random changes I propose

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Jacko
Re: random changes I propose
Friday, November 27th, 2009 at 1:58 pmEdits: 2   Last Edit: Fri, 27 Nov 2009 2:01 pm
I'm doing a writeup on attackpower on the wiki, since it seems to be an overwhelmingly important and often misunderstood constant in roh.

But, because I love this game and would like to see it keep improving, I has a few suggestions for attack powers to be changed.

FIGHTER/MAGE:

case FIGHTER:
if(cClass2 == MAGE)
attackPower = (strength.getCur() * 2) + (level);

So, this is telling me that a fighter/mage has about the same attackpower as a mage/assassin or mage/thief. It seems to me this would make a lot more sense if we were to average the two attack powers and come up with something just a bit higher.

case FIGHTER:
if(cClass2 == MAGE)
attackPower = (strength.getCur() * 2) + (level*2);

BARD:

Let's be honest. Bards are a type of arcane rogue, and fit in the same category as assassins, thieves, and rogues. Therefore, their attackpower should be changed to reflect that. This will actually make some bards hit slightly weaker, but they shouldn't be hitting harder than an assassin anyway.

case BARD:
attackPower = strength.getCur() + dexterity.getCur() + (level * 4);

MONK:

Monks right now have a horrible time distributing their stats, since they're torn between so many. To me dexterity on a monk implies their AC, Dodge, and Kick, not how hard they punch someone. Currently they've been neutered by combinind their dex into their damage, and I think they should be strength fighters, like a fighter or a werewolf. This can be argued against, with some kind of rationale that somehow a more dexterous punch should hurt people more, but dexterity in damage has to do with finesse weapons, not fists, and it should be reflected accordingly.

case MONK:
attackPower = (strength.getCur() * 2) + (level * 4);

Jacko
Re: random changes I propose
Friday, November 27th, 2009 at 4:11 pmEdits: 2   Last Edit: Fri, 27 Nov 2009 4:21 pm
Currently the chance to parry is the same for everyone, I think there should be a class bonus.

Current getParryChance:

double chance = (dexterity.getCur() - 80) * .03;
chance += adjustChance(difference);

New getParryChance:

switch(cClass) {
case Rogue:
double chance = (dexterity.getCur()) * .03;
break;
case Assassin:
case Ranger:
double chance = (dexterity.getCur() - 20) * .03;
break;
case Bard:
case Thief:
double chance = (dexterity.getCur() - 40) * .03;
break;
else
double chance = (dexterity.getCur() - 80) * .03;
chance += adjustChance(difference);

I think there is also a great need to balance out Kamira Clerics, since they substitute Dex for Pie. This only matters if they can parry at all though, which I'm not sure.

case Cleric:
if(deity == Kamira)
double chance = (piety.getCur() - 80) * .03;
chance += adjustChance(difference);

disaron
Re: random changes I propose
Friday, November 27th, 2009 at 6:06 pm
How many times has Bane said steal/dodge/hide for Kamira is piety not dex. JFC

Usagi
Re: random changes I propose
Friday, November 27th, 2009 at 9:52 pmEdits: 1   Last Edit: Fri, 27 Nov 2009 10:02 pm
While I do agree that some classes could probably use some tweaking ... I don't think even I could make suggestions without playing classes thoroughly and up to a higher level. It's why I was hoping we could get more unbiased feedback via Dom's survey.

IMO, looking at the numbers on code is one thing. Actually playing with the tweaks in-game and seeing numbers in action is a different thing. Which is why I just can't get myself to try and argue for classes I haven't played enough of.

With that being said, I can't really comment on most of your suggested things ... but I do agree that parry should have some sort of modifier on it for classes (if there aren't already, or if it isn't dex based).

And no, Kamiras do not parry. No, I don't think they should. And no, they shouldn't need dex at all.

