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MisChiv

The Past, Present and Future of Atherys PvP

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I'll do it in 2 blocks, as past and present are just a quick update on what has happened and why.


Past and Present:

From roughly October, the Heroes team was working on what we now call "The MOBA" update. This was a trail run thing designed by one of our members. It got to it's late stages, however most of the heroes team, and indeed the pvp community had fallen out with this idea due to it's blandness and lack of different play styles. After some re-assessment, many polls on the forums and talks after self chats with people who were interested to listen, the heroes team decided on a rework that would reach a middle ground between those who wanted super relaxed, small skill pool pvp, and those who liked having lots of skills to play with. This was 8 skills and 1 passive/toggle. The heroes team then knuckled down and spent several months basically reshaping the entire heroes roster. Including the creation of 61 new skills for classes. At this point it was late January and the server had wained a considerable amount. PvP was a very rare occurrence and the population was at a worrying place. It was at this point that I was let in on the concept of Horizons and that, actually, the heroes update was pointless as we were no longer willing to put money into it (About $400-$600 was needed for the skills to be coded) due to the fact that the server was going kaput soon. 

That anecdote is why you haven't seen much activity from the Heroes Team since December. Because quite literally there has been no point in trying to make the big changes, and in fact we were instructed not too. Now, onto the fun bit where I get to explain the current CONCEPTS for Horizons.


The Future:
Goodbye, Heroes! I for one will certainly not miss you and your garbage code! Remember EVERYTHING I talk about here is COMPLETELY CONCEPTUAL. NONE of this this could happen.

As we are going modded, there is 0 point in using a plugin for our pvp system. Instead @HaedHutner and his team of sparkly new dev have offered to code a custom work of art for us! How lovely! From this point on, anything we want is only limited by our imagination (and what Haed can be arsed to code)! Since february, me and a couple of select helpers have been dreaming up a brand new PvP system. One that will put Heroes to shame. It is formed of two major components we called "Branched Levelling" and "Attributed Armour"

Branched Levelling:
If any of you have played Path Of Exile or Borderlands, you'll already have an idea on what kind of system this is going to be. There is a total of 4 classes; Warrior, Mage, Priest, Rogue. Each will have a tree of skills that can only be accessed by unlocking the predecessor skill. The trees will look something like this (Presume the lines join together at the ultimate skill):Basic_Mage.thumb.png.0b7d77eb1d945d210f2ca2d557463094.png
Basic_Priest.thumb.png.f2f77a09f4f1f3b4ffd4a9cef5a9ad0a.pngBasic_Rogue.thumb.png.20222f4efbb7689ad613fb6f2f0025d0.pngBasic_Warrior.thumb.png.9b6956fee76013dcd99d9be7b0d6f39a.png

As you can see, each class has 2 'major' trees, with 2 'minor' trees coming out the sides.

In addition, the player gets to choose 1 of  4 passives right at the get-go, the player will progressively unlock a skill point every 5 levels (1, 5, 10, 15, 20, 25. Max level being 25). This means a total of 6 skills and 1 passive for a fully levelled class. If you wish to change your build, there will be an in-game fee and it will have to be done in very certain locations.

Just in case people are still confused, let me create an example. I am playing warrior. At level 1 I picked 'Defensive Skill 1' as my first skill. When hitting level 5, I have a choice of; 'Offensive skill 1', 'Support Skill 1' or 'Defensive Skill 2'. At level 10 the choices will change again based on what I picked at level 5.

Hopefully this system will create a sense of uniqueness with every class, giving the player room to switch and change their 'build' in ways they think will improve their effectiveness and counter the meta. You can specialise down one tree, or try and spread out more in order to cover more bases.

Attributed Armour:
This is where the game gets VERY interesting. Within the game we will introduce a number of attributes which will add passive bonuses to the base characteristics of a player. Let me give some examples.

Strength: +0.5 damage with Swords, Axes, Maces and Hammers per level. (With modded, custom weapons are a thing! No more farming tool combat!)
Intellect: +1 damage per level on skills that deal magic damage.
Piety: +1 total healing on all healing skills you cast per level.
Endurance: +5 Max Hitpoints per level.

