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#2030 - 06/04/08 11:51 AM New Combat Testing
Cerberus Administrator Offline
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Registered: 11/28/07
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Loc: Arlee, MT, USA
Changes have been made to combat on the test server. These changes are extensive, and apply directly to balance. It is not the intent to have changed the feel of combat only how combat is done and what tactics and equipment are viable in combat.

If you'd like to be involved in the testing of these new changes and have your voice heard before they go live to test, please contact me through the forums or via email.

The release is currently tentatively scheduled as "pre-fall 08" and there is no intent to stick to any date or date range, so there is more than enough time for testing, changes, and running commentary.
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#2031 - 06/04/08 12:01 PM Re: New Combat Testing [Re: Cerberus]
Cerberus Administrator Offline
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Please supply a name you'd like to use for testing in your request.
Levels, race + guild changes, equipment, etc will be provided for as my ability to handle it allows.
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#2045 - 06/06/08 11:27 AM Re: New Combat Testing [Re: Cerberus]
Cerberus Administrator Offline
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Having received little response or enthusiasm for testing of new combat before it goes live, I am afforded the unenviable position of having to take the changes I've made at face value. This will mean working out any potential kinks or disagreements on a system that directly affects characters.

I would prefer if people would volunteer to do testing of new combat in a system where changes can be made on the fly without causing havoc to players. Please help these changes come smoothly by signing up and donating your time and opinions to better the mud.
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#2049 - 06/08/08 06:26 AM Re: New Combat Testing [Re: Cerberus]
Wicked Cthulhu Offline
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Registered: 06/08/08
Posts: 6
Name: Pyro
Race: Hill-Giant
Class: Elementalist

Please let me know what I should be looking for.
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#2050 - 06/09/08 12:27 PM Re: New Combat Testing [Re: Wicked Cthulhu]
Cerberus Administrator Offline
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All of the obvious problems have been caught in the internal testing. The idea behind having players test on the testmud is for everyone to work at finding the hidden problems. If I could give a list of what to look for, I wouldn't need to have many sets of eyes on the new system because I'd know what to look for already, and could test for it myself... if that makes sense.

That being said, I can list the processes within the system that you should be paying attention to in order to test:
  • Concentrate - percentage of full rounds of attacks, chance of losing spell, etc.
  • Number of attacks - melee, martial arts, wielding one weapon, two weapons, three weapons, four weapons, amount seen in pets, mobs, etc.
  • Hit chance - anything you can think of, drunk, fatigued, flying, resting, size differences, too much darkness/light, blank weapons, maxed weapons, etc.
  • Number of combatants - fighting one opponent, two, ..., up to fifteen or more. This is probably not relevant for lag tests until we check on live with 10+ players in combat against many opponents each
  • Defensive skills - These happening too often, not often enough, should they give chances to evade portions of attacks (essentially lowering damage taken) in addition/rather than evading all or none, etc.
  • Special hits - poison, fist spells, vampiric blade spells, etc.
  • Crits - Is TW noticable/unnoticable at times? Are there too many/few crits, some weapon(s) should give no crits, etc.
  • XP given from many sources - noticable changes? Should defensive success result in xp?
  • Protection - Does IMPREGNABLE always seem so, or does it seem less/more at times, are there situations in which IMPREG should not be so, etc
  • Crit XP vs Hit XP - Is this recognizable? Does it seem acceptable? Is there something that should give more/less xp, etc
In short, I'm not only asking for you to try and find bugs, I'm asking for your overall opinion on the "feel" of combat. Does it still seem like Darke's combat system? Are there ways it could be improved in your mind? Can you see a fatal flaw? Is there something un-fun or too-fun about it?

Feedback is the key here. If everything seems relatively the same to you, great. If it doesn't, great too. Just give your best effort at making a subjective interpretation of what's going on on test versus what you're used to on live.
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#2051 - 06/09/08 05:45 PM Re: New Combat Testing [Re: Cerberus]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
ok, defensive skills reduce damage, ie partial block...thats a brilliant idea. I love it, i think we need it.
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#2052 - 06/09/08 07:02 PM Re: New Combat Testing [Re: Muod]
Minstrel Offline
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Registered: 12/14/07
Posts: 90
 Originally Posted By: Muod
ok, defensive skills reduce damage, ie partial block...thats a brilliant idea. I love it, i think we need it.


How about ripostes (counter-attacks)? Could implement it similar to crit-backs or somesuch. They could happen when the defensive skill "beats" the wield by enough on the roll.


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#2053 - 06/09/08 07:09 PM Re: New Combat Testing [Re: Minstrel]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
i'd do it as a physical hit back and when it beats it by enough, I do like that idea though i'd probably like to see a riposet skill since if it was just part of defense skills as a whole I think it'd be too good of a bonus to them heh
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#2054 - 06/09/08 07:15 PM Re: New Combat Testing [Re: Muod]
Minstrel Offline
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Registered: 12/14/07
Posts: 90
 Originally Posted By: Muod
i'd do it as a physical hit back and when it beats it by enough, I do like that idea though i'd probably like to see a riposet skill since if it was just part of defense skills as a whole I think it'd be too good of a bonus to them heh


If it were a separate skill, it should definitely crit, I think (a crit from your weapon). If all you got was a base damage hit back, I doubt the skill would be worth investing precious, life-giving devs into.


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#2055 - 06/10/08 08:52 AM Re: New Combat Testing [Re: Minstrel]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
Riposte is concepted and will be enabled with new combat. Since it has sprung up as an independent idea I feel comfortable saying that, even if it is not implemented as a skill until guild balance next year. Testing of riposte will be immortals only, as it is not expected to go live with new combat.

Partial defense from dodge/parry/block are ready to test. How this works is that if you fail to outright avoid an attack with one of these methods (yes, there are other means to avoid attacks with - see riposte above) there is a chance you will have reduced all damage dealt by that attack instead.

Parry and Block now have chances of harming the item used to defend. Please test whether or not it's detrimental to the viability of each as a defense skill.
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