some ideas for future development in your Hack/Mine modification for MineCraft. I cannot say how difficult the coding would be to implement these features but please read them with an open mind and consider my suggestions.
System
When using higher resolution texture packs, there appears to be a bug where the hmitems.png file would not render, instead the items.png file renders in its place and causes items to display incorrectly. There are also many bugs where an item displayed on the hotbar is displayed differently when held. Maybe improvements in the GUI and texture folders are needed.
Should parties be implemented? Players can team up with each other and players in the same party (group of 2-6) will be able to see each others HP and can easily access a 'party inventory' where the players can store and share items and loot that they find. 'Party Inventory' should expand as more players join the party. This can allow easier and safer trading between party members. When a party is disbanded, the items in the 'party inventory' must be moved to the player's inventories or dropped and thrown away. Note that the 'party inventory' is not a trading method as it is more for sharing your items.
Should passive skills be implemented? This would allow for more customizations to the classes and playing on a Hack/Mine SMP is all about being unique Its RPG!
For EXP distribution, I'm not sure how it works but if this isn't the system, percentage of the damage dealt should determine the amount of EXP received. e.g, If a team of three players; warrior, mage and ranger, kills a monster and the warrior, mage and ranger deals 40%, 30% and 30% of the total damage respectively, then they will receive EXP in the same percentage (40%, 30% and 30%) of the maximum total of EXP dropped by the monster. However, with the introduction of the Healer (Bard?) damage dealt cannot be the only factor of EXP distribution anymore. So maybe Bards can earn some EXP by healing other players. Their main source of EXP should be assists, where if another player kills a monster within 3 seconds of being healed, the Bard would receive a percentage of the experience that the other player receives. So if the Bard healed the warrior who dealt 40% of the damage, he would receive a percentage of that 40%. It took me a long time to think of valid ways Bards can earn EXP without being over-powered, but if you already have ideas, then I hope my ideas helped too!
Interface
The controls menu could display a keyboard (can be toggled between default) for easier mapping and keyboard settings should be world or server specific for easier customizations.
When accessing the skills page, experience should be displayed with numbers for easier leveling management.
There should be a money slot in the inventory to cash in coins collected from dungeon loot. This will make it harder to 'steal' coins from other players.
Suggested skills
I won't focus too much on attacks as you probably have ideas already. Unique classes can be built with more skills, right? Also, every class would have a very powerful, but very high cool down skill. Preferably an Attack skill or a Secondary skill. I noted these skills with a '+' symbol. Passive skills should be able to be toggled.
Warrior
(P) - Combo Ability - Every kill in a chain increases damage dealt by 5% (capped at 50%) Combos should have an interval of 2-3 seconds before the combo is lost. Combo count should be displayed on-screen.
(S) - Iron Skin - Reduces damage received by 50% when casted for a duration of 15 seconds, enough time to run into a crowd and tank damage. Visuals could be similar to that of a charged creeper, but instead it is a grey and silver glow. This skill cannot be casted with the Beserker Ability.
(S) - Beserker - This skill is a must have in almost every RPG, increases damage dealt by 75% while increasing damage received by 50% for 15 seconds. For visuals the user's weapon could be glowing. This skill cannot be casted with the Iron Skin Ability.
(A) - Ground Smash - When casted, mobs in front of the user will be damaged and thrown into the air. The further, the higher and more damage. Visually, four client-sided pillars of stone (2x2) will rise into the air, at 2, 4, 6 and 8 blocks height with 1 block gaps. These pillars should be animations only as rendering these pillars as actual blocks might cause severe lag. And this skill should be able to be casted in all 360 degrees, not just in N/S/E/W directions. Also, to prevent spam there should be a high mana cost and cool down time.
(S)+ - Critical - When casted, critical chance becomes 90% for a 20 second duration. The weapon will appear larger and will glow intensely, so much the textures behind the glow cannot be seen, like a semi-lightsaber. Much like other '+' skills, high mana cost and high cool down.
Mage
(P) - Mana Drain - This ability is already found in items, but maybe it could be in a skill? Or the game could support both and this skill will add on to the effect? Because countless of times I have found myself out of mana as a Mage. Then again, it could be my mana management.
(A) - Chain Lightning - Lightning is casted from the user's hands and deal as much damage as the lightning skill. However, when the lightning jumps to another enemy, damage is reduced by 25%. Visuals can be mini-lightning bolts connecting all affected enemies. Advantage of this skill over the lightning skill is that the lightning can jump a greater distance then the casters reach, increasing the area of effect.
(A) - Blizzard - Mobs around the user will slow down in movement and attack. Their defense will decrease by 25%. This skill will have a higher mana cost. Mobs affected will have a blue tint.
(S)+ - Infinity - This skill will consume 75% of the user's mana, but will grant him an infinite amount of mana for a 15, 20 or 30 second duration, depending on the Intelligence level. This skill is only useful when the user can spend more mana then he has in the short period of time. Visually, a translucent light blue force field will be generate around the user, much like that of a charged creeper as well.
(F) - This has been mentioned a lot. The Mage's Charged Bolt Ability should have more freedom with the aim.
Ranger
(F) - The climbing ability should have the ability to be toggled.
(Question) - Why are bows not 100% accurate like it is in Vanilla MineCraft? Is it to prevent sniping? I can barely hit anything
(Suggestion) - For the upcoming zip line skill, maybe the user can shoot an arrow with a line attached and when it lands, the user will be pulled along the line. If the user is blocked or interrupted the line will break. If the arrow travels too far then the arrow will immediately drop to the ground and hook there? Left clicking while being pulled along the line will detach the line. This is just a suggestion if you can't think of any
(S)+ - Rapid Shot - When casted arrows have no charge up time but can only fire at 3 arrows per second for a duration of 20 seconds (that's 60 arrows!) When casted, other attacking skills cannot be used. This skill should have a high mana cost and cool down time. The user's bow will be rapidly glowing.
(A) - Piercing Shot - Arrows will deal 10% less damage but can penetrate enemies. Arrows deal an additional 10% less damage for every enemy pierced. Great for crowded hallways or mobs.
(S) - Adrenaline Rush - When casted, the user will sprint 33% faster. However, while casted his arrows will suffer an accuracy drop of 25%. The skill lasts 20 seconds. Visually, near his feet light blue sprint particles will form.
Bard (Healer)
I've heard of your idea about a healer class. Maybe to make healers less passive and give players the ability to SSP with the healer, I could suggest some skills.
(S/A) - Blessing - When casted, HP regeneration increases greatly over a duration of 15 seconds. Aim at other players or entities to cast on them and aim at nobody to cast on self. Aim at undead monsters to harm them, dealing instant damage. This skill might be hard to implement, due to the different effect it has on different entities. Players under this effect will have medical cross symbols being generated like potion effects in Vanilla MineCraft.
(P) - Healing Aura - Any players near the user will receive a slight increase in their HP regeneration, maybe an increase of 5%? Prepare to receive lots of hugs!
(S) - Mass Healing - When casted, the user will throw an object, much like potions and will instantly heal other players who are in the splash radius of this skill. This skill would be the multi-targeted healing skill.
(A) - Holy Rays - When casted, all mobs under this light will be burned and damaged. For visuals, maybe the area where the skill was casted would increase in brightness?
(P) - Guardian Angel - Monsters who touch the user will receive damage dealt back to them. Maybe the skill could deal damage based on how much damage was received. 50%? This skill would make Bards less vulnerable to other monsters who sneak up behind the team in SMP when the team isn't looking and could give the Bards a chance of surviving.
(S)+ - Resurrection - When a player dies, their character will fall to the ground and will be red but will not disappear for 30 seconds and this will allow the Bard to resurrect their fallen allies to 10HP. However, this skill will burn through 90% of the Bards entire mana pool and the skill has a long cool down, meaning that this skill cant be over used.
These are just a few ideas for now. They were carefully thought of to prevent over-powered-ness. If you want to discuss the balance of these skills please reply! I would really appreciate it if you replied so I would know that you read this I am not a modder or programmer so I am clueless about the implementations but I can do texturing works. I am a huge fan of your mod and I cant wait to see what it will be like when it comes out of Alpha
nice for a first comment^^
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If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
(A)(U) Rage: Increases damage dealt, speed and, damage received by 5 percent each level, capping off at 35%.
(A)(U) Defend: Reduces Damage dealt, speed, and damage received by 5 percent each level, capping off at 35%.
(A)(U) Rush: Increases speed, the duration and potency of which are determined by the level
(P) Thick Skinned: Warriors receive less damage, but move slower as a result.
For the Ranger:
(A) Climb: Make auto-climbing toggle-able, for Christ's sake
(P) Hunter: Can get closer to a mob without it aggro-ing.
(P) Precision: Can shoot more accurately and further than a non-ranger would.
(P) Athletic: Can jump 1.5 blocks, move faster, and jump further
For the Mage:
(A)(S) Beams: They come in all the flavors, and fire a concentrated, but weak beam of that energy from the caster
(A)(S) Bolts: They come in all flavors, and fire an unconcentrated, but strong bolt of that energy
(A)(S) AoE Ability: They come in all flavors, and sends a shockwave of energy from the caster to EVERYONE around them
(A)(U) Mage Armor: A shield that absorbs ten damage per level, up to level fifteen, and reflects one third of it back at the mob, and one fourth at a player.
(A)(S) Push/Pull: two spells that function exactly as their name suggests, and as the mage grows stronger, so do they.
(P) Focus: Mages get more mana, but move slower as a result of the baggage.
For the Healer/Buff/Debuff class:
(A)(U) Aura: Projects an aura of Regeneration/Pestilence, doing what the name says, healing or hurting.
(A)(S) Polymorph: Turns you into a hostile mob based off of race, so, Elves become spiders, Dwarves become Creepers, Halflings become Spiders, and Steves become something, maybe a Zombie.
(P) Desert Blood: Health regenerates slightly faster, at the least 5%, at most 15%
(A)(U) Shroud of fear: Makes nearby mobs act like a farm animal that has just been attacked, works further and on higher level mobs as it levels up.
Also, if you could take one of a number of traits at spawn, ala Fallout: NV style, then that would be nice, Some examples:
Athletic: Increases physical stats
Scholarly: Increases non-physical stats
Lucky: Increases the rate at which magical items spawn from MOBS.
Small frame: +1 dexterity/Agility, -1 Fortitude/Strength
Large Frame: +1 Strength/Fortitude, -1 Dexterity/ Agility
Beatbox, YOUR ALMOST AT ONE HUNDRED PPPPPOOSSSSSSTTTTTTTTTTSSSS!
Hello Frizzil! I would like to suggest some ideas for future development in your Hack/Mine modification for MineCraft. I cannot say how difficult the coding would be to implement these features but please read them with an open mind and consider my suggestions.
