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Thread: 14.7.1 : Game system changes

  1. #1

    14.7.1 : Game system changes

    • Recharge timers are now affected by modified initiative skill, not just base initiative skill. {Update: This does not affect nano execution.}
    • Very high initiative ratings (1200+) will now have less speed effect on attack, nano execution and recharge timers per skill point. {Update: Does affect nano execution, but not nano recharge (see above).}
    • If a pet's master leaves the PvP area while the pet is fighting with another player, the pet will stop fighting and enter follow mode.
    Last edited by Cz; Nov 20th, 2002 at 15:27:58.

  2. #2

    Re: 14.7.1 : Game system changes

    Originally posted by Cz
    • Very high initiative ratings (1200+) will now have less speed effect on attack, nano execution and recharge timers per skill point.
    Hello can you explain please ?

  3. #3
    Yeah, I think that sounds silly to me too ... I mean, you have just made it so that the most IP expensive opints in a skill, means the least ?
    Alex "Cado" Portello - Atrox Enforcer
    Lakisha "Sheelai" Thompon - Solitus Doctor
    Al "Asdur" Orender - Solitus Martial Artist

    I have no nose .. I peeked on Ani while she took a shower!

  4. #4
    Also...
    • Open PvP limit (free-for-all level) moved to level 150.


    Better explanation on the initiative change above 1200 in skill:
    Every skill point in initiative skills up until 1200 will reduce attack (and now recharge) time as before. Above 1200, each point in the skill will still lower the attack and recharge time, but not as much as each point below 1200.

  5. #5
    Humm and since nano inits recharge isn't affected by the recharge change they aren't affected by that "lower" effect above 1200 in init change, are they?

    If they are then we want nano recharge lowered also please!
    Dhur the Ninja Pirate NT!

  6. #6
    Exactly what I think is odd .... An example :

    --- Lets say that to go from 1199 to 1200 costs you 200 IP and have 100 effect

    -- But then when you want to go from 1200 to 1201, which costs 210 IP, you only get 90 effect ?

    Basically, it's MORE expensive and LESS effective ?

    c'mon, that seems silly since it's pretty much a double punishment - There was already a punishment by raising the IP cost per point as it was.


    Note : all values are fictive and are only to be used as an example.
    Alex "Cado" Portello - Atrox Enforcer
    Lakisha "Sheelai" Thompon - Solitus Doctor
    Al "Asdur" Orender - Solitus Martial Artist

    I have no nose .. I peeked on Ani while she took a shower!

  7. #7
    Well my guess is that with the init fix we will see some major changes to attack time - and this "+1200" installation serves to balance things out - mabe not in PvP, more likely in PvM


    /D
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  8. #8
    Originally posted by Cz
    Also...
    • Open PvP limit (free-for-all level) moved to level 150.

    wt?
    // wildwal - the sexiest adv evar - now with nr!
    // legion

  9. #9
    Open PvP limit (free-for-all level) moved to level 150.


    thats bad, VERY VERY BAD
    Georg 218 doc
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  10. #10
    Well .. it's still odd when you consider the Work/Risk vs. Reward .... the more work (higher IP cost), the less reward ?

    *ponders this for a minute*

    No, this don't sit well with me ... but then again, I don't have much of a say in it, do I ?

    Ah well, I guess this means that there will be more people who try to round out all of their initiatives instead of being specialists .... and thus fall back into Cookic cutter forms.

    Could be worse.
    Alex "Cado" Portello - Atrox Enforcer
    Lakisha "Sheelai" Thompon - Solitus Doctor
    Al "Asdur" Orender - Solitus Martial Artist

    I have no nose .. I peeked on Ani while she took a shower!

  11. #11
    Originally posted by Georg
    Open PvP limit (free-for-all level) moved to level 150.

    thats bad, VERY VERY BAD
    Explain? Sounds like a damn good idea to me, I mean, you hit level 75 and suddenly you can be squished by any level 200 who feels like it? I suspect the aim is to force players into fighting other players and towers nearer their own level, which in no way, shape or form seems bad to me...
    "Do not try and catch the hamster... that's impossible. Instead only try to realize the truth... There is no hamster, only a deadbeat rollerat..."

    [Social] Means: I don't think we removed any bosses because of bad pathing...there wouldnt be any left if we did :P

    AO Character Skill Emulator and Character Parser and AO Implant Layout Helper

  12. #12

    Question

    Originally posted by Cado
    Exactly what I think is odd .... An example :

    --- Lets say that to go from 1199 to 1200 costs you 200 IP and have 100 effect

    -- But then when you want to go from 1200 to 1201, which costs 210 IP, you only get 90 effect ?

    Basically, it's MORE expensive and LESS effective ?

    c'mon, that seems silly since it's pretty much a double punishment - There was already a punishment by raising the IP cost per point as it was.

    Note : all values are fictive and are only to be used as an example.
    Err, using just IP and trickle-down, you can get about 720. Add implants, and maybe about 930. So to get 1200... you'd need buffs, refined implants etc... IP just doesn't come into it at that level...
    "Do not try and catch the hamster... that's impossible. Instead only try to realize the truth... There is no hamster, only a deadbeat rollerat..."

