Hello All.
We have finished our Armor Training tests and tweaks. After testing the system as it is now, we have checked every single beast’s stats to make sure they are as intended. We then have been working on the mathscript that controls the training. We have tested our changes directly on the test server. We still welcome your feedback once live on main server.
Finally, we have optimized the system and, hopefully, made it more intuitive, for the newcomers as well. Here is what you should know about armor training:
- You will receive training when you dodge a beast blow (importance of Agility to aid dodging)
- You will now receive training ALSO when the beast does you damage.
- The beast you are training on, must be in your "skill range" or it won't train you properly.
The skill range include the beasts whose attack skill is from 12 ranks lower and up than your armor skill. We also put in a variable so as you get to higher levels this gap widens (although there will be a max range). Generally there should be at least 5 to 6 beasts to choose from in your training range.
A few quick examples to help explain
*Low level: Armor skill = 25 you require mobs with at least 13 attack skill.
*Mid Level: Armor skill = 80 you require mobs with at least 60 attack skill.
*High Level: Armor skill = 160 you require mobs with at least 130 attack skill.
=> What next? We are exploring the possibility to:
* Use the beast descriptions to help players choose the more effective mobs in their range (e.g. ; " Trepor is as strong as you" or "Trepor will be a challenge to defeat", etc.)
* review the healing effect of bread and similar items, for a possible cheap mean to heal for newcomers. Tougher warriors, with more HP point will not benefit from this as much
* Add more healing potions in beasts loot (we still need a good IC reason as to how we can possibly loot healing potion from Tefusangling for example. We are open to suggestions.)
* Possibility to increase number of weaker humanoid "mobs" like Thugs (related to above
statement).