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Old 07-06-2013, 05:20 AM
Cubical Cubical is offline
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Join Date: Feb 2007
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Originally Posted by Conqueror View Post
Removing the knockback could make daggers/fists incredibly vicious again-- so that's interesting for sure.
I can leave it enabled for certain weapons should they become an issue.
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I REALLY like the shield block idea. Surely more people would start using their shields if something like this were in place. PvPing would be less "swing your sword randomly" and more tactical and precise like in the Spar Arena. But giving it a % chance makes it so it's not overly-used to the point where someone is just countering every swing. Or maybe that could even be a new stat on some items? (+5% block increase) etc.
Yes, I was also worried about someone retreating into a corner and just laming. There will definitely be a block chance and I'm not sure what I'm going to base it on. I think nico has already approved me doing this.

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I don't agree with the proposed "10-15 seconds of pure darkness" for blind. (Assuming you mean the screen is entirely black for 10-15 seconds). So much can happen in that amount of time, at least in a spar event with 20+ people. Mind you, on the overworld it wouldn't be so bad since there's so much space to randomly scramble about until your vision is returned. But for any major spar event-- this would give the dianceht users an incredibly one-sided advantage.
This is exactly why I made this post. I cannot make each attack type balanced by just guessing. I would have made it 15 seconds and then the tears would have started flowing. I'll most likely use the idea Stephen posted below for blind. Right now I feel as if it's not overpowered but extremely annoying in its current state and it does need to be changed.

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I always thought it'd be neat if for spar events everyone's Speed, HP, AC/WC and weapon/shield was some sort of default. So literally everyone has a balanced chance (even new players) in the spar events. There would be 0 reason for people to complain anymore about items-- it would be based purely on skill like any old classic server. And then obviously, people would have their gear and stuff for PKing on the overworld.
That is actually kind of how it's currently calculated but to give people who have put effort into leveling an advantage. Damage is based of the victims HP and a percent of your current damage. That's why everyone stands a fighting chance in spars.

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Originally Posted by Stephen View Post
I'm just going to focus on this for now - if you focus on too much at once it can become overwhelming.
I know, I also get burnt out easily.

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ghost hit is a great idea too.
My plan is making it a hit like when Ksavir warps next to you and you see two of him for a split second.

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Regarding blind, perhaps 5-10 seconds of pure darkness would be more appropriate - testing will tell for sure, but even 5 seconds may be too much.
A lot of this will be trial and error and nothing can be completely balanced until all the attack types are complete.
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I would like to see Acid do damage like fire, but without the water debuff.
Well the only problem with acid being a damage over time attacktype is there is already fire+poison and stacking acid on top of that could really wreck someone. Maybe I could make it so applying it would remove fire or poision debuffs if they have it?

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Regarding drain, you mean the attacker regains HP from the damage drain deals? I like this idea a lot.
That's exactly what I was going for.
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Originally Posted by Draenin View Post
There are bound to be some things most players may not agree on, but that's alright.
It's impossible to please everyone but if the majority of players agree then eventually they will adapt.

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* Well, hopefully it doesn't get a lot of people to switch off of Bile too. I know Bile already has a ton of benefits, but still.
Bile is the best god and there really shouldn't be a 'best god' they should all have their benefits. Im also not talking about taking away anything from bile but buffing the food depletion so people can go longer without eating so a few may stray away and try another god.

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* Any use for shields would definitely be great. People have wanted them to reflect stuff for a few years now, but from a mechanics standpoint, I don't think that's possible without some very complicated coding. So blocking is the next best thing. Are there any plans for what to do about their effect against spells and arrows, though? Will they be handled any differently? (It would be nice to have them totally block arrows, and reduce spell damage.)
Yes, it will have the same functionality that it has in spars except for melee attacks can break the shield block and cause damage.
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* In what way? Making them more or less important?
Resistances are currently calculated by one set formula. I want to make them calculated on a per attack type basis so they are balanced. Not only that I do not want to have anyone be completely immune to anything aside from bile being immune to death attacks. I want someone who took the time to get 99 resist to have a noticeable reduction in an effect but not have no downside to sitting there and just taking hits.

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* Well, just make sure people aren't allowed to move and cast. Moving should probably interrupt the cast, not allow for both at once.
It would be like casting on WoW. If you start a cast and move before it is done it cancels it.
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* A lot of the time, running and healing is done with scrolls rather than wands. Adding a freeze time to wands only punishes casters, and doesn't really address the problem directly. Why not add a cooldown time for healing spells? (That is, you can only heal so many times each minute.)
Restoration scrolls are a plague and without a cooldown they shouldn't even have a place in PvP. I may look into somehow adding a cooldown to anything that heals a player instantly or maybe make them cause a speed debuff or something. I had not thought about scrolls so thank you for bringing that up
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* How long of a countdown time are we talking about here? Would this impede the ability to simply leave in the middle of an event spar? (For example, in Bomboria or Hotaru's arena? I know they have lock-out features already that prevent players from re-entering during events.)
It would not be active in event levels.

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* The terms 'burst' and 'dot' kind of mean two different things, but nice to see this change. :]
A burst of damage over a short period of time.
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* I kind of worry that you pair the terms 'large amount of damage' and 'long periods of time,' but I really like the idea of being able to remove burns by soaking in water.
Large amount of damage over a long period of time. By that i mean instead of 10 damage over 10 seconds it would be 15 damage over 20. Those numbers are meaningless but it is an example.

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* Again, I think doing something different with fear would be nice. It just too closely resembles confusion in my eyes. (Reversed keys vs. attacking in the wrong direction.) Both deal with messing with player's directional facings, and I'm wondering if this could be made to either make victims actually flee in different directions or cower in place for a short duration. Alternatively, it could also slightly reduce Attack or WC for a limited amount of time. (As kind of the opposite of what acid does.)
For now fear will stay how it is. I can see where you're coming from when you say that it is close to confusion but it is actually an entirely different effect.
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* Hopefully this will be based on a low percentage or a fixed number, because the HP return rate, I imagine, will probably depend on how much damage you're doing in the first place. I would recommend no greater than 10 percent, if even that much, because when stronger players are fighting weaker ones they may do more damage and thus return more HP to themselves, giving them an incentive to pick on weaker players for more health.
Preferably it would be based on the victims hp and the cap of the amount able to be leeched would be based on the users physical level.
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