    [Social] Means: I don't think we removed any bosses because of bad pathing...there wouldnt be any left if we did :P

    AO Character Skill Emulator and Character Parser and AO Implant Layout Helper

  13. #13
    150 is just way to high where 100 should be the utmost maximum if raised.

    Imagine camelot, 150- characters, docs, who can just pass freely without being attacked by the higher levels there ?
    Imagine the tower wars where people can attack your towers but you cant attack them back.
    Imagine the arena where you are in a fight, the target gets healed by a 150- character and you can't attack that character even tho he is in a pvp zone ?

    Its plain -wrong-

    The difference between a lvl 100, 120, 149 and a lvl 150, or even a lvl 189 is minimal. While the difference between a lvl 75 and a 200 is large, making the cap 150 is OVERDOING IT.

    It means you'll have to do BS missions till lvl 150 to participate in ANY pvp event. pvp before lvl 150 is dead, only thing you'll have there are a few twinks but for the rest no-one will pvp as there is no-one to pvp AGAINST.

    Also this splits my guild. While we normally could do things together ( pvp wise ) we're suddenly split in one group 150+ and the rest of the guild is left out as its in a stupid bracket system.

    For me personally PVP started at lvl 75, the time I could actually choose my targets as there finally were enough around. I died alot, got ganked alot and learned alot. While 75 may be alot low, where 100 would 've been more logical I managed, people managed, everyone managed.

    Fighting your own level as you suggested darkbane ? Well THINK and you'll find out that level hardly means nearly nothing for quite abit of professions in pvp.
    Last edited by Georg; Nov 20th, 2002 at 14:19:46.
    Georg 218 doc
    [1809] PT
    Legion
    Web: [http://www.legionhq.org]
    Irc: irc.legionhq.org
    Ts: www.legionhq.org

  14. #14
    The PvP change is good. I'm tired of seeing TL6 gankers go alpha kill TL3 players.

    Though I agree level 150 is probably a bit of overkill, its much better than having it at 75.

    125 would probably be a more reasonable level to enter the free-for-all of PvP. I'd advise lowering that now or else people might be more upset if you need to bring it back down later.
    Clan Elder of The Pilgrims

  15. #15
    Originally posted by Cado
    Exactly what I think is odd .... An example :

    --- Lets say that to go from 1199 to 1200 costs you 200 IP and have 100 effect

    -- But then when you want to go from 1200 to 1201, which costs 210 IP, you only get 90 effect ?

    Basically, it's MORE expensive and LESS effective ?

    c'mon, that seems silly since it's pretty much a double punishment - There was already a punishment by raising the IP cost per point as it was.


    Note : all values are fictive and are only to be used as an example.
    lol a punishment that skills are more expensive IP wise the higher lvl you get ?
    thats basically how the skill system works.

    this is a "for the whiners" slow weapon nerf. but infact it repairs the recharge and makes sure noone is going 1/1 with slow very hard hitting weapons.

  16. #16
    And yes, the system is balanced by making skills more IP expensive at higher levles .. which is why it made no sense to make it even less effective .

    As Darkbane said, this will not be a problem IP cost wise, since it cannot even take you near those initiative ratings ... only buffs and equipment can do that.

    So the regular skill, and the IP's put into it, is still all good and stuffs.
    I reckon I was a bit too fast off the bat.
    Alex "Cado" Portello - Atrox Enforcer
    Lakisha "Sheelai" Thompon - Solitus Doctor
    Al "Asdur" Orender - Solitus Martial Artist

    I have no nose .. I peeked on Ani while she took a shower!

  17. #17

    Arrow

    OK, I get it. But the PvP range for a level 149 will now be 116-193 assuming the rest of the formula is the same... which is a fair range. At 150 that simply changes to 116-200. And for a level 200, the range is 150-200. So, whilst I see your point, I'm not totally convinced by it.
    "Do not try and catch the hamster... that's impossible. Instead only try to realize the truth... There is no hamster, only a deadbeat rollerat..."

    [Social] Means: I don't think we removed any bosses because of bad pathing...there wouldnt be any left if we did :P

    AO Character Skill Emulator and Character Parser and AO Implant Layout Helper

  18. #18

    pvp level range

    I think the shift 150 rocks. The only reason I can see for not liking it is if you enjoy ganking TL3 chars at TL6.

    It's gonna make some big changes to NW pvp, but hey

    Also remember - team of multi-level chhars can still fight across the level ranges, and um, inst NW all about team PvP, not duels?
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  19. #19
    The same rules apply to the towers... so a level 100 can't attack your 150+ tower while you can't do anything but watch.


    And PvP before 150 was dead anyway. People too scared of being ganked by that level 200 at the 100% border.

  20. #20
    Originally posted by Dhurdahl
    Humm and since nano inits recharge isn't affected by the recharge change they aren't affected by that "lower" effect above 1200 in init change, are they?

    If they are then we want nano recharge lowered also please!
    Can we get an answer on this please?

    Epoz

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