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Danrul
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« on: January 18, 2011, 09:30:03 PM »

I decided this competition was a good chance to work on an old prototype I had lying around.

More information in the coming days, for now, have a logo.
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Inanimate
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« Reply #1 on: January 18, 2011, 09:32:31 PM »

World of Starcraft ripoff.
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Melly
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« Reply #2 on: January 18, 2011, 10:55:09 PM »

Cosmic is high again.

I mean, this concept is silly. It would never work, nobody would play something like that.

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Danrul
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« Reply #3 on: January 19, 2011, 07:05:24 AM »

I just finished a pretty major revision to gameplay.  My own clique of beta testers should enjoy this update.

Rest State, Inns & HearthStones

To broaden and balance some of the gameplay elements, we've incorporated a few new features. One of them is the Rest State modifier, which gives players a time-limited bonus to combat (PvE) experience. This frees up time for exploring other aspects of the game without penalty, such as tradeskilling and social activities, and helps players avoid level-grinding. We've also added Inns, which serve as a good place to hang up your sword or staff for the night because they confer special bonuses. Inns also act as home locations, which our third new feature, Hearthstones, take advantage of. Hearthstones provide a speedy way to travel back to an Inn when you need to take care of business in town or when you're ready to check in and call it a night. The basics of these new features are covered below.

    Rest State

        * The Rest state modifier only affects experience earned from killing monsters. It does not affect experience earned from quest rewards or other experience rewards in the game (such as future PvP experience rewards).
        * As players kill monsters and gain experience points, they become increasingly tired. Their rest level reflects this tiredness in five tiers: well rested, rested, normal, fatigued and exhausted.
        * Well-rested players receive bonus experience points for killing monsters. Rested players receive a smaller bonus. At the normal rest level, players receive no bonus experience points for killing monsters. Fatigued players receive half of the normal experience points from their kills, and when exhausted they will receive a quarter of normal experience from a kill.
        * To become well rested and start earning bonus experience from killing monsters again, players must either log out or rest online at an Inn (see below) for several hours.
        * Thanks to the comforts of a warm bed and a hearty meal, players who rest or log out at an Inn can regain energy up to the maximum level: well rested (it takes 8 hours to go from exhausted back to well rested). Players who log out anywhere else in the world will only regain energy up to the normal level.
        * Note that while your character is resting at an Inn, you can play other characters on your account. The rest state is per character only.

    Inns

        * Players can rest or log out at any Inn in the world.
        * Inns will be located in all major cities and some towns.
        * Whenever players enter an Inn or log out at an Inn, they will effectively be "resting," which is indicated by their portrait flashing yellow.
        * Players can leave an Inn at any time and continue fighting monsters; the experience they gain will be based on the Rest level that they have rested up to.
        * If players log out in an Inn, they will be able to instantly exit the game as opposed to having to wait 20 seconds before exiting.
        * When players log in to play the next day, their well-rested characters will have slept off the ill effects of any nasty debuffs from the day before.

    Hearthstones

        * Players use Hearthstones (an inventory item) to cast a spell that teleports them back to their "home locations." Casting the spell will take a reasonable amount of time, to prevent it from being used as an escape mechanism from combat.
        * "Checking in" with an Innkeeper will make that Inn the player's current home location, and the player's Hearthstone will then take the player back to that Inn (as opposed to any previous home locations). If the player doesn't have a Hearthstone, the Innkeeper will provide one at no cost.
        * Because Hearthstones let players quickly return to town, players can easily log off from within an Inn when they're done playing for the night (or day). If they so choose, players can also use Hearthstones just to return to town to sell items, trade, or train. However, Hearthstones can only be used once per hour.
        * Having home locations in the game will let us incorporate other spells that teleport players to these locations, such as how Astral Recall worked when we had bind stones.

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TobiasW
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« Reply #4 on: January 19, 2011, 07:45:13 AM »

I didn't read the post, but I skimmed over some of the words and this revision sucks! The game was totally way more better before!
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J. Kyle Pittman
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« Reply #5 on: January 19, 2011, 07:55:55 AM »

Game is too balanced. Nerf all the classes except mine.
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Sos
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« Reply #6 on: January 19, 2011, 08:00:55 AM »

This is too easy, WHAT ARE YOU THINKING!?
Your not going to get away with a weird titled shitgame, you lazy bum! Tongue
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Danrul
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« Reply #7 on: January 19, 2011, 09:11:57 AM »

J. Kyle Pittman raises a good point.  As such, I've decided to make all of the races available for simultaneous testing. My beta testers will have the option to play all eight races: Human, Undead, Dwarf, Tauren, Gnome, Orc, Night Elf and Troll. Eight classes will also be available, as applicable to each race: Druid, Mage, Paladin, Priest, Rogue, Shaman, Warlock and Warrior. You read that right, Druids are available!

