ALL CURRENT IDEAS AND SUGGESTIONS!
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- Piffl / El Majo
- Posts: 408
- Joined: Wed Apr 10, 2013 12:00 am
- Location: Catalonia-Spain
Re: simple change to game mechanics to vastly improve game
It likes me also the idea. Maybe it could test and see that it happens.
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Languages Spoken: Català, Español, English
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- Posts: 3032
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- Location: United States of America
Re: simple change to game mechanics to vastly improve game
I'm glad to see this getting some support so quickly 
Gandalf, that's a great point... If you tested the -10/+40 I suggested, but add that 36-40 (or something close to that) is automatic/critical hit you might have the best of worlds

Gandalf, that's a great point... If you tested the -10/+40 I suggested, but add that 36-40 (or something close to that) is automatic/critical hit you might have the best of worlds
Beeware the Spiral Blitzbees...

- Secular
- Posts: 347
- Joined: Wed Aug 21, 2013 12:00 am
- Location: The Sword Coast
Re: simple change to game mechanics to vastly improve game
I would like to see the gap widened as well, good suggestion Blitzcraig. It would bring much more thought into skill distribution for melee classes and archers.
Sarevok - Lv. 169 Swordsman
Sithis - Lv. 270 Archer
Sithis - Lv. 270 Archer
- Azok
- Posts: 150
- Joined: Tue Oct 01, 2013 12:00 am
- Location: Azgard
Re: simple change to game mechanics to vastly improve game
Not necessarily, blitz. I did research on this a few days ago and i had almost 400dex. Like 380 or something. I pvped a player (for testing purposes, he agreed) and he had high str; low dex. Around 80 or so. He won the fight. Even landed a few fire arrows, he was like 112 and I am 164. So yeah maybe it doesnt totally work like this idk.
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Azok-Moderator Account
Death-White Mage-Lvl 48
Azog-Dark Dwarf-Lvl 79
Skeleton-Swordsman-Lvl 112
Im here to help, If you're ever having trouble feel free to PM me
Azok-Moderator Account
Death-White Mage-Lvl 48
Azog-Dark Dwarf-Lvl 79
Skeleton-Swordsman-Lvl 112
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Re: simple change to game mechanics to vastly improve game
Azok, hard to say without knowing all the numbers, but off-hand I'd say your 380ish dex was just too far out of balance. (not a good build IMO, that's why I love we're getting to test for free right now) in that instance, you had about 300 points of dexterity doing literally nothing at all, I speculate that if you changed all that to str, but had ten less dex than opponent (same arm, one hundred more str) you would lose again (even with much higher str)
You're right though, and thank you for pointing it out that you cannot just go dex crazy and always win pvp
You're right though, and thank you for pointing it out that you cannot just go dex crazy and always win pvp

Beeware the Spiral Blitzbees...

- Azok
- Posts: 150
- Joined: Tue Oct 01, 2013 12:00 am
- Location: Azgard
Re: simple change to game mechanics to vastly improve game
Not a good build at allblitzcraig wrote:Azok, hard to say without knowing all the numbers, but off-hand I'd say your 380ish dex was just too far out of balance. (not a good build IMO, that's why I love we're getting to test for free right now) in that instance, you had about 300 points of dexterity doing literally nothing at all, I speculate that if you changed all that to str, but had ten less dex than opponent (same arm, one hundred more str) you would lose again (even with much higher str)
You're right though, and thank you for pointing it out that you cannot just go dex crazy and always win pvp

If anyone around here has an archer that lvl anyway

[Game Mod]
Im here to help, If you're ever having trouble feel free to PM me
Azok-Moderator Account
Death-White Mage-Lvl 48
Azog-Dark Dwarf-Lvl 79
Skeleton-Swordsman-Lvl 112
Im here to help, If you're ever having trouble feel free to PM me
Azok-Moderator Account
Death-White Mage-Lvl 48
Azog-Dark Dwarf-Lvl 79
Skeleton-Swordsman-Lvl 112
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Re: simple change to game mechanics to vastly improve game
Yeah, that sound like a good build
I Bet, though, that a 260 str, 270arm, 160dex would beat you despite being 100 points lower because the dex window range is so narrow... I'd love to get together with you sometime and test some things (my archer only 103, but we could still check some stuff ; )

I Bet, though, that a 260 str, 270arm, 160dex would beat you despite being 100 points lower because the dex window range is so narrow... I'd love to get together with you sometime and test some things (my archer only 103, but we could still check some stuff ; )
Beeware the Spiral Blitzbees...