On the other hand, I do like your Monk idea. A damage, defensive, and neutral stance would set monks apart from werewolves a bit more. Furthermore, it would open up several different play styles. I think it'd be good.
Usagi <27> Werewolf. Sexy furball.
Plu <40> Mage/Thief. Pickpocketing for justice.
Ulp <40> Cleric (Ares). Lifts a ton, but can't spell it.
Miko <40> Cleric/Assassin (Aramon). She uses teeth.
Nili <40> Cleric (Gradius). Bearded woman.

Jacko
Re: random changes I propose
Thursday, December 24th, 2009 at 12:24 pm
My Christmas wishlist:

1. I'd like to parry chance to scale with skill level.

2. Addition of Fighter/Druid.

3. Addition of Kenku(s), Merrow(m), Satyr(m), and Draconian(l,i) as playable races.

4. Castles that guilds can take over complete with heraldry that can be stolen from one another.

5. Vampirism and Lycanthropy afflictions finished. Then the addition of a demonic posession affliction.

6. Addition of a Warlock class.

7. Weapons casting all kinds of spells instead of just the elemental evocations. This would include spells like silence, stun, ect.

8. Special weapons only I get to use.

9. Spell that grants an ability to ignore the room stun when underwater. Free-action?

10. MORE DM/CT RUN QUEST! YAY!

Bane
Dungeonmaster
Re: Re: random changes I propose
Thursday, December 24th, 2009 at 1:13 pm
Jacko wrote:
My Christmas wishlist:

1. I'd like to parry chance to scale with skill level.

2. Addition of Fighter/Druid.

3. Addition of Kenku(s), Merrow(m), Satyr(m), and Draconian(l,i) as playable races.

4. Castles that guilds can take over complete with heraldry that can be stolen from one another.

5. Vampirism and Lycanthropy afflictions finished. Then the addition of a demonic posession affliction.

6. Addition of a Warlock class.

7. Weapons casting all kinds of spells instead of just the elemental evocations. This would include spells like silence, stun, ect.

8. Special weapons only I get to use.

9. Spell that grants an ability to ignore the room stun when underwater. Free-action?

10. MORE DM/CT RUN QUEST! YAY!



1) No (I'm however not against items that increase parry chance, but that requires code changes that are being worked on [stat modifying items etc])

2) Fighter/Druid = Ranger. already done.

3) I stay out of races

4) Possibly in the distant future

5) part 1 & 2...If only I had a working power supply at home, or we had another coder Smile Part 3: I doubt it

6) Mage specialization will remove the need for a seperate class

7) Possibly, but not until I've reworked the magic system

8) That'll be tree fiddy.

9) I thought free-action was already coded and did exactly that? I know that was oce's intent and I'm pretty sure there's a potion floating around for it...

10) Feel free to help us find some additional staff Smile~

Carpathia
Re: random changes I propose
Thursday, December 24th, 2009 at 3:59 pm
are there any Ct's? i thought watchers just replaced that or something?

Usagi
Re: random changes I propose
Friday, December 25th, 2009 at 2:03 amEdits: 1   Last Edit: Fri, 25 Dec 2009 2:03 am
We had Delta as a CT, whom I miss dearly! *cough*

I've been busy with holiday stuff >.< missing out on all the Jacko horror.
Usagi <27> Werewolf. Sexy furball.
Plu <40> Mage/Thief. Pickpocketing for justice.
Ulp <40> Cleric (Ares). Lifts a ton, but can't spell it.
Miko <40> Cleric/Assassin (Aramon). She uses teeth.
Nili <40> Cleric (Gradius). Bearded woman.

Jacko
Re: random changes I propose
Friday, December 25th, 2009 at 9:28 am
Horror!?

How about these requests

1. Finish Arachnus DKs and Clerics. Creeping Death and some kind of Arachnus bonus to DKs, I was thinking maxing them at chain and increasing their hide, sneak, and dodge.

2. I want a mount. How about when you're on a mount on the overland you tic a bit faster, since you're off your feet. Then, depending on your mount, you can swim, cross mountains, or fly.

Carpathia
Re: random changes I propose
Friday, December 25th, 2009 at 12:03 pm
Merry Christmas! any how i would love to jump on my screeling....eh? walkings good for you give your fingers a work out.

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