What does 'Per Level' mean? Well, ALL armour will have these stats randomly assigned to them. No armour piece can have more than 3 different attributes on it at any time, and the total number of attributes that can be found on one piece of armour is as follows:
Helmets: 5
Chestplates: 8
Leggings: 7
Boots: 5

So in total, a player can have up to 25 attribute points at any one time.

What stops you from just piling on 25 Endurance and having 150 extra hit points then? Well. No player can benefit from more than 10 in one attribute at any time. That means if a player has a total of 12 points of Endurance on their armour, they will still only benefit from 10 points worth. This creates a system where players must mix and match their armour pieces in order to create the best set of bounces they can. for example, a Warrior may want 10 Strength, 10 Endurance and 5 Resolve (+0.5 health regen per level). 

This not only creates a fun system of armour in which players can further influence their own play style. But it creates a whole new, very large market in which players can haggle for the perfect pieces of armour to complete their sets. Got a helmet with +5 intellect? I'm sure a mage will pay a hefty price for that. Oh, he has one with +2 endurance and +3 strength? Maybe a swap can be organised.

With terms of player-crafted armour, the current idea is that it will be fixed so that the armour will not spawn with maximum attributes. If you want that sweet 25 point set, you're going to have to venture into the shattered lands for it!






What do you all think? Do you like this new CONCEPT? Do you think it's a step up from our current old and outdated heroes plugin? 

@J2BH
@jrr5556
@KingNate42
(You guys all asked about it, so I'm tagging you so you get to see it)

Thank to people such as @JupiterRome, @BlackRuins and @Brady for their input in this so far.



But wait, there is more!

The heroes team is uneeded for all intensive purposes. What I do need, however, is a team for Horizons pvp. I've already had a bunch of people offer their time to the cause, however I wanted to extend a formal invite to anyone who wishes to apply before accepting/denying those who have already asked. If you wish to join in, please fill out this form. Note, even if you are denied, you will be put on the 'playtesting' list of player who will have first access to this as it gets coded in order to play-test and trouble shoot.

Name/IGN:

Age:

Time On Atherys:

Experience with PVP across gaming (Not just atherys, but keep it relevant. I don't care if you're no2 US in Clash of Clans):

What you will bring to a new pvp system:

Ability to take no for an answer:

Other comments:





Thanks for reading! Sorry for the mega-post.

-Chiv

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Just now, lordofroosters said:

Is this going to be done in a Sponge capacity, or with mods?

@HaedHutner, y'all could sure as hell do a lot with mods, I'd be happy to learn Forge and work on a legitimate RPG mod.

Sponge API

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4 minutes ago, lordofroosters said:

Is this going to be done in a Sponge capacity, or with mods?

@HaedHutner, y'all could sure as hell do a lot with mods, I'd be happy to learn Forge and work on a legitimate RPG mod.

Explain which parts of this system you imagine doing with a mod. Which specific parts of this system would benefit from a client-side modification? 

 

Having a mod would be cool, yes, but a big part of software development is to figure out the most efficient way to do something. Trying to balance 2 APIs ( Sponge and Forge ) in order to do one job sounds inefficient, and personally I can't see where a system like Chiv's would benefit from a client-side mod.

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43 minutes ago, MisChiv said:

From roughly October

October 19th.

This seems like a better concept than the current heroes.. It will be interesting to see how you implement it. Are you willing to take suggestions or is it too early?

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@MisChiv

Name/IGN: Destruct1

Age: 18

Time On Atherys: 5 years

Experience with PVP across gaming (Not just atherys, but keep it relevant. I don't care if you're no2 US in Clash of Clans): some Moba games, some RPG games, maplestory (PvE), many games

What you will bring to a new pvp system: Ideas & Concepts

Ability to take no for an answer: If my ideas are bad they're bad

 

Edited by Destruct
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Name/IGN: Riftblade

Age: 15

Time On Atherys: More than 3 years now

Experience with PVP across gaming (Not just atherys, but keep it relevant. I don't care if you're no2 US in Clash of Clans): Atherys PVP, vanilla pvp (1.9 and 1.8), GW2 (WvW and PVP), maple story, some mmos I can't remember and a few other games.

