Clan buildings improvements

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Asmodeous
Posts: 724
Joined: Mon Aug 04, 2014 4:56 pm

Re: Clan buildings improvements

Post by Asmodeous »

Oh yeah i forgot spellshield. Double duration. Half its cooldown. Its so specific that it barely affects anyone else. Itd give a definate edge against one class only. Could possibly up it to 70% reduction of magic after dex modifier is applied.

Beserk. It attacks everyone 1sq around the dwarf right? So since it is a beserking skill and keeping in line with beserkers as a whole. Why not bump up damage based on a % of the dwarfs strength and let this skill negate maybe 30% of the enemies armor?

In saying that too i did hear dwarfs got it the worst in pvp. So with that same skill why not increase HP regen rate and frequencey of regeneration rates to mimic what a beserker is. A psychotic meat machine who can take the damage and dish it out in an uncontrolable way (attacking everyone in a 1sq radius).

Im not saying impliment any of this. Id love to help with formulas on all the skills if they could be released to me. Or everyone else. Ive found my worklife to be busy aswell as other things.

But if I could help, i will.
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rearrow
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Re: Clan buildings improvements

Post by rearrow »

i actually think the dwarf is not bad in pvp if the general melee problem of hitting an opponent if he moves is solved.

I consider the speed skill very usefull in pvp. i can run up hit quickly and escape if getting smashed.

axes make a big difference here. stun a ememy. run in hit hime repeatedly and if needed run away.

a smart dwarf may run if he sees enemy sword starting up fireskill or ogre dmg skill. and stun, run back hit after enemy skill goes out. but standing toe to toe and hitting eachother is not a good option for a dwarf.


i do find the magic shield somewhat useless though. doesnt seem to do much in pvp. but thats .maybe just because of mages power.
in pvm its only mildly usefull at some lvls and at a few specific monsters only
Gesus
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Joined: Mon Jun 30, 2014 2:42 am

Re: Clan buildings improvements

Post by Gesus »

compbatant wrote:
ayZuse wrote: Lile i said before FIX WHAT YOU HAVE. BEFORE ADDING MORE amazingly awesome contentTO THE GAME AND MAKING A BIGGER MESS
Instead of complaining please tell what exactly should be fixed and how. Share with us with magic solution for all problems. It is like everebody want to have peace in the world but nobody know how to to this.
If you tell how to fix all problems after everybody will be happy i am really glad to implement it as soon as possible. What formulas, what mechanics do we need? Please consider all scenarios, all cases.

We all want the same: BETTER GAME!



FOR STARTERS TOSS ALL THE UPDATES FROM ATUO ATTCK - TO PRESENT IN TRASH. AS ALL OF THEM UPDATES HAVE DONE NOTHING TO HELP THE GAME IN ANYWAY.

AND THEN WORK ON THR CLASS BALANCING LIKE YOU SAID YOU WERE A FEW YEARS AGO. AND PLENTY OF PEOPLE HAVE ADDED WAYS TO HELP FIC THAT PROBLEM. WE CANT HELP IT IF YOU DON'T CONSIDER THEM BECAUSE SOME OF US DONT KNOW HOW TO CODE
Knight-2037

FT NEEDS A TOUGH VOICE. IM HAPPY TO BE THAT. I HAVE NO PROBLEM BEING THAT

JUST BECAUSE I ROAR DOSENT ALWAYS MEAN I'M MAD. SOMETIME I JUST WANT TO BE HEARD

WE PAY WE SAY!!!
The Houstaaja
Posts: 268
Joined: Mon Mar 30, 2015 4:37 pm
Location: Finland, Jyväskylä

Re: Clan buildings improvements

Post by The Houstaaja »

rearrow wrote:i actually think the dwarf is not bad in pvp if the general melee problem of hitting an opponent if he moves is solved.

