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Changelog 23/09/2014 (Dyes)

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Azarael
Posts: 5332

Re: Changelog 23/09/2014 (Dyes)

Post#21 » Wed Sep 24, 2014 12:15 am

:lol:

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Luth
Posts: 2840

Re: Changelog 23/09/2014 (Dyes)

Post#22 » Wed Sep 24, 2014 12:19 am

Kharnamatic wrote:
Spoiler:
Image
If you really are from New Zealand, i don't think it makes any noticable difference if the server is located in the UK or Kazakhstan.

Luth
Posts: 2840

Re: Changelog 23/09/2014 (Dyes)

Post#23 » Wed Sep 24, 2014 12:53 am

MaxHayman wrote: Just need to know how how much xp/renown players should be given and when. Also what counts as a Deathblow? Anyone wanna help me out?
Here is some explanation: http://warhammeronline.wikia.com/wiki/Renown.
But unfortunately no renown values/formula.

The deathblow is achieved to the player whose ability or autoattack actually reduced the enemys healthpoints to zero. In the case of pets, it's the owner of the pet.

There are some abilitys that buff groupmembers with a proc chance to do extra damage on hit or being hit (e.g. prayer of righteousness, flame shield). If the player is killed by one of these effects, the caster of the buff gets the achievement of the killing blow, but the actual damage of that effect is related to the buffed player that triggered the proc.
In the case of "prayer of righteousness": on my warrior priest i had many scenarios with zero damage, but several kills in the scenario window because of PoR.
The game was sometimes a little strange...

There was no renown gain from landing a killing blow, it was just shown for statistical reasons (and e-peen comparison between damagedealers... :D )

Only the damage and heal done counts for renown.

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Bozzax
Posts: 2621

Re: Changelog 23/09/2014 (Dyes)

Post#24 » Wed Sep 24, 2014 5:45 am

Fall damage death is a classic as well where you punt the bugger of the cliff and eat the purple coockie when he dies trying to climb to safety.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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lolkekbur1337
Posts: 78

Re: Changelog 23/09/2014 (Dyes)

Post#25 » Wed Sep 24, 2014 5:52 am

sweeeett update! also the sc stats window look awesome!

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RyanMakara
Posts: 1563

Re: Changelog 23/09/2014 (Dyes)

Post#26 » Wed Sep 24, 2014 10:31 am

MaxHayman wrote:
Kharnamatic wrote:
Tury06 wrote:Ok only 1 importent thing left: Class fixes :p Then this server will be totaly playable but yea you guys are hard working we all thankful to you for that.
Also ping. The lag is very noticeable where I live. Where is the server? Kazakhstan?
Where are you from?

Hey... Check this out.
Image
Just need to know how how much xp/renown players should be given and when. Also what counts as a Deathblow? Anyone wanna help me out?
I think the deathblow is based on the person who does more than 50% of the damage. Currently, it is based on whoever gets the last hit, which is kind of unfair.
Image

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RyanMakara
Posts: 1563

Re: Changelog 23/09/2014 (Dyes)

Post#27 » Wed Sep 24, 2014 10:34 am

As for the lag issue; I don't think it's the ping or server hosting that matters the most, but seeing high density fights in SCs causes visual lag. As in, characters start skipping frames and appear all over the place. This is caused by the server's capacity and ability to handle so many connections and commands at once.
Image

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SigmarPriest
Former Staff
Posts: 808

Re: Changelog 23/09/2014 (Dyes)

Post#28 » Wed Sep 24, 2014 10:46 am

RyanMakara wrote: I think the deathblow is based on the person who does more than 50% of the damage. Currently, it is based on whoever gets the last hit, which is kind of unfair.
We try to rebuild the orginal state. Deathblow goes to this one who made the last hit. The orginal server had the same mechanic.

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NeneEilserv
Posts: 176

Re: Changelog 23/09/2014 (Dyes)

Post#29 » Wed Sep 24, 2014 11:57 am

This is an awesome fix and one people have seem to be wanting. Where there are many bigger issues to address in the work being done, it was good I think, that you guys decided to make this fix first.
I could have gone for awhile without this having not been done, but it's a nice luxury to have at this point now, so thank you. :D

SigmarPriest wrote:We try to rebuild the orginal state. Deathblow goes to this one who made the last hit. The orginal server had the same mechanic.
Where the Scenario's are concerned, the tally list is looking good now.
But the concern over deathblows, SigmarPriest is correct!
This was how it was in the Official game and where it wasn't really cool for some douchebag to come along and steal kill your enemies last 5% that you yourself had worked on, this is how it was.
For now, lets not make changes (via previous other requests in other threads), lets let them stick to completing the game as it was and maybe then after the game is complete, we could have like a month to month voting system for new patches to change things for the better via public polls.
... just an idea. ;)

Regardless, I do feel the deathblow could maybe be from the one that mostly works on an enemy, but seeing as some classes can't do alot of dmg or didn't before, renown would be near possible to build.
This is why the offical game came up with Assist Renown in one of the later patches, so that the deathblow could be split between those that worked on the enemy. Whoever may come along and steal killed, would only get a small pecentage of the kill anyway despite stealing the actual deathblow.
In the end, the fight was about gaining renown only and rewarded you with such. I thought that system did work rather fairly in terms of fighting for it. :)

Anyhoo, great work guys as always. :D
"Stabbing is a great way to burn any unwanted fat off and besides, it's fun!"

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Azarael
Posts: 5332

Re: Changelog 23/09/2014 (Dyes)

Post#30 » Wed Sep 24, 2014 12:21 pm

NeneEilserv wrote:This was how it was in the Official game and where it wasn't really cool for some douchebag to come along and steal kill your enemies last 5% that you yourself had worked on, this is how it was.
For now, lets not make changes (via previous other requests in other threads), lets let them stick to completing the game as it was and maybe then after the game is complete, we could have like a month to month voting system for new patches to change things for the better via public polls.
... just an idea. ;)
I agree that they should recreate the game exactly as it was before until they are finished, but I hope that when they are finished, you and others won't use the argument "this is how it was" to justify bad mechanics remaining in the game. It's not actually an argument at all - it's http://en.wikipedia.org/wiki/Appeal_to_tradition along with similar arguments like "it's part of the game, deal with it". How the game was before RoR is utterly irrelevant to the questions of "could it be made to work better? can we make it work better?" and cannot be used as a counterpoint as it's meaningless. The developers didn't have some kind of master plan for this game, they were humans, not gods, and changing their work is not sacrilege.

Just wanted to make the point now, even though it won't be relevant for years - "that's how it was / part of the game" is my #1 hate in game development discussion. If you can improve it, do so - if you can't, don't, but don't act as though the 1.4.8 state of the game is divine coding scripture and should never be changed just because.

tl;dr keep the game exactly as 1.4.8 until absolutely everything has been implemented, but at that point look at improving it.

EDIT: I see that you proposed voting for changes once everything is complete. I'd prefer to see actual debate rather than raw voting, because votes don't tell you anything about the reason for that vote and do not encourage any kind of introspection whatsoever, as you can read the vote question, plonk down your vote for whatever reason (solid or weak) and have that vote counted as 1 regardless of whether you're well-versed in the topic or absolutely plum ignorant.

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