ONLINE NOW: 52 LAST 24 HOURS: 131
« First | < | 30 | 31 | 32 | 33 | 34 | > | Last » |
Fight changes on Dev have been put on hold for a while, as I'm rebuilding the inside of Legacy to be more organized / easier to work with. I'm still open to suggestions for ways to take some of the randomness out of fights, I haven't stumbled across a perfect idea yet.
Feel free to post any ideas you have in the Suggestions forum or in a comment here. Maybe accuracy as a whole is just too low compared to the average players amount of dodge, resulting in very coin toss like fights between equally matched opponents. I'll see if I can get the equations up on our Wiki for people to see if they're not there already.
Feel free to post any ideas you have in the Suggestions forum or in a comment here. Maybe accuracy as a whole is just too low compared to the average players amount of dodge, resulting in very coin toss like fights between equally matched opponents. I'll see if I can get the equations up on our Wiki for people to see if they're not there already.
New outer portal is now live outside the game. I've only copied the most recent blog entries to the new system, this inner blog system will change to match soon. The forgot password system has been extended to a forgot login system and will give out account name reminders as well now.
The development pages are all on the new seperate system as well, any bugs with anything out there please let me know so they can be fixed. We also now have an RSS feed you can subscribe to that will show all blogs and Twitter will be getting regular updates!
The development pages are all on the new seperate system as well, any bugs with anything out there please let me know so they can be fixed. We also now have an RSS feed you can subscribe to that will show all blogs and Twitter will be getting regular updates!
We will be testing out some changes to the fight system on Dev later this week. A lot of complaints about the fight system seem to revolve around the randomness of encounters, so the first system we test will remove this completley.
What that means is whether you hit or miss your target will be planned out ahead and will adhere perfectly to the percentage chance you have to hit. So for example if you have a 90% chance to hit your enemy, then the system will plan 10 hits ahead with 9 hits and 1 miss. It will then shuffle that one miss in with the 9 hits so you don't know when it is coming.
There will still be a randomness to it, if you have 50% chance to hit for example you could miss 5 times in a row but at least with this you'll then be guaranteed to follow that with 5 hits in a row. Unlike the current system where it could be anything. No idea how this will play out in practice but will be interesting to see.
What that means is whether you hit or miss your target will be planned out ahead and will adhere perfectly to the percentage chance you have to hit. So for example if you have a 90% chance to hit your enemy, then the system will plan 10 hits ahead with 9 hits and 1 miss. It will then shuffle that one miss in with the 9 hits so you don't know when it is coming.
There will still be a randomness to it, if you have 50% chance to hit for example you could miss 5 times in a row but at least with this you'll then be guaranteed to follow that with 5 hits in a row. Unlike the current system where it could be anything. No idea how this will play out in practice but will be interesting to see.
LegCon was fun to run! The main points raised by the Chamber of Elders have been answered so we will take the items discussed and deal with them further when that system goes under the rebuild. If you want a say in the next system to be rebuilt go look in the suggestions forum and remember to provide a reason.
Gangs also got the chance to discuss points made by themselves and hopefully everyone got a good response from us. I also got asked about posting a list of "noted suggestions" so if you look in the "Guide Lines" thread in the Suggestions Forum I will start to post a list there. Here is a list of the main points raised and the outcome:
Warfare Points: Zorg will be looking into moving some items to hunting drops and making expo items cost points.
Abilities: Some Abilities raised look like they will get a small edit, minds eye, shadowing and tracking might be tweaked.
Advertisement: We had a few suggestions but we're not aiming to advertise fully until a few systems are rebuilt. Also youtube adverts...
don't go well for a browser based game.
Hopefully your reps have posted your points back in your member forums Thanks for all that turned up and Thanks to Zorg for being there to give live feedback.
Gangs also got the chance to discuss points made by themselves and hopefully everyone got a good response from us. I also got asked about posting a list of "noted suggestions" so if you look in the "Guide Lines" thread in the Suggestions Forum I will start to post a list there. Here is a list of the main points raised and the outcome:
Warfare Points: Zorg will be looking into moving some items to hunting drops and making expo items cost points.
Abilities: Some Abilities raised look like they will get a small edit, minds eye, shadowing and tracking might be tweaked.
Advertisement: We had a few suggestions but we're not aiming to advertise fully until a few systems are rebuilt. Also youtube adverts...
don't go well for a browser based game.
Hopefully your reps have posted your points back in your member forums Thanks for all that turned up and Thanks to Zorg for being there to give live feedback.
Puncuation Posse
- Updated by Meepers
HOF Top 10's
- Updated by Charlie
Crystal Maul Shaft
- Updated by Charlie
Crystal Maul Head
- Updated by Charlie
- Updated by Meepers
HOF Top 10's
- Updated by Charlie
Crystal Maul Shaft
- Updated by Charlie
Crystal Maul Head
- Updated by Charlie