20 August 2007

The astrology system and some new books.

Today I finally started to work at the astrology system. I guestimate that it will take about a week to fully implement, and perhaps another week of testing, then maybe a month or two of adjustments, depending on players feedback and stuff.

For the time being, we will have the following modifiers: chance to make rare items, chance to harvest rare items, chance for an item to degrade in combat, accuracy, attack, defense, critical to hit, critical to damage, items failure rate, and magic (attack and resistence).
Other things might be implemented in the future, but for the time being, I think this is enough.

The modifiers will go both ways, negative and positive, depending on how the planets are on the sky relative to your sign. I won't give much details about how it will work because I don't want the players to figure it out by themselves.
Instead, I am going to have an astrologer NPC that sells some special stones. One stone for each modifier. When used, they will provide information about that modifier (for example, if the current failure rate is high or low). Those stones will dissapear after each use, and they will cost probably around 100-200 GCs.

I also added some new fighting books, for some medium and high level monsters (ogre, phantom warrior, fluffy, yeti, giant, and the dragons).
The dragon books are very expensive, close to 300Kgc, but I think they will be worth it for the high level players.

6 Comments:

Anonymous 2coolfool said...

In my opinion, it's a good idea, seeing as how the chances can change over time and players will have to adapt to the changes. One caveat though, I guess the stones from NPC are there as a money sink.. But why not make them craftable after a while? A formula somewhat like "1 Tree Mushroom-Ogre Toes-White Chanterelle extract, 2 Magic Essences and 4 Gypsum"
would put the cost somewhere near ~300gc, and add a steady income for crafters. Also potioners will get some money for the extracts then, and it would be good for the economy.

20/8/07 07:46  
Blogger Radu said...

Yes, eventually they will be makable too, either under engineering or crafting (have to decide for that yet).
The reason I am putting them at an NPC is dual: Money sink and making people go to that place.

20/8/07 19:19  
Anonymous majestyk said...

It is a good idea to have things affect gameplay which can't be immediately "seen" by the players. Not every modificator to the gameplay should be transparent to players. Thumbs up for that :)

21/8/07 05:11  
Blogger masterpiter said...

Yes, great idea, i like books for high lvl mobs(money sink but also nice advantage to players so worth it).

And i love the idea of Astrology and those stones-fortunetellers^^.
It will encourage players to do different things in eL, not only fight or harvest all the time :)

22/8/07 03:07  
Anonymous Anonymous said...

10 modifiers, 1 stone per modifier, 100-200gc per stone. So the expecation is that a player would spend 1K-2K gc every EL day to figure out what their modifier is?

True, they don't all apply to everyone, but most apply to training/fighting so those character types would need all the applicable stones.

Sounds like a lot of expense and busy-work to me. One stone that told you the state of your modifier for the day would be better. But what's described just seems like to much.

23/8/07 02:12  
Blogger Radu said...

Actually, I was thinking to have two kind of stones: Some cheaper, made by players, that will read the current bonus/penalty rate for one attribute. The other kind will be from an NPC only, and will give you 3 readings (at a time): current, 1 hour ahead, and two hours ahead.

24/8/07 16:12  

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