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Hey, I came up with a couple of ideas for the new content. These ideas are based around the combat mechanic, which is not really developed and is very repetitive (much like insanity), to a degree that most of my ideas for improvements that come to my mind are based on that aspect of the game in particular. Here are some of my ideas: Character - wise: - Stamina This is something that is not yet present in-game, at all. Basically it is a meter that is measuring your energy during combat. It can decrease by: attacking, recieving damage, being hungry during the fight, and doing any of the actions explained onward. It could regenerate by resting. This is what counts as resting: waiting a few seconds before the next swing, standing in place for a few seconds (regenerates even faster), having your belly filled at a right amount, and maybe eating some kinds of meals. - Alternate actions for characters Do you remember The Forge? Can you remember the Blacksmith's Edge? The one weapon that allowed you to parry enemy attacks? I think that this was a good direction. Let's take it a step further and add something to it. I think that parrying was a pretty good idea, as it actually proved to be helpful in different situations. I would like to see an ability to shield yourself with any object you're at the moment holding for a few seconds. Of course, different weapons would do that more or less efficiently, and it would be done at the object durability's expense. Parrying would absorb some (more, or less, depending on the weapon) damage and damage your weapon a bit. It would only parry the hits coming from the direction you're currently blocking, allowing all the hits coming from different directions to damage you. If timed correctly, it may even save your life in some cases. Now, we're done with parrying. We can now take a look at shoving. What does shoving consist in? Pushing all creatures aside from bosses away from you. The smaller the creature is = the further the creature will be shoved away from you. An alternative to shoving would be something called powerful shove. What's the difference between the regular and the powerful shove, you ask? Well, the main difference is that a powerful shove A. Pushes the creature further away from you, B. Consumes greater amount of stamina, C. Has a chance of making the creature trip and fall on it's back, requiring it to get back on it's feet to pursue you again (which requires varying amounts of time, usually 1-3 seconds depending on the creature), along with a bit of fall damage (15-20 hp?). Let's have a look at charging. It consumes a lot of stamina, but is deadly in result. Basically your character is charging at an opponent and hitting it full-force, with the same results as a powerful shove. - Alternate swing animations/regrouping weapons into different types (alternate attacks for different weapons?) Attacking animation is always the same; a simple swing from behind. This, in some cases, looks good (for example with ham bat, an axe or a dark sword). In other cases, though, it looks absolutely terrible (with a shovel, or a pitchfork). So I thought of adding different animations to different types of weapons, as well as different attack speed (separate features, although related): Swords (slicing/stabbing, moderate-fast speed. If heavy: the default swing from behind as an alternate attack at a slow/moderate speed, medium/medium-high damage), Maces (beating, slow-modrate speed because of the weight, the default swing from behind as an animation, a particularly strong swing from behind as a slow alternate attack, medium-high/high damage) Axes (versatile mix of swords and maces: slicing/beating (has features of both, but not as efficient as either of the originals; use could be somehow selected), moderate-fast/slow-moderate speed, as special attack: weaker versions of alternate attacks of it's counterparts, medium damage) Spears (semi-light longer - ranged weapons. Stabbing/slicing/pushing, medium-fast/fast attack speed, special attacks: very fast-low damage slice, medium-fast poke/stab, low/medium-low damage) Other (weapons that don't fall under any of the categories from above, like shovels or tentacle spikes. Animations vary, some weapons may even have exlusive animations/sounds (a vertical/horizontal stunning smack with a shovel's side with an exclusive "bonk" sound?), attack speed/damage ranging from medium-low to medium-high, in some cases sharing some of traits with multiple of the categories, or lacking some (maybe tentacle spike having the same traits as an axe, with bigger damage, but without the sword's features?) of their traits). - Knockback Nothing complicated, of course, the bigger, stronger enemies have the ability to knock you away from them. Enemy - wise: I have spoken about the features that could be added for characters. Now let's speak about the abilities of the enemies we encounter. - Multiple attacks for enemies Not a single one of the "unimportant" enemies has more than one single attack. Also the time period (time between each attack) is identical in every single