| 02-24-2007, 12:04 AM | #1 |
Hello, I want to make a hero arena based on my Dofus Hero RPG, calling it Dofus Arena. I've made some hero arenas before in my time working with world editor, but none ever great enough to become published to a site like this. In my dofus map you have your heroes and you have your spells. The thing with the spells is there are spells that are associated with diffrent attributes. Example: Strength Storm is a fire-based spell thus is powered by your hero's intelegence. There are diffrent types of these abilities for each hero. Creating choice for certain builds. and when you level you get 3 att. poins that raise one stat by 15 each. One thing I would like to know is how can I make heroes level up in ahero arena for it to still be fair to the people who have not leveld? Max level is 30 btw. So, how can I let a player's hero level without it becomeing so unfair too other players who where unable to level becuase they could't complete the obsticle, such as killing the other hero? OR how can I make the heroes level to where anyone could level without it being unfair? I need some ideas on that. Another thing is the items. How can I let a hero get items in a hero arena? I mean should they be drops? or purchasable? or what? Also should there be any special things you can do? like hire henchmen or something? or what? last I need to have an idea on a way to win completley. It's good and all being the top of the ring, but there needs to be away for a player to win the game other then just killing everyone else. If you got any other ideas that I have not mentioned please let me know, like I said I've never made a good hero arena before. Thanks in advanced. oh and one more question if I may, should it be teams or free for all? what do people like more? |
| 02-24-2007, 12:42 AM | #2 | |
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My soultion would be to make a new "Game" completely. Only the Gladiator can score. In order to become the Gladiator you must kill the Gladiator. This way, even a high level Hero can defeat everybody because he will be pitted against everybody. Its just a basic idea, expand on it, but it is one way to solve that problem. Also solves your "Teams VS. FFA" dilemna as well. Purhcasable items make players go towards the same area, therefore I think it would be better if all or some of the best(Non-Purhcaseable) Items had to be dropped. |
| 02-24-2007, 01:01 AM | #3 | |||||
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Player A, level 3, kills Player B, level 8. Player B becomes level 7, And Player A becomes level 5 (7-3 = 4; 4/2 = 2; 3+2 = 5). That could give some balance to "high levels". Quote:
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Say, for instance, that the Space Cadets are fighting the Evil Zombie Teachers. The Zombie Teachers would obviously want to infect the space cadets, so maybe their alternate objective would be to obtain a "70% Infected" count of the units on the map. Maybe those heroes can create infectious towers, and any units killed in their radius will be reanimated as zombie versions. The Space Cadets, oppositely, would be attempting to escape from all things zombie-like. To complete this, maybe they have some "miner units" that would be continually chopping away at specific walls to free their masters. Their objective could be to defend their miners while fending off the evil zombie towers. The problem with overarching objetives is that they usually tend to be team-based. If you want an FFA arena, then you'll need to come up with some individual objectives that can be completed/halted on a Player vs. Player scale. Quote:
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