Author Topic: huge flaw in combat  (Read 2821 times)

Xordan

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« Reply #15 on: May 02, 2005, 10:26:43 pm »
Quote
Originally posted by DivineLight
Yes vandel this is a problem. PS has some major balance issues, like much progressoin points, less money to train etc. They\'ll be fixed after the great blade WIPE, i think.


Before the wipe I hope.

As for the original two bugs up top. They aren\'t problems with the combat system. They\'re map and model problems, and most likely a few coding problems. They\'ll get fixed soon enough, most likely before the wipe.
« Last Edit: May 02, 2005, 10:27:57 pm by Xordan »

darkerdreams

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« Reply #16 on: May 02, 2005, 11:10:09 pm »
I\'ve got issues with that logic, especiall since the devs are working on a client to allow them to alter drops and items more easily.  it seems like trying to fix the cash/drop problem before the actual combat system/programming whatever is putting the cart before the horse and asking for more trouble.

Xordan

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« Reply #17 on: May 03, 2005, 12:23:17 am »
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Originally posted by darkerdreams
I\'ve got issues with that logic, especiall since the devs are working on a client to allow them to alter drops and items more easily.  it seems like trying to fix the cash/drop problem before the actual combat system/programming whatever is putting the cart before the horse and asking for more trouble.


Not really. The order doesn\'t matter as long as it all gets done before everything is wiped. And as there isn\'t a set deadline for the wipe, it\'ll all get done. Also, loot drops etc. are done by the rules and settings departments, while fixing bugs in code is done by programming. I see no logic in a department sitting around doing nothing waiting for another to finish what it\'s doing.
« Last Edit: May 03, 2005, 12:26:22 am by Xordan »

darkerdreams

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« Reply #18 on: May 03, 2005, 01:19:20 am »
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Originally posted by Xordan

Not really. The order doesn\'t matter as long as it all gets done before everything is wiped. And as there isn\'t a set deadline for the wipe, it\'ll all get done. Also, loot drops etc. are done by the rules and settings departments, while fixing bugs in code is done by programming. I see no logic in a department sitting around doing nothing waiting for another to finish what it\'s doing.


I don\'t disagree with that, I do disagree with

Quote
Originally posted by Mercat
If they are going to fix the bug they have to fix the loot problem. For I can imagine a great exodus the minute this bug is fixed.


which suggested that one should depend on the other.  I absolutely think that loot is a problem (as one of the newbies who can\'t afford anything it\'s a huge problem for me) but there\'s a client being made to facilitate that- meanwhile the other bug is a bug with no redemption, not content waiting for a client to facilitate creation.

Milana

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« Reply #19 on: May 03, 2005, 04:24:12 am »
I noticed the same thing with the left and right especially during mining.  The prompt said I needed to wield the mining pick in my right hand so I put the pick in my right hand according to the view.  It told me I did not have such a thing in my right hand.  I switched the pick to what appeared to be my left hand and the system was happy.  Being left-handed in RL, I was pleased with the perversity of the situation.  However, as a bug it should be attended to lessen confusion.
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DivineLight

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« Reply #20 on: May 04, 2005, 09:57:12 am »
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Originally posted by Mercat
What I would like to see would be this.  More creatures... rats are fine, but 6 coin a pop is ok, but not exactly something in where you can get wealthy off of.  The next level is the Fefu... which is 16...

You got mining which will give you anything from 2 to 12 per piece...

If they are going to fix the bug they have to fix the loot problem.  For I can imagine a great exodus the minute this bug is fixed.

I can kill clackers, and low level rouges... but I get nothing out of them. I can kill the low level tefs as well and get 16 for each tooth... but what I\'d like to see would be something like this.

Rats = 6 per fur (as is now)
Clackers  = 10 per shell piece
Tefs = 10 for each tooth (weak ones first in the coliseum) , 12 for medium, 16 for the hard, and go 4 up on each step...

The other creatures I don\'t know but more creatures should have an item they drop that should be worth an amount per their level of difficulty.  Such as the rouges and others... in where starting rouges go for 10 a pop, and the hard ones go for 30.

Ubers would go for 30, starting, etc...

If you are going to fix a bug you need to allow people to buy things easier then... for there are rats, but it takes forever to get enough rats to buy anything worth buying.  

Not to mention there aren\'t enough rats to keep everyone happy either.


I really love this post mercat, but if we get more ways to earn more money we need more ways to spend them, so we need more stuff ingame and we need more content creators for them  :(
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Mercat

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« Reply #21 on: May 04, 2005, 02:11:17 pm »
Quote
Originally posted by DivineLight
Quote
Originally posted by Mercat
What I would like to see would be this.  More creatures... rats are fine, but 6 coin a pop is ok, but not exactly something in where you can get wealthy off of.  The next level is the Fefu... which is 16...

You got mining which will give you anything from 2 to 12 per piece...

If they are going to fix the bug they have to fix the loot problem.  For I can imagine a great exodus the minute this bug is fixed.

I can kill clackers, and low level rouges... but I get nothing out of them. I can kill the low level tefs as well and get 16 for each tooth... but what I\'d like to see would be something like this.

Rats = 6 per fur (as is now)
Clackers  = 10 per shell piece
Tefs = 10 for each tooth (weak ones first in the coliseum) , 12 for medium, 16 for the hard, and go 4 up on each step...

