MoronYard

General => News & Announcements => Topic started by: nonSENSE on May 27, 2012, 03:51:08 PM

Title: Attributes for items
Post by: nonSENSE on May 27, 2012, 03:51:08 PM
I am currently working on extending the item system by adding attributes. These work exactly the same way as the affixes on Dodgeball weapons do. When the item is equipped, the bonus attributes are active and will be applied. Any hat, aura or attachment can have attributes (even rare, legendary or special items).

Examples:

(http://moronyard.com/uploads/imgs/2012-05-26_22-21-45.png)

(http://moronyard.com/uploads/imgs/2012-05-26_22-20-05.png)


Furthermore, all other items found prior to the introduction of this new system will receive the vintage subquality.

Example:

(http://moronyard.com/uploads/imgs/2012-05-26_22-31-23.png)


Currently, the following attributes are planned: (affixes)

Code: [Select]
1-5, "Opportune", "+%d%% Better Chance of Getting Magic Item"
6-10, "Promising", "+%d%% Better Chance of Getting Magic Item"
11-15, "Blessed", "+%d%% Better Chance of Getting Magic Item"
16-20, "Lucky", "+%d%% Better Chance of Getting Magic Item"
21-25, "Golden", "+%d%% Better Chance of Getting Magic Item"

1-5, "Favorable", "+%d%% Extra Gold Earned"
6-10, "Gaining", "+%d%% Extra Gold Earned"
11-15, "Prosperious", "+%d%% Extra Gold Earned"
16-20, "Wealthy", "+%d%% Extra Gold Earned"
21-25, "Loaded", "+%d%% Extra Gold Earned"

-> +%d Extra Items per Day
-> +%d%% Chance of Getting Rare Item

This list is far from complete though!

Feel free to suggest others (as long as they are not completely unbalanced).
Title: Re: Attributes for items
Post by: Willdy on May 27, 2012, 03:56:21 PM
I know this isn't a suggestion but I would like to get a reading of what you call unbalanced. Can a 'Golden' item give 25% extra chance of getting a rare?
Title: Re: Attributes for items
Post by: nonSENSE on May 27, 2012, 04:38:15 PM
Rare != Magic. Magic items are simply items that have attributes themselves. There will be affixes that will increase your chances of getting a rare, but they will be increase that chance by a lot less. Also, these are not additive percentages. So:

If the percentage of getting a rare would be 5% now and if you were to wear an item that increases the chance of getting a rare by x%, the new percentage would be 5 + (5 * (x/100)). Example: +50% would be -> 5 + 5*0.5 = 7.5%.
Title: Re: Attributes for items
Post by: Fro Dough on May 27, 2012, 05:12:41 PM
Kinda wondering if we could get somthing that would make mines more or less effective, for example a heavy hat that halfs the force the propulsion mine pushes you with.
Title: Re: Attributes for items
Post by: レオ✪ on May 27, 2012, 06:22:53 PM
I like this attribute thing , but my question is , will it go on currently already owned rares? or do they have to be fresh just gotten ones?
Title: Re: Attributes for items
Post by: nonSENSE on May 27, 2012, 07:01:07 PM
Old items cannot have attributes. They only spawn on new ones. To make up for that fact, those items do receive the vintage quality.
Title: Re: Attributes for items
Post by: レオ✪ on May 27, 2012, 07:31:25 PM
Even rares will have a vintage quality?
Title: Re: Attributes for items
Post by: SniperDuck on May 27, 2012, 07:54:08 PM
cool beans
Title: Re: Attributes for items
Post by: nonSENSE on May 27, 2012, 08:16:44 PM
Even rares will have a vintage quality?

Yes. Rare Vintage.
Title: Re: Attributes for items
Post by: khalum777 on May 27, 2012, 09:16:32 PM
(http://media.tumblr.com/tumblr_lzvd1kUy2D1qlebf3.jpg)
Title: Re: Attributes for items
Post by: Comri3 on May 27, 2012, 11:52:30 PM
Love the idea :D

Cannot waitTT!!
Title: Re: Attributes for items
Post by: nonSENSE on May 28, 2012, 12:16:42 AM
Alright, for every good attribute suggestion that will be posted, I will give out some keys. Please try to make the attributes not to specific to a certain gamemode (such as "Reduce fall damage on Smash"), but rather global (relating to the shop, trading, crafting, voting, etc...).
Title: Re: Attributes for items
Post by: The Lucky 84 on May 28, 2012, 12:17:55 AM
Hmm. How about A Strange Atteribute? Like for the Hopper minds in Smash?
Title: Re: Attributes for items
Post by: nonSENSE on May 28, 2012, 12:19:02 AM
Hmm. How about A Strange Atteribute? Like for the Hopper minds in Smash?

