1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice

Storms and Natural Catastrophes

Discussion in 'UHall' started by Zyon Rockler, Sep 16, 2010.

  1. Zyon Rockler

    Zyon Rockler Guest

    For a long time I had hoped for a system of weather that would affect players directly.

    Environment is very important to me and I think it would be interesting if certain tiles were created similar to sand.

    Imagine going into Ice Dungeon and having the temperature affect you. For example, you might stand on snow and your health would drop slowly due to the cold environment. As you proceed deeper into the dungeon, you might discover ice, which causes you to lose health at a faster rate and going deeper, you may find arctic ice, which would require protective gear of some type to survive in these environments.

    Also, a gust of wind could cause you to lose small amounts of hit points, where you would hear a sound and then begin to lose hit points. Different wind speeds could determine the loss of hit points. In very strong winds or in gusts of wind, dexterity could also be lost.

    Other types of environmental affects, like frost burn, 3rd degree burns, and so on could be added that would give people even more of a challenge while being affected by different types of environment.

    An example might be, a flame strike, where the caster is able to begin with a burst of fire damage and then maintain the spell while causing more damage and changing the state of the character, causing more affect, such as the loss of intelligence and dexterity and possibly causing them to lose consciousness.

    There should always be a danger and I think that's what alot of the cities lack. There are always environmental issues. Some climates are cold, some are warm, some cause hay fever. It's almost as if you go into a guarded area in the city, there is nothing to worry about. This makes the world a bit dull. There should always be an underlying danger.

    Weather is a great way to add excitement. Imagine standing in Brit and it begins to rain, then it begins to thunder and lightning, occasionally players are zapped with lightning, unless they are inside but then during rain, water elementals could appear and before long you have a small event taking place because of rain. It could stop raining and the sun could come out or it could continually get worse.

    So, by adding wind and cold affects and the tiles you could literally change the environment and induce spawns in areas that would not normally have those types of spawns.

    Another example, snow turning into a blizzard with ice fiends, snow elementals, high gusts of wind and after a period of time arctic tiles.

    And of course more dangerous, fire could rain from the skies causing buildings to catch on fire and become unuseable. It might sound a bit dramatic but I think to be able to stand somewhere and not think about the danger shows a lack of danger.
     
  2. Babble

    Babble Guest

    Next generation games might have something similar .. maybe ...

    Instead of weather effects and so they could make more use of traps in dungeons and similar things.
    As for patching maps that might work now easier with the new additions of maps, but is still much work for EA.
     
  3. Warsong of LS

    Warsong of LS Seasoned Veteran
    Stratics Veteran

    Joined:
    May 24, 2008
    Messages:
    337
    Likes Received:
    14
    Does any mmorpg have weather that effects your character?
     
  4. Llewen

    Llewen Grand Inquisitor
    Professional Stratics Veteran Stratics Legend Campaign Supporter

    Joined:
    Mar 3, 2006
    Messages:
    4,699
    Likes Received:
    200
    I'd love to see this sort of thing. Here are some of the things I'd like to see.

    • If you go naked in tropical weather, you get sunburned, and it affects you in a small way. Perhaps a loss of 5 dex.
    • If you wear too much in tropical weather, it affects you in a bigger way. Perhaps a loss of 10 dex and 10 strength, and you lose 5 hp/min.
    • If you go naked when it's snowing out, it affects you in a big way. Perhaps a loss of 20 stamina and 20 strength, and a loss of 5 hp every 10 seconds.
    • If you go naked in arctic conditions, it can kill you. Perhaps a loss of 40 stamina, and 40 strength, and a loss of 5 hp every second.
    • Forests, snow and sand slow movement by 30%. Swamps slow movement by 50%, and the effects stack (within reason).
    • Snow storms and sand storms create a "fog of war" that limits visibility around the character significantly. Rain does the same but not as much as snow and sand.
    • Rain and sand storms damage equipment by a small amount.
    • Roads increase movement speed by 30%
     
  5. TullyMars

    TullyMars Sage
    Stratics Veteran

    Joined:
    May 14, 2008
    Messages:
    525
    Likes Received:
    55
    Is that gone?
    I thought it used to increase movement rates being on a road in UO.
    Of course this would have been back in the day when I first started (155 month account) and I just assumed it remained.
    But perhaps I was imagining it
     
  6. Llewen

    Llewen Grand Inquisitor
    Professional Stratics Veteran Stratics Legend Campaign Supporter

    Joined:
    Mar 3, 2006
    Messages:
    4,699
    Likes Received:
    200
    I don't think roads have ever increased movement in UO.
     
  7. Babble

    Babble Guest

    Was/is a Horizons/Istaria feature that roads allow faster travelling.
    But actually such a thing might be not too difficult to code, just is it really necessary in a game where you can recall almost anywhere anyway?
     
  8. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

    Joined:
    Jul 3, 2004
    Messages:
    4,370
    Likes Received:
    720

    I wouldnt be surprised in the future of games you will see more realism in the enviroment and how it affects players in a game. Like wind can effect a shot of an arrow. In warhammer online you can shoot cannons in defense of keeps or attcking them. They have a little wind map that actually effects the direction of your shots. Its random each time you get ready to shoot. So I can see how maybe rain may make you move slower in the open, snow you may have trouble controlling your char when running, ect ect.
     
  9. Llewen

    Llewen Grand Inquisitor
    Professional Stratics Veteran Stratics Legend Campaign Supporter

    Joined:
    Mar 3, 2006
    Messages:
    4,699
    Likes Received:
    200
    There are still plenty of occasions where roads could be used, but especially in combat in Felucca, or in T2A in Felucca.
     
