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exec

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Posts posted by exec

  1. The Four Branches of the Mabinogi (Pedair Cainc y Mabinogi) are the most clearly mythological stories contained in the Mabinogion collection.

    How about a variation of "The Fifth Branch"? For example, "Quinto" (lit. "Fifth Branch" in Latin).

  2. the other is mouselook with a "crosshair" and WASD movement, and you'd be able to click on gui by going into a regular mouse state, by pressing something like alt or opening your ivnentory.

    Vindictus and similar games basically?

  3. During my time playing Mabinogi I've heard multiple people say that they didn't even give the game a chance, because it didn't have WASD movement. While kinda baffling for me personally, as I much prefer mouse movement, apparently there are people who despise it. This makes me think that you do need both, to cater to a greater audience.

    I've heard that WASD movement in Mabi was rather poorly implemented, especially in combat, but I've never really used it myself, so my question to you is, what are the general problems you encounter?

  4. Why are dye amps there? I like dye amps, just make it 100% to get the color you want. And probably make more dye pallets to include more colors.

    I assume regular dyes are only there to rip off the players. However, I don't know if players should be able to get any color they want easily... the hunt for the correct fixed dyes kinda has become a part of the game^^

  5. So... has anyone upgraded yet? I'm gonna hold off for a while. Let all the bugs and compatibility problems get fixed first.

    Same for me. Windows is rarely usable until the first Service Pack =<

  6. We should probably create a discussion thread for the combat, as that will be a big topic. I know some people like the dynamic system, or learned to like it, but others prefer the old one. Maybe there's a middle way, we have to explore what we can do with it, although I think we should keep the basic idea of rock-paper-scissors. This core principle seems to have kinda gotten lost a little in the later Gs.

    Just some things that can make the world feel more alive than seeing the same-ol dunbarton filled with the same people and npc's.

    I'm very much in favor of creating a world that feels more alive. For example, I love games where NPCs have their own daily schedule, instead of them waiting patiently in front of their house for you to talk to them... 

  7. Discussion: http://dev.mabinoger.com/forum/topic/16-client-engine/

    While it appears that most people are in favor of using Unity, let's make a poll for completion sake.

    There's really not a lot you can only do in one engine, while certain things might require more work in one or the other, all of the big engines will let us do anything we could want, one way or the other. It mostly comes down to preference. C# vs C++, Unity editor vs UE4 editor, code vs blueprints, etc.

    Coding our own custom engine would give us high flexibility in what it can do, and would make certain things way more efficient. But coding our own engine, especially for a project as complex as ours, would be a huge project in itself. It would take a while to produce something useful.

    Lastly, maybe there's an engine that would fit our needs, that I don't know about yet. If so, you should mention it, and we might restart the vote.

  8. I'm curious as to how the old combat system was slow. Was it just because it wasn't as fluid because there was loading? I feel the loading causes the need for more strategy and less button mashing (and guessing when it comes to PvP).

    What's slow about Mabi's combat is basically that it's rather strategic, or at least it was in the past. You wait around, to see what the enemy does, you wait for it to run into your Counter/Defense, you have to plan ahead what's gonna happen next if your skills have a load time, etc. It's quite a contrast to an action combat system, where you're constantly moving. This changed a little with the dynamic system of course.

    Personally, I don't think this is a bad thing, it's just part of this combat system.

    I'm guessing this one is due to different sized items? If not then I am curious as to what this means. If what I assume is correct, then we could create a thread to discuss something like the Diablo II/III style inventory where everything takes two spaces except for accessories.

    Back then we discussed switching to a 1x1 item system, like most games have, and removing the possibility of filling your inventory with "unlimited" amounts of bags. That would get rid of the inventory Tetris and simplify the whole system. To reduce the amount of things you can carry we thought about a weight system.

  9. Project Nemesis - The rival project to Mabinogi

    "Eris" could be an option as will in this sense, "spirit of strife, discord, contention, and rivalry". And "Eris Project" has less than 5k results on Google, "Eris Engine" has only 84^^

    • Like 1
  10. One thing people mentioned when asked about what they don't like about Mabinogi was limited event items. For example, the Straw Hat headgear. You could only get it during a few events over the years. In EU you could only get it once, by buying a specific character card iirc. Didn't get it? Good luck next year, or maybe never again.

    But I had an idea about this. What if you could analyze equipment, and create recipes from that? In reality, you might not know how to make a Straw Hat. But you could fiddle around, trying to do it. And you could take a model, analyze it, see how it's made, and you could copy it.

    I'd guess this could be a new skill, in the life or maybe in a new production category. You'd be able to take an existing item, analyze it, with success chance and stuff, maybe you'd also need some of the materials, to experiment, and afterwards you'd get the recipe for the item.

    This new recipe could naturally have some disadvantages. Based on the skill level, it might not be usable as many times as normal ones, the bonuses might be lower, and so on.

    This would allow for a whole new market, to make rare or exclusive items less rare and exclusive. Of course the success chance has to depend on the equipment. And if we don't want something to be reproducible, we can just lock that, with the explanation that it would require some unknown element.

