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Lemon

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Posts posted by Lemon

  1. I know I'm pretty late to weigh in, but I felt I should comment anyway. 

    HoD and CCC are apples and oranges and shouldn't be directly compared to each other.  They aim to provide vastly different play experiences.  If you like one over the other that's cool but it doesn't mean the other is bad; just that you like the gameplay style of one more than the other.  I have great respect for R-78 for being able to produce quests like HoD, even if I didn't particularly like the style of gameplay they provided. (I prefer more CCC style quests where small mistakes like player positioning and team composition matter, which is why I made it the way it is.)

    My answer to @Sir Rendlan's original question is to make something that you'll enjoy playing, not something that you think others will enjoy.  You will need to be playtesting this quest a lot.  I often ran my own quests 100+ times before I released them, and then more after release to fix problems I didn't find myself.  So if you don't enjoy playing the quest, it can quickly become a chore.

    • Like 3
  2. On 8/22/2020 at 2:00 AM, naminasuka said:

    would be epic having an episode 5 made from scratch, just a random thought.

    It really would.  You should do that.  Other's might even be willing to help.

  3. You might have some luck checking out qedit.info.  I have a bunch saved on a HDD somewhere if you need a specific one.  You might also check out schthack.  They have an active GC online community that develops new quests that are often available for download.

    • Thanks 1
  4. 27 minutes ago, R-78 said:

    I've noticed people often have crash issues in room 09.

    After having a look at your quest I think I found the cause.

    In this room, those 4 script collisions are actually unused: they call a function that doesn't exist and have some weird parameters (all set to 9000).

    PPP_v111_crash_issue.PNG

    Could you remove them?

    Good eye, I will do this tonight after work.

  5. Updated to v1.04
    - Fixed a bug where if a player DCed the next area would never start.

     

    Afaik this version is not live, so look for the version number in the quest description before you play.

    EDIT: This version is now live

  6. If I remember correctly you can edit client side exp (the little purple number that pops up) with load_enemy_data and get_physical_data.  But this is a horrible idea as it can cause server desync since the server doesn't parse the qasm and won't make that change.  If you want an example I believe I still have a version of TTT that tried this.

    Drops are handled entirely by the server.  This wouldn't be something a quest designer can do, Soly would have to do it.

    This also doesn't handle the fact that the pso client doesn't load more than 1 episode's worth of monster stats\ai per game.  So even if you removed drops and exp you'd be fighting Kondi with Dragon's stats and AI, which as you can imagine, can mess up a lot of things.

    • Like 1
  7. 2 hours ago, Chris Hyme said:

    Lemon you are a boss.  i will definitely hit you up if i get serious into this.  it'll be like a week maybe before I can get a test server set up so thank you. 

    If you PM me I can send you a plug-and-play test server, though it won't work for multiplayer, which it seems you want to do.

  8. 1 hour ago, Chris Hyme said:

    So it basically sounds like don't built troll quests.  got it.   and from what i read above don't built quests just to farm specific mobs bc that can break the economy.  

    Economy is messed up already, so don't worry too much about that.

    On the note of quality, make sure it doesn't break itself.  Players shouldn't be able to get trapped, nor should their clients crash.  Other than that, make it feel coherent and intuitive when playing.  It's important to remember that the vast majority of players will run your quest at most once, so try and make things as obvious as possible.  Keep in mind what parts of the game are enjoyable and what parts are a drag and capitalize on the enjoyable parts and cut the boring parts.  For example, if you're putting a switch down a 2-3 room dead end, have mobs spawn on the way back after the switch is flipped.  I would also recommend keeping in mind how long the quest is.  Quests tend to start dragging around the 30 minute mark, so keeping it fresh and interesting, or short and sweet is important.

    Feel free to send me a PM if you are serious and want some resources to help you get started, or just need some help.  Good luck!

