this is true but players are sort of the environment here so you could say that everything outside of player conflict is player conflictjordancoles wrote:You realize that everything outside of player conflict is PVE, right?
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Jackard
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Re: The Ghost of Christmas Future, II
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DeadlyPencil
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Re: The Ghost of Christmas Future, II
I would hope this would be applied to animals as well.jorb wrote:Up to N points worth of difference (in everything useful, per some metric) will cause improvements to your combat results relative a player that has less than yourself, but improving beyond N implies no further gain.
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painhertz
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Re: The Ghost of Christmas Future, II
Go fuck yourself.sabinati wrote:shut the fuck uppainhertz wrote:PVE is Player vs. Environment otherwise known as player vs mobs instead of player vs player. being as how I alphed/betaed and played the first game to use the terms (Ultima Online) and damned near every other MMog in the 17 years since? I'm pretty sure i have you on this one. Get off my fucking lawn, kid. Tech: i'm a strong proponent of PVP, just not in haven, I play Battlefield 3, 4, and beta Hardline every day and that's nothing but PVP. The obscure combat in Haven just never drew me in enough to unravel it's intricacies and i prefer to play a more Thief type role in it.
Edit: to wit..... http://en.wikipedia.org/wiki/Player_versus_environment
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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painhertz
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Re: The Ghost of Christmas Future, II
I'm like Kudzu......NaoWhut wrote:I still remember killing you onpainhertz wrote:PVE is Player vs. Environment otherwise known as player vs mobs instead of player vs player. being as how I alphed/betaed and played the first game to use the terms (Ultima Online) and damned near every other MMog in the 17 years since? I'm pretty sure i have you on this one. Get off my fucking lawn, kid. Tech: i'm a strong proponent of PVP, just not in haven, I play Battlefield 3, 4, and beta Hardline every day and that's nothing but PVP. The obscure combat in Haven just never drew me in enough to unravel it's intricacies and i prefer to play a more Thief type role in it.
accident one day lol... the most
remarkable thing is no matter
how many times you die you will
always show up again
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NaoWhut
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tripp3
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Granger
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Re: The Ghost of Christmas Future, II
Off the top of my hat I feel that a difference of N between two players of equal skill should imply perhaps a 70-80% win ratio for the better leveled character, ceteris paribus.jorb wrote:We will, under all circumstances, most likely be working with relative improvements from stat gains, i.e....
Up to N points worth of difference (in everything useful, per some metric) will cause improvements to your combat results relative a player that has less than yourself, but improving beyond N implies no further gain.
Under a regime like that there would still be every reason to grind infinitely to keep up with the joneses, but you will also never be more than N points better than a fresh n00b, and we can hopefully then work to balance N toward a number that seems reasonable.
Even entirely new characters should then still have some potential use in combat, hopefully without causing too much problems on the alting side of things.[/quote]
This would be a good improvement over the current situation.
Out of curiosity: do you have thoughts about equipment vs. movement speed and/or the other stuff i wrote?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: The Ghost of Christmas Future, II
I've commented on it elsewhere, in that I think that movement speed based on skills/equipment/buffs alone is likely to be boring since it becomes a purely boolean matter of who is faster, if just by a fraction. I think there must be a basis of movement speed based on other factors like, perhaps, tile types, terrain slope, stamina and other such local factors. If there is such a system, I think it would be interesting to modify the speed inside it slightly based on equipment or whatnot.Granger wrote:Out of curiosity: do you have thoughts about equipment vs. movement speed and/or the other stuff i wrote?
I think y'all misunderstand the intention behind the Einherjeraspekt. Its primary purpose was "for balancing" or anything like that, but it exists mostly because ancestral worship is a cool thing. Everything else is secondary (if, of course, not insignificant). This is true for many aspects of the game. :)Granger wrote:Nevertheless, they at one point invented Einherjeraspekt to deal with the negative side aspects of permadeath in a non-casual (im terms of time invested in a character) game
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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painhertz
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Re: The Ghost of Christmas Future, II
Was there witchcraft in Iron Age Germany? ::Hint hint ::
Last edited by painhertz on Wed Feb 11, 2015 4:23 pm, edited 1 time in total.
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andrikyuzva
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Re: The Ghost of Christmas Future, II
Limit to one client per Ip. Cap the stats, make quantity of fighters and tactics matter.