    As an example, take Dustin Silver Knight Armor. To smith one, you need

    Iron Ingot × 15
    Fine Leather Strap × 5
    Finest Leather Strap × 5

    with 10% completion per try.

    This new skill I'm proposing could have a success chance similar to that, and require half of the materials for each try. If you are successful, you get a manual, for that armor, that's a little weaker than normal. It's only a knock off after all. Maybe 3/1, instead of 6/2.

    The main purpose of this would be reproduction of stuff that is not available anymore, even though people would still like to wear it. The only disadvantage for us would be that we need recipes for most equipment, but if we want a system similar to Mabi we would need that anyway.

  11. I know this whole project is still a little bit in flux, but as you know, the plan to even start it was just conceived last week^^" So, we should start talking about the actual game, while we sort out the technicalities.

    My idea behind this project is rather simple, we had Aura, we had Mabinogi, now we're lacking Mabinogi, so we create Mabinogi. Its publisher and devs aside we all like the game, or what it once was, so it seems like a good place to start. I propose we take Mabinogi as the "base", for what we want in the game, or for things we don't want to do. For example, yes to the combat, no to reforges, yes to the way skill training works, no to 3 week waiting time till rebirth, yes to feature XY, but it should be changed a little bit, etc.

    Naturally some things in the game have changed over time, for better or worse, and we will have to line out how we're gonna do things.

    For starters I'd like to paste a list X and I created years ago, when we were talking about creating a game of our own, and asked people what they didn't like about Mabinogi. If you have something to add to this list, or you agree or disagree with something, please post in this thread. If you would like to propose a solution to a problem, please create a new thread, where your proposition can be discussed.

    Note that we're not talking about bugs or messy implementations here, an inaccurate aim meter for example is not something to change, but just to implement properly. Removing the aim meter on the other hand, adding actual aiming, that would be a change.

    Legend: [name] : mentioned by name, [...] : mentioned often or x times, [!] : mentioned a lot

    • Repetitive dungeons [1]
    • Breaking items/durability[...]
    • Got too easy [...]
    • Too few interactions (hugging, kissing, etc) [2]
    • P2W [...]
    • Bad housing system [1]
    • No sharing stuff with your partner (example Farms) [1]
    • Physical gold (items in inv) instead of "virtual" money [2]
    • Boring nights (no special monsters, etc) [1]
    • Reforges [!]
    • Cluttered inventory system [1]
    • Blessings, especially losing them [1]
    • No modding support [1]
    • Visible guild stones [1]
    • Partially bad story lines [...]
    • Old vs new combat system. [...]
    • Slow character development without events and rebirthes [1]
    • Regular dyes [1]
    • Flashies [1]
    • Unfair open world PvP [...]
    • Too many events [1]
    • Skill training balancing (some skills are way harder to learn than others) [1]
    • Too much new content, ignored old content [...]
    • New interface looks strange [1]
    • Slow combat (in the old system) [1]
    • Get hit once and you're dead [1]
  12. One name I've been thinking about is "Yggdrasil", the base that many worlds will be built on^^

    So then what will the actual game be called?

    We should decide on a name for the game when we know what the game's lore and story will be. 

  13. I like Eos, and it's a kind of a reference to Aura as well^^ Although there already is an MMO that's called EOS, which might cause confusion.

  14. Does anyone have an idea for a name for the project, that I can create the repos under?^^

    For clarification, this would be the overall code name for our game engine and the GitHub organization.

  15. I've just thought of another pro for 2D, that would make this MO engine more versatile. Question: What if you wanted to make a 2D Mabi? Granted, that certainly isn't our goal here, but I've thought about this possibility a few times already in the past. Imagine a Mabinogi in the style of Secret of Mana, a 2D system easily supports both. For example, you could put together a browser based 2D client and connect to the same server a client with 3D visuals does. Not a single change required.

    Not an important point for our goals, but certainly a pro for what could potentially be done with the project.

  16. Well, those are the two big ones, doesn't mean we can't use something else, if there is something. Suggestions?

    We could always write our own engine, but I'm not the biggest fan of (low level) graphical programming and it would take quite a while till we see actual results.

  17. I didn't mean it's a problem that you can go anywhere, but that the designers will have more work because of it. Practically every spot in the world has to get designed. Though I wonder if ArcheAge is authoritative, there was a teleport hack, wasn't there, which they kinda didn't fix? That could imply that the client was in control.

  18. C++, in my opinion, is a beautiful language, compared to C#.

    Beautiful? Powerful, of course, but beautiful!? It's beyond me how anyone could find it pleasing to develop in C++. I tolerate it, but it's overloaded with legacy features and would've probably become obsolete long ago if it wasn't for the performance and legacy applications.

    It's a hard pick for me. I don't really like unity or C++ :/

    Well, those are the two big ones, doesn't mean we can't use something else, if there is something. Suggestions?

  19. I just don't see the point of having 2d calculations. What would be different besides some collision checking? 

    Nothing, the point is not needing expensive and complicated 3D collisions.

  20. Most engines are built for 3D though.. But alot of serverside checks could be done in 2d.

    I'd choose a mix of the 2

    They're built for 3D visuals, but that doesn't need to have any effect on the internals.

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