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Highest Reputation Content
Posted sMooMs on 16 January 2013 - 02:43 PM
Posted CoduX on 30 January 2013 - 02:46 AM
*WARNING* THIS IS JUST A BRIEF OVERVIEW. IT'S NOT EVERYTHING.
Please post if I have missed anything. This will be regularly updated.
The Difference's Between The Two Servers
- Other Life has no Continent 2 (C2).
- Other Life has bonus experience at the end of a creature kill called a "Bonus Kill".
- Other Life has very few quests (for the time being)
- Other Life's skill system is being reworked. Major rework is being done to the skills of
Engineering, Magic, Ranging & Summoning (Level up at your own risk!!!)
- Some of Other Life's items are been removed but may be available in the future.
- No Rostogol Stones
- Other Life may have items that are not currently available in Eternal Lands. What they are? That's for you to discover.
- Other Life have "Boss Mobs" in invasions. They are slightly bigger than their counterpart with more health, damage, better stats & sometimes with a unique name.
- The experience rate of mixing skills have been increased slightly for Potions & Manufacturing the higher the item make is.
- A "soft reset" is available for purchase for 15 Platinum Coins. This lets you re-distribute ALL of your pickpoints straight away without having to do a #reset and level back up your Overall Level.
- The attribute "Matter" is X6 instead of X5. This allows your health to be increased by 6HP instead of 5HP.
- EMU is increased 2.5 for every overall level you have.
- Mini harvesting events have been disable.
- Only creatures of C1 residence are ingame (with the exception of some creatures that are spawned in an invasion by the Invasion Master and feros in the new Dwarven Lands)
- All perks disable (new perks currently in test!)
- Creatures regenerate 1HP/m except for some, which generate 3HP/m. That's for you to find out which ones.
- Boss mobs in invasions regenerate their HP much more than 3HP per minute.
- Astro removed.
- Dailys, Invances & Instances removed (for now).
- If you die in Kilaran Field (KF), 25% chance an item will drop.
- Guild's are 240Kgc to create.
- You gain 1.8 pickpoints for every overall level you have.
- Brand new attribute-system thanks to Korrode. See here http://www.other-lif...d-el/#entry9808
- Shop Services and Items are available in WSC.
- Mercury bags spawn in Kilaran Field (KF)
- Creature drops are different. Find out for yourself to discover these new drops!
- Joker broadcasts hints to find him.
- Joker can spawn anywhere
- Joker gives out ANY item. Some that are the best in the game!
- A mini-game called TAG. If your tagged (your name will be highlighted in purple) you find another player and use the finger/pointy icon on them to 'tag' them.
- When mixing, you don't need to have EMU left over to mix an item, but can have a full EMU of ingredients, and the product will replace ingredients lost, rather than needing the space for the product.
- After completing Wine/Leather Quests, you can buy bulk from any general storage instead of running to Morcraven Marsh (MM) each time.
- #sto doesn't interrupt harvesting!
- Most NPC will give you the option to buy as much as you can afford/carry in a single transaction.
- Viewing Achievements doesn't effect harvesting now.
- Unique mobs are found in invasions such as Giant Midget & Fluffy Gargoyle. Many more for you to discover!
- Attribute Stones have been changed into the new attributes (Charm, Rationality Removal Stone instead of Coordination or Will Removal Stone).
- Different "instance map" called Defend the Fort (DTF) & Monster Big Bash (MBB)
- Custom clothing for cosmetic looks have been added ingame (not really a difference but thought I'd put it in here)
- Several mobs have a different ignore level here than in EL.
- New Continent named "Alroth" with over 60 new maps have been released thanks to Zian. Alroth features "realms" for each Race!
- Several spawns can produce 'boss mobs' if enough are killed. How many you need to kill and which spawns are secret! We are still finding out.
- Brand new wiki about OL thanks to Waterbottle, can be found here http://other-life.wi...Other-Life_Wiki
Posted themuntdregger on 03 February 2016 - 07:16 PM
- There's a new map 'Ravens Isle' plus some changes to Whitestone to incorporate a new port
- On Raven's Isle, there's a a female gnome that you can hunt (and who sometimes drops trousers)
- Sometimes there's a wooly gargoyle who's uber gnarly and persistent. Whilst you can't see the wool (he looks like any other gargoyle), most peeps tend not to care when they're running for their life.