The other creatures I don\'t know but more creatures should have an item they drop that should be worth an amount per their level of difficulty.  Such as the rouges and others... in where starting rouges go for 10 a pop, and the hard ones go for 30.

Ubers would go for 30, starting, etc...

If you are going to fix a bug you need to allow people to buy things easier then... for there are rats, but it takes forever to get enough rats to buy anything worth buying.  

Not to mention there aren\'t enough rats to keep everyone happy either.


I really love this post mercat, but if we get more ways to earn more money we need more ways to spend them, so we need more stuff ingame and we need more content creators for them  :(


Actually spending right now isn\'t the problem it\'s gathering the money for spending... the collecting/trade/sell or buy ratio is a tad bit off. (sort of like the Stock Market)

Right now I have 53 Progression Points. the cost of adding one progression point is roughly 24 to 60 trias (I think). To level up in light armor it will cost me almost 240 trias, and 6 pp to do so.

I run out of money before I run out of Progression Points. To collect enough tria to level once in light armor I need 15 Tefs teeth or 40 rat skins.  (don\'t even go there with the eyes just yet)

There is a way out of it, allow for every \"level\" the person rises, they are allowed to spend a set amount of progression points towards their character for free...

Sort of like this:

Level 1 - 7 = 5 progression points
Level 8 - 14 = 15 progression points
Level 15 - 21 = 30 progression points

But in that case a real level system would be possible. What you could also design would be a progression tree, in where spare progression points and \"money\" could be spent on special traits, but only if you have the levels in your character to do so.

Lets take a blacksmith for example, we could create two progression trees like this: I\'m not on the team so I didn\'t finish it ;)



The Weapon Smith has a starting point Woodwork, that would be 5 PP, to get to Whittling  Level 1 he will need to put in 10 progression points.  To enter a level for Basic Design, and Wood Engraving, another 10 PP to each.

Then you get to go to level 2, Basic weapons Level 1, allows you to create clubs and wooden sword handles, this would get you ready for level 3, which then would allow you to start working on metal...

Now For Basic Weapons Level 1, we would be looking at 15 progression points, as would be Wood Clubs, and Wooden Sword Handles.

Now you ask, ok, fine what about if they want to add levels to a specific trait, they will be able to.  Lets say they want a superior Wooden Sword Handle which will be able to be sold at an average of 50$ to get to that point they will have to have at least 10 levels in that skill, which with each progression will cost 5 pp more.  So level 1 is 15, by the time you get to level 10, you have put in 375 progression points into the skill, which will make him a master in that trait. A person will not be able to progress past 10 points, at least for now. Since an entire tree will be well over 5,000 pp to fill on one side alone I expect if we do up to 10 smithy levels before they get to a master smithy. So by the time a person is a \"level 100\" character they will either be specialized in one trait, or diverse in many :)

For items though we would have to work on other things...

And if you are looking for a content designer tell me, I might have someone in mind for you... like I said I am working on my own MMORPG, but I am also a CEO of a fledgling game company.  And one of my  3D graphic designers is of need of some work. Unless he gets off his bottom and writes me that proposal I\'ve been asking for the past two months. Trust me it\'s not laziness on his end, he is finishing up school.

In any case hope to hear what people think about that idea :)

But this would allow the ability for cost to be less of an issue for training, it would also allow more items to be made... and also it would start an economy over there in which people can buy or sell items of various quality, and craftsmanship. And it would also in the long run take care of some of the money issue... by the time this would be implemented I would expect a lot more things to be in the game by then.

And if you say this looks like a Diablo style concept, don\'t fool yourself I had the idea way before they did, the only problem is you can\'t copyright an idea ;)

DivineLight

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« Reply #22 on: May 05, 2005, 08:39:17 am »
I love these suggestions Mercat, you truly put a deep insight on all those balance problems. The PP>Trias is a very old bug i dunno why it\'s being fixed??

EDIT----------------
And for the content creators, yeah we need lots of them, as our current Programmer:Artist ratio is 6:1 (according to moogie). The more of these guys the better.

And you\'r progression tree idea is great, if it get\'s in the game we\'ll have lots of options and fun.
« Last Edit: May 05, 2005, 09:00:42 am by DivineLight »
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Mercat

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« Reply #23 on: May 05, 2005, 03:52:23 pm »
Quote
Originally posted by DivineLight
I love these suggestions Mercat, you truly put a deep insight on all those balance problems. The PP>Trias is a very old bug i dunno why it\'s being fixed??

EDIT----------------
And for the content creators, yeah we need lots of them, as our current Programmer:Artist ratio is 6:1 (according to moogie). The more of these guys the better.

And you\'r progression tree idea is great, if it get\'s in the game we\'ll have lots of options and fun.


I\'d kill for that ratio myself... Actually the issue is finding someone who has the time to design the stuff.  I normally don\'t say this but your ratio is fine, there should be 6 programmers to one artist.  The reason is that by the time the programmers have everything done the artist has his side done.  I am not belittling the artist at all but the fact is that once an artist designs a 3D rendering of the item the programmers have a lot of work in front of them to make it animate, work etc...

Trust me I know, I am technically one of the artists as well as the CEO. I do my bit as a hobby, I\'m more of a brainstormer myself.

And thanks, I tend to look at the big picture, as well as keep an eye for detail...