Lethal strike,pvp arena and help to new players.
Posted: Mon Sep 23, 2019 10:36 am
This is what the game wanted so long ago, namely the opportunity to defeat the magician and will help to realize one idea that I really like.This is an pvp arena, but I did not think through this idea to the end.
In my opinion, looks something like this:
This passive ability opens from level 1000,it takes a really long time to train.
The mechanics themselves (examples):
1000 level vs 1000 level chance of lethal strike 1/500
1000 level vs 2000 level chance of lethal strike 1/750
1000 level vs 3000 current chance of lethal strike 1/1000
Key point! The chance does not decrease if your opponent is above you at the level of 2000, he stops at 1/1000 and your chance cannot become less.
Now examples if the level is higher than the opponent:
2000 vs. 2000, as you already understood, if your level is
the same as your opponent, the chance of a lethal strike is 1/500 and this chance does not increase with the level, that is, if your opponent is at the same level or you are above his level, your chance is limited to 1/500.
But the most important thing here is the mechanics for high levels, I did it so that high levels could not get this chance too often, just like small levels should have this chance less than the levels above, but they still have a good chance.
This mechanics works so that if you are higher or the same level as your opponent (your lvl is in the limit of 1000) your chance will be the same.
If your opponent’s level is less than 1001 levels, his chance of lethal attack will be reduced by 25% 1/750
If your opponent’s level is lower by 2001, his chance of a lethal strike is reduced by 50% 1/1000, but more than this% does not decrease, in order to prevent super-high levels from gaining too great an advantage.
You can tell me, but this is not balanced because the archer has double arrow speed, and the magician has 5 clicks per second in general.This can be easily fixed if the lethal strike of the archer when using double arrow speed, your chance becomes proportional to your level and your level the opponent is the same, but it decreases by half depending on how much your level are lower , for example, your level is lower than the opponent by 1000 levels, your chance is 1/2000, if your level is lower by 500 levels 1/1500, if your level equal to or higher than your opponent’s level 1/1000.
With the mage and his 5 clicks, everything is the same, but your chance is reduced by 3 times, for example: you are less than the opponent by 1000, your chance of a lethal strike is 1/3000, less by 500 1/ 2250, in equal and higher levels 1/1500.
A few important points:
This passive ability cannot work at the very beginning of PvP to avoid instant lethal strikes at the beginning of PvP, your chance will take effect 20 seconds after the start of PvP. This will also allow those who do not like PvP to leave the game and survive.
Drop chance per lethal strike reduced to 10%.
Likewise, a lethal strike cannot be missed attack as a mechanic critical attack.
Lethal strike not work on monsters but only in pvp.
Another important point: in order not to abuse this ability when attacking one player with a crowd, if a player is attacked by 2 or more players, a resist appears that reduces the chance of a lethal hit by players who attack him 2 times, thereby attacking one player with a crowd does not guarantee you instant destruction rival
_______________________________________________________
The purpose of this idea will be the future creation of an arena for pvp and balancing PVP, the magician can be defeated like the rest of the classes.
The arena that I think of is a battle between groups of players against groups of players, which most likely will not be tied to clans, because it will turn out so that players will be forced to fight between their clan allies, for the time of the arena, the game temporarily takes you out of the clans and you fight for the reward.
It can be an event once every 1-3 days or a week.
The arena is where you can show your skill in a team where your rivals do not have much space to escape and cannot hide under clan buildings.These are not clan wars, this is where you can fight for real.It obviously will be in little area.
I did not think of this idea completely, but it sympathizes with me very much and I want to describe some moments that I would like to be prompted to me and some moments that I want to see myself.
To begin with, what I would like to see in the game for a start: exit from the arena and clan cards should not happen. I think the game needs a reconnect system that will allow you to return to the game if you have poor Internet and can periodically throw you out of games, but exits from the game should not occur when you consciously enter the pvp. Your character must remain active in the game until you re-enter the game or you are killed. If your opponent stopped attacking your character in the clan map, your character will exit the system after 11 seconds just as it was not worried about it.But if players dont stop attack you,you should try reconnection for save.In the arena your character will stand as long as your character do not die or you reconnection.
Now the questions are: how to competently add an arena to ft? How should the search and selection of players in it take place?
My approximate opinion: the search for players for the arena should be divided into classes and levels. But the division into all classes is not entirely correct for me, I see it approximately as a search for magicians and a separate search for wars.
Squads of 3 people in which there is one mage and two wars will fight. The selection by character levels is approximately the same as it was with the portal, but rather stricter.
