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A Vampire Race...

Posted: Sat Jun 19, 2004 11:05 pm
by Noisrevid
I created a Vampire race in Majormud (yes, very typical yet highly requested).



I'm very structural and fair and want to keep all races/classes within a close respect of each other to keep things interesting, unique, yet completely fair.



I have no idea why some people have their Vampire as a class. Making it a race makes so much more sense.. anyways... My board is setup to allow up to level 150 (this is under review).



Here's the setup of my Vampire race:



Exp table: 45%

Hp bonus: 0

Strength: 45 to 280

Agility: 40 to 220

Intellect: 45 to 265

Health: 45 to 300

Willpower: 35 to 200

Charm: 45 to 240

Illu = 100

HPRegen = 200

RaceStealth

Evil = 100

Rfir = (-70)

Rcol = 75

ImmuPoison = 75



Reasons why I set the Vampire race as so - Vampires are portrayed as being extremely strong, night vision, ability to regenerate health, stealthy, high immunity to cold and poison, CANNOT resist FIRE, mostly evil (this is debatable) and almost NO willpower (killing humans for blood, etc) and hard to kill (High health)



Granted the race might seem a bit unfair in comparison to Majormud's stock Races but I feel the higher exp table of 45% plus the negative RFir offsets it enough to remain fair. Such as anybody using the Vampire race is going to have a hell of a time against any fire creatures. I plan on changing the RFir properties so that even a magma amulet/phoenix feather doesn't make a Vampire immune to fire.



My question IS.. How would you make this race better and or more fair for the game?



Jay

Re: A Vampire Race...

Posted: Sat Jun 19, 2004 11:51 pm
by Sven
1. max stat = 250

2. its "low" skill wisdom = max of 200... ya, thats gonna hurt.



compared to normal races, unalter, that thing is godly. even if you boost stats that thing is still pretty powerful. 45% isn't much if you go by normal exp %s. I'd say should be around 70-80%

Re: A Vampire Race...

Posted: Sun Jun 20, 2004 5:37 am
by Demosthenes
the stats are insanely high, and unless i'm mistaken the evil flag won't do shit on a race... have you tested that? if so, it's a cool idea, but i can't see it actually being coded well enough to restrict vampires from becoming neut/good. not with the normal mmud code, anyway, this game was coded by some very lazy people apparently. go figure. :p like sven said, it's godly. 200 wisdom is enough, with that int, to have 200+ mr easily, which is the max resistance on effect spells and more than the max on damage spells. the -rfir hurts, but overall that shit just doesn't make sense, and wouldn't unless you figure out some way to give all vampires a 'feed' spell of some kind which would negate an automatic hp loss per their race. unfortunately, the heal flag doesn't work on items, and is near-impossible to work out otherwise. it might work on a race, but i very much doubt it, and without an automatic hp loss from not feeding on a living being per unit of game time, this race can't be anything but overpowered while keeping to the vampire concept.

Re: A Vampire Race...

Posted: Sun Jun 20, 2004 7:46 am
by Noisrevid
1. max stat = 250

2. its "low" skill wisdom = max of 200... ya, thats gonna hurt.



compared to normal races, unalter, that thing is godly. even if you boost stats that thing is still pretty powerful. 45% isn't much if you go by normal exp %s. I'd say should be around 70-80%



You're saying wisdom, i'm assuming you mean Willpower. Well I *have* to make things even out against other races otherwise the Vampire race will be considered unfair to play as. And I don't want to raise the experience table on the Vampire race as the ONLY form of making it fair to all other players.



edit: I forgot to mention that I also raised all other race stats up 150 points higher, so a Vampire is no more godly over any other race in the game.



Jay

Re: A Vampire Race...

Posted: Sun Jun 20, 2004 7:55 am
by Noisrevid
the stats are insanely high, and unless i'm mistaken the evil flag won't do shit on a race... have you tested that? if so, it's a cool idea, but i can't see it actually being coded well enough to restrict vampires from becoming neut/good. not with the normal mmud code, anyway, this game was coded by some very lazy people apparently. go figure. :p like sven said, it's godly. 200 wisdom is enough, with that int, to have 200+ mr easily, which is the max resistance on effect spells and more than the max on damage spells. the -rfir hurts, but overall that shit just doesn't make sense, and wouldn't unless you figure out some way to give all vampires a 'feed' spell of some kind which would negate an automatic hp loss per their race. unfortunately, the heal flag doesn't work on items, and is near-impossible to work out otherwise. it might work on a race, but i very much doubt it, and without an automatic hp loss from not feeding on a living being per unit of game time, this race can't be anything but overpowered while keeping to the vampire concept.