What you will bring to a new pvp system: Suggestions for how ideas or concepts can be edited

Ability to take no for an answer: Perfectly fine with taking no for an answer and any type of criticism 

 

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Name/IGN: GMan_2012

Age: 16

Time On Atherys: 3 years 

Experience with PVP across gaming : A few MMOs ( guild wars 2, skyforge, a few others briefly), Vanilla Minecraft,  a couple fps shooters ( evolve, primal carnage, and overwatch ), a smidge of  survival games ( the isle and ark ), and 2 mobas ( smite and league ) 

What you will bring to a new pvp system: I will bring possible new ideas for skills and abilities to the game. Ex: voidgate. I wish to help Horizons flourish, and this seems to be the best way i can with my past experiences, so I would pursue it with vigor. 

Ability to take no for an answer: Am completely capable of being told no. 

Other comments: I honestly miss just playing Atherys, and would love to assist in helping it thriving again. 

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Name/IGN: KingNate42

Age: 18

Time On Atherys: 5 or 6 years

Experience with PVP across gaming: Gw2, League, archeage, and other mmos

What you will bring to a new pvp system: Ideas new and old

Ability to take no for an answer: Thats fine

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Name/IGN: MacroAbuse

Age: 17

Time On Atherys: 4 years

Experience with PVP across gaming: GW2/League/Factions 

What you will bring to a new pvp system: Constructive criticism, and ideas

Ability to take no for an answer: Of course

 

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Name/IGN: Bink3Boy51/Zygook_Nackshar

Age:18

Time On Atherys: 5 years

Experience with PVP across gaming (Not just atherys, but keep it relevant. I don't care if you're no2 US in Clash of Clans): Factions/LoL/GW2/Archeage

What you will bring to a new pvp system: I hope to help Horizons bring a refreshing PVP experience to players while also keeping the core mechanics of A'therys in place. I would do this by giving ideas and concepts to better A'therys PVP. I already have a few ideas on how to make PVP more fun and meaningful(slide in my dms chiv) that I would be willing to share and help work on.

Ability to take no for an answer: able to take no for an answer and change things to make it more suitable for what everyone wants.

Other comments: During my time on A'therys I have seen certain things be completely done wrong and misused time and time again and I have finally gotten sick of it and want to make sure that A'therys PVP is more fluid and unique then it has ever been going into Horizons.

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1 hour ago, Zygook_Nackshar said:

Name/IGN: Bink3Boy51/Zygook_Nackshar

Age:18

Time On Atherys: 5 years

Experience with PVP across gaming (Not just atherys, but keep it relevant. I don't care if you're no2 US in Clash of Clans): Factions/LoL/GW2/Archeage

What you will bring to a new pvp system: I hope to help Horizons bring a refreshing PVP experience to players while also keeping the core mechanics of A'therys in place. I would do this by giving ideas and concepts to better A'therys PVP. I already have a few ideas on how to make PVP more fun and meaningful(slide in my dms chiv) that I would be willing to share and help work on.

Ability to take no for an answer: able to take no for an answer and change things to make it more suitable for what everyone wants.

Other comments: During my time on A'therys I have seen certain things be completely done wrong and misused time and time again and I have finally gotten sick of it and want to make sure that A'therys PVP is more fluid and unique then it has ever been going into Horizons.

everything you've ever done is a meme my friend

 

supported

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22 hours ago, HaedHutner said:

Explain which parts of this system you imagine doing with a mod. Which specific parts of this system would benefit from a client-side modification? 

 

Having a mod would be cool, yes, but a big part of software development is to figure out the most efficient way to do something. Trying to balance 2 APIs ( Sponge and Forge ) in order to do one job sounds inefficient, and personally I can't see where a system like Chiv's would benefit from a client-side mod.

At the very least, you can redesign the HUD. Currently, the systems we have of doing things with serverside modifications rely pretty heavily on scoreboards and text.

