From The Mana World

This article collects information regarding the conceptualisation of the gameplay of The Mana World

This article is currently only a proposal

The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.

The premise of this page is to demonstrate a possible monster-threat system, where the game would warn the player when the monster is too strong for them to defeat. The system proposed here is fairly simple, but should work fine. Of course, this assumes the player isn't using any glitches/cheats. There might be a small bit of error for long-ranged players, due to the distance the monster has to travel to attack.

if m. exp < 0.1% p. lvl exp => gray
    if (m. spd > player spd) & (m. atk > p. atk) & (m. hp > p. hp) => red
    if (m. spd - player spd) < -99% m. spd
        if (m. atk - p. atk) > 49% m. atk
            if (m. hp - p. hp) > 49% m. hp => red
            if (m. hp - p. hp) = -50% to 50% m. hp => orange
            if (m. hp - p. hp) < -50% m hp => green
        if (m. atk - p. atk) < 50% & > 0% m. atk
            if (m. hp - p. hp) > 99% m. hp => orange
            if (m. hp - p. hp) > 149% m. hp => red
            if (m. hp - p. hp) < 100% m. hp => green
        if (m. atk - p. atk) < 0% m. atk
            if (m. hp - p. hp) > 99% m. hp => orange
            if (m. hp - p. hp) > 149% m. hp => red
            if (m. hp - p. hp) < 100% m. hp => green
    if (m. spd - player spd) > -100% < 1% m. spd
        if (m. atk - p. atk) > 49% m. atk
            if (m. hp - p. hp) > 49% m. hp => red
            if (m. hp - p. hp) = -50% to 50% m. hp => orange
            if (m. hp - p. hp) < -50% m hp => green
        if (m. atk - p. atk) < 50% & > 0% m. atk
            if (m. hp - p. hp) > 99% m. hp => orange
            if (m. hp - p. hp) > 149% m. hp => red
            if (m. hp - p. hp) < 100% m. hp => green
        if (m. atk - p. atk) < 0% m. atk
            if (m. hp - p. hp) > 99% m. hp => orange
            if (m. hp - p. hp) > 149% m. hp => red
            if (m. hp - p. hp) < 100% m. hp => green
    if (m. spd - player spd) > 0% m. spd
        if (m. atk - p. atk) > 49% m. atk
            if (m. hp - p. hp) < -199% m. hp => orange
            if (m. hp - p. hp) < -249% m. hp => green
            if (m. hp - p. hp) > -200% m. hp => red
        if (m. atk - p. atk) < 50% & > 0% m. atk
            if (m. hp - p. hp) > 0% & < 49% m. hp => orange
            if (m. hp - p. hp) > 50% m. hp => red
            if (m. hp - p. hp) < 0% m. hp => green
        if (m. atk - p. atk) < 0% m. atk
            if (m. hp - p. hp) > 49% m. hp => red
            if (m. hp - p. hp) > -49% < 50% m. hp => orange
            if (m. hp - p. hp) < -50% m. hp => green


Comments

What would you say about, defining a meaningful way to calculate being levels and basing threat level on that? --Avaniel 17:50, 9 March 2007 (CET)
Like WoW? Sure we were discussing that. Monster levels could easily fit into this equation. ---- Pauan 06:05, 10 March 2007 (CET)
In my opinion it is impossible to calculate the threat level of a monster automatically. At least not on the new server. There are just too many factors that make a monster more or less difficult to defeat whichs importance is based on the combination. AI script, spells and special attacks, resistances against various forms of damage, attack zone and so on. When we use a threat level system we have to estimate the threat level of each monster type manually. --Crush 15:14, 10 March 2007 (CET)
Quite obviously. However, the system will do fine on eAthena until we can get a better system going. Naturally the monsters would be far too complex to use such a simple equation. Or even an equation at all. But for now, this should do fine. ---- Pauan 09:36, 11 March 2007 (CET)