procedural generated randomized map - Archive - WarpPortal Community Forums

Jump to content


Photo

procedural generated randomized map


  • Please log in to reply
5 replies to this topic

#1 sonemere

sonemere

    Too Legit To Quit

  • Members
  • 2350 posts
  • Playing:Requiem

Posted 28 September 2015 - 07:27 PM

time for this in game... still dont understand why this has not happened in this game. adjust to lvl of party. its the only way to keep the game goin atm


  • 0

#2 Ninnghizhidda

Ninnghizhidda

    Too Legit To Quit

  • Members
  • 1903 posts
  • LocationAthens, Hellas
  • Playing:Requiem
  • Server:Hammerine

Posted 28 September 2015 - 08:09 PM

"Scaling" could be a nice idea. Is used in many games with good results. I just dread to think what would happen over here with the "dream team" using their "magic wands"...


  • 0

#3 archangelrar

archangelrar

    I made it Off Topic

  • Members
  • 84 posts
  • Playing:Requiem
  • Server:Lintra

Posted 28 September 2015 - 10:15 PM

time for this in game... still dont understand why this has not happened in this game. adjust to lvl of party. its the only way to keep the game goin atm

Would be nice, great idea, but, doubtful that it couls happen:c
Cheers!:)
  • 0

#4 Cleffy

Cleffy

    Too Legit To Quit

  • Members
  • 2377 posts
  • Playing:Requiem

Posted 29 September 2015 - 05:39 PM

There is an issue here. To do procedurally generated maps, you need alot more predictability in how you design assets. When I was working an an mmo that would predominantly be generated, I had a problem designing modular assets. They take alot more time and planning. Just making them fit takes precision and the typical artist is usually not capable of making something fit specific dimensions. The other problem is that programmers typically don't think about aesthetics when they are programming the procedural code. It takes a bit more trial and error or a good plan of attack. It also takes alot of artist and programmer collaboration. The current assets in game cannot be procedurally generated.

 

As for scaling. The game just does not scale well. Getting the scaling right in a scaling dungeon will be a difficult feat when you can't simply scale in a uniform manner. As we know from playing for so long, up to a certain point the game scales predictably. Beyond a certain point, all the stats go into HP and Crit/SCrit Additional.

 

For Requiem's development team, they don't stand a chance of doing this.


Edited by Cleffy, 29 September 2015 - 05:43 PM.

  • 0

#5 Sandyman

Sandyman

    Too Legit To Quit

  • Members
  • 1677 posts
  • Playing:Nothing

Posted 29 September 2015 - 06:01 PM

With HP could be dealt better, since there are a few Skill that can temporary cut your HP pretty drastic.

 

Ranger_Head_Shot.gifDefiler_Deadly_Disease.gif

 

But ya Cad/Scad has gone out of Hand. To bad there is no Max Cap. for this in Game or at least a few more Skils like:

 

Protector_Broken_Morale.gif

 

even when they don`t reduce Cad/Scad, is lowering the SCC and PCC a effective Way to affect Cad and Scad.

 

oh and there is ofc:

 

Skill_Critical_Down_III_10s.pngPhysical_Critical_Down_III_10s.png

 

 

So it`s not that hard to come up with a balance. 

 

The Question is...is balance wanted^^ ?!  :wink:

 

 

 


Edited by Sandyman, 29 September 2015 - 06:03 PM.

  • 0

#6 RampageMelody

RampageMelody

    I made it Off Topic

  • Members
  • 30 posts
  • Playing:Nothing

Posted 30 September 2015 - 12:11 AM

not sure what ur talking about but heres what i got from what i understood..

NPC outside an un-used portal anywhere- with mob multiplier

 

heres what the npc would be like-

 

Monster Power+1(+5% lant,exp,drops)MP+1=Monster damage+500-1000 damage flat(not so sure on the scale here...)

Monster Power+2(+10% lant,exp,drops)​

Monster Power+3(+15% lant,exp,drops)​​

etc

 

This would allow people of all Calibers to be able to farm at their perspective lv of strengh 

 

 

so that's my idea not sure if this is what ur were talking about.


Edited by RampageMelody, 30 September 2015 - 12:12 AM.

  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users