Hopefully this should address some balance issues.

I'd also like to direct people to Hempuli's Efforts.  It's good to see some other ambitious endeavours in this wonderful tigcompo and we should try our best to support those involved.
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Pirate
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« Reply #8 on: January 19, 2011, 09:21:01 AM »

no full loot pvp? I'm canceling my pre-order.
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ink.inc
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« Reply #9 on: January 19, 2011, 09:25:16 AM »

 Big Laff
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superflat
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« Reply #10 on: January 19, 2011, 09:37:55 AM »

It'll never catch on...
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Danrul
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« Reply #11 on: January 19, 2011, 07:22:27 PM »

Combat Changes

    * Characters have a new combat stat called "Attack Power." Attack Power helps determine melee damage dealt. The new Attack Power value is displayed in your character sheet as Power. This value is based on class, level and ability scores. Most classes use strength, but rogues and hunters use a combination of strength and agility. The main purpose of Attack Power is to provide a more consistent effect from buffs, regardless of weapon speed. Slow weapons will receive a larger bonus from your Attack Power than faster weapons which will ultimately balance slow and fast weapons. It is important to note that most attack bonuses in the game now add to your Attack Power.
    * The amount of melee damage directly attributed from your weapon has been reduced. Damage is now more closely connected with class, strength and buffs than before. Your weapons are still very meaningful but the combat effect you get from using a higher (or lower) level weapon has been reduced.
    * Block values have been added to shields. Blocking an attack no longer avoids all of the damage of an attack. Blocked attacks avoid an amount of damage based on your shield and your character's strength.
    * Players will now find it more difficult to fight monsters that are a good deal higher in level than they are. Player chance to hit and damage ("glancing blows") are reduced while the monster's chance to hit and damage ("crushing blows") are increased.
    * Miss, Parry, Block, Dodge, Critical Hit, and "Stun from Behind" all have new formulae for determining their percentage chance of occurrence.
    * The effect Spirit has on mana and hit point regeneration has been improved. Spirit affects all characters' mana and hit point regeneration rates in and out of combat.
    * Your chance to hit with each weapon when fighting with two weapons has gone down, but the total hits from both weapons has gone up. Your total damage output when fighting with two weapons should be higher than fighting with one weapon and a shield, but roughly equal to fighting with a two-handed weapon.
    * Off-hand attacks deal of the weapon's designated damage.

Tomorrow I have a surprise for everyone.
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Tokyoma
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« Reply #12 on: January 19, 2011, 07:31:53 PM »

 Cave Story ?
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Riley Adams
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« Reply #13 on: January 19, 2011, 08:09:55 PM »

It'll never catch on...

I know, right? $15/month, what is this madness?
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FK in the Coffee
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« Reply #14 on: January 19, 2011, 08:30:49 PM »

It'll never catch on...

I know, right? $15/month, what is this madness?
B-but he hasn't even posted the prices yet. Epileptic
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Riley Adams
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« Reply #15 on: January 19, 2011, 08:37:55 PM »

It'll never catch on...

I know, right? $15/month, what is this madness?
B-but he hasn't even posted the prices yet. Epileptic
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Danrul
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« Reply #16 on: January 19, 2011, 11:07:23 PM »

Re: Pricing

At this point a price point has not been set for the game.  We are looking at operating on a F2P microtransaction system.

Also, for exclusive beta access, gift a game over steam (of 15 dollars worth or more) to This Handsome Fella.

EDIT: Also, One last batch of changes before the release of my exciting surprise :D

New Skill System

The new skill system is in place! Players now earn skill points based on experience points gained from killing monsters. Earned skill points can be spent on tradeskills, weapon proficiencies or to increase attributes.

The new skill UI is in place. You will be able to increase your attributes by spending skill points. Attributes will cost different amounts to increase depending on your class. Attributes with a green bar are your characters primary attributes and will cost the least, while attributes displayed with a red bar are less necessary attributes and will be the most expensive.

New Weapon skills will now be purchased with skill points allowing a wider variety of weapons being available to any given class. Different weapons will have different skill point costs associated with them.

Finally, tradeskills will still be purchased with skill points. You will still need to buy the tradeskills at the tradeskill trainer.

Talents Disabled

Some of the talent functionality, like increasing attributes, has been moved to our new skill system. The rest of the Talent system is being reworked and therefore disabled. Don't worry, you will get talents back, and they will be even cooler than before!