System
When using higher resolution texture packs, there appears to be a bug where the hmitems.png file would not render, instead the items.png file renders in its place and causes items to display incorrectly. There are also many bugs where an item displayed on the hotbar is displayed differently when held. Maybe improvements in the GUI and texture folders are needed.
Should parties be implemented? Players can team up with each other and players in the same party (group of 2-6) will be able to see each others HP and can easily access a 'party inventory' where the players can store and share items and loot that they find. 'Party Inventory' should expand as more players join the party. This can allow easier and safer trading between party members. When a party is disbanded, the items in the 'party inventory' must be moved to the player's inventories or dropped and thrown away. Note that the 'party inventory' is not a trading method as it is more for sharing your items.
Should passive skills be implemented? This would allow for more customizations to the classes and playing on a Hack/Mine SMP is all about being unique Its RPG!
For EXP distribution, I'm not sure how it works but if this isn't the system, percentage of the damage dealt should determine the amount of EXP received. e.g, If a team of three players; warrior, mage and ranger, kills a monster and the warrior, mage and ranger deals 40%, 30% and 30% of the total damage respectively, then they will receive EXP in the same percentage (40%, 30% and 30%) of the maximum total of EXP dropped by the monster. However, with the introduction of the Healer (Bard?) damage dealt cannot be the only factor of EXP distribution anymore. So maybe Bards can earn some EXP by healing other players. Their main source of EXP should be assists, where if another player kills a monster within 3 seconds of being healed, the Bard would receive a percentage of the experience that the other player receives. So if the Bard healed the warrior who dealt 40% of the damage, he would receive a percentage of that 40%. It took me a long time to think of valid ways Bards can earn EXP without being over-powered, but if you already have ideas, then I hope my ideas helped too!
Interface
The controls menu could display a keyboard (can be toggled between default) for easier mapping and keyboard settings should be world or server specific for easier customizations.
When accessing the skills page, experience should be displayed with numbers for easier leveling management.
There should be a money slot in the inventory to cash in coins collected from dungeon loot. This will make it harder to 'steal' coins from other players.
Suggested skills
I won't focus too much on attacks as you probably have ideas already. Unique classes can be built with more skills, right? Also, every class would have a very powerful, but very high cool down skill. Preferably an Attack skill or a Secondary skill. I noted these skills with a '+' symbol. Passive skills should be able to be toggled.
Warrior
(P) - Combo Ability - Every kill in a chain increases damage dealt by 5% (capped at 50%) Combos should have an interval of 2-3 seconds before the combo is lost. Combo count should be displayed on-screen.
(S) - Iron Skin - Reduces damage received by 50% when casted for a duration of 15 seconds, enough time to run into a crowd and tank damage. Visuals could be similar to that of a charged creeper, but instead it is a grey and silver glow. This skill cannot be casted with the Beserker Ability.
(S) - Beserker - This skill is a must have in almost every RPG, increases damage dealt by 75% while increasing damage received by 50% for 15 seconds. For visuals the user's weapon could be glowing. This skill cannot be casted with the Iron Skin Ability.
(A) - Ground Smash - When casted, mobs in front of the user will be damaged and thrown into the air. The further, the higher and more damage. Visually, four client-sided pillars of stone (2x2) will rise into the air, at 2, 4, 6 and 8 blocks height with 1 block gaps. These pillars should be animations only as rendering these pillars as actual blocks might cause severe lag. And this skill should be able to be casted in all 360 degrees, not just in N/S/E/W directions. Also, to prevent spam there should be a high mana cost and cool down time.
(S)+ - Critical - When casted, critical chance becomes 90% for a 20 second duration. The weapon will appear larger and will glow intensely, so much the textures behind the glow cannot be seen, like a semi-lightsaber. Much like other '+' skills, high mana cost and high cool down.
Mage
(P) - Mana Drain - This ability is already found in items, but maybe it could be in a skill? Or the game could support both and this skill will add on to the effect? Because countless of times I have found myself out of mana as a Mage. Then again, it could be my mana management.
(A) - Chain Lightning - Lightning is casted from the user's hands and deal as much damage as the lightning skill. However, when the lightning jumps to another enemy, damage is reduced by 25%. Visuals can be mini-lightning bolts connecting all affected enemies. Advantage of this skill over the lightning skill is that the lightning can jump a greater distance then the casters reach, increasing the area of effect.
(A) - Blizzard - Mobs around the user will slow down in movement and attack. Their defense will decrease by 25%. This skill will have a higher mana cost. Mobs affected will have a blue tint.
(S)+ - Infinity - This skill will consume 75% of the user's mana, but will grant him an infinite amount of mana for a 15, 20 or 30 second duration, depending on the Intelligence level. This skill is only useful when the user can spend more mana then he has in the short period of time. Visually, a translucent light blue force field will be generate around the user, much like that of a charged creeper as well.
(F) - This has been mentioned a lot. The Mage's Charged Bolt Ability should have more freedom with the aim.
Ranger
(F) - The climbing ability should have the ability to be toggled.
(Question) - Why are bows not 100% accurate like it is in Vanilla MineCraft? Is it to prevent sniping? I can barely hit anything
(Suggestion) - For the upcoming zip line skill, maybe the user can shoot an arrow with a line attached and when it lands, the user will be pulled along the line. If the user is blocked or interrupted the line will break. If the arrow travels too far then the arrow will immediately drop to the ground and hook there? Left clicking while being pulled along the line will detach the line. This is just a suggestion if you can't think of any
(S)+ - Rapid Shot - When casted arrows have no charge up time but can only fire at 3 arrows per second for a duration of 20 seconds (that's 60 arrows!) When casted, other attacking skills cannot be used. This skill should have a high mana cost and cool down time. The user's bow will be rapidly glowing.
(A) - Piercing Shot - Arrows will deal 10% less damage but can penetrate enemies. Arrows deal an additional 10% less damage for every enemy pierced. Great for crowded hallways or mobs.
(S) - Adrenaline Rush - When casted, the user will sprint 33% faster. However, while casted his arrows will suffer an accuracy drop of 25%. The skill lasts 20 seconds. Visually, near his feet light blue sprint particles will form.
Bard (Healer)
I've heard of your idea about a healer class. Maybe to make healers less passive and give players the ability to SSP with the healer, I could suggest some skills.
(S/A) - Blessing - When casted, HP regeneration increases greatly over a duration of 15 seconds. Aim at other players or entities to cast on them and aim at nobody to cast on self. Aim at undead monsters to harm them, dealing instant damage. This skill might be hard to implement, due to the different effect it has on different entities. Players under this effect will have medical cross symbols being generated like potion effects in Vanilla MineCraft.
(P) - Healing Aura - Any players near the user will receive a slight increase in their HP regeneration, maybe an increase of 5%? Prepare to receive lots of hugs!
(S) - Mass Healing - When casted, the user will throw an object, much like potions and will instantly heal other players who are in the splash radius of this skill. This skill would be the multi-targeted healing skill.
(A) - Holy Rays - When casted, all mobs under this light will be burned and damaged. For visuals, maybe the area where the skill was casted would increase in brightness?
(P) - Guardian Angel - Monsters who touch the user will receive damage dealt back to them. Maybe the skill could deal damage based on how much damage was received. 50%? This skill would make Bards less vulnerable to other monsters who sneak up behind the team in SMP when the team isn't looking and could give the Bards a chance of surviving.
(S)+ - Resurrection - When a player dies, their character will fall to the ground and will be red but will not disappear for 30 seconds and this will allow the Bard to resurrect their fallen allies to 10HP. However, this skill will burn through 90% of the Bards entire mana pool and the skill has a long cool down, meaning that this skill cant be over used.
These are just a few ideas for now. They were carefully thought of to prevent over-powered-ness. If you want to discuss the balance of these skills please reply! I would really appreciate it if you replied so I would know that you read this I am not a modder or programmer so I am clueless about the implementations but I can do texturing works. I am a huge fan of your mod and I cant wait to see what it will be like when it comes out of Alpha
(A)(U) Rage: Increases damage dealt, speed and, damage received by 5 percent each level, capping off at 35%.
(A)(U) Defend: Reduces Damage dealt, speed, and damage received by 5 percent each level, capping off at 35%.
(A)(U) Rush: Increases speed, the duration and potency of which are determined by the level
(P) Thick Skinned: Warriors receive less damage, but move slower as a result.
For the Ranger:
(A) Climb: Make auto-climbing toggle-able, for Christ's sake
(P) Hunter: Can get closer to a mob without it aggro-ing.
(P) Precision: Can shoot more accurately and further than a non-ranger would.
(P) Athletic: Can jump 1.5 blocks, move faster, and jump further
For the Mage:
(A)(S) Beams: They come in all the flavors, and fire a concentrated, but weak beam of that energy from the caster
(A)(S) Bolts: They come in all flavors, and fire an unconcentrated, but strong bolt of that energy
(A)(S) AoE Ability: They come in all flavors, and sends a shockwave of energy from the caster to EVERYONE around them
(A)(U) Mage Armor: A shield that absorbs ten damage per level, up to level fifteen, and reflects one third of it back at the mob, and one fourth at a player.
(A)(S) Push/Pull: two spells that function exactly as their name suggests, and as the mage grows stronger, so do they.
(P) Focus: Mages get more mana, but move slower as a result of the baggage.
For the Healer/Buff/Debuff class:
(A)(U) Aura: Projects an aura of Regeneration/Pestilence, doing what the name says, healing or hurting.
(A)(S) Polymorph: Turns you into a hostile mob based off of race, so, Elves become spiders, Dwarves become Creepers, Halflings become Spiders, and Steves become something, maybe a Zombie.
(P) Desert Blood: Health regenerates slightly faster, at the least 5%, at most 15%
(A)(U) Shroud of fear: Makes nearby mobs act like a farm animal that has just been attacked, works further and on higher level mobs as it levels up.
Also, if you could take one of a number of traits at spawn, ala Fallout: NV style, then that would be nice, Some examples:
Athletic: Increases physical stats
Scholarly: Increases non-physical stats
Lucky: Increases the rate at which magical items spawn from MOBS.
Small frame: +1 dexterity/Agility, -1 Fortitude/Strength
Large Frame: +1 Strength/Fortitude, -1 Dexterity/ Agility
Beatbox, YOUR ALMOST AT ONE HUNDRED PPPPPOOSSSSSSTTTTTTTTTTSSSS!
Hahas I still have two only (this is my second) Well this mod made me create an account! gotta love this mod :3 i would love to hear a reply from frizzil thou :X there are still loads of points where the interface could be improved... :/ and sure it would be nice to get some ideas from other RPG's but maybe this mod should be original like super original! xD The skills took a long time to think about thou -.- but a disguise skill might be a little confusing? :s
Hahas I still have two only (this is my second) Well this mod made me create an account! gotta love this mod :3 i would love to hear a reply from frizzil thou :X there are still loads of points where the interface could be improved... :/ and sure it would be nice to get some ideas from other RPG's but maybe this mod should be original like super original! xD The skills took a long time to think about thou -.- but a disguise skill might be a little confusing? :s
I was thinking about a Ranger simply not aggroing mobs as quickly, for example, Nagas aggro at 15-ish blocks, so a Ranger with the Hunter ability would only be Aggroed at half that distance.
