Author Topic: balancing.  (Read 742 times)

Pestilence

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balancing.
« on: March 01, 2006, 03:38:00 am »
Today I confirmed that there are indeed slash 10 weapons out there. Yeah by getting killed by one ;)

I am pretty sorry to find this out. Not becuase it means there are people with stronger weapons then me (will always be those as much as I RP and chat instead of train ;) ), but becuase it brings back one slash killing in dueling.

I know there might be some debate on it being realistic or not. Also when comparing to how long it takes to kill creatures, but I would like to request for the max damage you can do to be less then 25% of your HP to bring some fun back in dueling. To bring back some tactics and fun in guildwars. No fun if the one who wins is the one who says BOO first and your dead.

Karyuu

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« Reply #1 on: March 01, 2006, 07:27:16 am »
Having weapons of 10 slash was intended, really. Though I guess if there are still one-hit kills, the weapon wipe wasn\'t as effective as hoped. Until there is a one-hit-kill Assassination skill or something similar, such things will indeed need to be balanced out.
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Nyramael

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« Reply #2 on: March 01, 2006, 09:16:33 am »
I think the main problem here is that the NPCs are too powerful in that they have too many HP and deal so little damage. For instance, i think i have close to, or around 70HP and i deal out 110+ damage, while most rogues on the hand seem to have HP in the order of 500+ and either don\'t deal out damage or deal it out in incredibly small amounts eg 10, (yes there are some that can do 40 damage etc.) What ends up happening in most fights I have the rogue or opponent will start to damage me, but because of my uber hitting ability i smash him down before i go down. The NPCs should be on roughly the same sort of level as the players and everybody should be dealing damage well below a quater of their health. In reality if you wanted to kill someone you would need 4 or 5 hits to fully kill them, which is different to one or two fatal wounds which would eventually kill them.

-What i am hoping to eventually get to is that i think we should all (humanoid/intelligent characters) have similar HP with reasonable differences due to training and race.
-Our max damage should allow for 4 hits before we can kill any other intelligent character.
-Combat should be more heavily based on stats and skill so agile characters can dodge more and a succesful block or strike is by your skill in the attack style being tested against their skill in defense and given weapon skill
*intellgent creatures means player races, rogues, gladiators, etc. HP should be given by race trait, size, skill, so rats would obviously have very little HP.

I have this feeling that things will eventually balance out with armor and defense skills. I think this issue with one hit kills would either be resolved by making the radical changes i\'ve suggested or by patiently awaiting the body developement skill to be implemented. And hopefully that body developement will with a respectable amount of effort let us reach HP of say 250+ - i only just remembered about the unimplemented existence of body developement, which i guess would be god sent for the victims of one-hit one-kill duels

: P

zanzibar

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« Reply #3 on: March 01, 2006, 09:20:35 am »
The first weapon I looted after the inventory wipe was a slash 10 silverweave shortsword.  I gave it to Setill as a gift, since my character uses daggers.


They must be very rare though.  I haven\'t looted any other very good weapons.  There was a scorched small battle axe with a slash at around four and a half.  A couple of broadswords with slash near four.


What I do have though is a dagger with slash three, and it boosts agility by twenty.  I know that the \"elite\" players are all using daggers with slash 7.5, but I think having 170 agility is sweet so I\'m happy.  I get to RP an elf on crack or something.  Just keep your distance when the paranoia and withdrawl kick in!



I think that a one hit kill on someone with no armour is ok.  If someone is wearing a full suit of armour though, then damage should be greatly reduced.
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stfrn

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« Reply #4 on: March 01, 2006, 09:59:39 am »
Quote
Originally posted by Nyramael
I think the main problem here is that the NPCs are too powerful in that they have too many HP and deal so little damage. For instance, i think i have close to, or around 70HP and i deal out 110+ damage, while most rogues on the hand seem to have HP in the order of 500+ and either don\'t deal out damage or deal it out in incredibly small amounts[...]


This is exactly the mistake most games make, and something I\'m hoping we can fix in PlaneShift. The offical plan is that all combat will use the same rules and the same stats. Currently however things have to be imbalanced to make it remotely challanging. As more options are added hopefully that can be reverted.
player -> gm -> dev -> bum

zanzibar

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« Reply #5 on: March 01, 2006, 10:15:48 am »
Hah.... make it so that the rogues help eachother out, and make it so that they can run as fast as players can.  Then talk about making the game more challenging. :-D  If those two changes were made, things would be sweet... just try camping in the arena alone, try it!
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Pestilence

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« Reply #6 on: March 01, 2006, 04:45:30 pm »
*laughs*

Very true indeed but you been to the arena lately? Useally all spawns are camped so not like thats going to happen much as people flock to good looters.

Perhaps a good idea to spread the good looters and have bad looting helpers on the spot ;)