wayOnlinePlunge (wOP)

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wayOnlinePlunge (wOP)

Postby Alundaio » Wed Feb 14, 2007 3:28 am

http://www.4shared.com/file/10597309/26 ... lunge.html
Filesize: 1.35mb
Version: a1.80

What's included in this version:
All 25 Bladearts (maybe some bugs)
Character Editor
lots of implemented crap thats not actually visible
lot's of bugs :roll:
Stats based off Ep. 4
Still in debug mode!


What's exlcuded in this version:
Link attacks
Character Animation


Check it out guys. I will post edits on this if there is a new version.
I think I have made more progess on this than anyone before, correct?
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." -- Albert Einstein
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Postby MusashiEX » Wed Feb 14, 2007 3:41 pm

Cool. See if you can add descriptions for each of the blade arts.
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Postby Alundaio » Wed Feb 14, 2007 4:10 pm

Now that's why posting is very useful. That totally slipped my mind! I will add that feature. I have already coded the descriptions into the variables, I just totally forgot to use them. If anyone else has input or suggestions, I welcome it.
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Postby MusashiEX » Wed Feb 14, 2007 4:39 pm

How about you only start of with level 1 blade arts, and as you advance through the ranks, you get more blade art.
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Postby ninja flashlight » Wed Feb 14, 2007 5:04 pm

yea, everyone sould only have 1 or 2 lvl 1 blade arts to start with. then get stronger and stronger untel crestfallen or somthing.
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Postby Alundaio » Wed Feb 14, 2007 5:45 pm

I have no idea how I can add a fair rank system. Maybe do it like chess? Let's see here...
(Taken from WGB)
Class = Plunge*10 + Damage_thresh*2 + Strides*2 + critical hit% + critical str + crosslink%/5 + lungelink%/5 + droplink%/5

Maybe loose stats after a loss?
We need a way to make players gain and loose stats fairly. Otherwise You'll be able to cheat and make your player unstoppable.

OR...

You'll be able to get random "drops"
eg. Both Players start battle
Then randomly an item may appear, based on rarity.
Whoever wins the match gains the item. (such as a piece of stricite)

I Think the drops might be a good decision. Anyone else have an idea?
Last edited by Alundaio on Thu Feb 15, 2007 1:55 am, edited 1 time in total.
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." -- Albert Einstein
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Postby MusashiEX » Wed Feb 14, 2007 7:00 pm

I don't know. Maybe you get money after you fight someone, and you can buy stats or blade arts. And you get money even if you loss but you get less than if you were to win.
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Postby ninja flashlight » Wed Feb 14, 2007 9:17 pm

i agree that you sould get money, but you souldnt get ANY money for a loss. only money for a win.
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Postby DragonMancorada » Thu Feb 15, 2007 12:05 pm

I really like the Drop System, but you shouldn't be able to buy your Blade Arts.

Maybe making it Ranked isn't such a bad idea.
Plyn's only get Cool Wind (Or whatever it's called) and when you become Pharaphalyn you get Crestfallen. You'd increase in rank depending on your Losses VS Wins and your Stats.
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Postby MusashiEX » Thu Feb 15, 2007 2:49 pm

ninja flashlight wrote:i agree that you sould get money, but you souldnt get ANY money for a loss. only money for a win.


If it was like that, everyone who is new to it will never get anything, since they aren't likely to win against someone who has more blade arts, and since they can't win, they'll never be able to get more blade arts and start winning.
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Postby SpaceBoy2000 » Thu Feb 15, 2007 8:09 pm

How about before each match, each player is given a set amount of points. These can then be used to upgrade your stats, temporarily get a blade art, etc. Thus, everyone would be fighting on an equal basis (assuming the cost of each upgrade is balanced), but you can have more interesting match ups by simply raising or lowering the number of points each player has. Couple that with a nice ranking of who has raped who, and you've got a nice system for plunging.

Of course, where would you get the dedicated server for all this? I would donate mine...but it's been down for...oh, at least half a year. University's a bitch on your free time >_>.
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Postby pkuki » Sun Feb 18, 2007 7:09 am

you could have each player gain points after a win, and be able to invest them however they want (you could make crestfallen cost 6str). also, you could put a limit on points, so that no one would get too powerful.
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Postby PseudoFlare » Sun Feb 18, 2007 12:56 pm

What Lun gave us is complete originality and I think we should stick to what he would want.

(all these ideas are assuming that I haven't even played your mod yet >.>)

Basically, this means that: we should create different blade arts (a LOT more), how the plunge system is made, and lots of other stuffsie.

Also I don't think that the plunge is the only thing you can do in there. You should sometimes take a break on plunge and get granted for whatever you want to do. Like chat around in some IRC or strolling across Estrana maybe.

Since in The Way, the skills are effected by the type of sword you have. It's the sword that increases your strength, not you. So when you switch to different sword, you will restart all your stats with that sword. However that doesn't mean that you can't do anything different with the type of sword you're wielding. Depending on the type of sword you have, you may change the weapon aura it grants. DON'T do the spending points just before the battle thing like the other player suggested because by then you'll be only making 1 character which is overly powerful from others just because he/she/it/whoever can get what they want at start to pwn'em. This would make the player take choices on what to do and not to do.

Bigger numbers. Apparently from my view, I've seen that lots of people prefers bigger numbers rather then smaller ones. For example instead of having 22 HP, you'd grant the player 10X more attack and HP. Also by doing this, I think we have more versatility over stuff.

Notch items should be rare. It's not like after every battle you'd hope of receiving a notch item from another player you're against. There's a 10% chance that you'll receive a slot one notch, and percentage goes lower as it progresses. Speaking of notch, you should put up to 5 slots of notch instead of the original 3.

From what I said above, swords are the main way to get stats but there's a way you can get them innately. For example, some higher level notch items will increase your sword stats AND your innate stats by a little. It depends on what you're using.

I believe that there are 9 shadow swords but you shouldn't even make any of them until in the later development. Not too important now. I will however give you advice with these buggers if you happen to make the game very successful.
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Postby MusashiEX » Sun Feb 18, 2007 2:51 pm

*gets crushed by wall of text*

I think you should play it before giving ideas.
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Postby Uglymongoose » Wed Feb 21, 2007 5:05 pm

I downloaded the zip file but when I try to open the wayOnlinePlunge.exe I get an error that says "no zip file specified" and another error that says :

___________________________________

Error |
|
ERROR in |
action number 1 |
of Key Release Event for <no key> Key |
for object Background: |
|
Error opening binary file. |
____________________________________
Anyone know what to do?




* Nevermind. I figured out what was wrong.
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