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#161 | |
Initiate
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Location: Greece
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Best,
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RuleZ - LawZ
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#162 |
Apprentice
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Location: FRANCE
Posts: 93
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#163 |
Pledge
Join Date: Nov 2011
Posts: 23
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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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#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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RuleZ - LawZ
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#165 | |
Initiate
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I don't need an introduction. Last edited by Candyx; 04-26-2015 at 01:34 PM. |
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#166 |
Initiate
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Location: Germany
Posts: 128
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I miss some mage updates ...
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#167 |
Master
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Posts: 375
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#168 |
Initiate
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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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#169 | ||
NGD·Studios
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Location: Wien, Österreich
Posts: 2,859
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#170 | |
Initiate
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Posts: 234
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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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