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Re: ALL CURRENT IDEAS AND SUGGESTIONS!
Teleport to other world sounds great
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Re: simple change to game mechanics to vastly improve game
Well, after some thought last night, and some rough math in my head while I worked, I found some pretty big flaws in my suggestion. I do think it'd be an improvement, BUT it would not work very well for low levels (I think it'd make it too easy for lower levels...they'd have too high a chance of hitting just about anything) ALSO, at very high levels the "dex window" would still be too narrow. I'm suggesting instead, somewhat of a sliding scale change. Let me be the first to say that this will add a bit of very simple math to the formula, and I don't have any idea if that would have any impact on playability/server needs etc...
Anyway, here's my new suggestion:
An attack hits when X > enemy dexterity
X = a random # between A and B
A = (DEX * 0.8 ) - 5
B = (DEX * 1.5) + 5
You could calculate Critical Hits either of two ways:
You land a Critical Hit when either: (two different ways to do it here)
X = ((B - A) * 0.95) + A
--OR--
C = random # between 1 and 20. You land a Critical Hit if C = 20
either way, this would give a Crit Hit chance of 5% (1/20) ... Obviously this is much less than current, but you could easily change that to whatever percentage you'd like.
--This would make very low levels almost exactly what they are now (with lower crit chance) But would vastly improve mechanics for medium levels and up... If there is any interest shown, I'll post some examples of various dex differences.
One last thing for now... with this sliding scale idea, I think pvm would have to be taken care of before implementation-- either monsters attack formula could stay the same as it is (though it'd be odd to have different rules for monsters than players) OR I think you'd have to lower the dex a bit of all monsters to keep them balanced (I'd be happy to work up a suggestion of each individual monster ; - )
Anyway, Creator, Mods, let me know if there is interest here and I'll post examples -- Players, please leave your input as well
Anyway, here's my new suggestion:
An attack hits when X > enemy dexterity
X = a random # between A and B
A = (DEX * 0.8 ) - 5
B = (DEX * 1.5) + 5
You could calculate Critical Hits either of two ways:
You land a Critical Hit when either: (two different ways to do it here)
X = ((B - A) * 0.95) + A
--OR--
C = random # between 1 and 20. You land a Critical Hit if C = 20
either way, this would give a Crit Hit chance of 5% (1/20) ... Obviously this is much less than current, but you could easily change that to whatever percentage you'd like.
--This would make very low levels almost exactly what they are now (with lower crit chance) But would vastly improve mechanics for medium levels and up... If there is any interest shown, I'll post some examples of various dex differences.
One last thing for now... with this sliding scale idea, I think pvm would have to be taken care of before implementation-- either monsters attack formula could stay the same as it is (though it'd be odd to have different rules for monsters than players) OR I think you'd have to lower the dex a bit of all monsters to keep them balanced (I'd be happy to work up a suggestion of each individual monster ; - )
Anyway, Creator, Mods, let me know if there is interest here and I'll post examples -- Players, please leave your input as well

Beeware the Spiral Blitzbees...

- flortz3
- Posts: 14
- Joined: Tue Jan 21, 2014 1:00 am
- Location: USA
One slight PvP tweak
Hello,
Hey I like the new mechanics now that I am used to them and I have my stats where they need to be (not happy about the reduction in my powerful attack now that I have to put so much in armor, but... oh well)
HOWEVER... non clan members are really starting to drive me insane. I am a level 91 mage... a level 80 mage attacked me and tried to kill me... not gonna happen, but whatever. So I attack him back, so he logs. Ok... I get it, I do the same thing when outmatched.
Then he logs back on and heals himself and attacks again... I attack back and he logs.... over and over...
My suggestion. If you are a NON CLAN member and you choose to attack a higher level. you lose your PvP protection either completely or just in reference to the player you are attacking. For 30 minutes. Then you can't just log off and back on and I can't hit you any more... either log off and stay logged off till I've moved on, or for 30 minutes when you can't get hit anymore.
Anyone like this approach?
Hey I like the new mechanics now that I am used to them and I have my stats where they need to be (not happy about the reduction in my powerful attack now that I have to put so much in armor, but... oh well)
HOWEVER... non clan members are really starting to drive me insane. I am a level 91 mage... a level 80 mage attacked me and tried to kill me... not gonna happen, but whatever. So I attack him back, so he logs. Ok... I get it, I do the same thing when outmatched.
Then he logs back on and heals himself and attacks again... I attack back and he logs.... over and over...
My suggestion. If you are a NON CLAN member and you choose to attack a higher level. you lose your PvP protection either completely or just in reference to the player you are attacking. For 30 minutes. Then you can't just log off and back on and I can't hit you any more... either log off and stay logged off till I've moved on, or for 30 minutes when you can't get hit anymore.
Anyone like this approach?