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A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
I was thinking about a Ranger simply not aggroing mobs as quickly, for example, Nagas aggro at 15-ish blocks, so a Ranger with the Hunter ability would only be Aggroed at half that distance.
LET'S MAKE HACK/MINE THE MOST UNIQUE RPG EVER!
That would actually be amazing! But if you are on SMP I dont really see why u need that, as all the Warriors seem to just run in with their charge skill and agro all the mobs before you can even get in range where your bow actually hits something and not miss a million yards! Then the precision skill would be amazing and the Adrenaline Rush thing would be helpful in a way, but still leaves you unable to aim :3 Countless of times have a Warrior use the Charge ability and move at SUPER SPEED, faster than a Ranger can keep up... -.- Isn't that supposed to be the other way around? BTW maybe the the angle of the Leap skill can be affected by where the player is pointing at? So Leap can also become more of a mobility skill as when i Leap, i always take fall damage when i try to go forward; e.g, looking forward will make you jump with more distance and less height while looking up will make you leap higher? and leaping backwards would be amazing for back-pedalling enemies. Not sure if that might ruin the concept of the game thou :X
System
HUGE BUG (intended or not?)
In SMP, when all the players on the server go to sleep, and wake up next morning, their spawn point is still at the original LVL 1 area. This is a major setback as travelling back to the level 50-60 area will take ages when you die. However, maybe the way beds work should be changed in Hack/Mine? Since travelling in this mod is essential to finding monsters that are WORTHY of your higher levels, dying without a checkpoint can really set you back. In Vanilla, all the players in SMP must go to bed before the 'sleeping' process starts. However, maybe in Hack/Mine one must only sleep in a bed for 1 minute, wait until the screen goes blue and when the minute is up, the screen fades back to normal and their checkpoint is set! The night skipping feature of sleeping in Vanilla MineCraft doesnt really matter. This would make setting checkpoints so much easier as you won't have trolls refusing to go to sleep and keeping the entire server up till morning again. The beds work in SSP however. Please fix this, many times i just went into creative and fly in the general direction i died. -.-
Addressing the EXP distribution system, maybe players in a team/party will get EXP bonuses when the party size changes? This won't be the main source of EXP but more of a reward. Each member will recieve a % of the total EXP earned by the whole team based on some factors such as; damage dealt, kills, amount healed, heals that saved someone; eg, if the healer healed more than the targets maximum HP, that counts as one full heal and means that the Healer was credit to team (as in the target should have been dead (if you ignore the HP regeneration), so it would yield the same amount of EXP as 5-6 kills? The EXP would be rewarded when someone leaves, or joins the party to make coding it way easier as it wont be a live stream of EXP but rather an additional bonus at the end of each questing or raiding? If you think about it, that should be kinda balanced. This system would also push players to Co-Op more and solo less as being in a party should nearly double or 1.5 times the amount of EXP earned, and the coding should be easy. :X
I'm not sure if this is just because of the specs of my PC or the mod itself but there seems to be a lot of lag in SMP where entities, all of them, seem to move very laggy(ly). They stop moving, then the next second they suddenly charge at you, knock the hell outta ya and stop moving again, repeating the cycle, and all attacks seem to lag a lot too. Arrows bounce of enemies before dealing damage 2-3 seconds later. Same goes for melee attacks. There is a small bug where upon entering a SMP server, the damage dealt by a player averages around 1-5. It takes a few minutes before your stats actually have an effect. This can be a problem when someone disconnects during a dungeon or tower raid and reconnects and can't battle as they deal barely any damage at all.
Skills and Gameplay
I'm still trying my best to think of original ideas for Hack/Mine but I have a few
I wont really suggest new classes as these are up to Frizzil and it might ruin the balance unless i really want a class I don't remember which page this was on but someone mentioned an Engineer class? TF2 reference much? O.o In my opinion I think Hack/Mine is all about moving on and trying to explore for new areas and higher leveled mobs. I'm a level 15 Ranger taking on level 40-50 monsters, problem? Engineers might slow down the gameplay. :S
For the skills, just as many others suggested, maybe they can be upgraded? INTelligence affecting your magical skills is a bit annoying. Maybe skills should be upgraded according to different points? Stat Points for the stats and Ability Points for the Skills? That way one can focus on a completelycrazy (maybe fun) build. e.g Super-Dizzy Warrior!!! Spend SP on Dex and For and spend ALL AP on Whirlwind, only method of attack? SPIN! or even a Lightning -Mage? Spends all AP on his lightning based skills?
Maybe classes can have sub-classes too? (Lots of people mentioned this, I KNOW!) if you reply I can provide you with a detailed tree of all the classes with their sub-classes and at least 6 skills for each class and an additional 4 for each sub-class And better I can balance them and provide with viable visual effects for MineCraft, e.g, Lets have a skill called ball of doom!! we cant have BALLS OR CIRCLES in MineCraft! So I give you, CUBE OF DOOM! there :3
Warrior - Beserker (Crazy damage, also crazy low armor), Juggernaut (TANK TANK TANK), and Paladin (Buffing his abilities with a larger choice of Secondary skills) Ranger - Sniper (High accuracy, less armor (Can't lower speed as different classes with different permanent speeds might kill the game @Frizzil Once you go fast, you can't go back? ), Hunter (Higher Damage, just a pure upgrade from the Ranger), Trickster (More mobility, skills based on rapid attacks with low damage (That means you have to get rid of that system in Vanilla MineCraft that limits the amount of times you can hit an entity per second. Also, he might use his bow less, and use his arrows directly as weapons (mentioned before somewhere in the forums) (Don't hate on him yet!! This could actually add a lot of unique(ity) to the Ranger class, and still fit the whole "Ranger" theme) Mage - BattleMage (You guessed it, Mage that attacks with a melee weapon! OR maybe BattleMages can attack with powerful close range spells? Also can convert mana into HP?) ArchMage (Better selection of skills, higher mana pool and regeneration) and DemonMage? (Uses dark magic? Not sure how you can render that in MineCraft though, every kill grants a small chance of reviving an enemy as an ally who will live for a set amount of time? like a Necromancer?)
This whole sub-class system might be a HUGE request, no wait this IS a huge request, so don't work on this now, just jolt these ideas onto paper and dont lose it please xD Work on the bug fixes first, then add sub-classes if you want to :3 I would be glad to do the texturing work for ALL the skills for you if you or SMP don't feel like it, might even create HD support once the HD Texture Pack thing is fixed >.< About the Healer, havent really seen him in action so cant really decide on what he could improve on when he upgrades himself yet. Waiting for the update
When comparing risk to loot, towers seem to be much easier and give so much more loot more often. Dungeons are getting long and boring in a way. Can't wait for that new dungeon system thou :X That should spice things up
Frizzil, please spend some time to read these posts! Are my posts too long? O.O I get carried away sometimes.... *sigh... well i hope i have entertained you and most importantly, inspired you xD
The hmitems and related texture bugs are being worked on, no worries
A party system is already planned, only a matter of time. A communal inventory would be interesting, though I think the extent to which it would be used is as "Anyone want this item?" offers and additional space (since trading within it would be subject to party-ninjaing) Hmmmmmm...
There will most likely be passive skills, though I'm still brainstorming on unique ways to do the whole skill system. I really like how Diablo III did it, since there's less munchkin-ing and more fun involved, so I may do something similar. I was considering having passive skills transform the gameplay dramatically (depends on how difficult it would be to balance)-- for example, one passive ability might reduce your damage dramatically but increase your attack speed a great deal. D3 passives were frequently pretty dramatic though, weren't they?
The exp will certainly be fixed soon, again just a matter of time. Currently it just goes to whoever scores the last hit, DOTA style (no one if it's non-player damage, unfortunately), but this is temporary and will be addressed once the damage and threat logging system is in place. The plan is pretty much to do it exactly as you described, divying out exp based on damage dealt (or other factors, like healing, that helped in the fight. Not sure how CC abilities could play in) If a party system is added, it'll most likely split the party's earned exp evenly amongst party members, offsetting for level differences (so higher level players can't give lower levels an extreme boost)
Exp in numbers, eh? You'd think I'd have added that by now XD Before adding that, I should really add exp popping over the enemies head when you kill it, or something (otherwise what good are the numbers?)
As for keyboard mappings, I'm not sure about world-specific, but having different, configurable mappings is a pretty great idea (perhaps class specific, if not character specific? And I say character specific because *pause for suspense...* characters may very likely be stored on a remote server in the future! So you'd be able to play the same character on different servers. Not making promises yet because there are thousands of cheating concerns, bu I am saying it's a likely possibility ) I like the cut of your jib, hehe.
I'm kinda short on time tonight, but I'll finish reading all the spell suggestions (and the rest of the posts on the thread) later. Thanks for the enthusiasm!
The squirrel replied!! The squirrel can talk!!! xD I'll start making that list and tree for the sub-classes just for funzies and character servers would be amazing the keyboard thing would really help with the mapping of the skills for each class. Also, if you need some ideas for the passive skills i can help :3 and i wont forget your colours double-rainbow across the sky!
wow. im new too! great ideas!! especially for ur first post
you entertained me i would love the leap skill having a fix too...
the shroud of fear skill might be a good idea, but won't that make the bard a little... OP? i mean if no mobs wanna touch him... maybe it only works on slimes? since smiles are pretty annoying and they always appear in HUGE swarms, so that skill could still help a little without going too OP.
I dont get the point of the polymorth skill thou. smp trolling?
The poly-morph skill is so that hostile mobs won't attack you,but you will be mistaken for one of them, while the shroud of fear is an AoE effect that will only extend 10 blocks out from the caster at the mid-point, 20 at the most.
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A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
The squirrel replied!! The squirrel can talk!!! xD I'll start making that list and tree for the sub-classes just for funzies and character servers would be amazing the keyboard thing would really help with the mapping of the skills for each class. Also, if you need some ideas for the passive skills i can help :3 and i wont forget your colours double-rainbow across the sky!
you play pocket god... ME TOO XD
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If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
The poly-morph skill is so that hostile mobs won't attack you,but you will be mistaken for one of them, while the shroud of fear is an AoE effect that will only extend 10 blocks out from the caster at the mid-point, 20 at the most.
maybe if there is talent trees, like the bard is at the start a mix of those talent tree and when he gets to the appropriate level he can select a specialisation, he'll get more spells towards that specialisation and will make the ones he already have (towards this spec) stronger, so maybe two types of dps, one that does more 'light' damage and is more focused (so you don't have many aoe) one more infused towards darkness (many aoe and fun attacks which can 'trick' your opponents, ex. veil of darkness: in smp there will be a fog on the affected characters screen, ssp the mobs will just wander in random direction but will hit you if you touch them) making effective mob control and the last one will be obviously a healer.