- Invasions are now mind boggling massive, dangerous and completely unbelievable. Even IP is invaded. Terror and carnage abounds
- There are creatures called IM's who orchestrate invasions in new and cunningly fiendish ways. They are extremely harmful to the health of anything in an exc cape. If you want to be invaded by something special (say rats), you need to ask an IM nicely and give a good reason, ie I need more tails and stuff for my furry boots.
- There are some weird bosses including an imp with an entirely unpronounceable name plus all kinds of peculiar snakes, eg (slithering the terrible) etc etc etc. I'm not fond of any of them and run away screaming like a girl.
- Sometimes there is a legion of attack-bears. I'm not keen on bears at the best of times and it really doesn't matter if they're brown, black, white or even tartan. All bears are bad and were born that way.
- You can buy a thing called a pack, although i've never bothered. It's purpose is to let bag jumpers run off with even more of your stoof after you've been killed and left naked, dead and alone in the middle of mm
- You can buy a titanium pickaxe. It's a pretty looking thing and good for impressing lady harvers. Otherwise it's expensive and yellow and not really of much practical use. However, rather like a Ferrari, it's something everyone should aspire to own.
- There are all kinds of DTF, WTF, FTW WWE and WBA events (I forget what the initials all stand for). They have something to do with combat but, beyond that, i'm not sure. Once they invent one where you attack lumps of iron ore, i'll prolly take more interest.
- There are still no mods or dragons, or at least any that have been caught in the wild. If you find either one i'd recommend that you range from a distance until it's mortal coil has well and truly shuffled off. I will then bag, weigh and purchase the fur and tail from you for a reasonable price.
- There is still no gypsum. Yup, it's an outrage.
- You can get a bad day removal token even though we don't have any bad days.
- There's still nothing you can make with dung, but that doesn't stop nublets trying. Neither is there any reason for you to enter an outhouse other than for quiet contemplation and what nature intended.
- There are no bots. There are guild npc's but no one can remember where they are, least of all me. Instead there is Bat17 who sells pretty much everything and who has much grace
- We recently lost our last resident bag jumper (et_alors). He was brutally efficient and good at his .job and is therefore missed even less than Nova's presence on the forums.
- There is free mercury in Killeran Field, which is the only sane reason to go there.
Posted Nightmare on 07 December 2015 - 11:00 PM
Please pk all noobs and all pr0's, bj etlors as much as possible and I talk at you soon xD
Posted Nightmare on 17 April 2013 - 08:04 PM
I ask Learner why this weren't announced, discussed, voted on, and he point me to this update "notification." "Adjusted Mana Drain effect formula down" was the only reference made, and don't really describe what happened.
I think major changes like this should be discussed and voted on or at LEAST described in changes so that people understand what has happened.
I am asking how many people would support poll to return this to the way it was until we have a chance to discuss and reform magic as a whole, not piecemeal.
Posted scarr on 23 January 2013 - 01:42 PM
but sometimes a killer gets assisted by other players to make the kill even be happening, but they are not rewarded with pki nor their name gets casted in channel...
my suggestion is to give people that supported/assisted(attacking player) within 10? seconds pki rewards based on % of amount of assisting players.
also add their names to the channel broad-cast.
