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  #16  
Old 02-25-2006, 08:30 PM
Cubes Cubes is offline
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just remove the stun lock and make it so it does a LITTLE less damage but they can move to get out off it
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  #17  
Old 02-25-2006, 08:47 PM
Googi Googi is offline
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Make it so that if you get hit by a spell or by a physique attack you get hit away and flash for a while while you can't be hit as is default on the client. That would prevent stun-locking that's caused by both magic and phys attacks.
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  #18  
Old 02-25-2006, 10:07 PM
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Quote:
Originally Posted by Googi
Make it so that if you get hit by a spell or by a physique attack you get hit away and flash for a while while you can't be hit as is default on the client. That would prevent stun-locking that's caused by both magic and phys attacks.
That's so Megaman like!
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  #19  
Old 02-25-2006, 11:13 PM
MasterNuke MasterNuke is offline
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Quote:
Originally Posted by Sam
- reduce the hitpoints the spells take.
No. It may hurt players a lot because of stun lock and many repeated hits, but spells actually deal less damage to monsters now.

The spells need to hit less, but deal more damage. This will allow players to get out of the way when getting hit by it so they're not taking the full effect of it.

Last edited by MasterNuke; 02-25-2006 at 11:31 PM..
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  #20  
Old 02-26-2006, 12:05 AM
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So it should freeze less long, or you should only be able to be hit once 2-3 seconds, or it should only freeze once 2-3 seconds (so people at least not walk through spell effects and wonder why they loose hitpoints) ?
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  #21  
Old 02-26-2006, 12:26 AM
Sam Sam is offline
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Quote:
Originally Posted by Stefan
So it should freeze less long, or you should only be able to be hit once 2-3 seconds, or it should only freeze once 2-3 seconds (so people at least not walk through spell effects and wonder why they loose hitpoints) ?
If you cast lightning e.g. the beated player freezes. In the meantime the caster casts again and again and the beated player have no chance to escape or defence and dies.
So it must be made so that they have a chance to escape or can defence.
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  #22  
Old 02-26-2006, 12:28 AM
MasterNuke MasterNuke is offline
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But the freezes are related to the hits. If you decreased the hits that dramatically, the damage dealt would dramatically decrease. To compensate for it, you would have to raise the damage per hit as well as decrease the hit repeat rate.

Or you could spend extra time developing different hit effects... like being by icestorm would do a cold hit effect and instead of stunning, just occasionally freezing them in a block of ice that makes them invulnerable but stuck.
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  #23  
Old 02-26-2006, 12:53 AM
Skyld Skyld is offline
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Quote:
Originally Posted by Stefan
As a special bonus we have also improved the effects for hitting enemies or failing (only hitting their armour).
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  #24  
Old 02-26-2006, 01:00 AM
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Ok I have checked the freezing code, it's not really easy to decrease the freezing / push effect since it's only 0.2 seconds anyway. The problem is more that the spells attack too often. So there are some options:
- Let the spells attack less often, but take more hitpoints
- Let it only freeze/push the player once in while, like in 20% of the hits
- Let it only freeze the player sometimes (10% or so) and introduce new effects:

- being unable to use weapons for some seconds (would be good for lightning which only affects metalic weapons or so)
- slowing you extremely down for some seconds
- setting you on fire (like a fire 'illness' which drains hitpoints and can also be transferred to other players, similar to the fire on Zone)
- freezing you like ice, which stops you for some seconds or until someone casts some fire spell effect on you
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  #25  
Old 02-26-2006, 09:15 AM
Cubes Cubes is offline
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Quote:
Originally Posted by Stefan
- Let it only freeze the player sometimes (10% or so) and introduce new effects:

- being unable to use weapons for some seconds (would be good for lightning which only affects metalic weapons or so)
- slowing you extremely down for some seconds
- setting you on fire (like a fire 'illness' which drains hitpoints and can also be transferred to other players, similar to the fire on Zone)
- freezing you like ice, which stops you for some seconds or until someone casts some fire spell effect on you
I like this one, But what about 15% because that seems really low
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  #26  
Old 02-26-2006, 10:06 AM
Draenin Draenin is offline
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Quote:
Originally Posted by Stefan
- being unable to use weapons for some seconds (would be good for lightning which only affects metalic weapons or so)
Paralysis would be better for the lightning effect, and would put the stat to use. (Paralyze) A character could be stunned every 10 seconds or so out of the spellcloud, but not damaged. And if that's too much, electricity could just affect people in the same way that fire would, but they would have to be wearing metal stuff like weapons, armor, etc.
Quote:
Originally Posted by Stefan
- slowing you extremely down for some seconds
The 'Slow' attribute. Really should've been implemented by now, but hasn't really. I think that dievels have been able to for some time now, but people can't really do it to each other a lot.

Also, it'd be nice to see stuff this:

Confusion: Where a player would hit themselves when attacking or casting a spell with the effect still on. Casting a spell would create a big explosion where the character is standing that would damage them. But that effect would depend on how much resist they have.

Blind: The player's screen gets shrouded in a dark fog coming in from the edges. It would be clientside, rather than serverside. Also, lowered spell and attack accuracy could be another option. It's better than 'drastically lower AC / WC'

Acid: Acid affects the brain, so why not make it affect Mana? XD But seriously... The acid effect could continually drain the Mana of the person affected, unlike the spell magic drain, which drains it only once.

Fear: Weaken the enemy's AC / WC by a small amount.

Turn Undead: Changes the character to undead status, giving them all the horrible natural diseases you can get, such ad spitting out teeth, diarrhea, etc. But nothing like typhoid or anthrax.

Ghosthit: Reverses directional controls, perhaps? Maybe it drains mana? Your guess is as good as mine. We don't really have anything at all that uses ghosthit.

Drain: Continual miniscule drain on HP.

Fire / Ice: The ideas for those are fine. Perhaps fire could burn longer on people wearing wooden stuff, and ice could for organics.

Just some of my thoughts.
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  #27  
Old 02-26-2006, 11:31 AM
MasterNuke MasterNuke is offline
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That last option sounds really neat :o
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  #28  
Old 02-26-2006, 03:42 PM
lordbosh lordbosh is offline
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I vote a yes on the last option
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  #29  
Old 02-26-2006, 03:51 PM
Admins Admins is offline
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Quote:
Originally Posted by Draenin
The 'Slow' attribute. Really should've been implemented by now, but hasn't really. I think that dievels have been able to for some time now, but people can't really do it to each other a lot.
The slow spells is working now and slow downs enemies to 50% of the normal speed, it works at least on monsters.
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  #30  
Old 02-26-2006, 03:52 PM
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Ok I guess a temporary fix for the freezing problem is not freeze the player with each hit, and then we can add some special side effects for the different attacks with the time.
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