  9. Read the guide first: https://www.phantasystaronline.net/forum/index.php?/topic/26156-how-to-build-a-custom-quest/

    These video tutorials are meh, but help show the process: https://www.phantasystaronline.net/forum/index.php?/topic/6209-pso-qedit-video-tutorials/

    Great source for pasm: https://qedit.info/index.php?title=Main_Page

    If you want to dive deeper into the abyss, this link is all about the programming behind pso: http://sharnoth.com/psodevwiki/

    I PMed you a link to download a starter kit.

     

  10. 19 hours ago, applesaucin said:

    Can you use the electric gates to contain both the players and land based bosses? Do you control where on the boss map the bosses spawn?

     

    I was imagining a gate locking in the players where they spawn so they cant abuse the contained bosses, and also surrounding the bosses with the same gate so they cant attack the players while frozen. 

     

    Put the switch in the cage where the players spawn. 

     

    Sorry if that doesnt make sense, drunk and reading through this interesting thread :3

    Only players are effected by laser gates.  Monsters can pass right through them.

     

    Also as far as I know, laser gates do not render on boss floors, but I've never tried.

     

    EDIT:
    You might be able to do something like this to freeze gameplay during the death animations.  I've never tried though so I can't guarantee it'll work.  Not sure if 0xF829 updates on kill assists and enemies you didn't assist in killing.  There might be a better opcode for this.

    10: // Floor handler for boss
    (0xF829) get_player_kills R1, R250 // get the number of enemies killed
    let R2, R1 // set initial monsters killed count
    thread_stg 100 // Start loop, but only for this map
    ret // exit the floor handler
    
    100: // our main loop
    sync // wait 1 frame (this prevents freezing)
    (0xF829) get_player_kills R1, R250 // get the number of enemies killed
    jmp_= R1, R2, 100 // if we haven't killed a boss since last loop, keep waiting.
    let R2, R1 // update bosses killed counter
    freeze_everything // stop everything
    call 101 // wait for animation to finish
    unfreeze_everything // open play back up
    jmp 100 // keep waiting
    
    101: // Syncs to wait duration of death animation
    // 30 * sec_of_animation
    ret

     

  11. Since drops are determined server side, the source code wouldn't be the problem.  The problem would be coming up with 2-3x drops for each mob that wouldn't mess up the economy.  This is the kind of change that would have to happen early on in a server's lifecycle, and I think Ultima is too far past this point for it to be a reasonable change to make.

    • Like 2
  12. 43 minutes ago, C01D1 said:

    The game is easy. This is only balancing the scales so that the game is not (HH to win). From a GM perspective I can only imagine constantly being nagged about starting HH. However lets see how the poll makes out and let democracy reign.

    I can't see this fact changing even if rates are increased during events though.  And realistically, this just means that the event drop rates will be coded as twice as hard as previous.  People nag for happy hours even when it's already on.

    • Like 1
    • Haha 1
  13. I really like the Inverter item.  It could add some really interesting dynamics to game play.  The rest aren't of interest to me personally.  The dual cure units would be cool, except none of those combinations are things I would ever need.  I think that you'd need to team up with Soly to get some statistics on which cure units are in players inventories together and try and do your mappings based on that data.

     

    The new difficulty seems interesting, but also extremely hard to implement.  And I kind of agree with @Saber +7 here in that people don't really want harder game play.  And here I speak from experience.  CAL's Clock Challenge, Power Plant Plight, and The Tentacular Truth's challenge mode were all created as a way to give players a difficult challenge.  Something harder than what already existed.  And they are not heavily played at all.  So while I agree that new styles of game play would be cool, I don't think this is worth the effort it would require.

  14. Normal:
    Free roam map variations all share the same codebase, just have different object placement (same .bin, different .dat)

    Battle:
    Battle Mode quests don't use the pl_pkon opcode, the player targetability is inherent to the mode.  Thus if you load a battle mode quest in normal mode it will still run, but will be a tie as no one can hit each other.

    • Like 2
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