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Old 04-25-2015, 03:26 PM   #161
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Quote:
Originally Posted by Zarakaye View Post
The first step of their challenging roadmap is not done yet while they put a deadline for mid-april. A formula combat is not so hard to do one whereas changing, enhance a c++ program... You will never be in time for your roadmap NGD
Actually Adrian already commended it on spanish thread. He said that they may be a bit back on time schedule but RNG is a quite major (probably the most major ever) change and worth the time spending. And I actually agree with Adrian on this.

Best,
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Old 04-25-2015, 09:56 PM   #162
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Originally Posted by Ivramartono View Post
Those deadlines are estimated.
you want to means underestimated
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Old 04-25-2015, 11:21 PM   #163
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Question to NGD: Has the new RNG code also been applied to other systems such as item drop rate?
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Old 04-26-2015, 07:44 AM   #164
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Posting a minor detail here, see photo below.

When you open the character sheet for the first time, the button next to "Attributes" is a "minus" one, instead of a "plus" one which would normally denote the expansion of detailed attributes.

This, however, is fixed after you double-click on it.

Best,

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Old 04-26-2015, 01:20 PM   #165
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Quote:
Originally Posted by LawZ View Post
Posting a minor detail here, see photo below.

When you open the character sheet for the first time, the button next to "Attributes" is a "minus" one, instead of a "plus" one which would normally denote the expansion of detailed attributes.

This, however, is fixed after you double-click on it.

Best,

http://s22.postimg.org/e06um7e75/scr...6_10_38_08.jpg
Also when you click on the plus/minus it then has focus, if you leave the window open and press space it just toggles this button instead of jumping. Fixed by double tapping c
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Last edited by Candyx; 04-26-2015 at 01:34 PM.
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Old 04-26-2015, 09:10 PM   #166
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I miss some mage updates ...
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Old 04-26-2015, 09:14 PM   #167
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Originally Posted by LittleHomer View Post
I miss some mage updates ...
Shouldn't you as a mage be happy about less resists? Quite a mage update if you ask me.
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Old 04-26-2015, 11:58 PM   #168
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After alot of pvps on amun to try out the new system I have some comments.

1) The work done to the resist mechanics seems to be a success, I've gotten no more than 2 resists in a row and I've only seen 2 in a row a few times.

2) If you want players to test this effectively increase the maximum log length in amun so we can look over more than just one or two PVPs.

3) Barbs are now so OP that they have to make multiple errors in judgement to risk losing a 1 v 1

4) PVPs between archers and mages are still dominated by resists. This *doesnt* mean that a lot of resists happen, just that if you get a resist you are far more likely to lose even without any errors in judgement.

So I have mixed feelings. Great job reworking the resist mechanics. Although to be clear this time was supposed to be spent on fixing the RNG as I understood it, what you've actually done is scrapped the old code and written new code potentially using the same RNG. (and now you're behind schedule but that was expected). Its kind of like asking someone to paint your house and coming back to a mown lawn, the lawn looks great but that's not the job you were supposed to do. That being said the game is now *alot* less rage-quit inducing, so actually more like I asked you to paint the house red and you painted it green.

This brings me to a much bigger question; why are resists part of the game? I get the initial answer will be because of evades, but then why evades? My understanding was it brings and element of randomness to the game, but surely that's covered by the attack damage range and players decisions on what to cast when. A typical resist rate now is ~5% so that should be 1/20 spells. That's a small enough number that some 1 v 1 fights wont have any resists at all. So why not remove them all together? Keep in spells that give resist chance and evade chance etc., but drop this layer of randomness.

Just my 2 cents.
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Old 04-27-2015, 10:06 AM   #169
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Quote:
Originally Posted by LawZ View Post
When you open the character sheet for the first time, the button next to "Attributes" is a "minus" one, instead of a "plus" one which would normally denote the expansion of detailed attributes.
]
Fixed this and the focusing too.

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Originally Posted by Candyx View Post
This brings me to a much bigger question; why are resists part of the game? I get the initial answer will be because of evades, but then why evades? My understanding was it brings and element of randomness to the game, but surely that's covered by the attack damage range and players decisions on what to cast when. A typical resist rate now is ~5% so that should be 1/20 spells. That's a small enough number that some 1 v 1 fights wont have any resists at all. So why not remove them all together? Keep in spells that give resist chance and evade chance etc., but drop this layer of randomness.
The question is not removing resists or not. It is: how will the community react? What if they get angry in big numbers, even if they're wrong in reacting that way? Our job is to make everything work better but also pleasing the community, as it is what keeps the game alive. We have to be careful about this. Maybe removing resists makes the game better, but then again, it's not a question of a better game, but how it is accepted by the ones that keep it alive (leaving the unfounded complaining aside, of course).
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Old 04-27-2015, 10:15 AM   #170
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Quote:
Originally Posted by LawZ View Post
Add "Killer Instinct" on this list. It is a WM marksman spell, still with HC bonus on it.
Perhaps it's high time to give marksman some more supportive-based spells considering it's the WM tree?

Maybe something like Head of The Pack, except instead of a damage bonus, the player buffs his allies with e.g. -15% ranged received damage?

Maybe someone has a better suggestion, but Killer Instinct needs to be changed for sure. Tired of the spell resistance/critical hit chance spells. Something new would be more beneficial, if that's possible.
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