Re: how to ruin game experience for many others.
Posted: Wed Feb 04, 2015 4:23 pm
If someone new appear with big lvl and he start kills everybody(like xymox) we can always get team to hunt him , that only would make game more interesting
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https://forum.dmgamestudio.com/
Xymox was far far better than many you are in touch with. At least he talked sense.dinoponte2 wrote:If someone new appear with big lvl and he start kills everybody(like xymox) we can always get team to hunt him , that only would make game more interesting
No doubt, he would kill clans in a fair pvp. He never killed any non-clanned player. He was not like Jony. Jony kills non-clanned low levels by his hirelings, healing them, and blocking the escape of innocent players. This is what we call reducing game experience of others. Those who help him might be considered his accomplice.dinoponte2 wrote:Has ik xymox killed all clans tellme if i wrong
And.i akready told u can kill jony all time i wont help him vs AD link etc, but vs DR and raw sure i can help him because he go helpme kill thems i think make sence too xD
And bad story of raw was when i build castle close his city and they killed it telling was his land and they wanted build their today o went their and i saw no one got towers on that space and now i really pissed with it
that's a nice idea,actually, but I think it needs a bit of polishing. mages use up theier mana, while archers/melee can fight indefinitely, that's why a new stat can be introduced, called - surprise, surprise! - STAmina ))rearrow wrote:
just realised that this could easily be fixed by having a vry high speed bow for high lv archers . just make the speed high enough to hit 7 times/sec too.
no program changes needed. just a new bow to keep up with manna increase of mages.
make it a lv 300,400 bow maybe 500.
same applies to melee. maybe increase their dex /armor through high lv gear too.
for in clan protection against players over 300lvls higher same coding could be used as in non-clanned pvp.
a nice idea, but im trying to think of options which can be implenented wuthout a lot of recoding.kollex wrote:that's a nice idea,actually, but I think it needs a bit of polishing. mages use up theier mana, while archers/melee can fight indefinitely, that's why a new stat can be introduced, called - surprise, surprise! - STAmina ))rearrow wrote:
just realised that this could easily be fixed by having a vry high speed bow for high lv archers . just make the speed high enough to hit 7 times/sec too.
no program changes needed. just a new bow to keep up with manna increase of mages.
make it a lv 300,400 bow maybe 500.
same applies to melee. maybe increase their dex /armor through high lv gear too.
for in clan protection against players over 300lvls higher same coding could be used as in non-clanned pvp.
it can be made not as a new stat you have to increase, but as a derivative from STR(training raises etc.) and DEX(lowers usage per hit). and when STA is depleted, speedy weapons act as normal ones.
OR STA could be added as a full stat in parallel with DEX requirement for mages. this way all classes would need to balance 4 stats depending on their aim.
and based on STA, new class abilities can be added, which damage enemy's or drain own, but deliver more damage...
...
oh, the dreamworld i've painted, will you ever come true? ))
well, i don't think it can be done witout changing anything in the engine.rearrow wrote: a nice idea, but im trying to think of options which can be implenented wuthout a lot of recoding.
at thse high lvls mages dont realy run out of manna anymore. they still have the heal as another advantage. while others dont. so if they have to limit there castibg to 6/sec for a while. others hp cn only go down. well a 1000hp pot would add 0.001% hp lol.