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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Game Development: Approaches to Combat
ZO KOOL

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roboboy33
- Posts: 94
- Joined: Sun Jul 03, 2011 2:41 am
Re: Game Development: Approaches to Combat
This testing environment is not suited for simulating real fights, and this gives people incorrect ideas about how the system would work in real situations.
You let people get to 1000 stats and then give them ~q50 weapons, this makes attacks weak since attack weight scales with weapon ql, where defense weight doesn't. This makes it seem like your attacks are doing less than they should, which generates incorrect feedback for presumed real scenarios. I suggest starting people at and capping stats at 300, and generating q100-200 weapons in order to give people an accurate experience under this new system. This would give you better feedback about how the system should be changed.
You let people get to 1000 stats and then give them ~q50 weapons, this makes attacks weak since attack weight scales with weapon ql, where defense weight doesn't. This makes it seem like your attacks are doing less than they should, which generates incorrect feedback for presumed real scenarios. I suggest starting people at and capping stats at 300, and generating q100-200 weapons in order to give people an accurate experience under this new system. This would give you better feedback about how the system should be changed.
what the fuck say
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Hasta
- Posts: 2250
- Joined: Sun Sep 14, 2014 3:27 pm
Re: Game Development: Approaches to Combat
This. Also, if possible, add "spar-only" area to do some accurate testing, because, let's be honest, some people are there to drink milk and f.ck things up, and there's no milk in Valhalla.roboboy33 wrote:This testing environment is not suited for simulating real fights, and this gives people incorrect ideas about how the system would work in real situations.
You let people get to 1000 stats and then give them ~q50 weapons, this makes attacks weak since attack weight scales with weapon ql, where defense weight doesn't. This makes it seem like your attacks are doing less than they should, which generates incorrect feedback for presumed real scenarios. I suggest starting people at and capping stats at 300, and generating q100-200 weapons in order to give people an accurate experience under this new system. This would give you better feedback about how the system should be changed.
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Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: Game Development: Approaches to Combat
You know that there is a lot of no-aggro zone?Hasta wrote:
This. Also, if possible, add "spar-only" area to do some accurate testing, because, let's be honest, some people are there to drink milk and f.ck things up, and there's no milk in Valhalla.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: Game Development: Approaches to Combat
You know that there is a lot of no-aggro zone?Ozzy123 wrote:Hasta wrote:
This. Also, if possible, add "spar-only" area to do some accurate testing, because, let's be honest, some people are there to drink milk and f.ck things up, and there's no milk in Valhalla.
Btw J&L, you should make the moves auto re-cast while in standing and not in movement, just like it was in legacy.
Last edited by Ozzy123 on Wed Jun 08, 2016 12:47 pm, edited 1 time in total.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Hasta
- Posts: 2250
- Joined: Sun Sep 14, 2014 3:27 pm
Re: Game Development: Approaches to Combat
No, in fact, I did not =( Thanks.Ozzy123 wrote:You know that there is a lot of no-aggro zone?Hasta wrote:
This. Also, if possible, add "spar-only" area to do some accurate testing, because, let's be honest, some people are there to drink milk and f.ck things up, and there's no milk in Valhalla.
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Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: Game Development: Approaches to Combat
Anyone wants to fight/spar on the test server right now?
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Atamzsiktrop
- Posts: 1124
- Joined: Sun Apr 01, 2012 10:32 am
Re: Game Development: Approaches to Combat
All I want if it comes to testing is changing Valhalla. Just make everyone start capped and give us some equipment (base armor set and perhaps weapons to choose from? like B12, bow and sword/shield in inventory), cause collecting stats and weapons/armor everytime you die or disconnect is annoying.
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Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: Game Development: Approaches to Combat
You dont lose stats when you die tho, but I just 1v1'd couple of people and its impossible to win, we were just standing for 30 minutes and we couldnt even damage our defences.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Atamzsiktrop
- Posts: 1124
- Joined: Sun Apr 01, 2012 10:32 am
Re: Game Development: Approaches to Combat
Yeah, just when you reconnect.