e.g; Scarr killed Sunny_Moon Assists: villekpl, karabay, garfield_girl
Posted themuntdregger on 10 December 2012 - 08:05 PM
http://www.gamasutra...game_design.php - Gamasutra - Behavioural Game Design
http://rpgtalk.wikia...d_GameMastering - Uncle Figgy's Guide To Good Game Mastering
http://www.raphkoste...ming/laws.shtml - The Laws Of Online World Design
http://mu.ranter.net...y/economy/taxes - Musashi - Taxation in mmorg economies
http://mu.ranter.net...rsistent-worlds - Musashi - Death Systems For Persistent Worlds
http://mu.ranter.net...-economyvendors - Musashi - Player to Player Economy/Vendors
http://www.gamestudi...302/castronova/ - Game Studies - On Virtual Economies - Castronova
http://papers.ssrn.c...tract_id=294828 - A first hand account of market and society on the cyberian frontier - Castronova
http://papers.ssrn.c...ract_id=1173642 - A Test of Law of Demand in a Virtual World - Castronova
http://habitatchroni...irtual-economy/ - Habitat Chronicles - Design For An Ebay Resistant Virtual Economy
http://www.mine-cont...con/uoecon.html - The In-Game Economics of Ultima Online
http://www.google.co...arODnn2znW_qEaQ - A model for ethical decision making in mmo's
http://my.safaribook...g/9780124977822- Artiificial intelligence For Games (Safari)
http://runescape.wik...i/Economy_guide - Runescape economy (examples of supply/demand price equilibrium)
http://eprints.nuim....DP_Cheating.pdf The economy of cheating in mmorpgs
http://www.digra.org...09287.23190.pdf The cheating assemblage in mmorpgs
Posted SimAnt on 25 February 2017 - 10:14 PM
If at the moment, the perk system cannot be done in levels, then the first level will be done for now and other levels can be implemented later. All Perks may not be added to the game at the same time.
Perks will be reset with a Soft Reset.
Perks will not affect XP.
Some perks will have limitations on combinations with other perks.
Forum Poll limitations may limit up to 10 perks to be voted on at a time.
Tuning will be done on the test server after initial voting. Negative perk side effects may be altered if they do not have a good balance with their positive aspects.
Some perks at max lvl will have text command to toggle them on/off.
Existing cloaks that provide a perk from EL will be kept in game. That will be a separate vote. Though there will be limitations on if you can use them with some of the new perks.
After perks are implemented certain ones will be voted to have cloaks of their own of each tier, which degrade progressively down. This will allow an additional 1-3 Perk Points to be given to your character which you can swap out. Once damaged they cannot be repaired, lower tier cloaks will drop more often than higher tier cloaks.
Lucky hitter: (cannot combine with lucky dodge)
7% Lucky hit - 1pp - +7% chance to hit, -5% chance to dodge, regardless of combat stats
14% Lucky hit - 1pp - +14% chance to hit, -10% chance to dodge, regardless of combat stats
25% Lucky hit - 1pp - +25% chance to hit, regardless of combat stats
Lucky dodge: (cannot combine with lucky hit)
7% Lucky dodge - 1pp - +7% chance to dodge, -5% chance to hit, regardless of combat stats
14% Lucky dodge - 1pp - +14% chance to dodge, -10% chance to hit, regardless of combat stats
25% Lucky dodge - 1pp - +25% chance to dodge, regardless of combat stats
-3 Multi pen - 1pp - Defense penalty when fighting multiple opponents decreased to -3 (-2 accuracy for every 4 mobs)
-2 Multi pen - 1pp - Defense penalty when fighting multiple opponents decreased to -2 (-2 accuracy for every 4 mobs)
-1 Multi pen - 1pp - Defense penalty when fighting multiple opponents decreased to -1
Tank: (Only takes affect when no weapon is equipped, a shield is equiped, cannot cast offensive magic)
(Cannot combine with Two Handed Wielding)
Tank 1 - 1pp - Base Equip Armor + 10% of Base Equip Armor (+1 defense, -1 attack per every 2 mobs)
Tank 2 - 1pp - Base Equip Armor + 20% of Base Equip Armor (+2 defense, -1 attack per every 2 mobs)
Tank 3 - 1pp - Base Equip Armor + 50% of Base Equip Armor (+2 defense per every 2 mob)
Two Handed Wielding
