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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 9:27 am 
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Dulrik wrote:
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.

I think if something like this was implemented, it would do two things. One, incite more people to actually use ranged attacks in PvP. Two, it would make mercs a little less useful as PvP tanks, but a lot of them might start to spec with bows and crossbows again. This seemed to be a thing of the past.


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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 10:02 am 
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TheX wrote:
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.


That's not entirely true. There are tames of many different classes out there. Barbarian tames, however, tend to be the toughest in head-to-head combat, and therefore tend to be the pets that are chosen by most scouts. I'm open to reviewing some of the alternative pets that I've put in over the years, but I don't (and never have) see scouts ever intentionally choosing a pet with fewer/weaker attacks for the purpose of getting other/alternative benefits. I don't really expect to see that change unless we see a renaissance of new scouts trying alternative play-styles from the "common knowledge" scripts passed down from the most experienced players about how one is "supposed to" play their character.

TheX wrote:
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.


That's pretty much exactly why the bronataur exists as it does. :) There are a number of other potential pets that I built into the Lost Jungle, but I designed those in at a time when most players spent a LOT more time at mentor/ master/ champion level before reaching GM. There was a time that a lot more of the animals in the Jungle COULD have been used by scouts (but still weren't, due to distance to travel) as they leveled up. It's been on my back-burner to go back to the Jungle and re-balance the animals so that this area can better serve the scout population in-game. Feel free to post a different thread or IM me with any ideas or feedback that you might have in regard to this.

TheX wrote:
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 ideas lean more heavily on code-change requirements.

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


Yeah, he used to be pretty awesome. He was slightly debuffed due to code changes, but mostly debuffed by the arrival of other, better pets in the game who made him somewhat obsolete. While I was working in Vaerlain, he wasn't really a priority to re-buff, but I may have given him something along the way, as a token to his former greatness.

TheX wrote:
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


This would require code-work to design as you've presented here.

TheX wrote:
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.


I agree. Some of these may have already been reworked since the last scout PC has spent any time with them. I don't know how much you've traveled around to test the various animals out there, but if you do some first-hand work finding and testing them, I'm happy to hear suggestions and consider recommendations.

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


I'm pretty sure these exist already. This would, however, eliminate the wild-fighting barbarian bonus, and the pet level may not be able to be high enough for a skilled e-parry. Therefore, I suspect the existing merc pets out there have already long since been dismissed in favor of the barbarians.

TheX wrote:
Redesigning the pets should be a builder thing and not a coding thing.


Agreed.


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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 10:18 am 
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While I am putting up my wish list.

One of the things that have always bothered me about playing a scout is there are no herbs in valleys, mountains, deserts, snow, snow mountains, beach, or water.

These are all parts of nature that have some form of plant/fungal life that exist. Some new herbs, maybe some more powerful variations for the harsher terrains would be nice to see.


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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 10:32 am 
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Dubzilla wrote:
Dulrik wrote:
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.

I think if something like this was implemented, it would do two things. One, incite more people to actually use ranged attacks in PvP. Two, it would make mercs a little less useful as PvP tanks, but a lot of them might start to spec with bows and crossbows again. This seemed to be a thing of the past.



Marksmanship would be a scout only skill master level. Scouts should be the ultimate in raged combat, not mercs.

I can't stress enough this is for scouts, scouts only, nobody else.


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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 5:54 pm 
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Shiwan wrote:
2. I recently suggesting nerfing melee damage CONCURRENT with nerfing NPC damage by the same proportional amount. You did only the first. I just saw it take 16 combat rounds to get an unbuffed fire elemental to 23%! PVE will now be completely miserable for everyone, instead of just for casters - driving players away!

Not true. Both NPCs and PCs have the enhanced damage skill and the reduction applies to both.


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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 5:59 pm 
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TheX wrote:
Marksmanship would be a scout only skill master level. Scouts should be the ultimate in raged combat, not mercs.

I can't stress enough this is for scouts, scouts only, nobody else.

If I were to do it, I would agree.


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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 7:41 pm 
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Dulrik wrote:
I didn't even touch the top end, since two mercs can still rally each other.