I consider the speed skill very usefull in pvp. i can run up hit quickly and escape if getting smashed.

axes make a big difference here. stun a ememy. run in hit hime repeatedly and if needed run away.

a smart dwarf may run if he sees enemy sword starting up fireskill or ogre dmg skill. and stun, run back hit after enemy skill goes out. but standing toe to toe and hitting eachother is not a good option for a dwarf.


i do find the magic shield somewhat useless though. doesnt seem to do much in pvp. but thats .maybe just because of mages power.
in pvm its only mildly usefull at some lvls and at a few specific monsters only
Yeh im familiar with that tactic but i think it's not possible to see when opponent activates flame sword or flame arrows and so on. But ogre, dwarf and swordman's 30 lvl skill is visible because they have auras and rest of the skills doesn't
THE DEVIL (Dwarf) (371).
The Ogre (150). (raw).
The Magic (106).
The Archer (130).
SPECTER (Swordman) (155).
SHOPKEEPER (10) storage account.
Game Translator.
Languages spoken: Finnish, English.
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rearrow
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Re: Clan buildings improvements

Post by rearrow »

true its mostly a timing thing . works against sword but not against archers ranged combat.

but as you said the dwarf is vry fast to lvl. i find that a fair tradeof against more difficult pvp. basicly dwarf is a pvm specialist.
with the current pvp imbalances i find the dwarf most fun to play. its why im hard to find in game atm. im lvling my dwarf . currently the only part of ft which does nit frustate or makes me mad.
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Insider
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Re: Clan buildings improvements

Post by Insider »

Gesus wrote: FOR STARTERS TOSS ALL THE UPDATES FROM ATUO ATTCK - TO PRESENT IN TRASH. AS ALL OF THEM UPDATES HAVE DONE NOTHING TO HELP THE GAME IN ANYWAY.

AND THEN WORK ON THR CLASS BALANCING LIKE YOU SAID YOU WERE A FEW YEARS AGO. AND PLENTY OF PEOPLE HAVE ADDED WAYS TO HELP FIC THAT PROBLEM. WE CANT HELP IT IF YOU DON'T CONSIDER THEM BECAUSE SOME OF US DONT KNOW HOW TO CODE
I think adding alliances to game will solve these problems with auto attacking :)

And balancing PvP - we are working on it, its really hard to satisfy all the classes. Try it on paper, you will understand me :/

Which features of last updates you dont like also?
Asmodeous
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Joined: Mon Aug 04, 2014 4:56 pm

Re: Clan buildings improvements

Post by Asmodeous »

I did try it on paper.

On paper it looked pretty good. On paper most things look absolutely astounding. But thats only on paper.

On paper a bumble bee shouldnt be able to fly due to its mass and wing size (so im told) but in testing it flies perfectly fine.

The point of this seemingly stupid comment?

Trial things. Have trial weeks every so often. Trialing it means people will be more receptive to the ideas at hand knowing its not a permenant change but a test phase.

It may seem like a slower process and at times interrupting the game. Bit you'l get more done of you test it yourselves then allow us to test it aswell.

The players know the game best. The staff are able to weed through the chaos that is the playerbase to extract whats good and what isnt.
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compbatant
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Re: Clan buildings improvements

Post by compbatant »

I just came up with idea how resolve problems with lags or at least i hope so. Just give me few days to implement it and make test to be sure it works. Next i will focus on balancing and clans. We all want the same: better game. Usually such games are made by many people. I am the only programmer. Why? If i want to hire one really GOOD enough programmer to help that then my income would be almost 0. Just give me some time, i will focus after working on lag issues on PVP and clans. The PVP was balanced few moths ago but it seems it was not good enough. There will be always differences between classes. The only 100% way to have game balanced is to make only one class ;)
dinoponte2
Posts: 467
Joined: Mon May 26, 2014 1:15 am

Re: Clan buildings improvements

Post by dinoponte2 »

Lol comp i liked ur last words
dinoponte1000 lvl1065 mage(BK)
dinoponte100 lvl114 mage(lilB)
Kheiron lvl380 archer(BK)
dinoman lvl102 dwarf(BK)
yeti lvl130 ogre(BK)
yetii ogre
dinoponte3 swordsman
dinoponte archer
Quem100000 mage

Languages spoken:
Potugues,English
Asmodeous
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Joined: Mon Aug 04, 2014 4:56 pm

Re: Clan buildings improvements

Post by Asmodeous »

Thank you for the response. Idk what was up with the lag. But on balances for classes if you need people who play regularly to test the classes. Theres a lot of us here whod probably be willing to help too.

Just keep us in mind mate. We all want the same thing ^^
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