  10. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

    Joined:
    Jul 3, 2004
    Messages:
    4,370
    Likes Received:
    720
    Well in the old days of UO if you wore metal versus leather there was a difference in damage and swinging weps. I understand the weather concept disussion and how that should factor. Could you imagine if weather played an important part in how your char would be able to fight plus if they still have the code in use with the metal and leather differences of the old days. Would make fights more interesting.
     
  11. Omnius

    Omnius Crazed Zealot
    Stratics Veteran

    Joined:
    May 27, 2008
    Messages:
    3,209
    Likes Received:
    9
    I'll bite. why would roads changing people speeds be good for pvp? The way I see it is, it would make fights a big cluster**** but... I'm curious. Can you explain how it would be good so I don't necessarily see this so one sidedly?
     
  12. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

    Joined:
    Jul 3, 2004
    Messages:
    4,370
    Likes Received:
    720
    When I first started playing back in '99' I was told that if you stayed on the road you would run faster. I cant recall if you truly did or if it was a UO myth. Maybe they had a code in the game that the vegetation slowed you down if you went off road. IRL if you went off a worn path or road into a wooded area you are slower. So I dont know if the same applied to UO once or as I said if it was a myth. How could you have constant fights on a raod for pvp anway? Nobody would stand still long enough to fight on a road just for speed purposes and the roads arent that wide.

    Really I kind of went on about the weather anyway which is more of an interesting factor using true key elements.
     
  13. Llewen

    Llewen Grand Inquisitor
    Professional Stratics Veteran Stratics Legend Campaign Supporter

    Joined:
    Mar 3, 2006
    Messages:
    4,699
    Likes Received:
    200
    Well anything that allows for tactical use of terrain is a good thing in my opinion. This wouldn't be a big deal, but it would be another small detail that would make the game more "alive" for the lack of a better word.
     
  14. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

    Joined:
    Jul 3, 2004
    Messages:
    4,370
    Likes Received:
    720
    One thing I loved about DaoC and love about Warhammer Online is how you can use the land to your advantage. Now its not the above view like we have in UO plus way different graphics. You can use the trees to block line of sight spells or wepeon throws if you are running away from battle. You can jump over a cliff and hope to survive especially if you are a healer. You can be fighting on bridges and punt the other player over a bridge to his death if its to high. Many uses of how the land can be used.

    If UO could impliment things like above wow just wow what UO could be.
     
  15. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

    Joined:
    Jul 3, 2004
    Messages:
    4,370
    Likes Received:
    720
    Ah this may be a good example in Warhammer how land is used. This is a scenario for RvR ( PvP). They have them in each tiers meaning you can start playing immediatly in pvp when you are in lvl 1. This is just tip of the iceburg in how to use the land but wish UO was like this how it would change the game.

    [youtube]dTsbQsV3mlA&feature=PlayList&p=CFF635DFB378BE7E&index=0&playnext=1[/youtube]
     
  16. WhityJinn

    WhityJinn Guest

    Bah, over the years they have removed a freaking lot of lesser things from game, and you want to add something that AFFECTS players.
    The game was repeatedly crippled until nothing except direct damage can affect a player, until UO has become the horrid thing it now is.
    But at least it`s easy to play and even easier to master.
     
  17. longshanks

    longshanks Guest

    i'd much rather they let me beat and subdue one of the brigand women for a mate that spawns around my castle. Maybe kill all the brigand men first....

    Now that's roleplay :thumbup1:
     
  18. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

    Joined:
    Jul 3, 2004
    Messages:
    4,370
    Likes Received:
    720
    LOL!?! I cant stop laughing.
     
  19. Lord Chaos

    Lord Chaos Always Present
    Stratics Veteran

    Joined:
    May 12, 2008
    Messages:
    10,075
    Likes Received:
    0
    Isn't that what RP stands for? **** and Pillage?

    MMORPG = Massive Multiplayer Online **** and Pillage Game :lol:
     
  20. Zyon Rockler

    Zyon Rockler Guest

    I was hoping this might be something easy for them to implement. One of the things that I would like is the fact that it wouldn't replace events but it would make it possible for the game to produce its' own without causing extra work.

    EMs could also call on storms or GMs could map them to add realism.

    I was thinking take something like wither as wind. I'm sure they could adjust the radius and the intensity so basically you have wind for your storm, then you create an invisible spawn, which should be easy because there's really no graphics because it's invisible. Now, let's tag a name and call this spawn ettin. Ettin moves into an area and has the strong wind wither and is able to hit people with lightning depending on the type of storm, could be fire damage, could be cold.

    Ettin could be made into possibly and i'm not sure how difficult this would be, depending on how defined the spawning system is and how it works but maybe they could tag an alter onto the ettin spawn. So, now, basically, ettin becomes a moving champ spawn and as ettin walks around, the storm is moving causing the spawns just like a champ spawn.

    Now, if ettin stays in an area for a period of time, tiles could be placed, changing the environment of the area. So, as you start with maybe puddles of rain to what then looks like water and then what might appear to have waterfalls. For example, a bad rain and then your spawns might be water elementals and other things that have to do with rain and then of course your screen would have the rain on it falling but they could add thunder.

    So, if your near the storm ettin you see the graphic rain, you hear thunder, ettin strikes people with lightning, withers, and spawns are appearing as tiles begin to change. This could build similar to a champ and possibly produce a boss.

    I think it's important that people have an affect that demands a reaction rather than always having to search for it. Storms could happen rarely or there could be areas that are set up for these types of storms on a normal basis but I think it would be an excellent tool that could be used to run along side events as well. For example: fighting the Stygian Abyss was fun but I think it would of been more fun if there had also been storms to go with it.