Beatbox, YOUR ALMOST AT ONE HUNDRED PPPPPOOSSSSSSTTTTTTTTTTSSSS!
HELL TO THE YEAH
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If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
It's me again! With another LONG post! This time Im going to be covering more on the sub-classes as mentioned in my earlier posts
Let's make Hack/Mine the best and most original RPG there is out there!
Interface
Maybe you could add more debuffs against the player into the game e.g, poison, slowly leeches away HP, burn, slowly leeches away HP as well, frost, movement speed decreases, curse, defense decreases, weaken, attack decreases? And the HP bar will have different textures when under different effects.
Uber-Mobs!
Would Uber-Mobs have their own stats? e.g, they have a huge HP pool, they have their own DEF and STR, they have the ability to summon minions, they can regenerate HP, they have magic that can de-buff players. This would make Uber-Mobs really Uber! Also, Im not sure if this is already evident in all mobs but if the Uber-Mob has stats then players can de-buff the Uber-Mob too! Maybe Uber-Mobs will only appear from quests in a large massive room and they will be huge! Three or four times the players size :3 Some Uber-Mobs can have different hit-boxes that allow for area specific attacking. e.g, The quest giver will tell the player that he/she must injure the Uber-Mobs feet and wings first to prevent him from flying around and dive bombing, then they should aim for the heart-crystal and destroy it. The different hit-boxes will make it easier to code that and the large size will make it easier to hit these hit-boxes. Just a random suggestion as some of my skills are Uber-Mob specific :3
Skills!!! More of them!! A LOT MORE!
I will be repeating some of the skills above, if so, I will highlight them red, however I might add some slight improvements so to make it easier I will highlight those green :3 Fixes are noted in blue! Also, I revamped the Ranger's skills, changing them to better suit the 'Sniper, Hunter and Trickster' sub-classes.
Warrior (P) - Combo Ability - Every combo kill increases attack and defense by 2% (capped at 20%) Combos are determined by checking if the player has killed another monster in the past 2 seconds, if there was a kill, then the combo will increase by one. If not, then it will register as a start of a combo. Combo count is displayed on-screen. (P) - Blood Thirst - Every kill restores 1% of the user's HP. Against Uber-Mobs a kill is equivalent to 1% of the Uber-Mobs HP. (Thats how powerful Uber-Mobs should be! > ) (A) - Cleave - 25% stronger than a melee hit and damages all monsters in front of the user. (S) - Precision - For 20s damage dealt has a 90% chance to be critical. Visually, the weapon glows intensely and appears bigger. This skill cannot be casted with the Beserker's Rage Ability. (F) - Whirlwind - When casted, monsters should be thrown away from the user as if not then warrior can just stand still and spam this skill.
Mage (P) - Mana Drain - This ability is already found in items, but maybe it could be in a skill? Or the game could support both and this skill will add on to the effect? (A) - Chain Lightning - Lightning is casted from the user's hands and deal as much damage as the lightning skill. However, when the lightning jumps to another enemy, damage is reduced by 25%. Visuals can be mini-lightning bolts connecting all affected enemies. Advantage of this skill over the lightning skill is that the lightning can jump a greater distance then the casters reach, increasing the area of effect. Maximum of four enemies damaged. (A) - Blizzard - Mobs around the user will slow down in movement and attack. Their defense will decrease by 25%. This skill will have a higher mana cost. Mobs affected will have a blue tint. (S) - Infinity - This skill will consume 75% of the user's mana, but will grant him an infinite amount of mana for a 20 second duration, depending on the Intelligence level. This skill is only useful when the user can spend more mana then he has in the short period of time. Visually, a translucent light blue force field will be generate around the user, much like that of a charged creeper as well.
(F) - Lightning - The area of effect of this skill is TOO DAMN BIG! a little tweak maybe? :3 I understand that it's lightning, but this isn't Vanilla MineCraft!
Ranger (F) - Tri-Shot - What is with the aim? Is it possible to send one arrow straight thru the crosshair and have the other two arrows a little attracted to mobs so it will increase the chances of hitting something?
(P) - Haste - The user will be able to move 10% faster and fire arrows 20% faster.
(P) - Camoflague - All monsters 'field of aggro' is decreased by 50%, meaning players can get twice as close to monsters without aggroing them. (reference to castlesRme's suggestion) (S) - Adrenaline Rush - When casted, the user will sprint 33% faster and jump 2 times higher and further but will suffer a 10% accuracy drop. Great for getting to hard to reach places. Time to chase those Charging Warriors!!
(A) - Grappling Shot - When the skill is used, one arrow will be fired down the cross-hair while another arrow which is attached to the first arrow by a line is shot downwards to the ground. A mob hit by the arrow will be leashed to the second arrow and cannot move for 3 seconds.
Sub-classes When the player reaches level 15, in the skills menu, there would be an option of three game altering skills that would change their fighting style drastically and also give them access to more and new different skills.
Beserker Upgrade Beserkers are the main attack force of any team, being able to dish out huge numbers and take out entire waves of mobs easily. (P) - Beserker - Increases Damage dealt by 33% and STR increases. Gains access to Beserker skills. (S) - Rage - Increases damage dealt by 50% but the user cannot deal critical damage. Cannot be casted alongside the Precision Ability. (A) - Quicksand - Mobs around the user are dragged 1/4 into the ground and will be suffocated. Also, they cannot move but they still deal damage. This skill will only work on land. Mobs in water are unaffected. (A) - Ground Smash - Mobs in front of the user will be thrown into the air and damaged. The pillar animations are optional. (U/P) Shatter - Every hit against an Uber-Mob will lower the Uber-Mobs DEF (capped at 10%)
Juggernaut Upgrade Juggernauts have a large HP pool and higher defense, making them the perfect tank. With their AoE attacks, he baits his multiple enemies close before unleashing his full power. (P) - Juggernaut - Amour increases by 33% and FOR increases. Gains access to Juggernaut skills. (S) - Iron Skin - When casted, armor increases by 50% but movement speed decreases by 25%. (S) - Mock - When casted enemies deal more damage but any damage dealt to them is amplified by 25%. (A) - Shove - The user shoves monsters in front of him back and damages them as well as cause them to suffer a 33% speed reduction. (U/P) - Disarm - Every hit on an Uber-Mob will decrease the Uber-Mob's attack (capped at 10%)
Paladin Upgrade Paladins are warriors that can deal damage as well as support the team. Paladins combine magic and blades to cause chaos and nullify enemy attacks. (P) - Paladin - Mana pool increases and INT also increases. Gains access to Paladin skills. (P) - Advanced Healing - The user's HP regeneration is increased and a Healer's healing is amplified. (+15%) (S) - Enchantment - The user's weapon will deal elemental damage. The element would be determined by the area the user is in or it could be changed according to the target being hit. (S) - Blessed Armor - The user is 50% more resistant to elemental damage. (A) - Smite - This attack deals 50% more damage against undead monsters and 10% more on other monsters. (U/P) - Curse - When the Uber-Mob is hit by a Paladin, it will be under the effects of Curse, then the Uber-Mob will slowly lose HP and the HP will drain towards the Paladin.
Battle Mage Upgrade Battle Mages can summon blades made of pure energy and attacks with close-range AoE attacks. (P) - Battle Mage - This skill will cause all wands to deal much less projectile damage but much more melee damage. Melee attacks are still considered as magical attacks and is affected by INT. (P) - Magic Armor - This ability will cause INT to affect his defense as well. (P) - Redirect - When damage is dealt to the user, he loses a small percentage of his HP and his mana absorbs some damage. The player will only receive 80% damage and 20% of the damage will be converted into mana. If the player runs out of mana then 100% goes to HP. (S) - Conversion - The user can convert 15% of his mana to 50% of his HP. (A) - Shockwave - The user will generate a huge field of energy that instantly damages monsters all around him. (A) - Energy Leash - Similar to the Warrior's Leash Ability, the Battle Mage can leash enemies closer.
Arch Mage Upgrade
Arch Mages are the pure upgrade from the Mage. Arch Mages are known to enter the world in lightning and thunder! Casting their powerful spells, they can control the elements and bend Nature to their will! (P) - Arch Mage - Increases mana pool, INT and gains access to Arch Mage skills (P) - Advanced Blink - Blinking has a higher range and more accuracy. Also, when monsters are near the targeted location, the user's blink will push mobs away from the destination, leaving the user with more distance between himself and the mobs. The user will be immune to all damage for a 1/2 second duration after exiting a blink.
(S) - Storm Cloud - When casted, clouds will form above the player and rain will fall, amplifying the user's ice and lightning based attacks. The rain animation can be turned off through the Optifine settings.
(S) - Solar Storm - No matter the time, casting this spell will cause intense sunlight to shine on the user, amplifying his poison and fire based attacks. (A) - Inferno - The user will create an inferno around himself, burning all the enemies around him and blink out just while the monsters burn.
(U/A) - Genesis - This skill will fire a continuous beam of energy that deals damage 2 times per second for 5 seconds. The beam can be aimed while casting. Damage is dealt as soon as the beam touches a monster but for additional damage, the user must keep the beam focused on the monster. When casting the spell, the user suffers a 70% speed reduction. Upon firing against an Uber-Mob, this skill deals 20% more damage and burns the Uber-Mob.
Warlock Upgrade
Warlocks can summon angels and demons to fight for them using dark magic. He fights mainly by summoning allies to assist him.
(P) - Warlock - The player will be able to gain access to dark magic and mana pool and INT increases slightly.
(P) - Death Touch - Upon killing an enemy, there is a 5% chance that a demon will be summoned. This demon will be the ghost of the monster that was killed and will fight alongside the user. However, after a duration the dark energy in the demon will diminish and the demon will fall back into the Underworld, regardless of receiving damage or not.
(S) - Dark Ritual - When casted, the user's dark energy will rise and will increase the damage dealt by the user's dark magic.
(S) - Spirit Call - The Warlock will summon the ghosts of his past and future to fight alongside him, meaning that he will multiply his damage dealt by three! However, he will continously lose HP and mana as the ghosts will leech of his HP and mana. The ghosts will dissappear after 30 seconds or after the user's HP goes below 25%. For visuals copies of the player can be seen, one with a lightened skin while the other with a darken skin.
(A) - Dark Bolt - The user will fire a bolt of pure dark energy, damaging and weakening whatever it touches.
Sniper Upgrade
Snipers have the ability to pick off monsters from a distance, with 100% accuracy. However, he lacks firing speed and defense and has to retreat when detected.
(P) - Sniper - Bows will have 100% accuracy and have a lower drop off rate but will have a longer charge up time and the user will recieve a 10% defense decrease.