Participation in the arena can occur from level 100 and the distribution should look something like this:
100-149
150-199
200-249
250-349
350-499
500-749
750-999
1000-1499
1500-1999
2000-2999
3000-4999
5000-6999
7000-9999.
The most difficult thing to do is search for players for your level.Maybe arena should take several hours to encourage players to enter the game because otherwise it will be hard to meet online.Could there be a separate tab with players of your level online with their invitation button and with already completed squad to challenge them?Then you can, if you wish, choose to be allies of who is your clan enemy and this will dilute the rivalry a little.
I am not yet able to understand how to implement this and would like to hear suggestions about this and about the prizes for winning the arena(wins a team in which at least one player survives,most likely, you can introduce the mechanics of viewing how your team continues to fight because you still have to wait until the end of the battle to exit it).It can be like banal gold + a thing of your level and something interesting, for example, premium skin for 5 days that disappears and returns your old skin to you.But the prizes should also depend on how often this event appears.
This is completely my opinion on the arena, but I would also like to listen to change the players in this.
_______________________________________________________
Next, I want to implement something that will help the game get new players. I really want to get more players in ft, this will help both the players and the developer.
I know this as an old player and see how difficult it is to get levels for low-level players. I don’t think that getting new levels is a pleasant aspect for new players and seeing that they are not able to compete they leave the game. I want new players to there was a chance to develop along with everyone. I want to make ft easier to attract new players and those who left for the reasons that I described above. I want to have even more pets in ft.
This is mainly between 0-380 and 1000-1932, but now it’s also 2748-∞ due to the fact that there are no new pets in the game.
I suggest the game introduce more new strong pets at these intervals.
I also want to remind you about level removal(https://www.dmgamestudio.com/viewtopic. ... caf72a737c)without taking into account new pets, if possible, it would be nice to get some compensation for the players for this, maybe return some of their lost levels.The game should be respectful to its veterans. Players should not wait until they are caught up(at least now when the highest level in the game is donater 12000 level) ,but the game can allow low-level players to get levels faster, which, as I see it, will create more interesting competition in the game. More pets, more players, more money for the developer.
I would like to ask the same way to make getting gold easier since I previously bought pets not only for myself but also for friends, buying pets for gold brought the same money to the developer, I admit that the old way to get gold was too effective, but now it’s too heavy, i think the game needs something in between.
In my opinion, looks something like this:
This passive ability opens from level 1000,it takes a really long time to train.
The mechanics themselves (examples):
1000 level vs 1000 level chance of lethal strike 1/500
1000 level vs 2000 level chance of lethal strike 1/750
1000 level vs 3000 current chance of lethal strike 1/1000
Key point! The chance does not decrease if your opponent is above you at the level of 2000, he stops at 1/1000 and your chance cannot become less.
Now examples if the level is higher than the opponent:
2000 vs. 2000, as you already understood, if your level is
the same as your opponent, the chance of a lethal strike is 1/500 and this chance does not increase with the level, that is, if your opponent is at the same level or you are above his level, your chance is limited to 1/500.
But the most important thing here is the mechanics for high levels, I did it so that high levels could not get this chance too often, just like small levels should have this chance less than the levels above, but they still have a good chance.
This mechanics works so that if you are higher or the same level as your opponent (your lvl is in the limit of 1000) your chance will be the same.
If your opponent’s level is less than 1001 levels, his chance of lethal attack will be reduced by 25% 1/750
If your opponent’s level is lower by 2001, his chance of a lethal strike is reduced by 50% 1/1000, but more than this% does not decrease, in order to prevent super-high levels from gaining too great an advantage.
You can tell me, but this is not balanced because the archer has double arrow speed, and the magician has 5 clicks per second in general.This can be easily fixed if the lethal strike of the archer when using double arrow speed, your chance becomes proportional to your level and your level the opponent is the same, but it decreases by half depending on how much your level are lower , for example, your level is lower than the opponent by 1000 levels, your chance is 1/2000, if your level is lower by 500 levels 1/1500, if your level equal to or higher than your opponent’s level 1/1000.
With the mage and his 5 clicks, everything is the same, but your chance is reduced by 3 times, for example: you are less than the opponent by 1000, your chance of a lethal strike is 1/3000, less by 500 1/ 2250, in equal and higher levels 1/1500.
A few important points:
This passive ability cannot work at the very beginning of PvP to avoid instant lethal strikes at the beginning of PvP, your chance will take effect 20 seconds after the start of PvP. This will also allow those who do not like PvP to leave the game and survive.
