News:

FOR INFORMATION ON DONATIONS, AND HOW TO OBTAIN ACCESS TO THE GAME, PLEASE VIEW THE FOLLOWING TOPIC: http://stick-online.com/boards/index.php?topic=2.0

Main Menu

Tower of Torture

Started by TheLegendTamer, July 09, 2010, 05:45:21 PM

Previous topic - Next topic

TheLegendTamer

I think there are many ways to get this idea to work. We could probably make it work exactly like the cave of ordeals. Rather than a tower that goes up, it could be harder the more you go down.

The does seperate groups of different starting times. It's a place you rest before you enter the next room, to heal hp and stamina before attempting to take on the next challange. One would have to wait for the entire group to finish if they want start off well. That is time consuming, enough for the lower level group to advance to their next rest area. People with high vit and stam would be able to heal faster, but they may find it more time consuming to kill the monsters, compared to a group that has high str and agi, which could kill monsters faster but heal slower than the high vit and int group.

The wall monster at the entrance of the next room has relatively less hp than the one blocking the exit to it. A few hits and you'll be able to go from the rest area to the next room.

So its, room(strong wall monster), rest(weak wall monster), room (strong wall monster).

The shutting off of the spawns while the wall monster is still alive allows groups with low str kill the wall monster and not be overwhelmed by a constant spawn rate of monsters.

The weak wall monster at the beggining is to allow players to get to the next room without wasting too much stamina (and to prevent players from jumping back from the room into the former rest area, since the weak wall monster is situated ON the edge of the drop off of the next room so it cannot be attack once you pass it and it respawns).

Wall monsters are solid, immobile, non-attacking monsters. Their vit and defense depends on the whether it's blocking the entrance or exit of the room. If a wall monster spawns on you, you die then and there, though you are given some warning before then do so as their solidity does not take effect for a full 3 seconds. If you are making contact with the monster after that time is up you take calmitous damage damage (1 hit Ko). This is to prevent people from staying inside the wall monster. Should remind one of the thwomp from the mario series eh ;)?

The resting outside the rest area is possible but hard, since there are monsters in the room.

One can choose not to advance to the next room. But be warned no monsters will spwan (and there for no exp and drops are gained) until the wall monster blocking the exit is defeated and it respawns. Another note is that you can stay in the room after killing said wall monster and fight the monsters that respawn, but remember the wall monster guarding the exit has quite a bit of health and defense, and one would use up more energy than they need to refight the monsters (and gain drops and exp) and is simply more convinient to move to the rest area.

Higher level groups may not need to wait for the lower group if it is allowed for the higher groups to join the lower groups (and possibly pass them up).

Another idea is to have clans wars when the room is cleared. Where the winning players get to advance on. That might work too.

There are a lot of methods of manifesting the tower of terror...

Lingus

This all seems needlessly complex. The whole wall monster thing.

Also this:
Quote from: TheLegendTamer on July 15, 2010, 06:49:03 PM
The wall monster at the entrance of the next room has relatively less hp than the one blocking the exit to it. A few hits and you'll be able to go from the rest area to the next room.
I did not realize the entrance would have another wall monster. That means the group below would be able to catch up with the group above and overtake them. I thought you would have a solid wall that would not allow that group to pass until the wall monster at the end of the level was beaten, and all the monsters on that level respawned. This does eliminate groups having to wait, but it introduces further issues.

I guess I just don't see the point of inventing all of these ways of separating the levels off from the other levels, but then having it still possible for groups to intermingle at some point along the way. It seems like all of what you are trying to do would be handled by having this tower be an instance.

You mention things such as clan battles. It would be great to develop instances similar to this except do things like have 2 towers and make it a race to the top, or start at two opposite ends of a map and they have to fight to the middle, or do capture the flag or hold the point missions... it's pretty endless what you can do with clans. Developing this tower idea with the mindset of having one clan/group able to overtake another clan/group just doesn't seem the best fit. This is perfect for a single group instance where they get to the top of the tower/bottom of the dungeon and defeat the boss at the end.

TheLegendTamer

Thanks lingus. But forgive my ignorance, what does instance mean?

Speaking off the boss Boss at the top of the tower, should it have a high drop rate or low one? My initial idea had it have a higher drop rate than usual but with a larger amount of possible drops. I'm not entirely sure, but group or not, it would definitely be horrible to have to go through the tower and not get a single drop. I think that if all other floors fail to yeild a drop, then at least the boss should almost garuntee those who clear it one good drop for their troubles. Another thing I'd like to hear is what do you guys think the boss should be? I don't want an SG to be the last boss but if you guys want it to be then I'll agree to it too :D.


Another thing is, how many floors the tower will have and what will appear on each floor. I was thinking that towards higher floors one would face combinations of monsters not possible in any other region of the game, like BAs and DSs at once. Stuff that players aren't normally used to seeing.

Lingus

An instance is typically a section of an MMO world where you are completely separate from everyone else in the server. Essentially, only the people who joined the instance with you will be able to interact with you during the time you are in the instance. If another group joins that same dungeon at the same time, they are in a separate instance of the dungeon than you. They see a different set of monsters, etc... It allows a group of people to go through a section of the game world without being interrupted by anyone else in the server. And it allows anyone else in the server to do the same thing at the same time without having to wait for another group to finish.

In terms of Gamemaker programming (keep in mind, I know little to nothing about GM, and I'm not sure how much you know about it) this would be a separate "room" (I believe it's called) from the rest of the SO world. Every group that enters that room would have a different instance of the room with their own set of monster spawns.

Moving on:
Quote from: TheLegendTamer on July 16, 2010, 05:26:27 PMSpeaking off the boss Boss at the top of the tower, should it have a high drop rate or low one? My initial idea had it have a higher drop rate than usual but with a larger amount of possible drops. I'm not entirely sure, but group or not, it would definitely be horrible to have to go through the tower and not get a single drop. I think that if all other floors fail to yeild a drop, then at least the boss should almost garuntee those who clear it one good drop for their troubles. Another thing I'd like to hear is what do you guys think the boss should be? I don't want an SG to be the last boss but if you guys want it to be then I'll agree to it too :D.
I agree with you here about drops. The boss at the end is definitely the icing on the cake. You fought all this way and killed an uber hard boss monster. It would be utter crap if 99 times out of 100 you get basically nothing but exp and gold. The boss should definitely drop some decent stuff. But, perhaps some really elite stuff would drop more rarely.

As far as what the boss should be. Defintely something unique to this exact location. Like some Evil King of the Tower. It should only spawn here in all of the SO world. Otherwise, why go through the trouble right?

And for the rest of the tower, there should probably be some regular monsters, but it's probably going to be a large enough area that certain unique monsters to the tower should be thrown in. For instance, the skeleton is unique to a small area around the temple. I don't see why there shouldn't be at least 5 or so monsters unique to the tower. Especially if there are around 5-10 levels. There could even be mini level bosses, or perhaps a half way mini boss. Again, 1 monster unique to that location would be the most interesting.

TheLegendTamer

When I first introduced the idea I had suggested was a sort of Hydra as either a midboss or final boss but no1 really answered to that suggestion. Though some suggested (I think) that it should be boss with a trick to damaging it like those bosses from the zelda and mario series. Like it's a flying boss or something. I think that'd be neat.

Lingus

Yea, I remember the suggestions about there being boss-style bosses in SO where there are stages that you have to attack different things or it follows different patterns. Pretty cool idea I think.

I don't know what specifically the boss here should be. I'd leave that up to the creatives. I'm guessing monster design is mostly up to the artist.