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Old 05-12-2015, 04:48 PM   #271
Adrian
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Originally Posted by Pery3000 View Post
"Fixed" Doesn't always mean fixed. 10/10 if you just removed it.
What can I say... go and test it.
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Old 05-12-2015, 05:05 PM   #272
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What can I say... go and test it.
Isn't that your job.

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Old 05-12-2015, 05:08 PM   #273
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Isn't that your job.

He did, says it works. You say it doesn't, you have to test if you dont believe him.
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Old 05-12-2015, 05:10 PM   #274
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He did, says it works. You say it doesn't, you have to test if you dont believe him.
No. All I asked is details on how it was fixed. How simple is that. I never said it doesn't work.
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Old 05-12-2015, 05:27 PM   #275
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Can you explain this?


without amu: 7,77% Evasion chance
***********************************************

Hypnotizing amulet: +5 Evasion chance
***********************************************

with amu: 11,93% Evasion chance (with +5 Evasion chance it should be 12,77% Evasion chance)



I've noticed the same thing with +x Evasion leggs or tunics. Always missing ~1%.
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CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy
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Old 05-12-2015, 05:29 PM   #276
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Originally Posted by Sentan View Post
I've noticed the same thing with +x Evasion leggs or tunics. Always missing ~1%.
It's something about the modifiers of items that we will take care of when we make the polishing of this version. Ignore for now things related to item modifiers.
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Old 05-13-2015, 02:09 AM   #277
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I recorded some of the Test today. Enjoy

https://www.youtube.com/watch?v=H2b-ORWVYm4
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Old 05-13-2015, 06:29 AM   #278
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Adrian

Will you add some good items or jewelry for wmc ? the game will blow up if u do that.

A lot of wmc but nothing to do with it after the wm, buying those existing weapons is a wast.

As said NickelBack What's worth the price is always worth the fight.
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Old 05-13-2015, 06:34 AM   #279
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Quote:
Originally Posted by Frosk View Post
Current changelog (11/05):

- New: When you're attempting an Invasion (vulnerated a realm) and you die in its Realm Wall Door zone, you can choose to respawn in any of its Forts or Castle that you still have captured.
Doesn´t work if i get killed by a guard!

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- Modified: Wall Trapdoors can be used by invaders to get out of the realm when the vulneration/invasion ends.
So i can escape with a gem through this Trapdoor?

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Originally Posted by Frosk View Post
Interface:
- Added: Character Sheet now allows to expand attributes to see: Spell Resistance, Health and Mana Regeneration, Movement Speed, Combat Range and Casting Speed Bonus.
Nice, but i don´t need "Block Chance" at the first site of Character Sheet as Mage/Archer. As Mage it would nice to see "Cast Speed" instead of "Block Chance".

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Gameplay - System:
- Added: Experience reward for players with level lower than 60 when holding/recovering a fort/castle or defending a realm wall. Initially (not final numbers) the reward is handed this way:
Fort: 100 exp base.
Castle: 150 exp base.
Realm Wall: 200 exp base.

Levels from 1 to 19:
Base x 0.5 x Level (IE: A level 15 would get for defending a realm wall 200 x 0.5 x 15 = 1500 exp)
Levels from 20 to 39:
Base x 0.75 x Level (IE: A level 30 would get for holding a castle 150 x 0.75 x 30 = 3375 exp)
Levels from 40 to 59:
Base x Level (IE: A level 50 would get for holding a fort 100 x 50 = 5000 exp)
Nice, but don´t forget to bring those infos into the game, so any user can read this In-Game!
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Old 05-17-2015, 05:11 AM   #280
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Regarding fort rewards, is there any system in place to prevent people from abusing the rewards system? For example, two realms staying inside a fort, alternately capping after the reward is given? Or alternately a huge zerg just moving from one fort to the next to collect rewards? This simply leaves the defending realm to retake empty forts, which leads to rather boring gameplay.

If you remember back to Horus days, there was an event with rosettes, where these items were rewarded upon fort capture. We did see groups of players game this system to very rapidly gain rewards by repeatedly capturing a fort with another realm. I would hate to see the same thing happen to this system.

I don't have a solid idea on how to fix this, but it'd be interesting to see what other people thought. Perhaps making the reward proportional to defenders / attackers.
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