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KaVir
God Wars II Admin
Germany
3007 Posts |
Posted - 24/10/2003 : 9:38:02 PM
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Although this was discussed in the past, and not much interest was shown, this week I finally decided to go ahead and throw together Gladiator Pits III. The primary reasons behind this were as follows:
1. It's going to take ages to get GW2 up and running, but this will at least let us have something to show for our time and effort so far, without requiring too much extra effort.
2. Having something publically available should spark more interest in GW2, which in turn will help motivate the staff/testers/etc.
3. It provides a way to test the balance between the fighting techniques throughout the development of GW2, as well as stress testing the core engine. The beta testing isn't really working, because there just aren't enough people on.
4. It allows us to show gryphonmud some thanks for their hosting, by bringing them some publicity (ie a "sponsered by" notice).
5. When GW2 finally goes online properly, the combat and movement system won't be too much of a shell shock for the players.
The mud will be publically advertised this weekend or early next week, but I wanted to give you beta testers the chance to have a quick trial first. Note that the GW2 beta test is currently closed, but your pfiles have been backed up - you will, however, have to create new accounts for Gladiator Pits III.
The port number is gryphonmud.com 3033 (note the port number change)
Here is the official advert so far (I'm still working on the wording though):
Gladiator Pits III is a pure PK mud, designed to test player skill in terms of both pre-battle preparation and on-the-spot reflexes, as well as the ability to adapt quickly to new situations. There is no character advancement - every character is on equal footing - and so it is purely a test of player ingenuity.
The basic concept is fairly straightforward, although the mud may take some getting used to for those not already familiar with Gladiator Pits II. Context-sensitive hints and informative help files are available, and most players should find themselves ready for their first fight within a few minutes of connecting.
Knowing how to fight, however, is a long way from mastering combat. With 25 fighting styles and over 400 fighting techniques, there is no lack of things to learn. Dozens of different weapons and pieces of armour are available, each with their own advantages and disadvantages. Eight different stats indicate the strengths and weaknesses of each gladiator, but it's up to the player to decide the allocation of those stats.
There are no mobs, and little in the way of a world - 4 buildings, a central arena, and the practice grounds. However the mud also uses a coordinate-based system, which allows players a great deal of flexibility in terms of movement. The same system also handles weapon lengths and missile ranges in combat.
The combat system itself is non-automated, and is geared more towards the fantastic than the realistic, drawing inspiration from anime along with movies like "The Matrix" and "Crouching Tiger, Hidden Dragon". Each gladiator has three fighting locations which need to be combined in order to fight effectively - "left hand", "right hand", and "feet" (which also represents overall body posture). Each location has its own set of commands and techniques, depending on the weapon and fighting style used.
May thy fangs stay ever sharp, thy soul ever dark. |
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KaVir
God Wars II Admin
Germany
3007 Posts |
Posted - 26/10/2003 : 12:57:29 PM
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Some bug fixes made, as follows:
Fixed it so that your coordinates are reset to 0/0 when you die.
Update "look at player" to show Glad stats, not GW2 ones.
Added an auto-look when entering/leaving a building.
Fix the range on bows.
Added a "hint" first time you die, suggesting you visit the hospital.
Redesigned the encumbrance penalties (see "help encumbrance").
The 'who' command can now be used without creating a character, and also now shows link-dead players. The help file also explains the white bars.
Some 'info' messages for when people login, quit, win a fight, etc.
Corrected a few minor formatting bugs.
There is now a 'hint' command to toggle on/off 'hint' messages.
Added some more technique info to the 'kill' help file.
May thy fangs stay ever sharp, thy soul ever dark. |
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