The stats are high because my majormud will be setup to allow MUCH past level 75. Stock MUD lets you max out your stats well before level 60 (typically) I want to set it up in such a way so that you get to add your LAST point to a stat for your last level. You can't make it happen like that, but you can come "close enough" for most races/classes. Yeah, I checked on the Evil flag for a Race and you're right, I don't think it's working like I thought it would. However, a mud bot can check for players playing as Vampires and can do an automatic switch to Evil once the player is in the game.



The negative fire resistance is one of my ways of making the Vampire race more fair against other races. I failed to mention that ALL other races have RAISED UP stats.. not just my Vampire race. Everybody will have the chance to become "Godly" in the game, it will just take a LONG time to get to that point.



And it's not going to make the game much easier either, I pumped up the monsters to have 1.5x energy so they can attack you more. Debating to pump them up to 2x energy. I don't want players to get to a point where they think they can loop any part of the game and not be phased by monsters, that grows old to me.



Jay

Re: A Vampire Race...

Posted: Sun Jun 20, 2004 2:36 pm
by Pike
Here's the setup of my Vampire race:



Exp table: 45%

Hp bonus: 0

Strength: 45 to 280

Agility: 40 to 220

Intellect: 45 to 265

Health: 45 to 300

Willpower: 35 to 200

Charm: 45 to 240

Illu = 100

HPRegen = 200

RaceStealth

Evil = 100

Rfir = (-70)

Rcol = 75

ImmuPoison = 75







Why not post your bbs so people can check it out and give you their opinion about the race.

Re: A Vampire Race...

Posted: Sun Jun 20, 2004 5:11 pm
by Raybdbomb
willpower = wisdom

Re: A Vampire Race...

Posted: Sun Jun 20, 2004 6:47 pm
by Noisrevid
When the board is running a little more solid i'll post up my link and info in the BBS Links section. But this will probably be in a few days. And nobody would want to play it; especially with how often i'll be making updates and edits =)



Jay

Re: A Vampire Race...

Posted: Sun Jun 20, 2004 7:27 pm
by syntax53
Stock MUD lets you max out your stats well before level 60 (typically) I want to set it up in such a way so that you get to add your LAST point to a stat for your last level.

you do realize once you break ~100 CPs in each of the stat fields they start helping you less and less (with the exception of strength and health). your magic users will suffer the most.

Re: A Vampire Race...

Posted: Mon Jun 21, 2004 3:18 am
by Demosthenes
The stats are high because my majormud will be setup to allow MUCH past level 75. Stock MUD lets you max out your stats well before level 60 (typically) I want to set it up in such a way so that you get to add your LAST point to a stat for your last level. You can't make it happen like that, but you can come "close enough" for most races/classes. Yeah, I checked on the Evil flag for a Race and you're right, I don't think it's working like I thought it would. However, a mud bot can check for players playing as Vampires and can do an automatic switch to Evil once the player is in the game.



The negative fire resistance is one of my ways of making the Vampire race more fair against other races. I failed to mention that ALL other races have RAISED UP stats.. not just my Vampire race. Everybody will have the chance to become "Godly" in the game, it will just take a LONG time to get to that point.





a better idea, which most muds which allow very high levels use, is allowing

you to purchase stat bonuses with extra cps after you've maxed them out.

i can't imagine a game that could possibly function (balancewise) with such crazy stats... as syn said, the only stats that have any real function that high are str and health, which have very major effects on combat chars, and wisdom up to ~150 (or willpower, if you really think that's more appropriate for some twisted reason). you'll have combat characters critting roughly 80% by level 100-150, while spellcasters get the massive bonus of more sc (useless unless you edit high level spells with high difficulty, and either way very little effective bonus, since the sc bonus from a primary casting stat is 1/2, and 1/6 from the secondary stat. for druids, it's 1/3 for both... overall, just pointless, and your casters will be even more massively outdamaged by combat chars than normal.





And it's not going to make the game much easier either, I pumped up the monsters to have 1.5x energy so they can attack you more. Debating to pump them up to 2x energy. I don't want players to get to a point where they think they can loop any part of the game and not be phased by monsters, that grows old to me.



Jay



giving monsters double energy will make the game ridiculously hard at low levels, and, unless you have a bunch of new areas with very difficult monsters that you aren't mentioning, still won't provide any challenge past about level 100, at the most. it also doesn't sound like you're taking into account that legit exp charts begin to roll over at roughly lvl 85-90, maybe 95, depending on the class. seems pointless to me, although if you really want a game that'll dry up the minute one person hits high level you're free to make one, of course.