I don't know what that means.
Title: Re: Attributes for items
Post by: Comri3 on May 28, 2012, 12:21:00 AM
1a: Affects Item finds, Gift openings, Chest unlocks. (I'm sure is already being done)
1b: Affects Painted item find/open/unlock rate.

2. : Affects Round Winning Cash Giveout

3. : Affects Gravity / Speed
( I guess it would be nice to have *SLIGHTLY* increased jump height/speed on any gamemode)

4. : Chance of recieving an extra item upon finding/opening/unlocking something.

5. : Cheaper store items

6a: Chance of getting a better tier effect while using magic dust - Item of Dusting
6b: Chance of recieving an additional dust from salvaging only a single rare.

7a: Chance of retaining a key after use.
7b: Higher chance of retaining a lockpick upon use.

8. : Gives the player a very slim chance of finding a rare chest/key *Extremely Rare*

*I will modify this post if I come up with more*
Title: Re: Attributes for items
Post by: adrien676 on May 28, 2012, 12:24:07 AM
Add some useful stuff, like in smash
Naughty (item)   Adds 1sec to the Mine Effect
Devil (item)         Adds 3sec to the Mine Effect
Souless (item)   Adds 5sec to the Mine Effect

Wind (item)         5% Faster
(item) of Light Speed     15% faster
(item) of Hermes  25% faster

(item) of flight   10% higher jumps
(item) of birds    25% higher jumps
(item) of weird Plumber   50% higher jumps

These could be good to smash/dodgeball
Title: Re: Attributes for items
Post by: khalum777 on May 28, 2012, 12:26:54 AM
Extra Health for all gamemodes, Less fall damage for all gamemodes, Painted item chance, Shop item price decrease (1-5, 5-10, 10-15)
Title: Re: Attributes for items
Post by: レオ✪ on May 28, 2012, 12:40:04 AM
*Insert item* Of Rainbows - (Cause the item to change colors every round)
*Insert Item* Of Health Regeneration - (Causes you to regenerate 1 Health every 40 seconds)
Title: Re: Attributes for items
Post by: SniperDuck on May 28, 2012, 12:54:28 AM
Good~
Democratic (item): +5% to your votes
Static (item): +10% chance of unboxing a weapon/tool
Platnuim (item): +5% cash
(item) of the eagle: +15% jump height
(item) of Hermes: You can now double jump

//I know you said not gm specific but it hink these are good
Smashers' (item): +5% cash on the smash server
Dodgers' (item): +5% cash on the dodgeball server
Lobbyists' (item): +1 drop on the lobby server /or +25% chance of finding a rare on the lobby server

Bad~
Rusted (item): -5% cash
Clogged (item): -10% chance of unboxing a weapon/tool


Title: Re: Attributes for items
Post by: レオ✪ on May 28, 2012, 07:09:48 AM
I had an idea for how to make items attributed , Maybe Attribute Dust x3 + 1 mil Makes an Attributation tome , which lets you add a random Attribute to an item.
Title: Re: Attributes for items
Post by: Willdy on May 28, 2012, 11:51:02 AM
I had an idea for how to make items attributed , Maybe Attribute Dust x3 + 1 mil Makes an Attributation tome , which lets you add a random Attribute to an item.
I think they would be better if they were rarer, and not based on the wealth of use the user.

Perhaps an item which increases the chance of finding an item with an atribute? :s
Title: Re: Attributes for items
Post by: nonSENSE on May 28, 2012, 02:12:30 PM
Perhaps an item which increases the chance of finding an item with an atribute? :s

That is the "Chance to find magic item" attribute.
Title: Re: Attributes for items
Post by: レオ✪ on May 31, 2012, 04:29:16 AM
Alright , I think I have a good idea.