(only takes affect when no shield is equipped, a weapon is equipped)
(Cannot combine with Tank)
Two Handed Wielding 1 - 1pp - Base - Base Gear Damage + 10% of Base Gear Damage (+1 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 2 - 1pp - Base - Base Gear Damage + 20% of Base Gear Damage (+2 attack, -1 Defense per every 2 mobs)
Two Handed Wielding 3 - 1pp - Base - Base Gear Damage + 50% of Base Gear Damage (+2 attack per every 2 mobs)
(Cannot be combined with Life Steal)
(Rounding away from zero, .5 would round to 1, .4 round to 0)
(would mirror the amount the mob is about to hit, not affected by perk users stats, and hit back, eg. if mob hits you for 10 and you absorb all that damage, it will still mirror back)
3% Mirror - 1pp - +3% of all incoming damage mirrored, -1 armor every 2 mobs
6% Mirror - 1pp - +6% of all incoming damage mirrored, -1 armor every 4 mobs
12% Mirror - 1pp - +12% of all incoming damage mirrored
(Cannot be combined with Mirror)
(Rounding away from zero, .5 would round to 1, .4 round to 0)
Life steal 1 - 1pp - 2% of all outgoing damage healed, -1 damage every 2 mobs
Life steal 2 - 1pp - 4% of`all outgoing damage healed, -1 damage every 2 mobs
Life steal 3 - 1pp - 8% of all outgoing damage healed
No More Tears
(Note: as when multiple mobs are on you, the rate of getting hit increases, that also increases break rate, so that is why number of mobs increases this perk)
No More Tears 1 - 1pp - 50% Decrease in gear breaking in combat, multiplied every 2 mobs (gear is +0.5 times as durable per 2 mobs)
No More Tears 2 - 1pp - 100% Decrease in gear breaking in combat, multiplied every 2 mobs (gear is + 1 times as durable per 2 mobs)
No More Tears 3 - 1pp - 200% Decrease in gear breaking in combat, multiplied every 2 mobs (gear is + 2 times as durable per 2 mobs)
10% Offense Mage` - 1pp - 10% increase in offensive magic strength/duration
20% Offense Mage - 1pp - 20% increase in offensive magic strength/duration
30% Offense Mage - 1pp - 30% increase in offensive magic strength/duration
Efficient Mage 1 - 1pp - +4% chance to not use resources or mana.
Efficient Mage 2 - 1pp - +8% chance to not use resources or mana.
Efficient Mage 3 - 1pp - +12% chance to not use resources or mana.
Eagleâ€™s Eye (when bow equipped)
+2 Increase In accuracy
+4 Increase In accuracy
+6 Increase In accuracy
Lucky Archer (where the arrows will be, either in your inventory or target inventory or a bag will be determined)
4% Chance of not losing arrows shot.
8% Chance of not losing arrows shot.
15% Chance of not losing arrows shot.
Batch Mixer (note: although mixed at same time, each copy has an individual chance for enrichment/fail)
(can make as many as you have food for up until the # of copies of level)
(note 2: this may be a game feature in the future instead)
Batch 1 - 1 pp - Allows mixing of 10 copies of an item simultaneously.
Batch 2 - 1 pp - Allows mixing of 20 copies of an item simultaneously.
Batch 3 - 1 pp - Allows mixing of 50 copies of an item simultaneously.
Artificer 1 - 1 pp - 10% increased rare mixes.
Artificer 2 - 1 pp - 20% increased rare mixes.
Artificer 3 - 1 pp - 40% increased rare mixes.
Recycler 1 - 1 pp - 0.5% chance to not` lose ingredients with a successful mix.
Recycler 2 - 1 pp - 1% chance to not lose ingredients with a successful mix.
Recycler 3 - 1 pp - 2% chance to not lose ingredients with a successful mix.
Careful Mixer 1 - 1 pp - 10% chance to not lose ingredients on critical failure.
Careful Mixer 2 - 1 pp - 20% chance to not lose ingredients on critical failure.
Careful Mixer 3 - 1 pp - 30% chance to not lose ingredients on critical failure.
Bone Eater: (+30 Food)
Bone Eater 1 - 1 pp - Can eat bones every (8s), 4% chance to drop food level to zero
Bone Eater 2 - 1 pp - Can eat bones every (6s), 2% chance to drop food level to zero
Bone Eater 3 - 1 pp - Can eat bones every (2s)
(cannot combine with excavator cloak)
(This is a reduction in MN damage and an increase in gold/XP bonus/stone finding events..number of total events does not change..just shifts the mean from good/bad 50/50 to 60/40, 70/30, 90/10).
