09-01-2010, 12:38 AM | #51 |
NGD·Studios
Join Date: Mar 2006
Posts: 892
|
as I added to the original post... we turned off the min damage formula for testing purposes.
we found a lot of spells that where doing min damage because of a conceptual error in the armor system (DOTs for example) |
09-01-2010, 12:46 AM | #52 |
Banned
Join Date: Dec 2008
Posts: 326
|
I guess its because I dont understand programming but how does making people do 0s help with testing? :/
|
09-01-2010, 01:27 AM | #53 | |
NGD·Studios
Join Date: Mar 2006
Posts: 892
|
Quote:
as always you should take AMUN as what it is, a development server with experimental stuff |
|
09-01-2010, 02:00 AM | #54 | |||
Initiate
Join Date: Jul 2009
Posts: 233
|
Quote:
Quote:
http://jeremy.stoic-epicurean.com/pi...des-update.jpg Quote:
Also, of note... I seem to no longer be casting a shadow while riding a horse on Amun: http://jeremy.stoic-epicurean.com/pi.../no-shadow.jpg |
|||
09-01-2010, 05:18 AM | #55 | |
Banned
Join Date: Aug 2007
Location: Coralville, IA
Posts: 202
|
Quote:
Truly, the balancing, and interaction with the player base has, in my honest opinion, seen some very good progress maybe the best ever, and I do hope to see a continuation of this as the game grows and evolves. I know this level of interaction is not the most efficient, and it doesn't -always- need to take place, but for major changes and balances, I think it helps a lot that devs and testers are consistently on the same page like this, and that information flow is adequate in both directions. I think it really helps with ensuring a good quality update. I haven't had much chance to hop on Amun since my time doesn't allow for much these days, but I am truly looking forward to the changes. And I do try to hop on when I can. I've also been trying to hop on Horus more often in anticipation for when everything goes live. I'm pretty much completely in agreement with Compost on the changes to hunter. My main character is a hunter. However, I cannot speak for barbarian or warlock since my characters aren't yet high enough level to really do any significant testing. Looking forward to seeing how things progress from here, and it's looking great so far! |
|
09-01-2010, 06:06 AM | #56 | ||
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
|
Quote:
Quote:
On the damage/armour changes: even though the reason for the 0 dmg hits is mostly because the maximum dmg mitigation limit was turned off, I still find it somewhat troubling that classes should be having their dmg mitigated this much. IMO, making 2 classes (barbarian and warlock) able to do dmg at all while everyone else takes a supportive/CC role is not the right way to go. It cripples solo play and small group battles and it's likely to significantly reduce the number of players playing classes other than the 2 damage dealing classes due to grinding difficulties and just not feeling they can do much by themselves. |
||
09-01-2010, 06:54 AM | #57 |
Baron
Join Date: Jan 2009
Location: Canada
Posts: 714
|
Just something Seperate that i would like to see implemented in the game..
Add 3 Slots that are seperate from The Quickbar too allow players to put Weapons/Arrows/Armours/Mounts Reason.. When fighting If i wanna switch my weapon it's sometimes difficult to have weapons on 1 bar and your spells on the other.. this would make things alot easier Posted a cheap image i did in Paint just showing a rough idea of what i mean Yes i suck at paint
__________________
Ramsli Klutu
|
09-01-2010, 07:01 AM | #58 | |
Baron
Join Date: May 2010
Location: South Africa
Posts: 906
|
Quote:
maybe TAB can cycle through them |
|
09-01-2010, 07:30 AM | #59 | |
Master
Join Date: Dec 2007
Location: New York
Posts: 279
|
Quote:
An alternate idea would be holding shift to bring up a secondary quick bar over your main one. This would be just as easy and would provide more than 3 slots to use.
__________________
This is a lie.
|
|
09-01-2010, 07:34 AM | #60 |
Master
Join Date: Sep 2008
Location: Stockholm
Posts: 541
|
Well I just tested Amun
Still
|
|
|