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Random Generated Weapons (Maybe even hats)

Started by God-I-Suck, July 11, 2010, 08:44:02 PM

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God-I-Suck

This idea is mainly for Stick Online version 3. All examples and weapons used in this idea are not meant to be taken that seriously, just to give you the general idea. This is a long one but please, take the time to read this, I think it is a fantastic idea and maybe you guys will too.

If anyone has ever played or heard of Borderlands must know that there are over millions of guns. Now it is impossible for the creators of the game to design so many weapons, so they created a nifty weapon generator so no matter what weapon you pick up it will always be different than the last weapon you picked up by things that range from damage to fire rate. Now this is great because when I play I always look for weapons and compare them with my friends. This also adds more of a variety to battle because almost every weapon has its own special ability, for example: exploding bullets, fire bullets, extreme fire rates etc.

Now this got me thinking if we had something like this in S.O. . Not necessarily having a different sprites for every single different random generated weapon, but just a different attribute. For example, I pick up a great sword with a damage of 20, swing rate of 1 per second, and a stamina usage of 27. Then a few minutes later I pick up another GS, but this time instead of thinking, "Oh great another GS.. Time to sells," it could actually be useful for combat or trading. It could have a damage of 30, swing rate of .5 per second, and a stamina usage of 30. Now you may be thinking well what if it generates a great sword with a damage of 9001? Well, that's when you have each weapon have a minimum and maximum number for each attribute. Like 20-35 damage for a great sword and 40-60 damage for an inferno sword and other numbers for swing rate and stamina usage. (As I am typing I am getting more ideas lol.)

As you level up the random generated weapons numbers on each attribute generally get bigger. For example, you pick up a stick at level 1 with 2 damage, then when you are level 99 you pick up a stick with a damage of 7. The range at level 1 would be something like 1-5 when at level 99 7-12. This way every level stays fair and good for pvp. Weapons in Borderlands have a weapon limit for the weapons. For example I am level 50, so I pick up a gun that you have to be level 49 to use. This way if I would give it to a level 1 it wouldn't be cheap to fight monsters and do quests, maybe this could go with this idea as well.

Hats could have the same general idea. One pirate hat could have +5 STR another; +6 STR. But to keep it fair the numbers could not change by much.. maybe 1 or 2. The combination of hats and weapons would be endless with this. Basically no two people would have the same set up, unless by luck. Having random generated gear would have a big twist to pvp because no one would expect the power or speed of a hat or weapon. This could also interest trading even further. Noticing friends who have weapons that are stronger, faster, etc. bring in people to trade for their build or special hat-weapon setup.

Now I'm not a coder or anything, but I'm pretty sure creating a random generating system for weapon/hat stats could not be that complex. But instead of creating a ton of sprites, we could have 10-30 hats and weapons with random generated stats. That would be a huge variety of gear basically.

Now to another point. When a weapon/hat drops or in your inventory, if you put your mouse over, it has a list of the different attributes. Now if a person were to create a site with all the gear, it may take longer to get the median of all this information, or you could just not post the attributes all...

Also, your main stats; STR, AGI, INT, VIT (May change in S.O. 3) still take affect to damage, knockback, defense etc. so there is even more of a variety there too.

Some other things... For skills idk if this idea could still come into place. There are also some cons to this idea.. For one, if a person was to potentially get the highest possible stats for a weapon it could be devastating, so I don't know about this one. Also, creating this system of ranges could be pretty tough with Game Maker, could someone enlighten me on this?

Give some feedback and ask questions, I'll be sure to answer them.
Tell me if I should add something or if I missed anything, thanks!

EpicPhailure

I like the varying stats on equipment idea, sort of like Diablo and some MMORPGs.

Cactuscat222

Long have I felt that a random twist to items would be fun and useful. It makes so searching for an item doesn't just stop once you find it - sure, you want that pirate hat with +5 STR, but there is always a chance of finding it with +6 or so. Or for weapons - if you are all about heavy hitting, maybe you want a GS with bonus STR, or if you want some more survivability, you try to get one with VIT.