case. This makes the fights extremly repetitive and easy to learn/master. The lazer deerclops was a very great step in that direction (I was not-so-good at dodging his lazer). How about we take it a step further and add a variety of attacks for the mobs? See, most mobs have only have a mere single attack, that is not unpredictable AT ALL, and allows you to READ your enemies MINDS to a grade that you can FINISH A FIGHT without losing A SINGLE HEALTH POINT. Don't you think that it's a little bit, you know, negating the atmosphere of an uncompromising adventure survival game that DS(T included) is supposed to be? So the creatures you fight will use different attacks, hoping that they can surprise you and manage to hit you. Some of my examples: Spiders: the slow, default chomp and a new attack; a quick, less powerfull stab with legs. Pigs: the default punch, new attacks: a quicker, less powerfull punch, our character's shove (a team attack; one pig pushing the player into another pig, which then punches them?) Deerclops: the default smash, new attacks, both quicker: short-ranged horizontal strike (dodged by running away), and long-ranged vertical strike (dodged by running to the side). - More (or less) randomized attack period As I have mentioned before, the same amount of time between each enemy's attack allows you to learn exactly how to cope with them, because the way you find will work every, single, time. Let's fix that. Hard to predict, attack period randomization allows the enemy to attack in different moments, which will reduce the efficiency of your beloved kiting. The casual period of coming out of a fight without a god damn scratch is over. You have to observe and react . - AI that learns how you behave, to make up a strategy that works the best against you While fighting with a more randomized enemy is a neat step forward, but there is still something missing. Something... of a real headache. That mysterious something is a clever (or stupid, depending on the creature) AI, that will select which move to do next. The enemies learn your strengths and weaknesses over time (quicker the cleverer your opponent is) by observing, and use your weaknesses against you. Examples: Are you extremly proficient at evading the deerclops' slow, powerfull icy smack, but he's able to shred you with his quick, low-range horizontal swing? He will prefer to swing at you horizontally, so he will do it more often. Are you fighting multiple spiders from a nest? They will cooperate, sorround you, cut your path off and attack you from every direction. Fighting clockworks for gears? They will cover each other: knights and rooks will shield the bishops, for them to zap you from the safe distance. Are you fighting a boss with your friend and he is at the edge of death? The boss will target them, of course, and you have to help your friend before the boss finishes them off. That is one heck of a way to make fights much much more intense. What have you thought of my ideas so far? Have in mind that nothing is off the table to improve, so please feel free to tell me what you think about all of them.
108 downloadsSteam Workshop Version: http://steamcommunity.com/sharedfiles/filedetails/?id=960992208 Various configurable PvP features and fixes. Thanks to the guys below for testing, ideas, and help: - Hobgoblino - Electroely - Michi - SplOrange - Sketched_Philo - Maslak - Dorozco - Douglas - Catburger If you've discovered a bug, then report it to the comments below. If you find a feature or configuration confusing, then ask me in the comments below. Features: - Slowdown on hit - Whenever a player is hit by another player, they are slowed down by an initial 50% which gradually wears off in 10 seconds. Additionally, the hammer and boomerang have a small chance to stun players. 'Slowdown speed mult' can be configured to 0%, 10%, 25%, 33%, 50%, 67%, 75%, or 100%. The default option is 50% and the option to turn off this feature is 100%. - PvP damage multiplier - Damage dealt by players against other players is increased from 50% to 100%. 'PvP damage mult' can be configured to 0%, 10%, 25%, 33%, 50%, 67%, 75%, 100%, 125%, 150%, 200%, or 300%. The default option is 100% and the option to turn off this feature is 50%. - Combatlogging punishment - Disconnecting during combat with another player will punished. Players who combatlog will be killed right as they disconnect from the server. The 'Anti-combatlogging' configuration is Enabled by default. - Scoring system - Kills made by each player will be counted and saved. Kills include deaths by melee weapons, ranged weapons, followers, traps, and indirect environmental causes. The 'Scoring system' configuration is Enabled by default. Players can check their own killcount with the '!mykills' chat command. The killcount of another player can be checked with the '!kills <name>' chat command. The three players with the highest killcount can be checked with the '!top' chat command. - Unique scores for each world - Killcounts are saved in '.../mods/workshop-960992208/Scoreboard (<ID>).lua' and each world will have their own file with their unique ID. This means