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General discussion Topics related to various aspects of Champions of Regnum |
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09-18-2009, 04:12 AM | #101 | |
NGD·Studios
Join Date: Mar 2006
Posts: 892
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09-18-2009, 04:20 AM | #102 |
Apprentice
Join Date: May 2008
Posts: 66
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Hmmm. Maybe change the "clock" cooldown animation so that 0 - 30 is casting, and 30, back to 0 is cooldown?
Make the "cast" half (0 - 30) of the clock a different color from the cooldown half. Precasts would pause at the 30 mark until in range, then the spell would fire, and the cooldown would continue on. If you want a penalty to go with that particular spell, have mana or HP tick off while the clock holds at 30. LOL. Better yet. Have an bar like the O2 sensor. If someone holds a precast too long, it fires on themselves
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09-18-2009, 04:20 AM | #103 | |
Count
Join Date: Jun 2007
Location: Philippines
Posts: 1,244
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Here are my thoughts on possible implementation: Melee - Allow positive spells (self and ally buffs) to be casted while moving but witth a speed penalty. - Require the character to stop to cast offensive spells with cast times. - Allow the character to cast instant offensive spells while moving. - Increase duration of Spring and Onslaught. Ranged - Allow positive powers (self and ally buffs) to be casted while moving but with a speed penalty during the cast time. - Require the character to stop to cast negative powers (offensive spells/auras) for the duration of casting time (like the current) - Require the character to stop 0.5 seconds to cast instant offensive spells (if any instants are left) - Allow normal attacks while moving forward (to stop runners). - Allow normals while turning in place (to prevent dancing around preventing attacks). - Reduce strafing speed by 25% (to allow melee to attack properly)
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09-18-2009, 04:29 AM | #104 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Since the piggyback of those spells doesnt bring in any imbalances (like eg.huge dps increase) i vote for making them instant. The slower gcd compared to fast staff+attackspeed already is a drawback. While on that i also suggest to make the gcd be affected by either the +castspeed or +attackspeed stat.For balancing you could add a minimum gcd and let the gap min to normal be scaling with eg. +castspeed. (eg. Gcd =1.2s min gcd= 0.5s | gcd with 64%cs = 1.2 - (0.7* 0.64) = 0.752s ) This would allow locks and conjs some less limited scaling with gear/different configs, the fixed gcd limits them pretty much. Setting different values per classes for min gcd would allow balance too. |
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09-18-2009, 04:41 AM | #105 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Normals while turning already works. Strafe speed penalty, im against it since it only diminishes dynamic, a quick mouseturn will still allow side movement witt full speed. Normals while moving forward is not good idea imho. Sure the effective range on running ones is smaller now, still the fastest classes being able to shoot while chasing i dont like. Maybe strengthen movement penalty on ensnaring arrow.. |
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09-18-2009, 04:47 AM | #106 | |
Count
Join Date: Jun 2007
Location: Philippines
Posts: 1,244
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Strafe penalty can be ignored yes with the new system where ranged classes need to stop a bit longer to cast the first hit. I'm all for more movement in war. Having to stop for everything you need to do in order to fight seems a bit old school. It's time for Regnum to move into the modern era and implement faster and more flowing gameplay instead of the static stuff we are seeing in Amun right now.
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09-18-2009, 05:01 AM | #107 | |
Baron
Join Date: Jan 2009
Location: Canada
Posts: 714
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Having a -15% Movement Speed I wouldn't consider this to be a design flaw of course while we are casting these spells the Character would not be allowed to attack until there spell is full casted and there weapon speed would come into account. to me this would work perfectly for warriors and possibly Archers.
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09-18-2009, 05:33 AM | #108 |
Initiate
Join Date: May 2008
Location: With DB on the top of Mount Doom were Sauron lives.
Posts: 206
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Well, came back and tried again, this time im pleased ^^
Only bug I have experienced is that Spells on the hotbar shows lv 1 no matter what lv they are. Except for that, you have been able to make me happy. First update I can look forward to, no nerfs, just adds or fixes. Just the way I want it. Regards from a Happeh Dannboy
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09-18-2009, 05:36 AM | #109 | ||
Baron
Join Date: Nov 2007
Location: Not where it looks like, to either of us.
Posts: 706
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I'm getting cooldown resets - ie. whenever I cast a spell the cooldown of every other cooling spell resets to 100% cooldown time remaining, however this only affects the quickbar (cooldown continues as normal in the spellbook).
Example:
This is, for me, 100% reproduceable (64 bit Linux, for what it's worth). I'm not inclined to test anything further until this is no longer happening. There is no precasting. There is no spell queueing. This applies to all spells, instant or not. This makes playing at least from a relatively high latency, unreliable connection quite difficult. --- Quote:
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Why? Even (especially) at close range, you can't guarantee that the target is going to be in range for long enough for a human reaction, and besides which you can only act on what you see (which is always out of date). At the delay time for an instuction packet to get to the server and, well you should be able to see where I'm going with this.
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09-18-2009, 05:47 AM | #110 | |
Banned
Join Date: Jun 2007
Location: Łódż, Poland
Posts: 1,506
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Moreover the thing is that in the current system, while running and clicking a spell, you just stop, and do not continue running, or do not cast. You should cast at this point. Then when the cast is done, you should start running again. For me it was very hard to have to re-click everything like 10 times just because I attacked and ran. This doesn't help at all in ranged versus melee, the melee can now stall itself too. To be honest, I would accept it if you tripled the mana consumption and allowed them to be cast while moving. It is just so much more organized, it is above the old system, and under the current one. It just doesn't make casting such a burden. Because right now, like I said, someone can easily dodge and move out of range of areas and arcs. So either you should increase area, or implement casting while moving. Keep in mind I'm talking about warriors mainly here, as I saw there were few problems with it yesterday. Yes! |
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