(P) - Undetected - Normally when a monster is attacked by a player the monster will immediately aggro on the player. With this skill, the monsters will ignore the player 25% of the time.
(S) - Cloak - Upon casting, the player's skin and armour will become translucent. Monsters will not notice the player. This will allow Snipers to sneak past monsters but when this skill is active, the user cannot attack. When the skill runs out and there are monsters nearby, all monsters will begin attacking the Sniper, so be wise with this skill. The user receives 50% less damage when cloaked. Other players on SMP can still see the player, but his skin will still be slightly translucent.
(A) - Tracer Round - Arrows fired with this skill will have a bright yellow tracer line to guide and tell the Sniper where his arrow landed. The tracer will fade away 1 second after the arrow hits a target.
(A) - Sharpened Arrows - Arrows will deal more damage and goes through two enemies only, losing 10% damage after passing through an enemy. (Similiar to Piercing Shot but cannot damage as many mobs)
Hunter Upgrade
Hunters are the pure upgrade of the Ranger and can charge up their bows faster, deal more damage and access the Hunter skills.
(P) - Hunter - Bows will charge up 10% faster and deal 10% more damage.
(S) - Rapid Shot - When casted arrows fire at 3 arrows per second without a charge up time for 20 seconds.
(S) - Double Charge - When this skill is active, charging up a bow will cost two arrows. Once fully charged, while holding down the right-mouse button left-clicking will release one arrow. Two arrows can be released per charge. (Only works on normal arrows)
(A) - Advanced Explosive Shot - Same as the original, but explosions deal more damage and will deal have more knockback.
(A) - Dash - Like the Warrior's Charge Ability the player will rapidly move forward. However, this skill will allow the player to pass through the enemy and covers more ground with one Dash. Perfect for mobility and also getting past large crowds of monsters to confuse them.
(A) - Piercing Shot - Arrows deal 10% less damage but can go through 10 enemies, losing 5% damage for every enemy hit. Great for hallways and crowded mobs.
Trickster Upgrade
This sub-class took the longest to think of as this is the hardest unique sub-class to think of. The Warriors have the Paladin, taking them out of the front lines to give more support. The Mages have the Battle Mage, allowing Mages to step up to the front lines. But turning the Ranger, a long range class, into a super-speed, close combat class definetly took a lot of thinking. Might be a little broken. Tips on this sub-class is appreciated. Please give this class a chance, it will definetly add a lot of speciality to the game.
(P) - Trickster - Bows can still fire arrows but arrows being fired will have terrible aim and will deal less damage. The main weapon will be arrows, WITHOUT THE BOW!! Main weapon will literally be the arrow, one whole stack of arrows. Arrows will have a ten hit durability when held by the Trickster class. Damage is still controlled by DEX, but DEX will only have 50% effect on the damage output. The arrow usage will still be balanced with the other Ranger sub-classes. FOR is also increased.
(P) - Frenzy - Attack speed is doubled, nuff said.
(S) - Enhanced Senses - Attacks deal 10% more damage and the player has a higher chance of dodging attacks. (Until auto-dodge is implemented, lets just say that 0 damage will be dealt to the Trickster)
(A) - Poison Darts - Throws five darts (arrows ) tipped with poison forwards, damaging any monsters in the default FOV of the player and poisoning them.
(A) - Vengance - When enough damage is dealt to the player, the player will fill his 'vengance' meter and can unleash one of the three Vengance skills below. This, along with Combo Ability, are the two special systems of my suggestions. As I said, you don't have to do it now. :X
(Vengance/A) - Spinning Blades - The user will imitate the Warrior's Whirlwind ability but instead, this skill deals more damage and will draw enemies towards the Trickster and the Trickster will spin 3 times instead. The skill will cost 5 arrows.
(Vengance/A) - Dart Explosion - The Trickster will throw darts (arrows ) in every direction three times. This skill will cost 30 arrows.
(Vengance/S) - Vendetta - Instead of unleashing his Vengance, the Trickster will focus his mind to clear his mind of his Vengance. Doing so will grant him with 10 seconds of +25% damage.
That will be it for now. I hope these sub-classes aren't too over the top Frizzil As always, I hope to get a reply to see what you think :X Especially about the Uber-Mobs and the unique spin-off sub-classes (Paladins, Battle Mages and of course, the Trickster) Hope these skills change the gameplay enough to suit your liking :3
Checked all the posts and i didn't find one that specifically addresses this, but anyways is there any sort of file or chart at all that i can use to see data values or names? Just curious because I use MC edit to build my hack/mine server and its very hard to do the dungeon bricks without values. Although, anyone who wants to use MC edit, it works great with this mod. the blocks are still edit-able and whatnot but they just show up pink. Thanks in advance.
also, the poison debuff does work in multiplayer BUT your health bar will not turn green. Bug?
I'm thinking of different kinds of talent trees for each class right now, here is what I have done at the moment:
WARRIOR
----
Weaponry- Effectiveness with Melee weapons- For the Berserker-type sub-class
Armor- Your ability to use armor effectively- For the Juggernaut-Type sub-class
Skills- Your skills and how good you are at doing them- For the Magic Knight-type sub-class
RANGER
----
Ranged Weaponry- Your ability to use ranged weaponry- For the Pure Ranger Upgrade type sub-class
Specialized Ammunition- The variety of ammo you can use- For the Ranged Buff/Debuff sub-class, as I call it
Skill-sets- Your variety of skills- For the Variety ranger sub-class
MAGE
----
Arcane Shaping- The variants spells you can use- For the Magicka-esque sub-class
Arcane Focusing- The strength of your magic- For the Beam Spammers
Arcane Shifting- Allowing the manipulation of raw energy, possibly transforming your shape into another- For the Druids
HEALER
----
Warlock- Casts all spells from HP, Evil person, Undead do half damage toward them- As close to a Necromancer as possible
Witch-Doctor- Helps his friends, harms his enemies- Buff/Debuff class
Priest- Turns undead, does double damage to Undead- Anti-Evil person, mixes well with the Magic Knight
If something needs to be changed, go ahead and tell me
I just released all the skills and sub classes for the Warrior, Mage and Ranger. They are all upgrades to the base class. Upgrades are given at level 15 and will change gameplay drastically!!! Just like Frizzil wanted. Check it out For the Healer I havent really played him yet so I cant see where he might need improvements, as sub-classes are mainly focused on improving a particular point of the class. :X
No, I DIDN'T SEE YOUR IDEA ABOUT GUARDS.
I think I also posted an idea about guards earlier, but I can't remember at all what page it was on, sorry
Hello Frizzil! I would like to suggest some ideas for future development in your Hack/Mine modification for MineCraft. I cannot say how difficult the coding would be to implement these features but please read them with an open mind and consider my suggestions.
System
When using higher resolution texture packs, there appears to be a bug where the hmitems.png file would not render, instead the items.png file renders in its place and causes items to display incorrectly. There are also many bugs where an item displayed on the hotbar is displayed differently when held. Maybe improvements in the GUI and texture folders are needed.
Should parties be implemented? Players can team up with each other and players in the same party (group of 2-6) will be able to see each others HP and can easily access a 'party inventory' where the players can store and share items and loot that they find. 'Party Inventory' should expand as more players join the party. This can allow easier and safer trading between party members. When a party is disbanded, the items in the 'party inventory' must be moved to the player's inventories or dropped and thrown away. Note that the 'party inventory' is not a trading method as it is more for sharing your items.
Should passive skills be implemented? This would allow for more customizations to the classes and playing on a Hack/Mine SMP is all about being unique Its RPG!
For EXP distribution, I'm not sure how it works but if this isn't the system, percentage of the damage dealt should determine the amount of EXP received. e.g, If a team of three players; warrior, mage and ranger, kills a monster and the warrior, mage and ranger deals 40%, 30% and 30% of the total damage respectively, then they will receive EXP in the same percentage (40%, 30% and 30%) of the maximum total of EXP dropped by the monster. However, with the introduction of the Healer (Bard?) damage dealt cannot be the only factor of EXP distribution anymore. So maybe Bards can earn some EXP by healing other players. Their main source of EXP should be assists, where if another player kills a monster within 3 seconds of being healed, the Bard would receive a percentage of the experience that the other player receives. So if the Bard healed the warrior who dealt 40% of the damage, he would receive a percentage of that 40%. It took me a long time to think of valid ways Bards can earn EXP without being over-powered, but if you already have ideas, then I hope my ideas helped too!
Interface
The controls menu could display a keyboard (can be toggled between default) for easier mapping and keyboard settings should be world or server specific for easier customizations.
When accessing the skills page, experience should be displayed with numbers for easier leveling management.
There should be a money slot in the inventory to cash in coins collected from dungeon loot. This will make it harder to 'steal' coins from other players.
Suggested skills
I won't focus too much on attacks as you probably have ideas already. Unique classes can be built with more skills, right? Also, every class would have a very powerful, but very high cool down skill. Preferably an Attack skill or a Secondary skill. I noted these skills with a '+' symbol. Passive skills should be able to be toggled.
(A) - Attack
(S) - Secondary
(P) - Passive
(F) - Fix
Warrior
(P) - Combo Ability - Every kill in a chain increases damage dealt by 5% (capped at 50%) Combos should have an interval of 2-3 seconds before the combo is lost. Combo count should be displayed on-screen.
(S) - Iron Skin - Reduces damage received by 50% when casted for a duration of 15 seconds, enough time to run into a crowd and tank damage. Visuals could be similar to that of a charged creeper, but instead it is a grey and silver glow. This skill cannot be casted with the Beserker Ability.
(S) - Beserker - This skill is a must have in almost every RPG, increases damage dealt by 75% while increasing damage received by 50% for 15 seconds. For visuals the user's weapon could be glowing. This skill cannot be casted with the Iron Skin Ability.
(A) - Ground Smash - When casted, mobs in front of the user will be damaged and thrown into the air. The further, the higher and more damage. Visually, four client-sided pillars of stone (2x2) will rise into the air, at 2, 4, 6 and 8 blocks height with 1 block gaps. These pillars should be animations only as rendering these pillars as actual blocks might cause severe lag. And this skill should be able to be casted in all 360 degrees, not just in N/S/E/W directions. Also, to prevent spam there should be a high mana cost and cool down time.
(S)+ - Critical - When casted, critical chance becomes 90% for a 20 second duration. The weapon will appear larger and will glow intensely, so much the textures behind the glow cannot be seen, like a semi-lightsaber. Much like other '+' skills, high mana cost and high cool down.
Mage
(P) - Mana Drain - This ability is already found in items, but maybe it could be in a skill? Or the game could support both and this skill will add on to the effect? Because countless of times I have found myself out of mana as a Mage. Then again, it could be my mana management.