The *Item here* Of Trade - Adds 2 Extra slots in your trade to add more items.
*Item here* Of Extra's - Adds 4 Extra Slots in your trade to add more items.
*Item here* Of Plentiful Trading - Adds 6 Extra Slots in your trade to add more items.
Title: Re: Attributes for items
Post by: レオ✪ on May 31, 2012, 04:48:41 AM
Also thought of some more.
*Item here* Of The Dealer - 15% Off all items in the store (Minus the premium items)
*Item here* Of The Bargainsman - 25% Off all items in the store (Minus the premiums items)
-----------------------------
*Item here* Of the Master Key Crafter - Allows you to craft a key with only 2 key fragments. (Can only have one item with this attribute equipped at a time though)
*Item here* Of The Mystic Crafter - Allows Crafting magic dust with only 2 dust. (Can only have one item with this attribute equipped)
-----------------------------
Now some fun ones that have no purpose Or use
The *Item here* Of Holy Purpose - 50% More Righteousness
The Legendary *Item here* - Makes you feel like your hat is legendary.
Title: Re: Attributes for items
Post by: Alex Galloway on May 31, 2012, 05:26:36 AM
What about a player attribute system? It could work like this
attributes bound to the steam id like the inventory, so its accessible on all servers
players get experiance like money, based on winning games, killing players, or going a certain distance, all variable based on how many other players there are (so people cant grind on slope alone)
they would start off at 0 and players would get 3 points to spend at level 1, and 1 point every level upward, until a cap of maybe 20
Attributes could be like:

Health. Base 100, every attribute point adds 5 more
Speed. Add a few points to speed for each attribute point
Jump. Each attribute adds height to your jumping capability
Luck, chance of not setting off mines, 1% per level
Perception/spot: ability to see mines at increasing distances, or increased airblast/mine placing range
weighted: makes the player heavier. makes them harder to push or throw into the air, but also take more fall damage

and you can pay money equal to your level in millions to reset the attributes and reassign them, or 1 gold bar for a resetter (unboxable in mysterious crate B/C?)

and more :D

Also, any of these could be applied to tools
"Quick" + Player Speed
"Fast" ++ Player Speed
"Furious" +++ Player Speed

"Large" + Weight (+5% fall damage too)
"Heavy" ++ Weight (+10%)
"Weighted" +++ Weight (+20%)

_____ "Of the 4-leafed Clover" (1-3% chance of not setting off trap)
_____ "Of the Rabbits foot" (2-6%)
_____ "Of the Golden Clover(or something else really lucky) (4-9%)

[Health ones have names already]

_____ "Of the Rabbit" + Jump
_____ "Of the Frog" ++ Jump
_____ "Of the Flea" +++ Jump

As well as resistances

"Pebble" +Resistance to object impact damage (1-5%)
"Stone" ++ (4-10%)
"Boulder" +++ (9-15%)
"Mountain" ++++ (14-20%)

____ "Of Falling with style" +resistance to fall damage (1-6%)
____ "Of Air walking" ++ (6-12%)
____ "Of Hermes' Favor" +++ (12-18%)

so you could combine a hat of weightedness with an attachment of air walking to have only bonuses, but less freedom with other things of course

Title: Re: Attributes for items
Post by: レオ✪ on May 31, 2012, 05:30:54 AM
This is off topic , but will there be any new items in this big update?
Title: Re: Attributes for items
Post by: Willdy on May 31, 2012, 08:46:27 AM
This is off topic , but will there be any new items in this big update?
You will have to wait and see. A wild Nonsense works in very weird and mysterious ways which amaze even the best person. Back on topic, Alex I like your idea a lot, it would make the servers a lot more addicting and would remove some of the luck factor (you get expirence regardless of luck).
Title: Re: Attributes for items
Post by: UnknownX on May 31, 2012, 11:37:22 PM
How about adding gamemode specific attributes to the weapons? Like on the smash mines.

----
Any mine
----

+% to radius of activating the mine
Mine weighs down platform slightly
+1 extra mine (Can't be on teleport)
+% mine duration (Can't be on mines without a lasting effect)
+% mine placing distance
+% mine invisibility
-% mine reset duration
Only works on you/others (Depends on mine and would not be a possible attribute on thief, puppet, drill, or swap)
Does not show where it is placed to other people (As in the first second it is placed it is already fully transparent)
Your mines are disguised as you
Mine does not appear when stepped on
1-8% chance to instantly kill anyone who isn't you (Set to whatever you feel isn't completely op)

----
Specific mine attributes
----

Repulsion
+% distance launched

Puppet
Removes ability for controlled person to turn their character themselves

Slow
Removes ability to jump

Drill
+% faster drilling

Stun
Stuns everyone within # unit radius

Flashbang
+% to unit radius

Healing
Heals for double in half the time

Reversal
Reverses camera turning and swaps jump and crouch

Bleed
Does less damage but hurts even when not moving

----
New mines
----

Thief
Steals 1000 cash from anyone who steps on it
5 total mines
3 seconds recharge
Specific attribute ---- +% more cash stolen

Teleport
Teleports you from one of the mines to the other
2 total mines
10 seconds recharge
Specific attribute ---- Does 10 damage to people who aren't you

