Behind the Scenes - March

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Hegemon

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Administrator
posted Mar 1, 16

Hello Folks!

This was intended to be our release month but due to unforeseen circumstances such as our developer having internet issues (still not connection) as well as the new version update means that we will not be release on our intended date and will be releasing (at best) on 31 March 2016.

This month we will be working on finishing builds, creating more NPC skins and most importantly to get the Citizenry Plugin and various spawnpoints, mobs, drops, stats complete.

Quite beffiting the Minecraft Combat Update, this month we are more focused on getting combat related things done, over the next few days I will be writing out the various combat damage, hit chance, proficiency formulas to be implemented into the system, balancing armour and weapon stats, creating different weapons and armours as well as balancing mobs so they will present a challenge to players but not be overpowered.

Combat wise we have a rich system where there is no be all and end all equipment, heavier armours gives movement speed penalties so a more lightly armoured combatant could outmaneuver a more heavily armoured foe. In most games plate armour is shown as impervious to all attack, this is not the case in our server or during the medieval period, whilst plate offers outstanding protection it is by no means unbeatable.

We have three damage and armour types:

- Slash
- Pierce
- Blunt

Plate armour for example would offer excellent slash protection as the blows would just glide off the round plate, pierce weapons such as Warpicks, Daggers and blunt weapons such as Warhammers and Poleaxes can easily damage the player wearing armour.

Hitchance formula will be: Attacker's Accuracy Rating / Defender's Defence Rating

Accuracy Rating Formula will roughly be: (Player's Attack Level^Coefficient + Weapon Level*Coefficient + Proficiency*Coefficient)*Affinity

Defence Rating Formula will roughly be: (Player's Defence Level^Coefficient + Total Armour Rating + Proficiency*Coefficient)

Affinity is the effectiveness of the weapon against the armour, for example if you were to use blunt or pierce weapons on plate armour the attack would be effective, if you were to use slash on plate armour it would be ineffective.

Effective Affinity: 1.25
Neutral Affinity: 1.00
Ineffective Affinity: 0.50

Damage Formula: Normal Distribution(Attacker's Strength Level*Coefficient + Weapon Damage*Coefficient + Proficiency*Coefficient)*Affinity

Lots of work to do as well as to decide on the role of shields in the server (will likely be add armour rating and damage mitigation on block)
 
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