(A) - Chain Lightning - Lightning is casted from the user's hands and deal as much damage as the lightning skill. However, when the lightning jumps to another enemy, damage is reduced by 25%. Visuals can be mini-lightning bolts connecting all affected enemies. Advantage of this skill over the lightning skill is that the lightning can jump a greater distance then the casters reach, increasing the area of effect.
(A) - Blizzard - Mobs around the user will slow down in movement and attack. Their defense will decrease by 25%. This skill will have a higher mana cost. Mobs affected will have a blue tint.
(S)+ - Infinity - This skill will consume 75% of the user's mana, but will grant him an infinite amount of mana for a 15, 20 or 30 second duration, depending on the Intelligence level. This skill is only useful when the user can spend more mana then he has in the short period of time. Visually, a translucent light blue force field will be generate around the user, much like that of a charged creeper as well.
(F) - This has been mentioned a lot. The Mage's Charged Bolt Ability should have more freedom with the aim.
Ranger
(F) - The climbing ability should have the ability to be toggled.
(Question) - Why are bows not 100% accurate like it is in Vanilla MineCraft? Is it to prevent sniping? I can barely hit anything. Answer? Skills to improve accuracy!!!
(Suggestion) - For the upcoming zip line skill, maybe the user can shoot an arrow with a line attached and when it lands, the user will be pulled along the line. If the user is blocked or interrupted the line will break. If the arrow travels too far then the arrow will immediately drop to the ground and hook there? Left clicking while being pulled along the line will detach the line. This is just a suggestion if you can't think of any
(S)+ - Rapid Shot - When casted arrows have no charge up time but can only fire at 3 arrows per second for a duration of 20 seconds (that's 60 arrows!) When casted, other attacking skills cannot be used. This skill should have a high mana cost and cool down time. The user's bow will be rapidly glowing.
(A) - Piercing Shot - Arrows will deal 10% less damage but can penetrate enemies. Arrows deal an additional 10% less damage for every enemy pierced. Great for crowded hallways or mobs.
(S) - Adrenaline Rush - When casted, the user will sprint 33% faster. However, while casted his arrows will suffer an accuracy drop of 25%. The skill lasts 20 seconds. Visually, near his feet light blue sprint particles will form.
Bard (Healer)
I've heard of your idea about a healer class. Maybe to make healers less passive and give players the ability to SSP with the healer, I could suggest some skills.
(S/A) - Blessing - When casted, HP regeneration increases greatly over a duration of 15 seconds. Aim at other players or entities to cast on them and aim at nobody to cast on self. Aim at undead monsters to harm them, dealing instant damage. This skill might be hard to implement, due to the different effect it has on different entities. Players under this effect will have medical cross symbols being generated like potion effects in Vanilla MineCraft.
(P) - Healing Aura - Any players near the user will receive a slight increase in their HP regeneration, maybe an increase of 5%? Prepare to receive lots of hugs!
(S) - Mass Healing - When casted, the user will throw an object, much like potions and will instantly heal other players who are in the splash radius of this skill. This skill would be the multi-targeted healing skill.
(A) - Holy Rays - When casted, all mobs under this light will be burned and damaged. For visuals, maybe the area where the skill was casted would increase in brightness?
(P) - Guardian Angel - Monsters who touch the user will receive damage dealt back to them. Maybe the skill could deal damage based on how much damage was received. 50%? This skill would make Bards less vulnerable to other monsters who sneak up behind the team in SMP when the team isn't looking and could give the Bards a chance of surviving.
(S)+ - Resurrection - When a player dies, their character will fall to the ground and will be red but will not disappear for 30 seconds and this will allow the Bard to resurrect their fallen allies to 10HP. However, this skill will burn through 90% of the Bards entire mana pool and the skill has a long cool down, meaning that this skill cant be over used.
These are just a few ideas for now. They were carefully thought of to prevent over-powered-ness. If you want to discuss the balance of these skills please reply! I would really appreciate it if you replied so I would know that you read this I am not a modder or programmer so I am clueless about the implementations but I can do texturing works. I am a huge fan of your mod and I cant wait to see what it will be like when it comes out of Alpha
(A)=Active
(P)=Passive
(U)=Upgradeable
(S)=Scaling
So, for the warrior:
(A)(U) Rage: Increases damage dealt, speed and, damage received by 5 percent each level, capping off at 35%.
(A)(U) Defend: Reduces Damage dealt, speed, and damage received by 5 percent each level, capping off at 35%.
(A)(U) Rush: Increases speed, the duration and potency of which are determined by the level
(P) Thick Skinned: Warriors receive less damage, but move slower as a result.
For the Ranger:
(A) Climb: Make auto-climbing toggle-able, for Christ's sake
(P) Hunter: Can get closer to a mob without it aggro-ing.
(P) Precision: Can shoot more accurately and further than a non-ranger would.
(P) Athletic: Can jump 1.5 blocks, move faster, and jump further
For the Mage:
(A)(S) Beams: They come in all the flavors, and fire a concentrated, but weak beam of that energy from the caster
(A)(S) Bolts: They come in all flavors, and fire an unconcentrated, but strong bolt of that energy
(A)(S) AoE Ability: They come in all flavors, and sends a shockwave of energy from the caster to EVERYONE around them
(A)(U) Mage Armor: A shield that absorbs ten damage per level, up to level fifteen, and reflects one third of it back at the mob, and one fourth at a player.
(A)(S) Push/Pull: two spells that function exactly as their name suggests, and as the mage grows stronger, so do they.
(P) Focus: Mages get more mana, but move slower as a result of the baggage.
For the Healer/Buff/Debuff class:
(A)(U) Aura: Projects an aura of Regeneration/Pestilence, doing what the name says, healing or hurting.
(A)(S) Polymorph: Turns you into a hostile mob based off of race, so, Elves become spiders, Dwarves become Creepers, Halflings become Spiders, and Steves become something, maybe a Zombie.
(P) Desert Blood: Health regenerates slightly faster, at the least 5%, at most 15%
(A)(U) Shroud of fear: Makes nearby mobs act like a farm animal that has just been attacked, works further and on higher level mobs as it levels up.
Also, if you could take one of a number of traits at spawn, ala Fallout: NV style, then that would be nice, Some examples:
Athletic: Increases physical stats
Scholarly: Increases non-physical stats
Lucky: Increases the rate at which magical items spawn from MOBS.
Small frame: +1 dexterity/Agility, -1 Fortitude/Strength
Large Frame: +1 Strength/Fortitude, -1 Dexterity/ Agility
Beatbox, YOUR ALMOST AT ONE HUNDRED PPPPPOOSSSSSSTTTTTTTTTTSSSS!
Thanks
Hahas I still have two only (this is my second) Well this mod made me create an account! gotta love this mod :3 i would love to hear a reply from frizzil thou :X there are still loads of points where the interface could be improved... :/ and sure it would be nice to get some ideas from other RPG's but maybe this mod should be original like super original! xD The skills took a long time to think about thou -.- but a disguise skill might be a little confusing? :s
I was thinking about a Ranger simply not aggroing mobs as quickly, for example, Nagas aggro at 15-ish blocks, so a Ranger with the Hunter ability would only be Aggroed at half that distance.
LET'S MAKE HACK/MINE THE MOST UNIQUE RPG EVER!
That would actually be amazing! But if you are on SMP I dont really see why u need that, as all the Warriors seem to just run in with their charge skill and agro all the mobs before you can even get in range where your bow actually hits something and not miss a million yards! Then the precision skill would be amazing and the Adrenaline Rush thing would be helpful in a way, but still leaves you unable to aim :3 Countless of times have a Warrior use the Charge ability and move at SUPER SPEED, faster than a Ranger can keep up... -.- Isn't that supposed to be the other way around? BTW maybe the the angle of the Leap skill can be affected by where the player is pointing at? So Leap can also become more of a mobility skill as when i Leap, i always take fall damage when i try to go forward; e.g, looking forward will make you jump with more distance and less height while looking up will make you leap higher? and leaping backwards would be amazing for back-pedalling enemies. Not sure if that might ruin the concept of the game thou :X
System
HUGE BUG (intended or not?)
In SMP, when all the players on the server go to sleep, and wake up next morning, their spawn point is still at the original LVL 1 area. This is a major setback as travelling back to the level 50-60 area will take ages when you die. However, maybe the way beds work should be changed in Hack/Mine? Since travelling in this mod is essential to finding monsters that are WORTHY of your higher levels, dying without a checkpoint can really set you back. In Vanilla, all the players in SMP must go to bed before the 'sleeping' process starts. However, maybe in Hack/Mine one must only sleep in a bed for 1 minute, wait until the screen goes blue and when the minute is up, the screen fades back to normal and their checkpoint is set! The night skipping feature of sleeping in Vanilla MineCraft doesnt really matter. This would make setting checkpoints so much easier as you won't have trolls refusing to go to sleep and keeping the entire server up till morning again. The beds work in SSP however. Please fix this, many times i just went into creative and fly in the general direction i died. -.-
Addressing the EXP distribution system, maybe players in a team/party will get EXP bonuses when the party size changes? This won't be the main source of EXP but more of a reward. Each member will recieve a % of the total EXP earned by the whole team based on some factors such as; damage dealt, kills, amount healed, heals that saved someone; eg, if the healer healed more than the targets maximum HP, that counts as one full heal and means that the Healer was credit to team (as in the target should have been dead (if you ignore the HP regeneration), so it would yield the same amount of EXP as 5-6 kills? The EXP would be rewarded when someone leaves, or joins the party to make coding it way easier as it wont be a live stream of EXP but rather an additional bonus at the end of each questing or raiding? If you think about it, that should be kinda balanced. This system would also push players to Co-Op more and solo less as being in a party should nearly double or 1.5 times the amount of EXP earned, and the coding should be easy. :X
I'm not sure if this is just because of the specs of my PC or the mod itself but there seems to be a lot of lag in SMP where entities, all of them, seem to move very laggy(ly). They stop moving, then the next second they suddenly charge at you, knock the hell outta ya and stop moving again, repeating the cycle, and all attacks seem to lag a lot too. Arrows bounce of enemies before dealing damage 2-3 seconds later. Same goes for melee attacks. There is a small bug where upon entering a SMP server, the damage dealt by a player averages around 1-5. It takes a few minutes before your stats actually have an effect. This can be a problem when someone disconnects during a dungeon or tower raid and reconnects and can't battle as they deal barely any damage at all.
Skills and Gameplay
I'm still trying my best to think of original ideas for Hack/Mine but I have a few
I wont really suggest new classes as these are up to Frizzil and it might ruin the balance unless i really want a class I don't remember which page this was on but someone mentioned an Engineer class? TF2 reference much? O.o In my opinion I think Hack/Mine is all about moving on and trying to explore for new areas and higher leveled mobs. I'm a level 15 Ranger taking on level 40-50 monsters, problem? Engineers might slow down the gameplay. :S
For the skills, just as many others suggested, maybe they can be upgraded? INTelligence affecting your magical skills is a bit annoying. Maybe skills should be upgraded according to different points? Stat Points for the stats and Ability Points for the Skills? That way one can focus on a completelycrazy (maybe fun) build. e.g Super-Dizzy Warrior!!! Spend SP on Dex and For and spend ALL AP on Whirlwind, only method of attack? SPIN! or even a Lightning -Mage? Spends all AP on his lightning based skills?
