#71
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#72
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__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#73
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Flyinglotus 22 Necro
Benkei 20 Monk remove the dynamic pvp system. Everything else is fine. | ||
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#74
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it wont need a promo video enough people are waiting
it will have 300+++ first few weeks after that it will depend on the playerbase and all this shit can be patched in as we go considering how slow the updates are coming resists work fine and its been ready to go for a bit winter release games are coming dudes , they are coming | ||
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#75
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#76
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Anyhow here's my 5 cents: Spell System - Generally Good / Bad? Any tweaks needed? I've discussed the issues i've seen with Null, regarding the late end resistance. It seems like pure casters and other casters are having a hard time landing their big hitting nukes even when players have shit for resists. This worries me big time since once melees get gear they won't be able to be viable in pvp. Null knows this and is working on something to help the late end game for casters but more testing is always welcome and please report your finds. Dynamic PVP System - Since it's been working now.. Good / Bad? Personally i was very excited by this system however playing around with it does seem it's to complex for simple gamers like us, and it feels like you need a manual to understand exactly how it works, i'm worried this system will discourage new players looking for the "classic experience" and don't wanna go deep to learn this custom system. I think the angle VZTZ took vs young trainers/immortal healers/spies etc was a good one, simply have a -+8 level range and in the zones which are flagged as "raid zones" such as soldungb, permafrost, hate, fear etc are FFA without level range. A more advance (maybe better) system would be if you somehow could code a invisible zone line type trigger that enabled ffa pvp when you're inside a specified "area" within a zone. Lets say you code the area to start right after the fire giant bridge to flag all players for ffa beyond that area, and if you run out of the area the system will have a 30 seconds timer to "un flag" you from ffa pvp. Other stuff i've noticed Sitting Damage Sitting should always allow the attacker to land max melee damage hits, at the current moment this doesn't work, it lands all attacks, but they are at random damage, not max. Hybrid Mana Pools SK/PALADIN (and the other hybrids) should get a increase in mana consumption since their mana per wis/int point is equal to a pure caster (client side). This increase is not working, at least not from what i could see. Item Recharging Recharging items might become an issue if items are to cheap to recharge. I'm supportive of a game mechanic that takes back the PP so the economics doesn't get fucked, but if recharging key items like golem wands, nuke wands etc is to cheap, it's going to mess up pvp. Zone Plugging Zone-plugging often ruins a perfectly even and good pvp fight simply because some basement dwellers ego is in jeopardy and he chooses to run for a zone line instead of fighting it out. Everyone is guilty of doing this, but if it was taken out you'd find more people sticking around to fight and the game will be more fun for everyone. The argument against this is "omg what if i crashed or my ISP wen't down while i was zoning" and to that i say, tough luck. It's safe to say that 97% of the clients not responding on zone is actual zone-plugging. -------------------------------------------------- Other notes the server is very stable and i've had a blast playing on it, it looks like it's going to be a good time once we go live.
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Wipe it clean. | ||||
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#77
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#78
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__________________
The Rushmore Doctrine
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#80
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FFA raid zones and add in Lower guk for manastone geeks.
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The Rushmore Doctrine
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