Tested this out tonight and it does not appear to work. Once the rally affect has been applied from merc 1, merc 2 cannot rally. Merc 2 gets the same message you get normally when you tried to rally yourself while already under the affects of rally.

Code:
[HP:100%] [ME: 63%] [PE: 97%]
inf
>

Group: Taran's Party
(F1)  [a water element]    (F2)  [          Rhuul]    (F3)  [           Iatu]
(M1)  [         Alanei]    (M2)  [---------------]    (M3)  [---------------]
(B1)  [          Taran]    (B2)  [---------------]    (B3)  [---------------]
Characters                 Rank    Pos  Here  Follow  Prone    HP    ME    PE 
Taran                      Leader  B1   Yes   No      No     100%   78%  100%
A water elemental          Member  F1   Yes   Yes     No      86%  100%   95%
Rhuul                      Member  F2   Yes   Yes     No     100%   63%   97%
Iatu                       Member  F3   Yes   Yes     No     100%   63%   81%
Alanei                     Member  M1   Yes   Yes     No     100%   84%   98%
A silver-winged pegasus    Member  F2   Yes   No      No     100%  100%  100%
A silver-winged pegasus    Member  M1   Yes   No      No     100%  100%  100%

[HP:100%] [ME: 63%] [PE: 97%]
>

Taran utters the words, 'pzaruio grulg'.
You are bathed in healing rays!

[HP:100%] [ME: 63%] [PE: 97%]
>
aff

 oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo
 o [Affects] Rhuul - Zhenshi Shogun, Southern Bear                           o
 o===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===o
 o Affect: 'rallying cry' - morale bonus to weapon damage                    o
 o Affect: 'rallying cry' - morale bonus to weapon accuracy                  o
 o Affect: 'death shroud'                                                    o
 o Affect: 'spirit sight'                                                    o
 o Affect: 'armor' - deflection bonus to probability to dodge                o
 o Affect: 'bless' - morale bonus to reflex                                  o
 o Affect: 'bless' - morale bonus to fortitude                               o
 o Affect: 'bless' - morale bonus to willpower                               o
 oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo

[HP:100%] [ME: 63%] [PE: 97%]
>
rally
You cry yourself hoarse.

[HP:100%] [ME: 63%] [PE: 97%]
>
rally
You cry yourself hoarse.

[HP:100%] [ME: 63%] [PE: 97%]
>


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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Tue Aug 16, 2016 7:42 pm 
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Gazpacho wrote:
Dulrik wrote:
I didn't even touch the top end, since two mercs can still rally each other.


Tested this out tonight and it does not appear to work. Once the rally affect has been applied from merc 1, merc 2 cannot rally. Merc 2 gets the same message you get normally when you tried to rally yourself while already under the affects of rally.

Nice catch. I forgot that you can't rally when rallied. I can change that.


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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Wed Aug 17, 2016 6:14 am 
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It looks like sprites have taken a double hit to their damage, I am not sure if this was intentional or not, but not only was my ranged cut in half and my rate of deflected arrows gone up, it seem our melee damage has been cut and our deflected blows has increased significantly. We only have two melee sprites to really test it though, so if you could run some tests on the test server?


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 Post subject: Re: Code Update 8/15/2016 Q&A
PostPosted: Wed Aug 17, 2016 7:25 am 
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TheX wrote:
It looks like sprites have taken a double hit to their damage, I am not sure if this was intentional or not, but not only was my ranged cut in half and my rate of deflected arrows gone up, it seem our melee damage has been cut and our deflected blows has increased significantly. We only have two melee sprites to really test it though, so if you could run some tests on the test server?

Deflected is usually just the damage message you receive when you take zero damage. So it's not a double hit, it's just that you were not doing much damage to begin with and now it is zero. I already replied earlier that I will make another update to tweak the damage bonuses for ranged combat, but at best you can maybe expect some of the 0 damage hits to be upgraded to 2-3 damage.

By the way, there were no "ninja nerfs" in this update. I stated exactly which couple of nerfs happened in the update notes. So if you see things that you think don't add up, feel free to keep questioning. It will either be explainable or a possible bug.


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