Maybe classes can have sub-classes too? (Lots of people mentioned this, I KNOW!) if you reply I can provide you with a detailed tree of all the classes with their sub-classes and at least 6 skills for each class and an additional 4 for each sub-class And better I can balance them and provide with viable visual effects for MineCraft, e.g, Lets have a skill called ball of doom!! we cant have BALLS OR CIRCLES in MineCraft! So I give you, CUBE OF DOOM! there :3
Warrior - Beserker (Crazy damage, also crazy low armor), Juggernaut (TANK TANK TANK), and Paladin (Buffing his abilities with a larger choice of Secondary skills) Ranger - Sniper (High accuracy, less armor (Can't lower speed as different classes with different permanent speeds might kill the game @Frizzil Once you go fast, you can't go back? ), Hunter (Higher Damage, just a pure upgrade from the Ranger), Trickster (More mobility, skills based on rapid attacks with low damage (That means you have to get rid of that system in Vanilla MineCraft that limits the amount of times you can hit an entity per second. Also, he might use his bow less, and use his arrows directly as weapons (mentioned before somewhere in the forums) (Don't hate on him yet!! This could actually add a lot of unique(ity) to the Ranger class, and still fit the whole "Ranger" theme) Mage - BattleMage (You guessed it, Mage that attacks with a melee weapon! OR maybe BattleMages can attack with powerful close range spells? Also can convert mana into HP?) ArchMage (Better selection of skills, higher mana pool and regeneration) and DemonMage? (Uses dark magic? Not sure how you can render that in MineCraft though, every kill grants a small chance of reviving an enemy as an ally who will live for a set amount of time? like a Necromancer?)
This whole sub-class system might be a HUGE request, no wait this IS a huge request, so don't work on this now, just jolt these ideas onto paper and dont lose it please xD Work on the bug fixes first, then add sub-classes if you want to :3 I would be glad to do the texturing work for ALL the skills for you if you or SMP don't feel like it, might even create HD support once the HD Texture Pack thing is fixed >.< About the Healer, havent really seen him in action so cant really decide on what he could improve on when he upgrades himself yet. Waiting for the update
When comparing risk to loot, towers seem to be much easier and give so much more loot more often. Dungeons are getting long and boring in a way. Can't wait for that new dungeon system thou :X That should spice things up
Frizzil, please spend some time to read these posts! Are my posts too long? O.O I get carried away sometimes.... *sigh... well i hope i have entertained you and most importantly, inspired you xD
Ooooh, color coordinated! I like...
The hmitems and related texture bugs are being worked on, no worries
A party system is already planned, only a matter of time. A communal inventory would be interesting, though I think the extent to which it would be used is as "Anyone want this item?" offers and additional space (since trading within it would be subject to party-ninjaing) Hmmmmmm...
There will most likely be passive skills, though I'm still brainstorming on unique ways to do the whole skill system. I really like how Diablo III did it, since there's less munchkin-ing and more fun involved, so I may do something similar. I was considering having passive skills transform the gameplay dramatically (depends on how difficult it would be to balance)-- for example, one passive ability might reduce your damage dramatically but increase your attack speed a great deal. D3 passives were frequently pretty dramatic though, weren't they?
The exp will certainly be fixed soon, again just a matter of time. Currently it just goes to whoever scores the last hit, DOTA style (no one if it's non-player damage, unfortunately), but this is temporary and will be addressed once the damage and threat logging system is in place. The plan is pretty much to do it exactly as you described, divying out exp based on damage dealt (or other factors, like healing, that helped in the fight. Not sure how CC abilities could play in) If a party system is added, it'll most likely split the party's earned exp evenly amongst party members, offsetting for level differences (so higher level players can't give lower levels an extreme boost)
Exp in numbers, eh? You'd think I'd have added that by now XD Before adding that, I should really add exp popping over the enemies head when you kill it, or something (otherwise what good are the numbers?)
As for keyboard mappings, I'm not sure about world-specific, but having different, configurable mappings is a pretty great idea (perhaps class specific, if not character specific? And I say character specific because *pause for suspense...* characters may very likely be stored on a remote server in the future! So you'd be able to play the same character on different servers. Not making promises yet because there are thousands of cheating concerns, bu I am saying it's a likely possibility ) I like the cut of your jib, hehe.
I'm kinda short on time tonight, but I'll finish reading all the spell suggestions (and the rest of the posts on the thread) later. Thanks for the enthusiasm!
The squirrel replied!! The squirrel can talk!!! xD I'll start making that list and tree for the sub-classes just for funzies and character servers would be amazing the keyboard thing would really help with the mapping of the skills for each class. Also, if you need some ideas for the passive skills i can help :3 and i wont forget your colours double-rainbow across the sky!
The poly-morph skill is so that hostile mobs won't attack you,but you will be mistaken for one of them, while the shroud of fear is an AoE effect that will only extend 10 blocks out from the caster at the mid-point, 20 at the most.
HELL TO THE YEAH
WARRIOR
----
Weaponry- Effectiveness with Melee weapons- For the Berserker-type sub-class
Armor- Your ability to use armor effectively- For the Juggernaut-Type sub-class
Skills- Your skills and how good you are at doing them- For the Magic Knight-type sub-class
RANGER
----
Ranged Weaponry- Your ability to use ranged weaponry- For the Pure Ranger Upgrade type sub-class
Specialized Ammunition- The variety of ammo you can use- For the Ranged Buff/Debuff sub-class, as I call it
Skill-sets- Your variety of skills- For the Variety ranger sub-class
MAGE
----
Arcane Shaping- The variants spells you can use- For the Magicka-esque sub-class
Arcane Focusing- The strength of your magic- For the Beam Spammers
Arcane Shifting- Allowing the manipulation of raw energy, possibly transforming your shape into another- For the Druids
HEALER
----
Warlock- Casts all spells from HP, Evil person, Undead do half damage toward them- As close to a Necromancer as possible
Witch-Doctor- Helps his friends, harms his enemies- Buff/Debuff class
Priest- Turns undead, does double damage to Undead- Anti-Evil person, mixes well with the Magic Knight
If something needs to be changed, go ahead and tell me
Let's make Hack/Mine the best and most original RPG there is out there!
Interface
Maybe you could add more debuffs against the player into the game e.g, poison, slowly leeches away HP, burn, slowly leeches away HP as well, frost, movement speed decreases, curse, defense decreases, weaken, attack decreases? And the HP bar will have different textures when under different effects.
Uber-Mobs!
Would Uber-Mobs have their own stats? e.g, they have a huge HP pool, they have their own DEF and STR, they have the ability to summon minions, they can regenerate HP, they have magic that can de-buff players. This would make Uber-Mobs really Uber! Also, Im not sure if this is already evident in all mobs but if the Uber-Mob has stats then players can de-buff the Uber-Mob too! Maybe Uber-Mobs will only appear from quests in a large massive room and they will be huge! Three or four times the players size :3 Some Uber-Mobs can have different hit-boxes that allow for area specific attacking. e.g, The quest giver will tell the player that he/she must injure the Uber-Mobs feet and wings first to prevent him from flying around and dive bombing, then they should aim for the heart-crystal and destroy it. The different hit-boxes will make it easier to code that and the large size will make it easier to hit these hit-boxes. Just a random suggestion as some of my skills are Uber-Mob specific :3
Skills!!! More of them!! A LOT MORE!
I will be repeating some of the skills above, if so, I will highlight them red, however I might add some slight improvements so to make it easier I will highlight those green :3 Fixes are noted in blue! Also, I revamped the Ranger's skills, changing them to better suit the 'Sniper, Hunter and Trickster' sub-classes.
(A) - attack
(S) - secondary
(P) - Passive
(F) - Fix
(U) - Uber-Mob skill
Warrior
(P) - Combo Ability - Every combo kill increases attack and defense by 2% (capped at 20%) Combos are determined by checking if the player has killed another monster in the past 2 seconds, if there was a kill, then the combo will increase by one. If not, then it will register as a start of a combo. Combo count is displayed on-screen.
(P) - Blood Thirst - Every kill restores 1% of the user's HP. Against Uber-Mobs a kill is equivalent to 1% of the Uber-Mobs HP. (Thats how powerful Uber-Mobs should be! > )
(A) - Cleave - 25% stronger than a melee hit and damages all monsters in front of the user.
(S) - Precision - For 20s damage dealt has a 90% chance to be critical. Visually, the weapon glows intensely and appears bigger. This skill cannot be casted with the Beserker's Rage Ability.
(F) - Whirlwind - When casted, monsters should be thrown away from the user as if not then warrior can just stand still and spam this skill.
Mage
(P) - Mana Drain - This ability is already found in items, but maybe it could be in a skill? Or the game could support both and this skill will add on to the effect?
(A) - Chain Lightning - Lightning is casted from the user's hands and deal as much damage as the lightning skill. However, when the lightning jumps to another enemy, damage is reduced by 25%. Visuals can be mini-lightning bolts connecting all affected enemies. Advantage of this skill over the lightning skill is that the lightning can jump a greater distance then the casters reach, increasing the area of effect. Maximum of four enemies damaged.
(A) - Blizzard - Mobs around the user will slow down in movement and attack. Their defense will decrease by 25%. This skill will have a higher mana cost. Mobs affected will have a blue tint.
(S) - Infinity - This skill will consume 75% of the user's mana, but will grant him an infinite amount of mana for a 20 second duration, depending on the Intelligence level. This skill is only useful when the user can spend more mana then he has in the short period of time. Visually, a translucent light blue force field will be generate around the user, much like that of a charged creeper as well.
(F) - Lightning - The area of effect of this skill is TOO DAMN BIG! a little tweak maybe? :3 I understand that it's lightning, but this isn't Vanilla MineCraft!
Ranger
(F) - Tri-Shot - What is with the aim? Is it possible to send one arrow straight thru the crosshair and have the other two arrows a little attracted to mobs so it will increase the chances of hitting something?
(P) - Haste - The user will be able to move 10% faster and fire arrows 20% faster.
(P) - Camoflague - All monsters 'field of aggro' is decreased by 50%, meaning players can get twice as close to monsters without aggroing them. (reference to castlesRme's suggestion)
(S) - Adrenaline Rush - When casted, the user will sprint 33% faster and jump 2 times higher and further but will suffer a 10% accuracy drop. Great for getting to hard to reach places. Time to chase those Charging Warriors!!
(A) - Grappling Shot - When the skill is used, one arrow will be fired down the cross-hair while another arrow which is attached to the first arrow by a line is shot downwards to the ground. A mob hit by the arrow will be leashed to the second arrow and cannot move for 3 seconds.
