#31
  1. Periodically energetic Perler
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    Originally Posted by Ehlanna
    Pshaw! That wasn't throttling, that was just a snuggle
    Methinks you and I have different ideas about snuggling
    Vi Veri Veniversum Vivus Vici.
  2. #32
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    Just gone through a Behemoth, a Vivi, a Guard Bot and a Bomb - nice xp tallies - burnt through 400HP (roughly) and 300+MA and got ... 2 Devs!

    Comments on this post

    • f'lar agrees : It would be very nice if higher-level monsters dropped cash in accordance with the HP you'll lose while fighting them!
    According to Sod's Law, buttered toast lands butter side down, when dropped.
    Per nature, cats always land on their feet.
    So, what happens when you strap buttered toast to the back of a cat and throw it out a window?
    .
  4. #33
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    Originally Posted by displeaser
    Methinks you and I have different ideas about snuggling
    Snuggling? Involves cheese-wire, nut-crackers and boots filled with boiling custard, right?
    Last edited by Ehlanna; January 9th, 2007 at 02:45 PM.
    According to Sod's Law, buttered toast lands butter side down, when dropped.
    Per nature, cats always land on their feet.
    So, what happens when you strap buttered toast to the back of a cat and throw it out a window?
    .
  6. #34
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    Originally Posted by Ehlanna
    Just gone through a Behemoth, a Vivi, a Guard Bot and a Bomb - nice xp tallies - burnt through 400HP (roughly) and 300+MA and got ... 2 Devs!
    I just killed the same 4 bots - lost 1160 health and 300 MA; earned
    1075 exp and 20 Devs!
  8. #35
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    I ran the series: Cost me 254 HP, 0 MA, I gained 24 Dev and 1115 XP.
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  10. #36
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    I think the usernames in the Top 10 should be links that display the relevant users' stats.

    There could also be links there to challenge someone - and knock 'em down a few pegs.
    .
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  12. #37
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    Originally Posted by Ehlanna
    Snuggling? Involves cheese-wire, nut-crackers and boots filled with boiling custard, right?
    Oohhhhh, u never mentioned the boiling custard boots before
    Vi Veri Veniversum Vivus Vici.
  14. #38
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    I agree with making the usernames link to the user's stats and I suggest to expand the list (not as the default option, but have a link like "Top 100" for example under the top 10 list).

    It would also be good to sort users and with other criteria than only the number of wins. Criteria like levels (XPoints), or number of battles played...

    Comments on this post

    • displeaser agrees : good idea
  16. #39
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    i would like to have some higher level monsters opened up, i'm at level 21 and i can kill every monster it will let me attack in just one hit, my karate kick does about 1700+ damage, none of the monsters have that much health either, i think monsters that are too hard to fight should always be available, not necessarily all of them, but enough that there is always a monster you can attack that is a challenge, as it is now i just have to make sure my MA and HP are full, and just try and kick, i'll trip about 4-5 times and then hit him and i win
  18. #40
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    This game is poorly balanced.

    Like edman007 was saying in the postcount++ thread - there's no point fighting higher level monsters - there needs to be a clear relationship between risk/reward.

    E.g.
    chance of finding Devs = base chance(1%) + character modifiers + monster modifiers + scene modifier

    amount of Devs found = base amount(1) + character level modifier + monster modifiers + scene modifier

    Here's an example of a character modifier; a character with a Battle Type of Thief has +10% chance of finding devs after a battle.

    Similaraly, maybe some monsters are "hoarders", making it more likely that Devs are found after defeating them.

    EDIT:
    I think scense could play a significant part. Different characters/monsters could have different advantages/disadvantages depending on the scene. Although, if it worked this way, the scene selection should be random each battle.