Monster Claiming


Now the first player or group to damage a monster will "tap" them. When the tapped monster dies, that player or group will get the experience and loot from the kill. Other players will be able to tell if a monster is tapped because it's portrait will turn grey. Players are free to help kill the tapped monster, but they will receive no experience or loot from the kill. Even with help, the player or group who initially tapped the monster will gain full experience from the kill. In situations where a much higher level player helped with the kill, some of the experience reward will be reduced.

Experience Distribution Changes


As players become higher level, they will be able to receive experience from a large range of monsters. At low levels, you may get experience from monsters 5 levels lower than you, while at level 60 you will gain experience from monsters 12 levels lower. In the future we will add a user interface to monster portraits so you will always know which monsters give experience for your level.]

Quest Rewards


Quest rewards are now labeled as Bind on Acquire. Quest rewards can still be equipped or sold to a merchant, but you will no longer be able to sell or give them to other players. This has been implemented to deter these items from flooding the game economy.

World 

Many objects in the world such as buildings, dungeons and cities have undergone a significant data format change to reduce memory usage, increase render performance and minimize future patch sizes.

Cloaks

Due to popular demand, cloaks have been made visible. This will help players customize their characters even more than before.
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Danrul
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« Reply #17 on: January 20, 2011, 06:50:12 PM »

And now for today's BIG ANNOUNCEMENT!

Today's patch features the start of Player vs. Player testing for the World of Warcraft beta test, and we are pleased to announce the opening of an additional realm for this purpose. This new Player vs. Player realm is an all-out Horde vs. Alliance server, where the factions can finally battle! If this rollout is completed successfully, we will then officially begin the next phase of the World of Warcraft beta test and add the next round of testers. Due to the amount of changes and new content being implemented in this patch, we will be distributing the updated version of the beta via the CFool Downloader.

Standard Player vs Environment Server

Currently, players now have the ability to attack almost all opposing faction NPCs including vendors and quest givers. If a player attacks an opposing faction NPC, players of the opposite faction are then able to target and attack that player. Whenever an NPC is attacked, players who share the same faction as that NPC will receive a system message indicating that a specific town is under attack.

Please be aware that some quest NPCs might not always be available. If they have been killed, players should wait for the NPC to respawn. The development team expects there to be some bugs associated with this so be sure to /bug and /suggest whenever necessary.

Actions that will enable PvP on the standard player vs. environment server are: attacking an NPC of the opposing faction, attacking a player who attacked an NPC, and/or aiding a player engaged in PvP. Players will also have the ability to enable PvP on their own by using the /pvp command. Once PvP has been enabled by a player, no matter what the method, it will remain in effect for five minutes.

In time, all standard servers will include a consensual Player vs. Player system called Battlegrounds. Once Battlegrounds has been implemented, players will have the ability to attack other players to defend their cities and towns from invasion. We expect the Battlegrounds system to be available later during the beta test.


It can't be a Versus game without player versus player now can it?  Enjoy testers.
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mokesmoe
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« Reply #18 on: January 20, 2011, 07:20:39 PM »

With the monster claiming, couldn't someone just do a little damage to every monster in the area so no one else can get XP for them?
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Danrul
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« Reply #19 on: January 21, 2011, 05:13:26 PM »

Horde Vs Alliance Race War Server

The new Horde vs. Alliance race war server will establish a straightforward method for Cosmic Fool to test and balance the races and classes in a PvP environment. PvP concepts will be gradually introduced on this server. This means that the initial implementation of PvP is not how our final model will work once World of Warcraft is released. This patch includes the fundamental ideas of PvP in order to tune and refine the very foundation of our PvP model.

On the Horde vs. Alliance race war server, territories will be indicated whenever a player enters a new zone. The zone name will now include additional information to inform the player of the territories status. Additionally, the mini-map will be color coded to indicate who controls the zone: Green = Friendly, Red = Enemy and Yellow = Contested.

Players will be able to initiate player vs. player combat based on what territory they are in. Players in friendly territories are safe unless they decide to engage an opposing faction player in combat. Players in enemy territories will always be at risk and can be attacked by all players that belong in the territory. All players can be attacked in neutral (contested) territories.

Actions that will enable a player for PvP status on the Horde vs. Alliance race war server will be: entering or being in an enemy territory, entering or being in a contested territory, attacking an NPC of the opposing faction, attacking another player, and/or aiding a player engaged in PvP. Players will also be able to enable PvP on their own by using the /pvp command. Once PvP has been enabled for a player, no matter what the method, it will remain in effect for five minutes.
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