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New Item Damage Formula
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29 / F / California
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Posted 8/22/08

Hello everyone,
So, I did some research into how monsters behave, how much attack and damage and other stuff they do in order to figure out how best to make stats for the new weapons. As some of you have noticed, the new weapons have a bit lower stats than some of the older stuff -- there are two main reasons for this -- first, the older stuff was massively overrated and too strong! The second reason is that some items now have more of a purpose and use than just physical attack or defense. I won't divulge the entire formula I'm using to price / create stats for the new stuff (you'll have to play and research exactly how it works) What I do, is find out how many "points" to allocate to an item based on its level. These points can then be divided up into each category (physical attack and defense, elemental attacks and defense)

Item levels:
Level 1-25 items: Level * .33
Level 26-50 items: level * .50
level 51-64 items: level * 66
Level 65-75 items: (level * .75) + 15 points [for items higher than level 70, add another 25 points]
Level 76-85 items: (level *.33) + (level) [for items higher than level 80, add another 30 points]
Level 86-100 items: (level * .50) + (level) [for items higher than level 90, add another 35 points]

Example:

A level 55 sword might have the following:
(Level 55) multiplied by .66 is 37 points. These could be applied 10 physical attack, 5 fire attack, 15 physical defense, 7 water defense.

Often, especially for very low end equipment, I will add a few additional points depending on what other equipment may be on the market at that time.

At first, these statistics seem a bit low, but remember, there are over 10 places to fill. With equipment at the same level, your avatar will be more powerful than the bad guys! Not to say there aren’t a few surprises in store..

These statistics also make elemental attacks and damage much more useful -- previously, it's all been about melee attacks. New NPCs have occasional elemental attacks and also elemental weaknesses. Watch their stats, and attack accordingly! The new Fairy class also has a great deal of elemental equipment coming to the marketplace soon.


Gold Cost:
I've also created a similar formula for gold prices. I based this off the amount of gold many of the other players at these levels have now.

Item level 1-10: x 300
Item level 11-25: x 450
Item level 26-35: x 487
Item level 36-50: x 562
Item level 51-69: x 600
Item level 70-85: x 750
Item level 86-99: x 1200


What does this mean for item designers?
When submitting an item, make sure you select what level you would like for the item. Due to the amount of items currently available, levels of people using that avatar, and other stuff, we might have to change the level. We also try to spread out some items so there are more items available for different levels. Add the correct amount of points to the categories you would like the item to use. Don’t be afraid of making elemental items either!

Like everything else in Crunchyland, the above formula are likely to change and be modified as bugs are found (then squashed) new items come into play, and monsters grow and evolve. It’s all about fair gameplay. Keep playing and feel free to drop me any suggestions!


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26 / M
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Posted 8/22/08
I don't feel like reading all that stuff, but pretty much what you're saying is that it's going to take forever to level and they want it all equal... EVEN THOUGH the girls have better items then the boys.. the boys are like suffering (me)
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22 / M / The Netherlands
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Posted 8/22/08
uhmmm I dont get it
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21 / F / Edmonton, Canada
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Posted 8/22/08 , edited 8/22/08
this dont make that much sense to mean which mean i can not follow it.
however i do know something about the levels and the gold they have so i think i can manage that when i'm submitting stuff, but that does not nessaceryly mean if it's that level it has to be the price i'll also base it off the stats.
as for the stats the ones u give as an example is way too little. if that was for lvl 50 it is the same as some for around lvl 10.
i think this should be decided by the players, since we are the ones playing and know the game better.

***EDIT:
i looked over the stats again and i was thinking if all points were in ONE of the blank is might work out for that level. but splitting it up makes it bad.
and I cant help but notice how at a higher level it dropped to .33 shouldnt higher levels have more better stats?

but i guess i'll keep it in mind for now
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Posted 8/23/08
hmm... ok i think i get the idea of the points and gold thing... but it might be easier if you could tell us how much points each weapon lvl should have...like for example: 1-5: 5 points/ and it costs between 25 to 700 gold...
coz im bad at math ^_^", and it will make things much easier

and is it possible for us the designers to choose the stats for the weapons that has already been approved and got changed? i would love to make it as close as possible to the one i choose :), plz

and one more thing... i think you should change the old subbmitted items so the new and old players will have the same stats, i think
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26 / F / Peru
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Posted 8/23/08

CRJG wrote:


