Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Wed Jun 18, 2025 5:53 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 45 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
Author Message
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Mon Aug 15, 2016 4:27 pm 
Offline
Mortal

Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
What pet do I want to see?

Let me tell you. I want to see a GM level pet, size tiny, it's a rabid spidermonkey, it's not big on health, but deals a good deal of damage, it's attack is ranged and is the monkey throwing diseased poo at the target. That's the pet I want.

A serious post will follow after I have had time to formulate my thoughts and put them down coherently.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Mon Aug 15, 2016 4:54 pm 
Offline
Mortal

Joined: Tue Oct 20, 2015 1:51 pm
Posts: 225
TheX wrote:
What pet do I want to see?

Let me tell you. I want to see a GM level pet, size tiny, it's a rabid spidermonkey, it's not big on health, but deals a good deal of damage, it's attack is ranged and is the monkey throwing diseased poo at the target. That's the pet I want.

A serious post will follow after I have had time to formulate my thoughts and put them down coherently.


With a fez and little vest?!


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Mon Aug 15, 2016 10:12 pm 
Offline
Mortal

Joined: Wed Jun 03, 2015 4:49 pm
Posts: 229
I concur with The X on something similar to the monkey idea. I personally don't know of any pets that do a ranged or reaching attack. If the idea is that we want scouts to have two front row pets, I can sort of get that. So long as the tank pet takes damage (and it always will since NPC's will go for the scout and hit the tank) then add the second pet for dmg only, it could definitely help. It does seem like the second pet is going to be extremely weak though, which sort of counteracts the whole aspect of adding some real damage. Can we get an idea as to how weak they're going to be for a GM? For instance, a scout with a trinoceros and a naj isn't completely unreasonable. :drunk:


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Mon Aug 15, 2016 10:18 pm 
Offline
Newbie

Joined: Thu Aug 04, 2016 7:55 am
Posts: 9
Was armor penetration also ninja nerfed during this update? In some testing with Jomino (two duels) my sprite merc outright deflected off his armor roughly 10% of the time. The first fight I hit him 92 times before he was stunned and I outright deflected off his armor 9 times out of those 92 attacks. The second duel I hit him 49 times before I was stunned and 5 of those attacks I deflected off his armor.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Mon Aug 15, 2016 10:23 pm 
Offline
Mortal

Joined: Wed Jun 03, 2015 4:49 pm
Posts: 229
Part of the enhanced damage wimp, I'd assume. Used to be a great reason to roll a melee class. But then again, wimping the game makes it....fair? :cry:


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Mon Aug 15, 2016 11:28 pm 
Offline
Mortal

Joined: Mon Jul 11, 2016 7:20 pm
Posts: 30
iali wrote:
Was armor penetration also ninja nerfed during this update? In some testing with Jomino (two duels) my sprite merc outright deflected off his armor roughly 10% of the time. The first fight I hit him 92 times before he was stunned and I outright deflected off his armor 9 times out of those 92 attacks. The second duel I hit him 49 times before I was stunned and 5 of those attacks I deflected off his armor.


Welcome to size tiny minus enhanced damage. Good luck in life, buddy!


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 7:24 am 
Offline
Mortal

Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
As it is now the tames we have are all barbarians, the only real diversity is hp/dmg/hide, these three things determine wether we are getting a tank or a dps machine.

Right now I see the golden maned lion being one of the most popular, my personal choice at the moment is the bronataur, the bronataur is the toughest tame that I have found so far, mainly due to the tanso steel hide, so it's a pretty good tank. The choices are pretty narrow though, it would be nice to see some more variation in GM tames so we can pick and choose based on taste and theme. There is a certain lack of RP when we have to choose our pet type purely on mechanics in order to have them survive.

I would like to see a greater variation of pets as far as DPS and Tanking up the scale. There are numerous animals in the game, they just need tweaked for species. I also would like to see a pet available for every totem in the game.

We need pets with range, reach, and some utility. Primates should be able to be taught to use simple tools, mace/staff, to beat their opponents, no parry, but just flail weapons at their masters enemies. I would like to see turtles that crawl into their shells, do no damage, but instead get beat up and do not come out of their shells until their pulse has slowed. I would like to see flying mounts for all sizes. I would like to see the Iron and Mithril lions made useful, the null magic is awesome, except they need to be able to fly to get anywhere and made useful.

Primate- give use of simple tools.
Swine- give a bonus to herbalism
canine- give a morale bonus to something
feline- ambush attacks
reptile- poison/reach/plague attacks
Avian- Flight, mount, reach, tracking bonus
ursine- (Bears are just mean and nasty)


These are just examples.

Frisky used to be the [REDACTED], it would be nice to see stuff like that again.

I would like to see Epic level pets in areas like the wastelands/infernal domain/dreamscape/frozen wastes/etc. These pets would eat up your pet slots, as it is you have main/secondary/store bought, epic pets would require your main and secondary slots, and possibly your store bought slot too.

Turtles
Foxes
Falcons
Eagles

Take what animals are already in the game and rework them, you have an entire jungle, everything on the plains, the swamps, forest, etc. There should be a better diversity among the animals and their traits should follow their species.

A couple of high level mercs would be nice for enhanced parry, add to tankiness.

Yeah, stuff.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 7:52 am 
Offline
Mortal

Joined: Mon Jul 11, 2016 7:20 pm
Posts: 30
I think it would be a total misallocation of time and effort to code a big scout pet change. Scout is already a perfectly viable class if you make intelligent choices at creation. The tame buff was quality of life, further improving tame would only buff them for PVP since SK doesn't allow pets in PVE anymore. They don't need a PVP buff so long as size large/giant arrows still do any kind of damage.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 8:53 am 
Offline
Mortal

Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
Redesigning the pets should be a builder thing and not a coding thing.

Race should not dictate the success or failure of a class. Unfortunately smaller races seem to be getting the shaft with range damage, and now with the ED nerf we are getting the shaft again from our melee not having enough damage to penetrate armor. It would be nice if smaller races received some compensation for our sudden drop in armor penetration abilities.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 9:08 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
TheX wrote:
The Enhanced Damage change is now making ranged attacks bounce off NPCs where this was not an issue before.

I just compared the melee vs ranged damage bonus routines to verify if anything was missing from ranged. I found a few issues which I will be correcting in the next update (including a rounding error). But I would not expect it to make a huge amount of difference.

Part of this is just by design, because bows and crossbows do not (and have never) received a strength damage bonus. (Although slings do...)

TheX wrote:
There is a loss of an attack every few rounds where before there were a full range of attacks.

Not clear to me if you are talking about missile attacks or melee. Nothing should have changed about number of attacks outside of the changes to speed and slow effects (which CAN effect missile combat).

TheX wrote:
Can we instead get a skill like marksmanship that acts like a ranged finesse giving us an accuracy and armor penetration bonus? This would be infinatly more usefull than a second storebought pet.

Possibly, if I see additional demand for it.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 45 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 66 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group