ATM suggestion and some others

Stuff you would like to see in the world of Eliatopia.
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Jakub34
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Joined:Wed Jul 17, 2019 11:03 pm
ATM suggestion and some others

Post by Jakub34 » Sat Dec 07, 2019 12:01 am

ATM
It gets pretty annoying when you go to buy stuff and you either do not have money on hand, or you are short on money. My suggestion for ATMs is that if you buy an item from a shop it will also take money from the ATM, if you do not have enough money on hand. Money on hand has priority over money in the ATM, so that will be used first. For example, if you are buying an item for 1500 coins, and you have 500 on hand and 3000 in the ATM, it will take the 500 on hand and then the 1000 out of the ATM.

Armor stats
The only stat that currently shows a change is the defense stat. The other 4 class stats should also show whether or not the armor is an increase or decrease for a stat.

Day\Night Cycle
This cycle will be based on whatever the server time is, so everyone has the same experience. During certain times of the day, certain NPCs, enemies, events, etc. will spawn.

Flashlight237
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Re: ATM suggestion and some others

Post by Flashlight237 » Sat Dec 07, 2019 8:34 am

Ehh... It'd be a bad idea to go for a realistic day/night cycle. Have it set up to where players can get 3 hours of day and 3 hours of night (let's assume UTC here, ex. 0:00 UTC for day, 3:00 UTC for night, 6:00 UTC for day again, you get the memo), then you'll be able to allow players to make full use of it.

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Robby
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Re: ATM suggestion and some others

Post by Robby » Wed Dec 11, 2019 5:07 pm

Hmm, I realize the handiness of having the money sucked straight from your ATM when purchasing stuff. However, I think that would slightly defeat a little bit of the purpose of the ATM and make players less likely to risk carrying money. I'd have to go into a little more detail on the benefits of having players lose money, but basically it's needed (along with various other methods) to help remove money from the games economy and help prevent inflation.

The armor stat thing is something that I do plan on fixing. I have it in my notes to fix that pretty soon. I also need to do that with dual wielding weapons too I believe.

The day/night cycle is something I was actually contemplating. I have a lot of really cool lighting/shadowing effects that will be added in at some point. So the day/night cycle would go along nicely with it. I also had a really cool idea for in-game weather. I had a really cool idea that would make the day/night cycle and also the weather to reflect your real-life weather in your area. I could pull it off fairly easily by pulling data from the official weather channel or such. It would be super neat to have the game reflect your real life outside conditions. However... I think it would be super weird to implement in an MMO. Players live in different areas, so the day/night and weather would be way different. So making the whole game world be the same player to player would be quite an issue and wouldn't quite make sense, as neat as the idea would be.

That being said, I think a day/night cycle would still work. However I don't think it would work by reflecting each given players location since all players are in different places. Perhaps I could have a general "server time" or something, or multiple servers for different time zones. Not sure here, but it would be neat to do and may be a good possibility for the distant future.

Jakub34
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Joined:Wed Jul 17, 2019 11:03 pm

Re: ATM suggestion and some others

Post by Jakub34 » Wed Dec 11, 2019 9:33 pm

Robby wrote:
Wed Dec 11, 2019 5:07 pm
Hmm, I realize the handiness of having the money sucked straight from your ATM when purchasing stuff. However, I think that would slightly defeat a little bit of the purpose of the ATM and make players less likely to risk carrying money. I'd have to go into a little more detail on the benefits of having players lose money, but basically it's needed (along with various other methods) to help remove money from the games economy and help prevent inflation.
If I understand the "make players less likely to risk carrying money" correctly, then I am already scared, because of the crafters in Lavastone Trench in Helmet Heroes. It is fair to say though that Eliatopia is different from Helmet Heroes on that you can actually dodge the enemies.

I don't think that there should really be any benefits to carrying money or even losing money, but that did bring up an idea. If you ever plan on adding more items like rings, trinkets, etc., there could be super rare items that do something like "Increase money dropped by monsters by 'x%' for each 'x' amount of coins" with a cap at like 5% or 10%, so the item does not get out of hand.
Robby wrote:
Wed Dec 11, 2019 5:07 pm
The day/night cycle is something I was actually contemplating. I have a lot of really cool lighting/shadowing effects that will be added in at some point. So the day/night cycle would go along nicely with it. I also had a really cool idea for in-game weather. I had a really cool idea that would make the day/night cycle and also the weather to reflect your real-life weather in your area. I could pull it off fairly easily by pulling data from the official weather channel or such. It would be super neat to have the game reflect your real life outside conditions. However... I think it would be super weird to implement in an MMO. Players live in different areas, so the day/night and weather would be way different. So making the whole game world be the same player to player would be quite an issue and wouldn't quite make sense, as neat as the idea would be.
I like the weather idea, but as you said, it would not work well in an MMO. I think it is best to keep weather events based around server time, and as some people have suggested for Helmet Heroes, certain weather should have effects on the player.
Robby wrote:
Wed Dec 11, 2019 5:07 pm
That being said, I think a day/night cycle would still work. However I don't think it would work by reflecting each given players location since all players are in different places. Perhaps I could have a general "server time" or something, or multiple servers for different time zones. Not sure here, but it would be neat to do and may be a good possibility for the distant future.
If you do add go about adding a day/night cycle based off of server time, then I think the multiple servers with different time zones would be the way to go. I think the major issue with this however, is that if there are certain enemies that spawn during the night time that are better than the daytime enemy in terms of money and exp or vice versa, the player will farm that enemy instead of the other enemy. A way to combat this is to nerf the player's exp/coin gain on those servers, so they do not farm the enemy that is better. That way the only reason for player's to go onto those server is to play with other's or to get an enemy that might not drop during their time of day currently.

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Robby
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Re: ATM suggestion and some others

Post by Robby » Thu Dec 19, 2019 7:32 pm

As for the carrying money, I do actually have a skill or two lined up for something very similar you mentioned to carrying coins. :) I think it will be pretty interesting once I get it implemented and will hopefully work out well.

Yea we will have to see about the day/night stuff. Unfortunately right now though, it's still a bit of ways out as far as when it would get added in.

As for your first post. I've got the comparing of other stats for items added in, so it'll be present in the next update which should be this Friday.

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