Hello everyone,
So, I did some research into how monsters behave, how much attack and damage and other stuff they do in order to figure out how best to make stats for the new weapons. As some of you have noticed, the new weapons have a bit lower stats than some of the older stuff -- there are two main reasons for this -- first, the older stuff was massively overrated and too strong! The second reason is that some items now have more of a purpose and use than just physical attack or defense. I won't divulge the entire formula I'm using to price / create stats for the new stuff (you'll have to play and research exactly how it works) What I do, is find out how many "points" to allocate to an item based on its level. These points can then be divided up into each category (physical attack and defense, elemental attacks and defense)

Item levels:
Level 1-25 items: Level * .33
Level 26-50 items: level * .50
level 51-64 items: level * 66
Level 65-75 items: (level * .75) + 15 points [for items higher than level 70, add another 25 points]
Level 76-85 items: (level *.33) + (level) [for items higher than level 80, add another 30 points]
Level 86-100 items: (level * .50) + (level) [for items higher than level 90, add another 35 points]

Example:

A level 55 sword might have the following:
(Level 55) multiplied by .66 is 37 points. These could be applied 10 physical attack, 5 fire attack, 15 physical defense, 7 water defense.

Often, especially for very low end equipment, I will add a few additional points depending on what other equipment may be on the market at that time.

At first, these statistics seem a bit low, but remember, there are over 10 places to fill. With equipment at the same level, your avatar will be more powerful than the bad guys! Not to say there aren’t a few surprises in store..

These statistics also make elemental attacks and damage much more useful -- previously, it's all been about melee attacks. New NPCs have occasional elemental attacks and also elemental weaknesses. Watch their stats, and attack accordingly! The new Fairy class also has a great deal of elemental equipment coming to the marketplace soon.


Gold Cost:
I've also created a similar formula for gold prices. I based this off the amount of gold many of the other players at these levels have now.

Item level 1-10: x 300
Item level 11-25: x 450
Item level 26-35: x 487
Item level 36-50: x 562
Item level 51-69: x 600
Item level 70-85: x 750
Item level 86-99: x 1200


What does this mean for item designers?
When submitting an item, make sure you select what level you would like for the item. Due to the amount of items currently available, levels of people using that avatar, and other stuff, we might have to change the level. We also try to spread out some items so there are more items available for different levels. Add the correct amount of points to the categories you would like the item to use. Don’t be afraid of making elemental items either!

Like everything else in Crunchyland, the above formula are likely to change and be modified as bugs are found (then squashed) new items come into play, and monsters grow and evolve. It’s all about fair gameplay. Keep playing and feel free to drop me any suggestions!





what if the item has minus "-" attributes?
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21 / F / Edmonton, Canada
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Posted 8/23/08
i have an idea. since it's so hard to calculate >.< how about the att + def points = level it's for
and the bonus points dont count but cant b too much
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29 / F / i live in a littl...
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Posted 8/23/08
i don't really get what you mean... but YESH! elementals! i'm tired of melee all the way. i saw some great elemental items in the marketplace. oh btw, it will be awesome if you could separate the "others" section into equipment and potions too.. some people suggested that in the other thread. thought to repeat here in case.
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Posted 8/23/08

bluewitch201 wrote:

i have an idea. since it's so hard to calculate >.< how about the att + def points = level it's for
and the bonus points dont count but cant b too much


i agree... its easier that way
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25 / F / Wouldn't you like...
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Posted 8/23/08
I think it's pretty easy to calculate. For items level 1-25, for instance, you take the level and divide it by 3. Assuming we round up or down, .3 repeating goes down and .6 repeating goes up. Levels 26-50, divide by 2; levels 51-64, divide by 3 and then multiply by 2, and so on.

However, I personally think this is a horrible system. Items can't have a total of 10 points until you reach level 26, for instance, and even then just barely. If we instate a system where the items have pitiful stats (Not to mention are then horribly overpriced; I for one didn't even get 1000 currency until I was level 8, and the pricing expects you to have around 20,000 to afford a full set of armor at that point!), Crunchyland will become like a Korean MMORPG.

The thing about Korean MMORPGs... well, there are several. First, it's nearly impossible to level in them unless you dedicate your entire life to grinding (Like how it would be if we went all the way with this item stat/price system). Second, nobody really enjoys Korean MMORPGs; they may for a while, but somewhere between killing the first and nine thousand and first mushroom monster, the player suddenly says "What have I done with my life!?" After that, the only time the game is really fun is when you and your friends decide to walk around wearing as little clothing as the game permits into an area with enemies at least double your level. Seeing as Crunchyland is a Flash-based game that doesn't have the sort of capability as a full-fledged MMORPG, it takes out any fun this game provides.