    Comments on this post

    • edman007 agrees
    Last edited by b3n; January 12th, 2007 at 05:46 AM.
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  20. #41
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    not just that, it needs the special attacks to do less damage and work more often, something like kicking is not a thing that should fail 80% of the time, and no attack should ever be able to take out the highest level monster available to you with just one hit

    i think most of the constants involved should be completely reversed, special attacks should work out to get a success rate of at least 70% (its about 20-30% now), and their power should be maybe 1/8 of what it is now, so a level 20 does maybe 250-400 damage

    and another thing is the constants available are not taken into account as they should be, my evade is 1300+, my speed is 1200+, so then how is it possible that a monster with a speed of 200 and an evade of 150 can doge my sword 20% of the time, and then he hits me 80% of the time? with numbers that weighted i should dodge 95% of his attacks and almost never miss, the attack should be something like this

    hit chance = (Attaker Speed * wepon speed constant * scene modifier)/(defender evade)

    (that should make it swing wildly in ones sides favor when they are very far apart, where its minor when they are close)

    and the attackers damage should be calculated with a similar formula, possibly giving different types/races different constants depending on the scene (ninja's are good at night, not so during the day)
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    Originally Posted by b3n
    This game is poorly balanced.

    E.g.
    chance of finding Devs = base chance(1%) + character modifiers + monster modifiers + scene modifier

    amount of Devs found = base amount(1) + character level modifier + monster modifiers + scene modifier

    Here's an example of a character modifier; a character with a Battle Type of Thief has +10% chance of finding devs after a battle.

    Similaraly, maybe some monsters are "hoarders", making it more likely that Devs are found after defeating them.

    EDIT:
    I think scense could play a significant part. Different characters/monsters could have different advantages/disadvantages depending on the scene. Although, if it worked this way, the scene selection should be random each battle.
    There are already complex calculations on when and how much devs are rewarded when you kill a monster. I can assure you that we will never award devs based on the user's level. If you fight a level 1 monster, you get level 1 possibilities, no matter what level you are.

    There is already extensive logic in place that changes the odds of reward based on character modifiers as well. We just choose not to share the specifics. We've already made it where the monsters give out more devs. What you guys need to keep in mind, is that killing monsters is not the only way to earn devs (create threads and posts in the forums, basically do what you normally do).

    Deeper scene integration is something we've kicked around, but not gotten around to implementing. Not sure if we could ever implement this in a fair way.

    As far as the monsters, we've been thinking about more attacks for them as well.
  24. #43
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    The reason I have concerns is that I haven't gotten a single drop this week.
    Dear God. What is it like in your funny little brains? It must be so boring.
  26. #44
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    Originally Posted by edman007
    not just that, it needs the special attacks to do less damage and work more often, something like kicking is not a thing that should fail 80% of the time, and no attack should ever be able to take out the highest level monster available to you with just one hit
    The idea behind spells and skills doing much more damage, but only working a little is to offset regular weapons. If your spells worked as well as your weapons did, you would always just use one or the other. With the special attack, making it MUCH stronger and working less often, counterbalanced the weapons.

    But thats gone now. We increased the percentage of it working, and dropped the damage significantly.

    and another thing is the constants available are not taken into account as they should be, my evade is 1300+, my speed is 1200+, so then how is it possible that a monster with a speed of 200 and an evade of 150 can doge my sword 20% of the time, and then he hits me 80% of the time? with numbers that weighted i should dodge 95% of his attacks and almost never miss, the attack should be something like this
    The base calculations in place are the ones written by the original author of this modification. The equations are quite complex, and they do make use of the available modifiers, just not using the same forumla you described.

    But dont worry, we'll be looking more into that, as well.

    Comments on this post

    • edman007 agrees
  28. #45
  29. Prisoner of the Sun

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    Originally Posted by Rich
    The base calculations in place are the ones written by the original author of this modification. The equations are quite complex, and they do make use of the available modifiers, just not using the same forumla you described.

    But dont worry, we'll be looking more into that, as well.
    Then the equations are too complex, in my opinion. It doesn't feel like a cohesive, balanced system.

    Whilst I respect the time and effort taken by the original author to create this applicatation, I'm not overly impressed
    Last edited by b3n; January 12th, 2007 at 08:55 AM.
    .
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    - Bill Hicks


    "Truth is hidden in the subtle nature of the heart of everything, although it is invisible. One cannot see it from inside and neither from the surface. One can only live and experience it."
    - Heart Sutra

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