04-27-2015, 01:01 PM | #171 | |||
Apprentice
Join Date: Jun 2007
Location: United Kingdom
Posts: 71
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I would like to address your logic above, however. There are several scenarios that could happen if you were to remove resists completey, I am going to outline four of these scenarios: 1) Resists are removed completely: All of the players who liked the random aspect of the game leave. 2) Resists are removed completely: All of the players who liked the random aspect of the game learn to like the more definitive gameplay and continue taking part in the game. 3) Resists are not removed: All of the players who dislike the random aspect of the game leave. 4) Resists are not removed: All of the players who dislike the random aspect of the game learn to put up with it and continue taking part in the game. For me this is a pivotal update in the life of CoR, and it isn't just about what the members of the community would do if resists are removed; it's equally about what the community will feel if they are not. If the developers are of the opinion that removing resists would create more definitive, skilled and less-frustrating gameplay but do nothing about it I don't know if this is any better. It would be like designing, building and selling a car. Realising later on several improvements that would make it so much better, but not modifying the car for the release of the next model because: "its an alright car and some people bought that version so we wont improve it".
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[ShadowForce > WM Barb] -- [Asahi > WM Hunt] -- [Shadow Force > WM Lock] -- [Juicy Lucy > WM Conj] -- [Vulcan Raven > WM Marks] -- [One Knight Stand > WM Knight] Last edited by ShadowForce; 04-27-2015 at 01:48 PM. |
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04-27-2015, 01:33 PM | #172 | |
Initiate
Join Date: May 2013
Posts: 171
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You've toyed with in game polls in the past, I'd be interested to see some poll data on how many players want the random (unbuffed) resists. This seems to be what amun is approaching with the 'only blockable at 100%' thing, which is a great step forward IMO. So a question to Adrian; would you remove all random (unbuffed) resists if more than 50% of users voted for it? (assuming we had a vote) Second suggestion if resists are to be kept in the game; only allow resistance of the damage from spells, not any effects. So you can resist the damage of meteor but are still dizzy etc..
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04-27-2015, 01:57 PM | #173 | ||
NGD·Studios
Join Date: May 2007
Location: Wien, Österreich
Posts: 2,859
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I prefer baby-steps. Let's see how this goes and then we can propose new steps to be made. And remember, there are still some adjustments to be made. Also, please note: This is not something new at all. This is already live, in all live servers. We added it to the tooltip, but spells are currently behaving that way. If you don't believe me, test it :P
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04-27-2015, 02:05 PM | #174 |
Master
Join Date: Mar 2011
Posts: 422
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I don't think natural resists are that much of a problem in Regnum, they have always been there and kind of make the gameplay more varying. It was just way too much.
I had a look at all the changes now, and not only is the resist rate more towards fair play, the recent spell changes are awesome. This will be a really good update. All the small changes that are being made. There are still 2000 useless spells around, but it's clear NGD has been working on that and is working on core problems of the game. I like that. If you ask me, overall discipline and power points need to be decreased and something has to be done against the UM+DI combination in this update, like UM temporarily disabilng DI (and permanent animations for such spells). Yes, warlock dmg needs to be level-dependant and armor system is unfair blah, but there is no room for it in the upcoming update |
04-27-2015, 02:19 PM | #175 |
Banned
Join Date: Jun 2006
Location: Inside a house...
Posts: 280
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- Sprint: Movement Speed changed to: 15%/20%/25%/30%/35%. Added Absolute Spell Resistance from level 3: 15%/30%/60%. Duration changed to 8/8/6/6/6. Cooldown changed to 60 sec. Mana cost changed to 100/120/140/160/180.
I think making random resist is not good idea, if u can replace it with 100% or replace it with "Resist physical damage" or something else just avoid the random resist. Or even remove this. |
04-27-2015, 02:32 PM | #176 | |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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So you want to make more useful spells, while also decreasing DP and PPs? Makes 0 sense. Leave DP and PPs as they are. Make more useful spells, then decide if there should be an increase or decrease. -Drew
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04-27-2015, 02:34 PM | #177 | |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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Also, I forgot to mention. What is with the Point Shot update? "Point Shot: Hit Chance changed to: 130%/140%/150%/160%/180%. Added Attack Range: -30%/-25%/-20%/-10%/-0%." Is this written wrong, or is it really the higher you make the spell, the less range that is taken away? This will just encourage more pew-pew marks. -Drew
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04-27-2015, 02:46 PM | #178 | |
Master
Join Date: Jul 2009
Location: Poland
Posts: 472
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"There was a time above... a time before. There were perfect things... diamond absolutes. How things fall... and what falls... is fallen." CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy |
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04-27-2015, 02:58 PM | #179 | |
Banned
Join Date: Mar 2013
Posts: 273
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04-27-2015, 03:32 PM | #180 |
Initiate
Join Date: Dec 2010
Location: Sweden
Posts: 105
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why some random need to stay
game mechanic reasons
1. It prevents that first spell cast = auto win. 2. It prevents spell chains prg to macros. opinion based reasons 1. Having a second plan for when things go wrong makes the game more interesting. 2. Any kind of war/fight has a random part to it, if you cant stand any random element play chess. That said i like the new update. /A
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