that if a world is regenerated or deleted, then the previous scores will not be carried over. This also means that each of the five world slots will save scores in different files. If this feature is turned off, then the world will use 'Scoreboard.lua' which can be used by other worlds. This means that scores will carry over when the world is regenerated and to any of the five world slots. The 'Unique scoreboards' configuration is Enabled by default. - Random spawn positions - Survival and Endless mode will spawn players in random locations, just like Wilderness mode. The 'Random spawn positions' configuration is Disabled by default. - Newspawn PvP protection - Players below 2 Days cannot attack or be attacked by other players. Individual player age is used, not the world age. 'Player age PvP requirement' can be configured to 1 Day, 2 Days, 3 Days, 4 Days, 5 Days, 6 Days, 7 Days, 8 Days, 9 Days, or 10 Days. The default option is 2 Days and the option to turn off this feature is 1 Day. - Player revival - 'Allow player revival' can be configured to Enabled, Disabled, or Heart only. The configuration is Enabled by default. This means players can revive normally by default. - No ghosts allowed - Players who become ghosts will be kicked and cannot come back to the server until the world is regenerated. The 'Kick ghost players' configuration is Disabled by default. This means that ghosts are allowed by default. - Panflute nerf - The panflute no longer puts players to sleep. Players are now only slowed down by the panflute. Additionally, the panflute only applies its effects mid-way through its playing animation. The animation also can no longer be cancelled by movement. The 'Panflute nerf' configuration is Enabled by default. - Sleepytime Stories nerf - Wickerbottom's Sleepytime Stories book no longer puts players to sleep. Players are now only slowed down by the book. Additionally, its reading animation also can no longer be cancelled by movement. The 'Sleepytime Stories nerf' configuration is Enabled by default. - Sleep Dart nerf - Players put to sleep via sleep darts will immediately wake up. The 'Sleep Dart nerf' configuration is Enabled by default. - Everyone can read books - All characters can now read Wickerbottom's books. The 'Everyone can read books' configuration is Enabled by default. - Increased Abigail PvP damage - Abigail now deals 100% to players instead of 25%. The 'Abigail player damage buff' configuration is Enabled by default. - Wall placement restriction - Walls of any kind can no longer be built around other players, portals, and wormholes. The 'Wall building nerf' configuration is Enabled by default. - Tentacle spawning restriction - Tentacles can no longer be spawned around portals and wormholes. The 'No tentacles at portal' configuration is Enabled by default. - Spider egg placement restriction - Spider eggs can no longer be placed around portals and wormholes. The 'No spider dens at portal' configuration is Enabled by default. - Players can trigger traps - Tooth traps and bee mines can now be used against other players. Traps ignore the last player to place or reset it. Additionally, tooth traps will knock a player's weapon off of their hand and will snare the player in place. Snared players cannot move until the tooth trap is reset or they take damage. Players cannot be snared by more than one tooth trap. The 'Traps trap players' configuration is Enabled by default. - Trap placement restriction - Tooth traps and bee mines can no longer be placed around portals and wormholes. The 'No traps at portal' configuration is Enabled by default. - Convincing bush hats - Players hidden in bush hats will appear as a very convincing berry bush in the map and in-game. Players hiding in bush hats can be revealed by picking, burning, or digging. The 'Bush hat buff' configuration is Enabled by default. - Melee knocks off ranged weapons - Ranged weapons in the hand slot will be dropped when the player is attacked using a melee weapon. Ranged weapons include boomerangs, all kinds of blowdarts, red/blue/purple staffs, and weather pains. The 'Melee disarms ranged' configuration is Enabled by default. - Forced forcefeeding - Moving and sleeping players can now be forcefed. The 'Forcefeeding buff' configuration is Enabled by default. - Players drop long pig - Allows cannibalism. 'Long pig reward' can be configured to Enabled, Disabled, or PvP only. The configuration is Enabled by default. - Hunger and sanity damage - Players take stat damage when hit by other players. 'Hunger and sanity damage' can be configured to Enabled, Disabled, Hunger only, or Sanity only. The configuration is Disabled by default. - Crock pot cooks instantly - The crock pot now cooks any recipe instantly, no waiting time. The 'Instant crock pot' configuration is Enabled by default. - Hammer return percent - The amount of materials hammering a structure will return can be changed. The 'Hammer return percent' configuration is 50% by default. - Player hit dialogue - Some weird feature that SplOrange added. Don't enable this, he's weird. The 'Attacked response' configuration is Disabled by default.