Swap
Swaps whoever steps on it with a random person (Doesn't work with only 2 people left?)
2 total mines
7 seconds recharge
Specific attribute ---- The person who steps on it cannot be swapped with you

Random
The mine you place is random but cannot be drill or teleport
3 total mines
Recharge depends on the mine
Specific attribute ---- More likely to be a mine with a negative/positive effect if there are more/less than 4 people alive

Drunk
Causes screen to blur for rest of the round
2 total mines
20 seconds recharge
Specific attribute ---- Also causes player to have random movements, but causes effects to only last for 15 seconds

-----

Specific attributes can only appear on that specific mine.
Title: Re: Attributes for items
Post by: レオ✪ on June 01, 2012, 06:05:43 PM
I support Alex's Player Attribute suggestion.
Title: Re: Attributes for items
Post by: レオ✪ on June 01, 2012, 09:24:54 PM
I'm kind've curious to when we can expect to see this major update.
Title: Re: Attributes for items
Post by: nonSENSE on June 01, 2012, 09:37:45 PM
Working on it. I have pretty much finished the list of attributes for now (more will be added later on). There are 11 attributes (both prefixes and suffixes) and about 4-5 possible "qualities"  for each one (meaning 1-3, 4-6, 7-9, etc).
Title: Re: Attributes for items
Post by: レオ✪ on June 01, 2012, 11:12:54 PM
Any Chance I can see the list of attributes?
Title: Re: Attributes for items
Post by: nonSENSE on June 01, 2012, 11:25:18 PM
Code: [Select]
-- +% Chance to find magic items
-- +% Extra Cash Earned
-- +% Chance to find rare items
-- + Extra Items Per Day
-- +% More Votes
-- + Maximum Health
-- +% Chance to find painted items
-- +% Higher Key Drop rate
-- +% Higher Fragment Drop rate
-- + Increased Movespeed
-- + Health regenerated / second

For now I really only want to add attributes that affect the store and general gameplay.
Title: Re: Attributes for items
Post by: Willdy on June 02, 2012, 12:19:07 AM
Could you add one for chest frags / crates / Chests (Myst only)?
Title: Re: Attributes for items
Post by: Mermaidhwhisperer on June 03, 2012, 08:08:20 PM
Slight change on how visable you are
Change in players model color
Chance of Lockpick succes
Round end $ reward
slow mouse speed
Cause player to becoming a glowing target
beacon when last alive
bigger confiti or such whn you win a round or cause fireworks instead or some such
hat changes color
other items your waring have a color or flash colors
I dont know if its possible but something like change flashlight color or even shape
Change gravity up or down
win gold if your in second or third
More items found per day
Ill post more as I think of them
Title: Re: Attributes for items
Post by: khalum777 on June 06, 2012, 05:21:31 AM
For the whole voting power thing, i think the attribute name should be before the item, because your "Hands of Justice of Dominance" seems a bit, quirky. It should be Dominant Hands of Justice, tbh.
Title: Re: Attributes for items
Post by: khalum777 on June 06, 2012, 07:27:16 AM
Slight change on how visable you are
Change in players model color
Chance of Lockpick succes
Round end $ reward
slow mouse speed
Cause player to becoming a glowing target
beacon when last alive
bigger confiti or such whn you win a round or cause fireworks instead or some such
hat changes color
other items your waring have a color or flash colors
I dont know if its possible but something like change flashlight color or even shape
Change gravity up or down
win gold if your in second or third
More items found per day
The ones I bolded are just retarded/stupid or, italicized ones are already accepted, and the underlined one is actually kind of a good idea
Title: Re: Attributes for items
Post by: nonSENSE on June 06, 2012, 08:46:01 AM
For the whole voting power thing, i think the attribute name should be before the item, because your "Hands of Justice of Dominance" seems a bit, quirky. It should be Dominant Hands of Justice, tbh.

Every attribute has a prefix and suffix for the same value range. For example, the voting power attribute for the value ranges 7%-12% has the prefix "Controlling" and the suffix "of Direction". This is to ensure that every item can have 2 attributes, no matter what they are. Otherwise you have to chose between "+% More Votes" and "+% Cash Earned" on the same item.
Title: Re: Attributes for items
Post by: Willdy on June 29, 2012, 07:19:12 PM
Do Jewels and Socketed items fall under 'magic items'?

If not, could we have a Jewel bonus one? :P
Title: Re: Attributes for items
Post by: nonSENSE on June 29, 2012, 07:51:28 PM
Jewels - maybe.

Open sockets attribute - no.