I think a system where the amount of points available equaled the level number plus x amount of points for very low levels (like maybe x = 2 for levels 0-4) or very high levels might be good. The pricing system would definitely need a change to consider the actual currency available, but maybe I'm just much poorer than everyone else and I'll let someone else suggest something for that. Thanks for reading this post all the way through; if someone listened to me I would feel great.
5327 cr points
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21 / F / Edmonton, Canada
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Posted 8/23/08

YamaguchiYako wrote:

I think it's pretty easy to calculate. For items level 1-25, for instance, you take the level and divide it by 3. Assuming we round up or down, .3 repeating goes down and .6 repeating goes up. Levels 26-50, divide by 2; levels 51-64, divide by 3 and then multiply by 2, and so on.

However, I personally think this is a horrible system. Items can't have a total of 10 points until you reach level 26, for instance, and even then just barely. If we instate a system where the items have pitiful stats (Not to mention are then horribly overpriced; I for one didn't even get 1000 currency until I was level 8, and the pricing expects you to have around 20,000 to afford a full set of armor at that point!), Crunchyland will become like a Korean MMORPG.

The thing about Korean MMORPGs... well, there are several. First, it's nearly impossible to level in them unless you dedicate your entire life to grinding (Like how it would be if we went all the way with this item stat/price system). Second, nobody really enjoys Korean MMORPGs; they may for a while, but somewhere between killing the first and nine thousand and first mushroom monster, the player suddenly says "What have I done with my life!?" After that, the only time the game is really fun is when you and your friends decide to walk around wearing as little clothing as the game permits into an area with enemies at least double your level. Seeing as Crunchyland is a Flash-based game that doesn't have the sort of capability as a full-fledged MMORPG, it takes out any fun this game provides.

I think a system where the amount of points available equaled the level number plus x amount of points for very low levels (like maybe x = 2 for levels 0-4) or very high levels might be good. The pricing system would definitely need a change to consider the actual currency available, but maybe I'm just much poorer than everyone else and I'll let someone else suggest something for that. Thanks for reading this post all the way through; if someone listened to me I would feel great.


um.............i dont feel like reading all these >.<
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Posted 8/23/08

YamaguchiYako wrote:

I think it's pretty easy to calculate. For items level 1-25, for instance, you take the level and divide it by 3. Assuming we round up or down, .3 repeating goes down and .6 repeating goes up. Levels 26-50, divide by 2; levels 51-64, divide by 3 and then multiply by 2, and so on.

However, I personally think this is a horrible system. Items can't have a total of 10 points until you reach level 26, for instance, and even then just barely. If we instate a system where the items have pitiful stats (Not to mention are then horribly overpriced; I for one didn't even get 1000 currency until I was level 8, and the pricing expects you to have around 20,000 to afford a full set of armor at that point!), Crunchyland will become like a Korean MMORPG.

i think a system where the amount of points available equaled the level number plus x amount of points for very low levels (like maybe x = 2 for levels 0-4) or very high levels might be good. The pricing system would definitely need a change to consider the actual currency available, but maybe I'm just much poorer than everyone else and I'll let someone else suggest something for that. Thanks for reading this post all the way through; if someone listened to me I would feel great.


...................-_-" ok i dont get exactly the math thing... but i think what your saying is that you agree with bluewitch201 when she said that the the stats should be equal to the avatar item lvl.....am i right?

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Posted 8/23/08
um....okay....
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21 / F / Edmonton, Canada
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Posted 8/24/08
HERE"S MY SUGGESTION OF A FORMULA:

STATS: the points of def and att in ANY element/cat will equal the level it's to, or maybe 1 or 2 off the most.
when there's a minus attribute the points can only go to something to it's opposite (eg. -10% elemental def and gain u that much points in the elemental att. and seperate goes for normal)
the bonuses does not count

MONEY: level square x 100 / 2 or 3
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25 / F / Wouldn't you like...
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Posted 8/24/08
After going back and analyzing the "old" items, I guess that a little powering down couldn't hurt. I think the formulas for items level 1-25 could still be a little more forgiving, but eh. Whatever.

However, I still think the items are way too overpriced. I personally think you should take the multiplier down for each level by at least 100, preferably 200. Think of it this way: If a person were to buy a level 10 armor set that equipped to eight out of ten slots, it would still cost them a fair amount (either 8,000 or 16,000, depending on how generous you are) without being completely ridiculous (like it would be if a set cost 24,000).
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