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aller faire un tour la
Par Malicea le 23/12/2001 à 12:19:11 (#601150)
Envisioned
This is where we discuss the ideas and concepts we are considering. Here we plan to inform you of the thoughts and ideas the live team has regarding additions or changes to the game. We will provide as much detail as possible regarding the changes, and link to a discussions forum where your input is not only welcome, but where it can make a difference.
Please do keep in mind that the items in this category have no specific timeline on when they will be approved to go into development, and that sometimes you will run across changes that are disliked, but are necessary for the well-being of the game. We will try to listen to you as much as possible.
Envisioned Changes:
The ability to buy and sell apartments.
Guild housing.
Improvements to the trade-skills, such as increasing the tree, armour tradeskills, the ability to create grenades and chemical weapons.
Omni-Tek Departments (such as Omni-Pol)! Omni-Tek will be opening their ranks to their citizens - Omni Guilds will be able to join story-based official departments such as Omni-Pol.
The ability to upgrade apartments.
The ability to switch from one dimension to another.
Clan special abilities Clan organisations will be able to choose certain skills in which all members of the organisation receive a buff.
Playing a monster This is a very long-term goal, and not something that is likely to be seen anytime in the near future, but we agree with the players and think its a great idea Planned for next summer.
New outdoor playfields.
A black market! Stores in out of the way locations carrying illegal goods, where only certain people can get to, such as Fixers.
The ability to change your profession this is still in discussion as to how we want to implement this and to what degree, but it's something we think players would really enjoy Coming around summer.
An improvement to player-generated missions One idea being tossed around is that the revised system could be used in conjunction with the trade skill upgrades to help players make more money Estimated for summer.
Shop and Shopping Changes
Here are our thoughts on a design change to how shops look. What we have talked about:
A sorting mechanism either buttons, or "pages" inside the shop (or both).
Easier access to the item description, possibly in a separate window inside the shop interface itself.
Move the shop from the bottom of the panel row to the middle of the screen (or make the shop panel detachable). This way it will be easier to compare gear in the shop with the gear you have equipped.
Make the shop window larger and display more items at a time.
There have been suggestions on an in-game "sell terminal" of some sort, where players can sell their items and others would be able to buy them from there. Give us your feedback on how you would like us to implement such a feature.
Fixer changes:
Different Grid looks! The fixer gets some new looks when in the grid. There are 3 upgrades which one you get will depend on your computer literacy level.
Bureaucrat Changes
The following are the planned changes for the bureaucrat. Some of them will make it to the 13.2 patch.
Charm
The way charm works is going to get a small overhaul. First, understand that there were always meant to be 2 charm lines for the bureaucrats one with low resist, and one with high resist. The high resist charm was meant to allow the bureaucrat to charm a second monster, albeit with some difficulty. That hasnt worked out too well in the past, but is still the plan. Well call the low resist charm the stable charm, and the high resist charm the unstable charm.
The first charm change is that, for both charm lines, a percentage of the bureaucrats Psychology skill is going to be added to the attack roll, above and beyond the existing check. So, the higher your Psychology skill, the better chance you have of landing your charm. Second, the duration of the stable charm is going to be dramatically increased. Roughly every 50 levels, it will be increased by 5 minutes. So, a level 200 charm would last for roughly 20 minutes.
The duration of the unstable charm will be slightly extended, but not in the same way. It will still have the same, short, duration it currently has, but will have a random element to the duration added. So, you will know the minimum time the unstable charm will last, but not know exactly how long it will last.
We are also going to revamp the way mind control works so that mind controlled monsters are treated as pets in terms of what they can attack (the change where they cannot attack family members will be going away).
New XP loss reduction nanos
The bureaucrat will gain a line of nanos that let them reduce the amount of XP lost upon death. These will be a short-duration emergency nano (probably around 30 seconds in duration). They are meant to be used in the "OMG OMG OMG Im going to die! Buff me, buff me!" situation. They will be single-target nanos, not team versions.