Sub-classes
When the player reaches level 15, in the skills menu, there would be an option of three game altering skills that would change their fighting style drastically and also give them access to more and new different skills.
Beserker Upgrade
Beserkers are the main attack force of any team, being able to dish out huge numbers and take out entire waves of mobs easily.
(P) - Beserker - Increases Damage dealt by 33% and STR increases. Gains access to Beserker skills.
(S) - Rage - Increases damage dealt by 50% but the user cannot deal critical damage. Cannot be casted alongside the Precision Ability.
(A) - Quicksand - Mobs around the user are dragged 1/4 into the ground and will be suffocated. Also, they cannot move but they still deal damage. This skill will only work on land. Mobs in water are unaffected.
(A) - Ground Smash - Mobs in front of the user will be thrown into the air and damaged. The pillar animations are optional.
(U/P) Shatter - Every hit against an Uber-Mob will lower the Uber-Mobs DEF (capped at 10%)
Juggernaut Upgrade
Juggernauts have a large HP pool and higher defense, making them the perfect tank. With their AoE attacks, he baits his multiple enemies close before unleashing his full power.
(P) - Juggernaut - Amour increases by 33% and FOR increases. Gains access to Juggernaut skills.
(S) - Iron Skin - When casted, armor increases by 50% but movement speed decreases by 25%.
(S) - Mock - When casted enemies deal more damage but any damage dealt to them is amplified by 25%.
(A) - Shove - The user shoves monsters in front of him back and damages them as well as cause them to suffer a 33% speed reduction.
(U/P) - Disarm - Every hit on an Uber-Mob will decrease the Uber-Mob's attack (capped at 10%)
Paladin Upgrade
Paladins are warriors that can deal damage as well as support the team. Paladins combine magic and blades to cause chaos and nullify enemy attacks.
(P) - Paladin - Mana pool increases and INT also increases. Gains access to Paladin skills.
(P) - Advanced Healing - The user's HP regeneration is increased and a Healer's healing is amplified. (+15%)
(S) - Enchantment - The user's weapon will deal elemental damage. The element would be determined by the area the user is in or it could be changed according to the target being hit.
(S) - Blessed Armor - The user is 50% more resistant to elemental damage.
(A) - Smite - This attack deals 50% more damage against undead monsters and 10% more on other monsters.
(U/P) - Curse - When the Uber-Mob is hit by a Paladin, it will be under the effects of Curse, then the Uber-Mob will slowly lose HP and the HP will drain towards the Paladin.
Battle Mage Upgrade
Battle Mages can summon blades made of pure energy and attacks with close-range AoE attacks.
(P) - Battle Mage - This skill will cause all wands to deal much less projectile damage but much more melee damage. Melee attacks are still considered as magical attacks and is affected by INT.
(P) - Magic Armor - This ability will cause INT to affect his defense as well.
(P) - Redirect - When damage is dealt to the user, he loses a small percentage of his HP and his mana absorbs some damage. The player will only receive 80% damage and 20% of the damage will be converted into mana. If the player runs out of mana then 100% goes to HP.
(S) - Conversion - The user can convert 15% of his mana to 50% of his HP.
(A) - Shockwave - The user will generate a huge field of energy that instantly damages monsters all around him.
(A) - Energy Leash - Similar to the Warrior's Leash Ability, the Battle Mage can leash enemies closer.
Arch Mage Upgrade
Arch Mages are the pure upgrade from the Mage. Arch Mages are known to enter the world in lightning and thunder! Casting their powerful spells, they can control the elements and bend Nature to their will!
(P) - Arch Mage - Increases mana pool, INT and gains access to Arch Mage skills
(P) - Advanced Blink - Blinking has a higher range and more accuracy. Also, when monsters are near the targeted location, the user's blink will push mobs away from the destination, leaving the user with more distance between himself and the mobs. The user will be immune to all damage for a 1/2 second duration after exiting a blink.
(S) - Storm Cloud - When casted, clouds will form above the player and rain will fall, amplifying the user's ice and lightning based attacks. The rain animation can be turned off through the Optifine settings.
(S) - Solar Storm - No matter the time, casting this spell will cause intense sunlight to shine on the user, amplifying his poison and fire based attacks.
(A) - Inferno - The user will create an inferno around himself, burning all the enemies around him and blink out just while the monsters burn.
(U/A) - Genesis - This skill will fire a continuous beam of energy that deals damage 2 times per second for 5 seconds. The beam can be aimed while casting. Damage is dealt as soon as the beam touches a monster but for additional damage, the user must keep the beam focused on the monster. When casting the spell, the user suffers a 70% speed reduction. Upon firing against an Uber-Mob, this skill deals 20% more damage and burns the Uber-Mob.
Warlock Upgrade
Warlocks can summon angels and demons to fight for them using dark magic. He fights mainly by summoning allies to assist him.
(P) - Warlock - The player will be able to gain access to dark magic and mana pool and INT increases slightly.
(P) - Death Touch - Upon killing an enemy, there is a 5% chance that a demon will be summoned. This demon will be the ghost of the monster that was killed and will fight alongside the user. However, after a duration the dark energy in the demon will diminish and the demon will fall back into the Underworld, regardless of receiving damage or not.
(S) - Dark Ritual - When casted, the user's dark energy will rise and will increase the damage dealt by the user's dark magic.
(S) - Spirit Call - The Warlock will summon the ghosts of his past and future to fight alongside him, meaning that he will multiply his damage dealt by three! However, he will continously lose HP and mana as the ghosts will leech of his HP and mana. The ghosts will dissappear after 30 seconds or after the user's HP goes below 25%. For visuals copies of the player can be seen, one with a lightened skin while the other with a darken skin.
(A) - Dark Bolt - The user will fire a bolt of pure dark energy, damaging and weakening whatever it touches.
Sniper Upgrade
Snipers have the ability to pick off monsters from a distance, with 100% accuracy. However, he lacks firing speed and defense and has to retreat when detected.
(P) - Sniper - Bows will have 100% accuracy and have a lower drop off rate but will have a longer charge up time and the user will recieve a 10% defense decrease.
(P) - Undetected - Normally when a monster is attacked by a player the monster will immediately aggro on the player. With this skill, the monsters will ignore the player 25% of the time.
(S) - Cloak - Upon casting, the player's skin and armour will become translucent. Monsters will not notice the player. This will allow Snipers to sneak past monsters but when this skill is active, the user cannot attack. When the skill runs out and there are monsters nearby, all monsters will begin attacking the Sniper, so be wise with this skill. The user receives 50% less damage when cloaked. Other players on SMP can still see the player, but his skin will still be slightly translucent.
(A) - Tracer Round - Arrows fired with this skill will have a bright yellow tracer line to guide and tell the Sniper where his arrow landed. The tracer will fade away 1 second after the arrow hits a target.
(A) - Sharpened Arrows - Arrows will deal more damage and goes through two enemies only, losing 10% damage after passing through an enemy. (Similiar to Piercing Shot but cannot damage as many mobs)
Hunter Upgrade
Hunters are the pure upgrade of the Ranger and can charge up their bows faster, deal more damage and access the Hunter skills.
(P) - Hunter - Bows will charge up 10% faster and deal 10% more damage.
(S) - Rapid Shot - When casted arrows fire at 3 arrows per second without a charge up time for 20 seconds.
(S) - Double Charge - When this skill is active, charging up a bow will cost two arrows. Once fully charged, while holding down the right-mouse button left-clicking will release one arrow. Two arrows can be released per charge. (Only works on normal arrows)
(A) - Advanced Explosive Shot - Same as the original, but explosions deal more damage and will deal have more knockback.
(A) - Dash - Like the Warrior's Charge Ability the player will rapidly move forward. However, this skill will allow the player to pass through the enemy and covers more ground with one Dash. Perfect for mobility and also getting past large crowds of monsters to confuse them.
(A) - Piercing Shot - Arrows deal 10% less damage but can go through 10 enemies, losing 5% damage for every enemy hit. Great for hallways and crowded mobs.
Trickster Upgrade
This sub-class took the longest to think of as this is the hardest unique sub-class to think of. The Warriors have the Paladin, taking them out of the front lines to give more support. The Mages have the Battle Mage, allowing Mages to step up to the front lines. But turning the Ranger, a long range class, into a super-speed, close combat class definetly took a lot of thinking. Might be a little broken. Tips on this sub-class is appreciated. Please give this class a chance, it will definetly add a lot of speciality to the game.
(P) - Trickster - Bows can still fire arrows but arrows being fired will have terrible aim and will deal less damage. The main weapon will be arrows, WITHOUT THE BOW!! Main weapon will literally be the arrow, one whole stack of arrows. Arrows will have a ten hit durability when held by the Trickster class. Damage is still controlled by DEX, but DEX will only have 50% effect on the damage output. The arrow usage will still be balanced with the other Ranger sub-classes. FOR is also increased.
(P) - Frenzy - Attack speed is doubled, nuff said.
(S) - Enhanced Senses - Attacks deal 10% more damage and the player has a higher chance of dodging attacks. (Until auto-dodge is implemented, lets just say that 0 damage will be dealt to the Trickster)
(A) - Poison Darts - Throws five darts (arrows ) tipped with poison forwards, damaging any monsters in the default FOV of the player and poisoning them.
(A) - Vengance - When enough damage is dealt to the player, the player will fill his 'vengance' meter and can unleash one of the three Vengance skills below. This, along with Combo Ability, are the two special systems of my suggestions. As I said, you don't have to do it now. :X
(Vengance/A) - Spinning Blades - The user will imitate the Warrior's Whirlwind ability but instead, this skill deals more damage and will draw enemies towards the Trickster and the Trickster will spin 3 times instead. The skill will cost 5 arrows.
(Vengance/A) - Dart Explosion - The Trickster will throw darts (arrows ) in every direction three times. This skill will cost 30 arrows.
(Vengance/S) - Vendetta - Instead of unleashing his Vengance, the Trickster will focus his mind to clear his mind of his Vengance. Doing so will grant him with 10 seconds of +25% damage.
That will be it for now. I hope these sub-classes aren't too over the top Frizzil As always, I hope to get a reply to see what you think :X Especially about the Uber-Mobs and the unique spin-off sub-classes (Paladins, Battle Mages and of course, the Trickster) Hope these skills change the gameplay enough to suit your liking :3
also, the poison debuff does work in multiplayer BUT your health bar will not turn green. Bug?
www.youtube.com/user/ZergTDG
I just released all the skills and sub classes for the Warrior, Mage and Ranger. They are all upgrades to the base class. Upgrades are given at level 15 and will change gameplay drastically!!! Just like Frizzil wanted. Check it out For the Healer I havent really played him yet so I cant see where he might need improvements, as sub-classes are mainly focused on improving a particular point of the class. :X