• 1

    posted a message on [14w31a] Mindcraft Whitelisted Vanilla server (Mindcrack like) |MOVED TO NEW THREAD|
    Quote from TheMix7000
    I think it's really unprofessional to only read the short applications and not the ones with more detail and effort put into them

    That's not quite true. You see, if you consider that the "company" in this case has requested that we all follow a specific template, in which they ask for minimal details, you as an interested contractor should stick to it. It is in fact, unprofessional of you to A. Not stick to the template, and B. Add possibly irrelevant information. This is simply because once you consider the number of applications they have to go through (and vote on), it's not time-efficient to allow "more detailed applications".
    Sorry for the nagging :(
    Posted in: PC Servers
  • 2

    posted a message on Different Armor System
    Vosenedich's Armour System: VAS
    Just a thought on the armour and tool tiers
    "Its a work under progress, a.k.a I have more to say."
    The Reason:
    ------Since update 1.1, when the armour system was updated, the durability and the damage reduction offered by the different apparels in the game have out scaled the damage from mobs, and environment. Even far before the update was introduced, the exponential growth through the different tiers of armour has discouraged players from obtaining leather or use gold for any other purpose other than decoration.


    The Idea:

    Brief Explanation:
    Here's a break down of the idea to understand it more easily:
    1. Armour will now be divided into three cathegories:
    2. -------Solid
      -------Platemail
      -------Chainmail
    3. Additional tiers of armour will be added, and new crafting receipts introduced.
    4. -------Reinforced Leather
      -------Gilded Iron
      -------Jewelled
      -------Dark Alloy (Obsidian)
      -------Infernal
      -------Dragon
    5. The damage reduction and durability (e.i.: the Damage Calculation System) will be changed to allow the new armour to have a more balanced and lengthy gameplay.