Sure, you could say "Well that just sucks - you find a GS with AGI, not what you wanted"... but its still a GS. Sure, its not as powerful as it can be for you, but it doesn't make the item worthless to you. However, you can still keep searching. Of course, you mention that you want all the factor to be random - weapon speed and damage, and even stam usage. Which isn't a bad idea, but you have to make sure everything stays in balance, so that their isn't a godly random GS, and one that is horrible. You'd want everyone with a GS to still be like "Woot, I have one!", and the added/variable stats is just a bonus to that.


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DeamonClawz

That's a nice twist.  I've seen this is plenty of games. With this, you could get a hat and weapon to help make up for one complete stat while you concentrate on the other one. But, when you level up, does the weapon damage change, or do the stats increase? Or is it both? And honestly, the whole stam usage and weapon speed variations sound mind boggling(and maybe require some more brainstorming), because unless you add some sort of standard, then items could be extremely good, or extremely bad. For example, you get a GS with 5 agi, now suppose thats the lowest it can go. The worst of it's kind. Unless you add a sort of standard, then it could have horrible weapon speed, and stam usage, or be as quick as a spire and cheap as a punch. So I think it would be better if you could have a concrete stam usage and weapon speed, because a maximum number would only limit the variations, but not add balance. You know?
Anyways, it's a good idea, and I would support it. Although, PvP would then become more reliable on items, and it's basically supposed to be about skill, correct?

Lucifer

#4
Considering how evil the spawn rates are in the current version, and how I doubt this will change in the next, I'm doubtful. I sure as hell don't want to spend hours, days, or weeks hunting a weapon, only to find that it could have been better, or is worse than expected. That would drive me thoroughly insane. I understand your desire for more variety, but I personally rather know exactly what I'm hunting for when I choose to devote my time to hunting it. With that being said, there could be some kind of system where you could combine items for some kind of stat generation, or a similar crafting system, I don't know. There's my 2 cents.

Btw I have played Borderlands, and I do appreciate and enjoy the system. But that's borderlands, I just can't see it in SO.

God-I-Suck

Quote from: DeamonClawz on July 12, 2010, 04:42:42 AM
But, when you level up, does the weapon damage change, or do the stats increase? Or is it both?
Although, PvP would then become more reliable on items, and it's basically supposed to be about skill, correct?

The stats of the weapon will not change when you level up. You'll just have to pick up another one and hope you get lucky.
And for the pvp that's a pretty good point.. Unless, if both guys have really good gear and fight like they do now, it could be really hard to see their next move, weapon, or strategy therefore requiring more skill to fight.

@ Lucifer

That is also a good point. Since It took me forever to get a great sword (well, Epicphail got it for me lol.) I never wanted to go to the wall again. But let's say for now that the drop rate of these weapons are considerably high? But the probability of getting a really high stat one has a lower drop rate. That way to you keep getting new stats every time and have a chance at a very good one.

Also, thanks for all the feedback guys!

Lingus

This is something I've talked about A LOT in the past. I'm all for this idea. Couple things I'd change though:

1. Randomization should not be based on level. This is just my opinion, but I think it's the more fair and accurate way for this kind of thing to be implemented. There could potentially be equipment which increases your chance of finding items with stats closer to the higher end of the range (would be similar to magic find (mf) in Diablo) but even that is unnecessary. Essentially, my opinion is that randomization should be completely random within the range for each given stat.

2. Drop rates. (This is a response to Lucifer basically). With this idea implemented, it would now be possible to lower the drop rate such that items which are now extremely rare could drop more often, but it would still be as rare to get these items with all stats at the highest end of the range. So you would have a better chance of getting the item at all, but the same chance of getting the item at its full potential as you did before. I really think that's a great compromise to the current drop system.

And as a number C, I'm not entirely on board with hat randomization... It seems the numbers are already so low that adding a few points here or there would drastically alter a given hat's stats. If anything, I'd make hats for the most part be what they currently are (or whatever base there would be) and have it extremely rare for there to be even 1 point added to any given stat. It should be virtually unseen for a hat to have 2 extra points on top of the base stats.