Excavator 1 - 1 pp - Increase harvest speed by 100%, 10% shift towards good harvesting events. +10% food usage while harvesting
Excavator 2 - 1 pp - Increase harvest speed by 120%, 20% shift towards good harvesting events. +20% food usage while harvesting
Excavator 3 - 1 pp - Increase harvest speed by 130%, 30% shift towards good harvesting events. +30% food usage while harvesting
Cool down reduction
Cool down 1 - 1pp - 10% reduction in all cool down times
Cool down 2 - 1pp - 20% reduction in all cool down times
Cool down 3 - 1pp - 35% reduction in all cool down times
Healthy Guy 1 - 1pp - Increase base health by 10% (0.5% chance to heal 25 when hit)
Healthy Guy 2 - 1pp - Increase base health by 20% (1% chance to heal 25 when hit)
Healthy Guy 3 - 1pp - Increase base health by 50% (2% chance to heal 25 when hit)
Magic Guy 1 - 1pp - Increase base mana by 10% (0.5% chance to restores 25 mana when hit)
Magic Guy 2 - 1pp - Increase base mana by 20% (1% chance to restores 25 mana when hit)
Magic Guy 3 - 1pp - Increase base mana by 50% (2% chance to restores 25 mana when hit)
Such Macho (Cannot use a pack with this perk)
100 Hoarder - 1pp - Increase emu by 100
200 Hoarder - 1pp - Increase emu by 200
500 Hoarder - 1pp - Increase emu by 500
Much Nomz wow
+20 Max Food - 1pp - Increase maximum food 20
+40 Max Food - 1pp - Increase maximum food 40
+80 Max Food - 1pp - Increase maximum food 80
Gatherer Perk - 1pp - Same effect as gatherer medallion. (#text command on/off)
Zen: - 1pp - Heals 6 Health and 8 Mana every minute.
Pharaoh - 10% chance to drop nothing when you die.
Credit to Achilles for initial suggestion
Please post your thoughts if any of these perks are unbalanced, or suggestion for additional ones.
* No Negative perks
* Don't just dump in EL perks, we have always wanted ou own here.
* The Poll comes out to 10OA/PerkPoint so the cost needs to be relative to that, not OA
* There have been discussions that some Perks might have multiple levels by using more PerkPoints
* Think about balance, including Mages, Rangers, Mixers, etc Since Magic & Ranging are works in progress that makes it hard and why defining Perks has been a low priority.
Posted Rabbitman on 17 December 2015 - 06:42 AM
Based on the results of this poll I say there is enough community support for wizzy, duece, and sawolf. I move to add all 3.
Posted samson on 03 June 2013 - 05:54 PM
Posted Wizzy on 14 April 2013 - 10:08 AM
I would strongly urge learner to keep OL in a alpha test development mode until all game basics are worked out, reset the server and LAUNCH the game when ready.
I am not suggesting every little thing needs to be nailed down, but
Launch it properly when all is ironed out. THEN start adding items/harvestables to game one at a time. Balancing forumales etc.
I may be sounding like a broken record here. And i am more than willing to play and help test when time allows, and will certainly accept a server restart,
So far everything I have seen created in OL is very well done. The new client features, the invasion system, even the "tag" game is all great work.
I just do not want to see this game not reach its full potential.
Posted Rabbitman on 26 July 2015 - 10:10 PM
1. Learner has said he does not want to start Friday invasions before approx 4-5 pm USA (~22 gmt). Adding a new IM won't change this, as any new IM muat follow the same rules as Grimm and myself. Personally, I could be available between 1-5pm on Friday to start things off if it were allowed.
2. Invasions on Sat/Sun typically start a bit later for Eu because we are waiting for more players to login (~17-19 gmt).
3. Hunt and kill a mob or two for invasion isn't always bad. I'll typically use it when there arent many players who want an invasion online, so players can show they want it . Although, I usually make it somethimg easy.
4. A red dragon was invaded , did someone kill it?
5. This wouldnt be as big an issue if there were instances or something else for fighters to do when invasions have slowed.