I don't know much about either Sponge or Forge, so I can't say anything about efficiency, but I'm fairly certain you can do most if not all of this with a Forge mod.

  • Custom, non-particle-reliant VFX (seriously fuck particles)
  • New sounds
  • Seriously, with the above two things you could finally have non-shit skills. Even my skills, compared to what could be, look and sound like the equivalent of setting off a firecracker in a biscuit tin.
  • UI:
    • Smarter, cleaner guis
    • Actual resource meters that aren't basically text messages or scoreboard update packets
    • An overlay/hud with status effects (with a visual timer, like a ring around the icon that depletes)
    • Built in cast bars overhead
    • Roots/stuns that don't feel like you are undergoing intense lag
    • That skill tree thing you had would look way better as a custom display and not a fuckin' item menu or even the new "milestones" system or whatever the hell it is Microsoft thinks they're innovating.
  • Skills as game keybinds and not commands, which is disgusting by the way
  • More mobs. Way, way more mobs. Interesting mobs. Mobs that aren't 400 of the exact same thing reskinned with a different name. (Cough, every current rpg server.)
  • Custom materials

Again, I'm not sure what Sponge provides the capability for (last time I checked their docs were less "what is this for exactly? why the hell should I use it lol" than "look how awesome our platform is and how amazing our code is", idk if it's been updated since as that was a long time ago), but that's just an idea.

Edited by lordofroosters
biscuit > cookie
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Age: 18

Time On Atherys: Since Prebuild.

Experience with PVP across gaming: High elo in league; csgo, Heroes of the storm, battlegrounds, TF2, alot of other minecraft servers as expected. I play alot of games that all have really good concepts that i could bring to the table.

What you will bring to a new pvp system: fresh perspective, years of experience with both atherys and pvp, I also helped brainstorms ideas for the old classes back in the day with Tom1260, i can also bring funding and contacts as a backup for the group, and lastly i can bring dedication and efforts.

Ability to take no for an answer: Truthfully, it's a so-so on this one.. i can take constructive criticism very well as i demonstrate on a daily basis with listening to people telling me how to improve.

Other comments:

If you have any questions or concerns then please, feel free to PM me.

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13 hours ago, lordofroosters said:

At the very least, you can redesign the HUD. Currently, the systems we have of doing things with serverside modifications rely pretty heavily on scoreboards and text.

I don't know much about either Sponge or Forge, so I can't say anything about efficiency, but I'm fairly certain you can do most if not all of this with a Forge mod.

  • Custom, non-particle-reliant VFX (seriously fuck particles)
  • New sounds
  • Seriously, with the above two things you could finally have non-shit skills. Even my skills, compared to what could be, look and sound like the equivalent of setting off a firecracker in a biscuit tin.
  • UI:
    • Smarter, cleaner guis
    • Actual resource meters that aren't basically text messages or scoreboard update packets
    • An overlay/hud with status effects (with a visual timer, like a ring around the icon that depletes)
    • Built in cast bars overhead
    • Roots/stuns that don't feel like you are undergoing intense lag
    • That skill tree thing you had would look way better as a custom display and not a fuckin' item menu or even the new "milestones" system or whatever the hell it is Microsoft thinks they're innovating.
  • Skills as game keybinds and not commands, which is disgusting by the way
  • More mobs. Way, way more mobs. Interesting mobs. Mobs that aren't 400 of the exact same thing reskinned with a different name. (Cough, every current rpg server.)
  • Custom materials

Again, I'm not sure what Sponge provides the capability for (last time I checked their docs were less "what is this for exactly? why the hell should I use it lol" than "look how awesome our platform is and how amazing our code is", idk if it's been updated since as that was a long time ago), but that's just an idea.

Yeah when i've imagined a new clean version of a'therys pvp i've imagined a nice clean GUI with the skill trees properly laid out (not some weird items you click on a in a chest-GUI thing), with bookmarks for skill builds, ect. As well as custom weapons (hammers, maces, crossbows?, ect.), animations, and stuff like that. Don't know how do-able that stuff is but yeah

Edited by Destruct

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