Author Topic: Server status  (Read 5207 times)

Talad

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Server status
« on: February 03, 2006, 09:14:35 pm »
(news taken from main site)

In these days we experienced many problem on the server side, it was quite unstable. Most issues have been identified and it should be better from now on.

In the meantime we dedicated some time to improve the combat rules, after your comments about the stats (strength,...) not influencing much combat. We retested the whole system and come up with a solution that we deployed into the production server this morning. Now higher stats should make a lot more difference than before in the final damage resolution. The change took some time due to the number of features present in the system:

Every weapon category has different effect based on the armor type it hits. A broadsword will damage differently a chain mail armor compared to an axe.

When in combat you can change the \"combat stance\" to focus more on attack or defense.

At every hit the opponent can block your hit with his weapons, with his shield, or with his skills. We also have in place values for counter hit, giving a change to stop the counter attack. Each weapon type has different values.

Armor worn and other equipment counts also as maluses to your agility in combat, so wearing an heavy armor with little skill, will not protect you much, because you cannot move easily into the armor.

Many of these features are probably not so easy to identify, but are there and you can take advantage of those testing with different weapons and armors.

Let us know if the tweak we made to the rules are better or worst.

Pestilence

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« Reply #1 on: February 04, 2006, 12:26:40 am »
hmm didn\'t eve notice yet we had different armors as players yet will go look at that fast then :D

So this means shields and armor work for sure now? How good are the shields if I may ask. :)

Glad to hear the stats have some infuence now :) Although I hope it\'s not to much seeing it\'s pretty easy to train in comparisen but don\'t feel they should be made harder to train either.

Sounds like very good improvements indeed to the combatsystem :)

Stephen McNaire

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« Reply #2 on: February 04, 2006, 01:08:07 am »
Have the magical stats been messed with yet to make it more possible and worthwhile for you to acually be a \'mage\' and not a \'fighter with magic\'?

neko kyouran

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« Reply #3 on: February 04, 2006, 04:11:13 am »
First impresssons:  I like that the strength stat has more influence now on combat.  Although with the massive amount of /30+ weapons available, a person can do quite a bit of damage in a short time.  Although I don\'t find this to be a bad thing in itself, the fact that there are so many weapons with a higher slash, the strength stat still doesn\'t really mean anything.  Perhaps after a wipe of weapons/tria/whatever, and a reduction in the time one of these weapons is looted to make them more rare and add more meaning to them, then we will see the strength stat and the other concepts you talked about have more influence.  well, that\'s my 2 trias anyway.

stfrn

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« Reply #4 on: February 04, 2006, 06:22:24 am »
Hm, many good questions :)

Quote
Originally posted by Pestilence
So this means shields and armor work for sure now? How good are the shields if I may ask. :)


Nothing new has been added yet. Only changes to what we already have, and more changes are yet to come.

Quote

Have the magical stats been messed with yet to make it more possible and worthwhile for you to acually be a \'mage\' and not a \'fighter with magic\'?

Magic has not been recalculated yet, but should be soon. Keep in mind that magic is not meant to stand up against physical force as they are different things.

Quote

First impresssons: I like that the strength stat has more influence now on combat. Although with the massive amount of /30+ weapons available, a person can do quite a bit of damage in a short time. Although I don\'t find this to be a bad thing in itself, the fact that there are so many weapons with a higher slash, the strength stat still doesn\'t really mean anything. Perhaps after a wipe of weapons/tria/whatever, and a reduction in the time one of these weapons is looted to make them more rare and add more meaning to them, then we will see the strength stat and the other concepts you talked about have more influence. well, that\'s my 2 trias anyway.

It is no secret that the generated items will be wiped sometimed soon. When this happens they will likely change.
player -> gm -> dev -> bum

Maelgwyn

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new combat system
« Reply #5 on: February 06, 2006, 11:08:25 am »
if the increased damage is due to strength playing more of a part then how come melee damage hasn\'t changed at all, it\'s the only combat skill that hasn\'t and also the only one with no weapons, is that a coincidence or was the damage just increased on weapons while the slash was lowered
The one you never saw.

kaczor

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« Reply #6 on: February 06, 2006, 10:03:04 pm »
hmmm i played Planeshift .. .and i liked the game but i stoped and i write why:

- the creatures during the fight should be more active ... not just standing and hitting, but also running away, runing thorwards u, running around u (i need more action, animation, adrenaline)

- i didnt like ppl that waitad on respawn near the respawn point, and killing one creature in queue, that was boring and not natural at all. I think creatures should be going out from caves, houses, from ground and should be in teams (fe traveling thefs bands). There should be more of them for shure.