Pet Taunting
The bureaucrat will gain a new nano that allows them to increase the taunting ability of their pet (but only their robot pet, not any mind controlled pets). This will make it more likely that the pet will tank more often NOT that it will tank 100% of the time.
Speech nanos
There will be some new lines of buffs and debuffs, affecting the area around the bureaucrat. Motivational speeches will do things such as increase the chance of a critical hit, or increase nano AC. De-motivational speeches will do things such as lower nano AC, lower the chance of a critical hit, or reduce current nano points. Like the engineer nanos, the effect that is placed on other people will have a very low NCU cost; the buff on the bureaucrat will have the normal NCU cost.
Pets, part 2
We are also going to look into the possibility of giving the bureaucrat pets some limited nano ability. With the existing pet AI, this may or may not be possible. What is envisioned is that the pets will get some combat buffs like the enforcers Challenger line of buffs. They wont use them all the time, however, just some of the time (sort of a "Woot! My pet buffed.")
Paperwork
A set of paperwork tradeskills is going to be added. (More info coming)
Suits and Briefcase
Some special items are going to be made for the bureaucrat. Special, executive suit-and-tie items will be available, as will a suitcase. The suit will give some buff effects (such as increasing psychology and max nano energy, for example). The briefcase will allow the bureaucrat to open their personal bank from any location. How the bureaucrat will obtain these items has not been finalized.
Finally, here is the new design for how mind control is going to operate:
Mind Control Design
When a monster is mind controlled, it needs to be considered exactly the same as a normal pet in terms of what it can attack. This includes it being able to attack friends (both on the same side and in the same NPC family).
When the mind control on the pet wears off, the following needs to happen:
The combat it is engaged in stops. It will stop attacking, and if the thing it is fighting is a monster, that monster should also stop attacking.
The hate lists of these two monsters are modified in the following ways: assume that there is a monster A, a charmed monster B and the player Z who charmed monster B. If A and B are fighting and the mind control times out, the entry for B on As hate list is removed, and B then inherits As hate list except for the hate B may have towards Z (B keeps its own hate towards Z rather than inheriting As hate towards Z). If B is not in a fight when the mind control times out, then dont do anything to its hate list. We do it this way so that when the mind control times out, B will most likely attack Z, but can still be taunted off Z; while A goes back to fighting whoever has annoyed it the most. This means that at the end of the mind control, B and A will have the same hate list, with the exception that B will also have some additional hate towards Z.
Example: players are X, Y and Z (monsters are still A and B, B mind controlled by Z). As hate list looks like: X=1000, Y=1500, Z=200, B=3000. Bs hate list looks like: A=2800, Z=1800. The mind control on B wears off, and A and B stop fighting. As hate list then looks like: X=1000, Y=1500, Z=200. Bs hate list looks like: X=1000, Y=1500, Z=1800.
Any damage that is done by a mind controlled monster needs to be counted towards the caster in terms of who is recognized as getting the kill on a monster (both for loot and XP purposes).
Mind controlled monsters do not follow through zone lines.
It needs to be possible to have more than one mind controlled monster at the same time.
Par Tarosa le 23/12/2001 à 16:21:25 (#601964)
Par THEKKEHT le 23/12/2001 à 17:57:48 (#602348)
Par Enigm le 23/12/2001 à 20:14:36 (#603043)
l'ile de jobe et autres serint rajoute par un add on ca avaiot ete annonce il y a longtemps
Par THEKKEHT le 23/12/2001 à 20:17:35 (#603058)
Par Enigm le 23/12/2001 à 21:52:44 (#603585)
Par Le Solitaire le 23/12/2001 à 23:35:31 (#604326)
Par Enigm le 24/12/2001 à 0:02:28 (#604489)
Par Eden le 24/12/2001 à 4:31:52 (#605232)
D ici la nwn sera la et moi surement plus sur AO , arg les vilains , je vais devoir acheter une extension pour jouer en profiter quelques semaines !
Enfin vu les changements dont il est question je suis pret a faire un sacrifice :sanglote:
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