    Main Article:
    -------The idea is the following: in order to improve the grade at which the armour improves (as well as tools and weapons), I propose to introduce three main changes: Armour Classes, new armour and tools tiers, and an improvement to the DCS.
    Here's how I propose to do it:
    1. Introducing Armour Classes: Solid, Platemail and Chainmail
    2. -----Each class has its own different properties, allowing for different aspects of the battle to be covered by a specific set of armour. In order for this change to work, much changes would need to be done to the DCS, adding differentiated damage by source and changing the damage reduction calculations.
      -----Solid armour consists of most of the traditional armour sets you have seen, plus some new sets that would be introduced for the new tiers. Solid armour has an overall standard defence, being able to reduce some damage from all sources, and has the advantage of being the cheapest and most simple to craft. Examples of solid armour crafting receipt:
      [Picture Space]
      ------Platemail armour is a slightly more complicated and more expensive craft, but provides much stronger protection against physical damage and slightly higher defence against fire/explosion damage. The platemail armour is the best choice for players that like dodging arrows and getting really up close, tanking some damage there; this armour sets consist of plates of metals or alloys placed on top of the traditional leather armour. Example of platemail armour crafting receipt:
      [Picture Space]
      ------Chainmail armour is the other, most expensive and complicated type, but it compensates the hard work with bonuses against all ranged attacks, improved defence against fire/explosions and having really high defence against ranged/alignment damage. The chainmail is directed to players that find the game overall challenging, and have special difficulty dealing with skeletons, ghasts, blazemen and most of the tricky mobs; an escential for players that like to fight with a bow from afar.Examples of chainmail armour crafting receipt:
      [Picture space]
      -
    3. Adding new tiers of armour and tools to the game:
    4. -------One of the main concepts behind this idea is to spread the tiers apart and fill in the gap between iron and diamond sets, as well as adding some more levels above diamond, in order to justify the later stages of the game. In order to do this, not only do we need more sets that feel as an intermediate level, but we need to tweak the already existent sets.
      -------One of the ways in which I plan to achieve is with the difficulty with which the new armour types are crafted. The additional materials needed to craft each of the plates or chain rings, plus the requirement of leather for platemails makes it harder to craft, but balances with the rewards obtained.
      -------The second method to reach this goal is the addition of reinforced, gilded and jewelled armoured sets, as well as the obsidian, infernal and dragon armour sets. The first three sets are intermediate levels between leather and iron, iron and diamond and diamond and upper tiers. This means that whether low on resources or in process of getting to a higher tier, one can always improve the gear, both armour and tools.
      --------Reinforced sets are crafted from leather armour and stone tools, adding iron to replace some of the main components. In the case of tools, the reinforced stone tools have the same power as iron tools, but with an endurance that is lower to that of stone, thus they are an excellent replacement for iron picks if iron is in short supply. Crafting receipts at the bottom.
      --------Gilded sets are crafted from iron armour and tools, adding gold to replace some of the iron in the receipt. In the case of the tools, the gilded iron tools have higher power and endurance than iron tools, but are still below that of (the current) diamond tools; this makes them a great replacement for diamond tools, specially when there is a surplus of gold, and diamonds are still scarce, or you'd like to conserve your diamond set. Crafting receipts at the bottom.
      --------Jewelled sets are there to replace the current idea of the diamond set, but making it much more difficult to obtain such powerful tools and armour. The idea with this displacement is to keep the later stages of the game further away, and to diminish the abuse on diamond tools. The changes here are: diamond tools would be levelled with gilded iron tools, thus diamond tools will have much lower endurance (similar to current gold tools) and slightly superior power (being able to mine obsidian). While diamond armour will see the same decrease in durability as the tools, it will not have the increase in defence, thus making it a less effective set; however jewelled sets will be rewarding patient players. The jewelled sets are crafted by creating a jewelled alloy using iron, gold and diamond; thus the costs of this sets are much higher, but the need of diamonds is left untouched.
      --------The upper tier armours would be introduced to extend the gameplay beyond the real world, the nether and even the end. The first set is obsidian armour, which has been one of the most discussed ideas for a next tier; but it is not as simple as obtaining obsidian and crafting the tools as usual. The upper tiers require the shaft to be replaced by Steel, which is crafted from iron and glowstone dust. Additionally, each of the tiers requires a different combination of dusts to treat the block before obtaining the required material. Obsidian must be mixed with redstone and glowstone dusts, and then smelted to obtain Dark Alloy, which is the material used in the receipts for Obsidian sets.
      ---------In a similar fashion, the Infernal sets are crafted from Blaze Alloy. In order to craft this material one must be really patient: by mixing nether brick with four glostones and Dark Alloys and then smelting the result with an equivalent energy of one lava bucket (1000 energy units), you would obtain a Blaze Alloy. This extremely tedious process compensates for the extremely high durability of all Infernal set items, plus their increased resistance to fire.
      ---------Lastly, the Dragon set is crafted from Dragon Scales and Blaze Allow, in a similar fashion to how gold is used to gild the iron set. This last set is of course only obtainable after beating the game, as it requires the player to slay the ender dragon, and although it makes the player nearly undefeatable, it does not completely block all damage, thus making it possible to die.
      -
    5. Last but not least are all the necessary changes that should be applied to the DCS or Damage Calculation System. There are three main changes: differentiation of damage by source; change of calculation algorithm for damage reduction; and change in how armour endurance works.
    6. --------The differentiation of damage by source is a simple change; what I propose is that damage is calculated and applied differently, depending on the source of the damage, thus dividing it into four main categories: physical, ranged, magical or miscellaneous. The categories go as follows:
      -----------------Physical: Damage taken from Falls, Melee, Asphixiation, etc.
      -----------------Ranged: Damage taken from Arrows, Poisons, Throwables, etc
      -----------------Magic: Damage taken from Fire, Lava, Explsions, etc
      -----------------Miscellaneous: Damage taken from special sources, e.i.: Lightning, Ender Dragon, Hunger, etc.
      ---------The calculation algorithm should be changed to incorporate damage reduction as a percentage of the total incoming damage, based on the specific armour value, varying on a similar fashion to a logarithmic function. In other words: a large increase in the armour value does not necessarily lead to a large reduction of damage. A possible way to do this would be to assign a value between 0 and 500 to each armour set (composed of each piece's value); then assigning that value in the following formula:
      ---------------------- Damage Multiplier = 100 / (100+armour) = D_t
      ----------Supposing that any source of damage (P : physical) would deal a damage equal to "x hearts", the player receives a damage of "D_p * x"; thus it is possible to reduce the damage taken down to a minimun of 16% of the original damage.
      ----------Finally, each piece of armour should take an amount of damage equal to a percentage of the amount of damage reduced by wearing said armour. For this, all armour pieces should be assigned the same amount of endurance points, but with an exponentially decreasing percentage. As the amount of damage reduction increases heavily, the percentage of absorption will decrease, unless the endurance also decreases.
    Thank you all for your time, and sorry for the extremely long post, but I needed to set down the specifics. If anything has been left unclear, please PM me.
    - Vosenedich
    Posted in: Suggestions
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