Posted Rabbitman on 21 January 2015 - 06:09 PM
I would like to start a discussion on any changes we would like to see in the inter-related topics of player deaeth and item removal from the game. Section 1 defines the difficulties Learner faces from a game design perspective through three important considerations. In Section 2, I analyze how the current system fits within these three considerations. In Section 3, I describe my ideas for how we can make the whole system better.
Section 1 - Important Considerations
For many modern games, item removal from the game comes primarily from players selling their old gear/items to the npc for gold/credits/etc to be used in new gear. However, in games like this there are many more types of base items/equipment and typically have many permutations in the "quality" or "abilities" or "skills" attached with that individual item. I.E. In the Diablo games you could find a staff which would allow you to cast a specifc spell. The staff would have its base stats; however, it could also have bonus stats, extra elemental damage, a randomized number of extra charges etc. So pretty much every staff you found would be slightly different. This leads to players keeping the best of an individual type of weapon, and selling the rest to the npc for small amounts of currancy or holding onto epic gear for personal use/trade. However, OL is not set up for this style of new and dynamic items due to server constraints/client constraints/underlying game design. Additionally, there is no quality to an item, or tags differentiating one serpent sword or one titanium chain mail from another. This leads to the first two considerations:
1. Item Availability: Items have to leave the game at approximately the same rate that they enter or else all items will be essentially worthless in time.
2. Player Experience: How death and item removal is handled must consider player fun. This must include both PvE and PvP. In every mmorpg there is some penalty for death. In some games the penalty is lost progress in a quest/instance/raid, or it may be lost time before you can respawn (or lost time walking through the UW), or it could be lost experience (yikes!), or it could be a financial loss like EL/OL, or in intense games such as Diablo II or Path of Exile death could mean your character is permanently gone. Thus, the third consideration is this:
3. Death Penalty: There needs to be some reason why it is preferable not to die.
Section 2 - Current System
1. Item Availability: The rate of rare ingredients/equipment entering the game seems to be lower than the rate of it leaving based on how difficult it is to find rare items on the market (even offering to overpay); however, only Learner has access to the actual numbers on this to confirm. But overall we are not having a market swamped with capes/serpent sword/iron sets etc at this time, so rare items are still worth something in OL (which is a good thing).
In the current system, (rare) items enter the game either through the following means:
b. Creature drops (invasion or normal)
c. Rare mixes (enriched essences)
d. NPC purchases
Currently in OL rare ings are not sold by the NPC, so that leaves only Harvesting and Creature drops as means for these ingredients to enter the game. At this time the find rate on these items seems a bit low in my personal opinion, at least on the items that have a consistent exit strategy, but we can talk about that later.
Items leave the game through these means:
d. (Death) Bag poofing
e. Breakages (Tool or Equipment)
f. Mixing critical failures
g. Mixing in school
h. NPC sales
From what I have seen and heard in the community, significantly more capes, serpent swords, gatherers etc are broken during combat than lost to death bags poofing. Note this does NOT include losses to getting bag jumped, because those items were still picked up by a player and thus are still in the game. In fact, there have been very few rare items lost to death bags poofing in recent months when compared with the number of items broken. In addition to equipment breakage, some rare ingredients leave the game through tool breakages. Imagine how many more efe would be on the market if vial molds did not require efe to mix, or if they simply never broke! Mixing critical failures are another way rare ings will be removed from the game on occasion; however, this is generally less than bag poofing and breakages.
2. Player Experience: Removal of your nice stuff pretty much always sucks regardless of how it happens. In my experience, how annoyed I get with each type of loss scales in this order:
(most painful way to lose items)
a. Death bag is bag jumped (you personally lose the item, but it stays in the game so "technically" not relevant)
b. Unrepairable item breakage (e.g. capes/vial mold)
c. Death bag poofs
d. Mixing critical fail
e. Failed repair on damage item at Tankel.
