Jump to content

[dev] Hardcore Mode


Recommended Posts

Hardcore is a game mode that was introduced to the Diablo franchise in Diablo II and which has since become emblematic of the series. [...]

Hardcore characters are identical to regular (softcore) characters in every way but one; when a hardcore character dies, that's it.

There is no resurrection, no restarting in town. They're mortal, and are gone forever when they die, along with all the equipment they were using (barring "loot" by friends), everything in their inventory/cube/stash, etc.

The game is identical when played Hardcore or Softcore; the monsters, items, skills, drop ratios, etc are all the same.

The only change is the mortality of characters. To thrive at hardcore requires dedication and resilence, and successful hardcore players have a different mindset about the game.

Many players find Hardcore far more exciting than regular, "death is just a minor setback" Diablo II, but it's not for everyone.

Most casual players don't try hardcore, at least not more than once, and people with a poor online connection, low game skill, or who don't react well to stress or high tension are not likely to take much enjoyment from it either. [source]

Idea

- Got the idea from this thread: Hardcore Server

README:

- This is not about rebuilding Diablo 2's Hardcore mode as exact as possible, but to bring this kind of change in gameplay and the mindset when playing on hardcore to mangos. Added Top10 command for a ladder like feeling.

Features

- Prevent resurrection

- Send a customizable message on player death to self or whole server, depending on player level

- Send a customizable message on player reaching max level to whole server

- ".top10" ".top10 alive" commands

Future Stuff

- Better messages, with some lore maybe

- Random subset of equipped items and gold lootable on player death by party members

- Optional: Add starting area NPCs explaining whats going on

Code

- Github Repo: Branch Hardcore

- Gist r2 against mangos rev 11044

- Patch r2 against mangos rev 11044

Notes

- Your advised to customize the default messages, they are plain stupid right now. ;)

- Hardcore mode is deactivated by default, see your mangosd.conf.

Old:

- Patch r1 against mangos rev 11000

Link to comment
Share on other sites

  • 41 years later...

Hmm, look intresting. But possible some improvements:

1) not sure good has been so hardcode and not allow resurrect at BG and arenas.

2) also maybe make option limit hardcoded more to instances only (maybe as limited version PvE hardcode allow submode option)

If you allow insignia at normal maps then you can (a) know that player killed in PvP or no

(b) can make player body lootable in current preexisted loot or that can let pre-fill loot by equipped items/etc... but loot size limited so some random selected for example.

3) if know pvp kill then possible have indepednet alow pvp fatal death and pve fatal death. as independent options

for pvp kill also can be not good let "non-honoriable" kill case with fatal result.

Base at not big affect normal code work can be possible in future look at including it to mangos repo maybe like existed FFA-PVP mode.

Link to comment
Share on other sites

1) not sure good has been so hardcode and not allow resurrect at BG and arenas.

Got the following problem:

1. Player dies somewhere in the world

2. Queues for a bg

3. Circumvents clientside only (as far as i know) death check on invite accept

4. Gets resurrected in WorldSession::HandleBattleFieldPortOpcode or in BattleGround::EndBattleGround/RemovePlayerAtLeave

5. Leaves bg, is alive back in world

6. Repeat

But i get your point.

2) also maybe make option limit hardcoded more to instances only (maybe as limited version PvE hardcode allow submode option)

Hardcore.PvE = 1

Hardcore.PvP = 0

Hardcore.BattlegroundOrArena = 0

Hardcore.RaidOrGroupInstance = 0

Would that fit ?

(a) know that player killed in PvP or no

What about (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ?

(b) can make player body lootable in current preexisted loot or that can let pre-fill loot by equipped items/etc... but loot size limited so some random selected for example.

Adding this to the todo list, if you dont mind.

Random subset of equipped items and gold lootable on death by party members.

Link to comment
Share on other sites

not sure good has been so hardcode and not allow resurrect at BG and arenas.

you can check hardcodemode and forbid join to BG/arena queue. Hmm, maybe then will need at die remove from queues with hardoce more enable.

Hardcore.BattlegroundOrArena = 0

Hardcore.RaidOrGroupInstance = 0

It more like special Hardcore.PvP = 2 (including BG and arenas)

and Hardcore.PvE = 2 (include main maps)

So for PvP 0 - normal, 1 - hardcore at non BG/arenas, 2 - hardcore anywhere

for PvE 0 - normal - 1 hardcore for instaces (now visit bosses really deadly), 2 - anywhere

What about (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ?

Maybe this more easy way and not linked to insignia that something not exactly same, yes.

This let simplify main related tests. Then config options modes will need check only at death and set flag.

Other places will need this flag check. But i see it as PLAYER_EXTRA_HARDCORE_DEATH for pvp and pve case common

Random subset of equipped items and gold lootable on death by party members.

yes, better adding thsi when main part will in some complete state as independent patch maybe.

Link to comment
Share on other sites

... implement this and u'll eliminate most of the classes in wow

noone will ever choose a warlock, warrior, hunter or a priest

it'll be full of rogues/hpalas/DKs

As a programmer's challenger, it's nice, but the game is just not designed for it

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use