- Exping system little annoys me but i could live with it.

- Crashing client from time to time (i know its natural in dev phase) so its not that important.

hmmm, thats all ;-), maybe some dev can do something with creatures, their algorythms and so on

I got bored becouse i was standing all the time in one place waiting  for certain creature to respawn, kill it and then waiting again ...

thats what now Planeshift is ...

Karyuu

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« Reply #7 on: February 06, 2006, 10:14:34 pm »
You forget that there are other activities besides mindless spawn killing. And again, PlaneShift is in a very early stage, so of course things will expand and become more complex in time. But in time, not immediately.
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Drey

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« Reply #8 on: February 06, 2006, 10:35:21 pm »
he also forgot that there are two other letters in the word \"you\" >.>
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zorbels

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« Reply #9 on: February 06, 2006, 10:46:11 pm »
Quote
Originally posted by kaczor
hmmm i played Planeshift .. .and i liked the game but i stoped and i write why:

- the creatures during the fight should be more active ... not just standing and hitting, but also running away, runing thorwards u, running around u (i need more action, animation, adrenaline)

- i didnt like ppl that waitad on respawn near the respawn point, and killing one creature in queue, that was boring and not natural at all. I think creatures should be going out from caves, houses, from ground and should be in teams (fe traveling thefs bands). There should be more of them for shure.

- Exping system little annoys me but i could live with it.

- Crashing client from time to time (i know its natural in dev phase) so its not that important.

hmmm, thats all ;-), maybe some dev can do something with creatures, their algorythms and so on

I got bored becouse i was standing all the time in one place waiting  for certain creature to respawn, kill it and then waiting again ...
thats what now Planeshift is ...


Hmmm.. .. not once did I see the mention of roleplay. Is that not what an MMORPG is? However I am sure your post will come to some use, after all testers of the game we are......
   I've been outside, it's overrated and the graphics suck!

kaczor

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« Reply #10 on: February 06, 2006, 11:11:30 pm »
roleplying is very important ... thats why i posted problems that dont help it or ruin it (exping by standing hours in one place its not the best way of 3D fantasy mmorpg should look)

the good way to cut spawnkilling is to:
- dont respawn creatures if someone is near.
- make creatures to move from the respawn points more (maybe it shouldnt ben realy randomly - fe thay should have a destination, that would help roleplay - fe. ppl would unite to defend city from bandit group or something)
- make more creatures on map (becouse if respawns will be blocked sometimes there would be less creatures).
« Last Edit: February 06, 2006, 11:19:27 pm by kaczor »

Karyuu

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« Reply #11 on: February 06, 2006, 11:13:38 pm »
But this is obvious :) This is so obvious that countless discussions have started on it before, countless suggestions have been formed in the Wishlist, and you won\'t find a single person who is unaware that the current system is difficult to roleplay with.

There are some things that are just not needed to be repeated ;)
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Smith: No, My Lord. I am attempting to conceal it.

kaczor

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« Reply #12 on: February 06, 2006, 11:20:33 pm »
oki i get it ... sry my mistake i havent read the forum topics :(

Yttrium_Nitrate

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Balancing monsters and PVP
« Reply #13 on: February 11, 2006, 12:41:46 am »
Although the monsters have been made much more challenging by the removal of the 44 slash swords, there still is a rather large descrepence between the hit points of the typical player and the hit points a typical monster. Since the players tend to hit really hard to make up for the monsters having high points, when players challenge other players to duels, the duels are often decided by who gets the first hit. Although this may be what the developers intended, it does not make for very interesting duels.

My suggestion would be to increase the hit points of the players by about a factor of 5, and increase the damage the monsters give by a factor of 5 as well.

Bnm85

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« Reply #14 on: February 11, 2006, 02:50:41 am »
Quote
Originally posted by stfrn

Quote

Have the magical stats been messed with yet to make it more possible and worthwhile for you to acually be a \'mage\' and not a \'fighter with magic\'?

Magic has not been recalculated yet, but should be soon. Keep in mind that magic is not meant to stand up against physical force as they are different things.


Could you elaborate on this statement more? Is this strictly a PS thing? Usually, MMORPGs and fantasy games in general are balanced in a way where both, physical attacks and magic have an equal chance of standing up to each other, using different strategies. Are melee (and possibly ranged) characters always going to be more powerful than the magic users in PS?

Maybe I misunderstood that statement, so a little clarification would be nice. :)
« Last Edit: February 11, 2006, 02:54:25 am by Bnm85 »