The Valencia Hunting Grounds

Dean Winchester

Keeping you alive by killing what's in the Dark...
Veteran
Joined
Oct 7, 2006
Messages
5,601
Location
The blazing paradise of the Caribbean
Gil
7
The <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:eek:ffice:smarttags" /><st1:country-region w:st="on"><st1:place w:st="on">Valencia</st1:place></st1:country-region> Hunting Grounds:<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:eek:ffice:eek:ffice" /><o:p></o:p>
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The players will have the opportunity to become part of <st1:country-region w:st="on"><st1:place w:st="on">Valencia</st1:place></st1:country-region>'s RPG Hunting Club. The requirement to access these areas is simple; you just need to be above <st1:place w:st="on"><st1:City w:st="on">LV</st1:City></st1:place> 28.<o:p></o:p>
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Here's where you guys will do your part:<o:p></o:p>
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I want you all to talk to the Hunting Grounds Master NPC that I left in the <st1:place w:st="on"><ST1:PAdmin </ST1:P<ST1:PIsland</ST1:P</st1:place>, and help me with these new areas.
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I already made Sections 1 and 2 (they need monsters though), but the others must be added. There's not rush though, we can take our time here. <o:p></o:p>
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I want you all to add the other sections of the hunting grounds and add some monsters as well; think of it as a second Cave of Trials.

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The monsters will be based on Character's Percentage, but every single one will be LV 1 , since you normally don't get experience at hunting grounds, but players will get trade able Trophies which they can exchange for new items. These trophies however, must be hard to obtain, just like those Sea Stones (but not that hard)
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Character's Percentage Settings per Section:<o:p></o:p>
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The only set stats will be both HP and MP until Section 5.<o:p></o:p>
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Section 1: 100% Character Percentage<o:p></o:p>
HP 800 <o:p></o:p>
MP 400
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Section 2: 105 % Character Percentage<o:p></o:p>
HP: 1200<o:p></o:p>
MP: 1000<o:p></o:p>
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Section 3: 110%<o:p></o:p>
HP: 1200<o:p></o:p>
MP: 1000<o:p></o:p>
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Section 4: 115%<o:p></o:p>
HP: 1500<o:p></o:p>
MP: 1200<o:p></o:p>
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Section 5: 120%<o:p></o:p>
HP: 1800<o:p></o:p>
MP: 1500<o:p></o:p>
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Now from section 6 to 10, things will get interesting because every monsters’ HP will start with 160% of Character Percentage and will rise 10% every new section. (Yes I know that it will end up at 200% Character Health Percentage)<o:p></o:p>
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*Spell Levels shouldn't be higher than 10 and the spell casting rate shouldn't be higher than 55%.<o:p></o:p>

*SPD should be set to 99% Character Percentage since we must give them the right to strike first.<o:p></o:p>


Special Hunts:


They will be "special" monsters that will have a Set stats, not character percentage. and will drop a special key item for players to obtain. The Players will learn of this hunts from Book Stores or NPCs. They must buy the Hunt Request Item ( a possible component that will look like a small piece of paper) in order to trigger the chat with those NPCs.


Example:
Hunt Request 1 (bought in Midgar)
Description: The people of Fynn are searching for a strong warrior in order to get rid of a foul beast. The details are written on a Hunt Descriptions, available at "Midgar" Bookstore



The Book will include a pic of the monster and details about its location. Those locations will be secret areas that will be the location of these monsters.


Here's an example:


Monster: Huge Malboro
Description: The Guards have spotted a monster near the Giza Plains. The people of Fynn fear the possible attack of this monster and so they posted this Hunt. One of the villagers at Fynn will fill you in the details about this hunt.


After reading the book, the player will learn about the specific NPC's location and he/she will travel there in order to know a little more about this hunt.

If any of the other RPG Admins wishes to change this, I would gladly appreciate the help<?xml:namespace prefix = v ns = "urn:schemas-microsoft-com:vml" /><v:shapetype id=_x0000_t75 stroked="f" filled="f" path="m@4@5l@4@11@9@11@9@5xe" o:preferrelative="t" o:spt="75" coordsize="21600,21600"> ^_^ </v:shapetype>
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<v:shapetype stroked="f" filled="f" path="m@4@5l@4@11@9@11@9@5xe" o:preferrelative="t" o:spt="75" coordsize="21600,21600">Also, I am open to new suggestions, comments, ideas, etc... just post them all here. Any other Non-RPG Mod Staff members can post here too if they wish^_^ </v:shapetype>
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It's not going to work... :P

People will just give themselves no stats and a really tough weapon. Or just give themselves no stats and have their pets blast the baddies with spells. You also need to make the level fixed.
 
It's not going to work... :P

People will just give themselves no stats and a really tough weapon. Or just give themselves no stats and have their pets blast the baddies with spells. You also need to make the level fixed.

It could work if by any reason darkblade could set the stats fixed in order to prevent players from altering their stats, this would also solve our problem with PvPs ending up as one hit KO fights.

Or, we could have 4 monsters per area, two set with character's value and two set normally as support monsters. The support monsters could prevent players from altering their stats because if they do, these two support monsters could easily pawn them. (wait, I must think through this a little)

If only we could prevent players from altering their stats, I heard that the admins could do it, but I can't remember what was needed in order to do that....

Well, thanks for the replies Adamant, I'll keep those in mind and come up with a better mini quest soon ^_^
 
There is a way Adamant. If I am correct, at the RPG Inferno of GZE, which uses the same version that we are using right now, players are not allowed to changed their stats once they use the attribute point.
If the owner locks the stats, players won't be able to change their stats by adding and removing their attribute points from their different stats.
Players will be able to play through the game without problems and it will solve our "Player pawns X monster 'cause he/she adjusted his/her stats to fight X monsters" problem ;) and also it will prevent the "Player changes weakens his/her stats to pawn X monster who copies the players stats" problem, and last but not less important, it will avoid the annoying "One hit KO PvP Fights" problem. ;)

Ask Koloth, he should know more about locking stats than me.
 
Yeah, the stat lock at GZE is very effective, and some of the matches do last a very long time. So this might be a idea to consider for future use.

Also, we can use the "player must have X of stat X to battle this monster"(if that is even a trigger)
That way we can get people to level up before they try to fight a monster so the newbs won't get pwned by a accidental click of the mouse.
 
Yeah, the stat lock at GZE is very effective, and some of the matches do last a very long time. So this might be a idea to consider for future use.

Also, we can use the "player must have X of stat X to battle this monster"(if that is even a trigger)
That way we can get people to level up before they try to fight a monster so the newbs won't get pwned by a accidental click of the mouse.
There is a Trigger Condition that works with players' stats as a requirement.

RPGACP--->Quest/Trigger---->Add Trigger Conditions-->User has X stats of Y--->add trigger..etc..




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That's pretty cool, guys. I am sorry that I have not been much of a help with this. I am afraid I will need to chat with somebody on MSN to see what you need me to do. At the moment, I am messing with fighting the crazy guys over at GZE. That game, over there, is nuts.
 
Yes, in order to make this work, we need to lock the stats and finally we will get rid of all those problems with One Hit KO PvPs, Players pawning areas, and Players Cheating with monsters based on character value.
 
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