Lucifer

That actually sounds perfectly logical, I see no reason why the spawn rate has to stay the same. If this system were to be implemented, I could see it work well with a trading system, people trading around for the best weapon builds for their stats. I leik.

TheLegendTamer

I too like it. I'm for the idea. My luck at getting a drop at all is horrendous, and the fact I get many repeat drops drives me insane. I've had to delete tons of items thus far that could have otherwise been direly needed by another player.

I am for it entirely.

Looperpuck

This is a GREAT idea. I'm all for this idea. It could also put some sort of spin on pvp, with more damage, and it could also balance out the stats so that you dont have to put as much strength to get a good outcome, because your weapon would generate better damage without having to put tonnes of strength. But one thing could piss me off, I have been trying forever to get a GS, and so I finally get one, and BAM it's one that has the worst stats possible -.-" But then again it gives you more meaning to play stick online, if you have all the weapons, do weapon by weapon to try and get a better one.

~Looperpuck
Resurrected

ARTgames

I like the idea of weapons have different random stats. But I also think it should not have a big contrast from the lowest to highest stats. Also im with ling with the level thingy.

Zario777

Quote from: Looperpuck on July 14, 2010, 09:15:56 PM
I have been trying forever to get a GS, and so I finally get one, and BAM it's one that has the worst stats possible -.-

~Looperpuck


I wouldn't like this either. So I dont think it should be a higher stat-lower stat weapon, but a higher in one area, lower in another area weapon (like less stam usage, less power/more power, more stam usage) That way a weapon wouldn't be considered "bad" but just have "the stats you weren't looking for"
If this actually IS the idea all along, Im all for it ^_^
What would be the minimum requirements to play SO on my computer?
i7 core running at 3.6 ghz 16gb ram minimum with at least 2 x ATI Radeon HD 4870. Best played with full surround sound and a 30" widescreen moniter.

Lingus

Quote from: Zario777 on July 14, 2010, 09:56:29 PM
Quote from: Looperpuck on July 14, 2010, 09:15:56 PM
I have been trying forever to get a GS, and so I finally get one, and BAM it's one that has the worst stats possible -.-

~Looperpuck


I wouldn't like this either. So I dont think it should be a higher stat-lower stat weapon, but a higher in one area, lower in another area weapon (like less stam usage, less power/more power, more stam usage) That way a weapon wouldn't be considered "bad" but just have "the stats you weren't looking for"
If this actually IS the idea all along, Im all for it ^_^
I think the idea is that each stat a weapon has will be randomly generated within a certain range. But it would be random, not balanced like you are suggesting. So you could get a weapon with all stats at the highest possible range, or at the lowest, or anywhere in between.

To counteract the possibility of getting the lowest possible stats (or lower than you would like) the drop rate should be increased (as I suggested earlier). So yes, you might not get the best possible GS, but at least you have one. I think that is a major downside to the current drop system which this would deal with very effectively. Basically everyone wins. Those who are pissed at never getting drops will now have a better chance to at least get something (if not the very best possible item). And those who grind for hours and hours searching for the best possible weapon will eventually get it.

Seifer

It's pointless. Everyones a power gamer, and we like to focus on pvp on So. In the end, we all will just hunt for the "best" version of every weapon, thus making every other version pointless.

Lingus

But that's not the point. The point is that the items with the best stats will remain difficult to find, but it will make it easier for someone to have an item that does not have the best stats. This actually goes along better with what you're saying. It would allow people to focus more on PVP than item hunting.

For instance, if I have to hunt for several months before I find a GS because of how rare they are (that time would vary, but I think that's a good average) then I'm not going to want to PVP until I find one. I'm not going to PVP someone with just an SS. You really need one of the better weapons to even stand a chance against most people.

So with this idea, I find a GS much sooner, but maybe it doesn't have all the best stats. It has lower base damage, or more stamina usage... but most importantly, the attack is exactly the same as any other GS which is a major benefit to the weapon. Now I can stop item hunting for a while and go do some PVPing knowing that I have a somewhat decent weapon. If I so choose, I can later continue item hunting to find a better version of the weapon.