Drop chance per lethal strike reduced to 10%.
Likewise, a lethal strike cannot be missed attack as a mechanic critical attack.
Lethal strike not work on monsters but only in pvp.
Another important point: in order not to abuse this ability when attacking one player with a crowd, if a player is attacked by 2 or more players, a resist appears that reduces the chance of a lethal hit by players who attack him 2 times, thereby attacking one player with a crowd does not guarantee you instant destruction rival
_______________________________________________________
The purpose of this idea will be the future creation of an arena for pvp and balancing PVP, the magician can be defeated like the rest of the classes.
The arena that I think of is a battle between groups of players against groups of players, which most likely will not be tied to clans, because it will turn out so that players will be forced to fight between their clan allies, for the time of the arena, the game temporarily takes you out of the clans and you fight for the reward.
It can be an event once every 1-3 days or a week.
The arena is where you can show your skill in a team where your rivals do not have much space to escape and cannot hide under clan buildings.These are not clan wars, this is where you can fight for real.It obviously will be in little area.
I did not think of this idea completely, but it sympathizes with me very much and I want to describe some moments that I would like to be prompted to me and some moments that I want to see myself.
To begin with, what I would like to see in the game for a start: exit from the arena and clan cards should not happen. I think the game needs a reconnect system that will allow you to return to the game if you have poor Internet and can periodically throw you out of games, but exits from the game should not occur when you consciously enter the pvp. Your character must remain active in the game until you re-enter the game or you are killed. If your opponent stopped attacking your character in the clan map, your character will exit the system after 11 seconds just as it was not worried about it.But if players dont stop attack you,you should try reconnection for save.In the arena your character will stand as long as your character do not die or you reconnection.
Now the questions are: how to competently add an arena to ft? How should the search and selection of players in it take place?
My approximate opinion: the search for players for the arena should be divided into classes and levels. But the division into all classes is not entirely correct for me, I see it approximately as a search for magicians and a separate search for wars.
Squads of 3 people in which there is one mage and two wars will fight. The selection by character levels is approximately the same as it was with the portal, but rather stricter.
Participation in the arena can occur from level 100 and the distribution should look something like this:
100-149
150-199
200-249
250-349
350-499
500-749
750-999
1000-1499
1500-1999
2000-2999
3000-4999
5000-6999
7000-9999.
The most difficult thing to do is search for players for your level.Maybe arena should take several hours to encourage players to enter the game because otherwise it will be hard to meet online.Could there be a separate tab with players of your level online with their invitation button and with already completed squad to challenge them?Then you can, if you wish, choose to be allies of who is your clan enemy and this will dilute the rivalry a little.
I am not yet able to understand how to implement this and would like to hear suggestions about this and about the prizes for winning the arena(wins a team in which at least one player survives,most likely, you can introduce the mechanics of viewing how your team continues to fight because you still have to wait until the end of the battle to exit it).It can be like banal gold + a thing of your level and something interesting, for example, premium skin for 5 days that disappears and returns your old skin to you.But the prizes should also depend on how often this event appears.
This is completely my opinion on the arena, but I would also like to listen to change the players in this.
_______________________________________________________
Next, I want to implement something that will help the game get new players. I really want to get more players in ft, this will help both the players and the developer.
I know this as an old player and see how difficult it is to get levels for low-level players. I don’t think that getting new levels is a pleasant aspect for new players and seeing that they are not able to compete they leave the game. I want new players to there was a chance to develop along with everyone. I want to make ft easier to attract new players and those who left for the reasons that I described above. I want to have even more pets in ft.
This is mainly between 0-380 and 1000-1932, but now it’s also 2748-∞ due to the fact that there are no new pets in the game.
I suggest the game introduce more new strong pets at these intervals.
I also want to remind you about level removal(https://www.dmgamestudio.com/viewtopic. ... caf72a737c)without taking into account new pets, if possible, it would be nice to get some compensation for the players for this, maybe return some of their lost levels.The game should be respectful to its veterans. Players should not wait until they are caught up(at least now when the highest level in the game is donater 12000 level) ,but the game can allow low-level players to get levels faster, which, as I see it, will create more interesting competition in the game. More pets, more players, more money for the developer.
I would like to ask the same way to make getting gold easier since I previously bought pets not only for myself but also for friends, buying pets for gold brought the same money to the developer, I admit that the old way to get gold was too effective, but now it’s too heavy, i think the game needs something in between.