(least painful way to lose items)
My rationale for this ordering is this: For failed repair on a damaged item at Tankel, he has a fairly good rate on repairing items, so you generally get a few chances breaking something before it is completely gone. Additionally, you have choices available to you about how to deal with damaged item. You can continue using the item, you can sell the item to other players, or you can try and repair it with Tankel. It still sucks when Tankel does not repair something, but it hurts the least. Next I said mixing critical fails. The reason I say this doesn't suck too bad is because a good mixer will build estimated fail rates into the price you sell items for, so you essentially won't "lose" anything in the long term average. Next I said death bags poofing. The game gives players the opportunity to try and recover the bag. If you lose your death bag to it poofing (not to bag-jump) it is most often your fault for getting in over your head in some situation, or not remembering where you were in a map, etc. So basically it sucks, but it does not leave you angry with the game...rather it leaves you angry with yourself for failing to recover your bag in time. Lastly, I ranked an unrepairable item breakage as being the worst way for an item to leave the game. In my experience this leaves me the most pissed off with the game (not with myself) because it was straight bad luck in which I had no opportunity to avoid the loss. This is an important distinction, players being upset with themselves means they can try to be better/improve skills/etc; players being upset with the game has the potential to lead to players quitting the game.
On the topic of players bagjumping other players, this feels like the worst way to lose an item. You "beat" the system, were able to get back to your bag in time (possibly fighting many creatures to get to it), only to find that another player screwed you. This leads to players being upset with:
1) the other player
2) the game mechanics
This in my personal opinion makes for a dangerous combination which can cause players to quit the game. However, simply removing drops on death is not a viable solution without some alternative, which leads us into the how the current system deals with the penalty on death. (On a slight side note, killing another player in PvP and getting an epic drop bag is really fun for player getting the drop xD).
3. Death Penalty: The current system has a few different penalties that get imposed on death. The first and most obvious one is you drop items. This has the potential to be a huge deficit as you could conceivably lose items worth over a week worth of harvesting (e.g. mirror cape). Additionally, you are teleported to the underworld and have to waste time walking out. In most cases you drop all your teleport spells/rings which means you have to walk even further. This system accomplishes the goal of a death penalty very well, players really hate dying since the penalty is so large.
Section 3 - Possible changes
The goal of this section is to propose how we can better balance player fun and item removal. Firstly, I would like to change the drops on death in these ways:
1. Make all equippable gear in inventory and currently equipped undropable; however, give each piece of gear a smallish chance to break on death. (Possibly with a maximum number of 2 pieces of gear damaged per death, with currently equipped gear rolled first).
2. Make all equippable gear that is a rare drop/requires a rare drop have a damaged version (i.e. add item "Tattered Mirror Cape" - Gives 5% chance to mirror opponents damage), and add repair option/quest for the new damaged gear This will help with the frustration of just having your gear poof and feeling like it was just bad luck.
3. Keep all consumable items having a chance to drop (potions/essences/rings/books/etc). This gives some incentive to PvP as you can still get diss rings, emps, essences etc as drops from your opponent.
4. For all stackable items, allow players to only drop a subset of the item on death (I.E. if you have 10 votd rings on you, you may drop all 10 or you may only drop 1). This helps with the frustration of being unable to quickly return to a storage once you are out of the UW.
5. Increase the size of the UW. The rationale here is to transition from most of the detriment to dying being financial to being more of a time waste. You still don't want to die because you have to waste your time to get out, but you are much less likely to lose very expensive gear. For more information on this, see the discussion in this thread: http://www.other-lif...816-underworld/
6. Add a spirit/ghost mode you enter directly after death similar to what was mentioned in my instance thread and here: http://www.other-lif...-die/ï¿½ï¿½This allows more team-play with resurrection spells, and allows players to check their surroundings/coordinates before letting their spirit pass on. My recommendation in this would be you have up to 30 seconds as a spirit before you will automatically poof and spawn in the UW; however, a button will pop up that says "respawn" which will allow you to skip the rest of the waiting time if you choose. One other aspect to consider is whether you will drop when you become a spirit or when your spirit poofs.
I honestly believe if this system were adopted more rare items would leave the game than in the current system. It might even become necessary to increase drop/harvesting find rates to accomodate. But, I think this system would help make the game more fun while still meeting the Item Availability, Player Experience, and Death Penalty considerations. Post questions, comments, or additional item loss/player death suggestions below.
Posted idefix on 20 September 2020 - 09:01 PM
As some of you might've already heard, I've been working on a new alternative OL game server for the past 3 weeks.My intent is to implement a similar game to OL main, with some differences and with many new features.The new server is not based on EL code, so I believe I could potentially make it fully open source, if there are others who would wish to contribute.Why did I start this project? Here are 10 topics from this forum where there were great ideas suggested years and years ago, which essentially just died in the forums. (I bet there are 100 more topics like these ones, just linked these 10 as example).
- Party system: https://www.other-li...arty-system-v2/
- Mobs that can summon: https://www.other-li...moner-monsters/
- Guild castle/capital: https://www.other-li...n-the-capitals/
- Equipment variety: https://www.other-li...uipment-please/
- Engineering to build structures: https://www.other-li...sts-guild-wars/
- Bosses with heals: https://www.other-li...552-boss-heals/
- More variety/diversity: https://www.other-li...more-diversity/
- Forge/anvil required for mixing: https://www.other-li...opic/991-forge/
- Backstab mechanic for multi combat: https://www.other-li...ange/#entry9527
- Different death mechanics: https://www.other-li...7-when-you-die/
I would be very interested in hearing thoughts and suggestions from the community. If you could have anything implemented into the game, what would it be and why?
I will be keep updating this thread with the current status/progress of the project.
NEW FEATURES IMPLEMENTED SO FAR
- Party system: exp and drops are shared with the team.
- Instances. Each party gets their own instance of a dungeon, and each guild gets their own instance of the guild map.
- New monsters: archers, mages, priests and summoners.
- Backstab mechanic: deal extra damage when hitting a mob in the back.
- New death mechanics: instead of immediately teleporting to the Underworld on death, players stay dead where they died for 1 minute. The player can stay dead and wait for a party member to #revive the player when out of combat. Alternatively, after 1 minute, the player can respawn to the respawn point of that map.
- Equipment upgrades. Crafted equipment starts at +1, and can be upgraded all the way to +10 for extra stats.
- Guild map and guild levels. High level equipment can ONLY be manufactured and upgraded at the forge/anvil on the guild map. The guild needs to be upgraded to a higher level, to gain better tools, to create higher level items.
- Guild map invasions. Weekly invasion that the guild must defend, in order to access the anvil. Invasions will be harder for higher level guilds.
- Hireable and upgradeable mercenaries on the guild map to help defend the fort against the invasion.
- Different weapons having different attack range and attack speed. Different weapons will be stronger in different situations and against different monsters.
- [DONE] Implementing Harvesting skill in a completely different way, to make high level harvesting/mixing more team-based, instead of being solo/afk content. I am planning on making high level ores really heavy, so that you will need a mule/caravan to carry the ore from the mine to the storage. There will be high level mobs attacking the caravan, so you will need a few fighters to defend/escort the caravan to safety.
- PK Tournaments and/or guild wars.
- Allow players to create their own structures, e.g. harvest stone to be able to build a stonewall.
Connecting to the new server works basically exactly the same as connecting to the test server. However, the new server is not included in the servers.lst file, so we need to add it there first.
- First, you need to locate the servers.lst file in your Other-Life installation. By default, the file is located at C:\Program Files (x86)\Other-Life\servers.lst (on linux, this file should be found in ~/.olc).
- Take a backup of the file, just in case something bad happens (copy&paste the file).
- Edit the original servers.lst file in any text editor, e.g. Notepad. You most likely need to run the text editor in Administrator mode to be able to save it.
- Replace the last line of the file to be the following content. Alternatively, comment out the last line of the file by adding a '#' character to the beginning of the last line, and then add the following as a new line to the file:
idefix-ol idefix-ol ec2-34-220-194-146.us-west-2.compute.amazonaws.com 8888 Other-life (idefix)
- Create a new shortcut for the game, just like you would for the test server.
- Edit the shortcut properties, and set the Target to be e.g.
"C:\Program Files (x86)\Other-Life\ol.exe" idefix-ol