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Messages - Voxpire

#61
Shard Changes / Re: [PENDING] Publish 49.4
September 25, 2013, 08:53:05 PM
If you have no ammo or your target is too close, you will resort to punching the crap out of them instead of firing the bow, or throwing the glaive if you're a garg.
#62
Shard Changes / Re: [PENDING] Publish 49.4
September 25, 2013, 07:54:42 PM
- Ranged weapons will now make you wrestle your enemy if they are within 1 pace, or if you have no ammo.
#63
Shard Changes / Re: [PENDING] Publish 49.4
September 25, 2013, 04:03:03 PM
I'm gonna eat, then I'll work on it.
#64
General Discussion / Re: Imbuing
September 25, 2013, 04:01:05 PM
The rating shown is the true rating.

Something in the code is probably doing something like a <= instead of < or maybe the other way around.
Suffice to say, I did clear up a few bugs and I am considering disabling the maximum rating cap in favour of simply having the count cap. -Imagine the potential of your gear then, to be able to imbue everything at max intensity without having to obey the rating cap? ;) Not set in stone, but I can turn it off and on at the 'flip of a switch'...
#65
Shard Changes / Re: [PENDING] Publish 49.4
September 25, 2013, 03:50:56 PM


About the Battle Necklace...

This was my thought process:

"necklace sucks, so they say..."
"np, let's upgrade it..."
"what is this thing lacking?"
"wow, it does kinda suck"
"what is one of the most important factors in PvP?"
"ahh - health, yeah, that's a good one"
"let's take advantage of the new uncapped health"
"what' a moderate bonus that isn't huge, but enough to make this not suck?"
"20? nah, seems a bit low."
"40? nah, it's just double 20"
"OCD tells me I must use 50, it's a nice round number"
"...considering the future and the new items from the new Abyss facet..."
"what kind of bonuses will we be adding to those?"
"100, 200, 300 bonus hit, maybe?"
"yeah, that seems workable, the new Abyss map is scaled on tier..."
"these Abyss items should raise the bar somewhat..."
"damage in hundreds is way more fun than damage in tens..."
"oh, I'll be able to code some pretty sweet boss sequences with the extra HP players will have..."
"yeah, tactical event-driven boss fights, interactive and staged!"
"better than just standing around swinging feather dusters until it dies..."
"yup, 50 hits bonus sounds great"
#66
Shard Changes / Re: [PENDING] Publish 49.4
September 25, 2013, 03:38:08 PM
Nah, didn't fall asleep this time (for once) - my keyboard ran out of batteries and no stores were open.

Note to self... really need to get a new keyboard.
#67
Shard Changes / Re: [PENDING] Publish 49.4
September 24, 2013, 11:16:46 AM
OK then, democracy wins -I'll shove as much a I can in to the patch at the last minute and publish it later ;)
#68
Shard Changes / Re: [PENDING] Publish 49.4
September 24, 2013, 09:14:14 AM
Depends on if you all want the boats in this patch or not. If everyone agrees that they can wait a little longer for the boats, I'll just add it to the next patch and push this one through today.
#69
Battles & PVP / Re: PvP With AI is it Overpowered?
September 23, 2013, 09:37:46 PM
Quote from: zaxarus on September 23, 2013, 11:44:56 AM
Another problem is a thing with the calculation:
The more HP a player has the higher will be the AI Dmg by his opponent. It's hard to see the logic in that.

You don't see the logic in that? For real?
For every 100 HP, it does 35 damage max.
It's a simple percentage... 35% cap instead of just 35 actual cap.
It's logical, because now you can have as much HP as you can get, you're not capped around 200 HP any more.

I do the math, you guys do the crying, that's how it's always been :P
#70
Shard Changes / Re: [PENDING] Publish 49.4
September 22, 2013, 02:11:28 PM
Because seeing the damage before the projectile hits the target is an immersion-breaker by my standards of game development and I'm anal about the small details - which always count.

It also allows us to accurately time special moves and other things that happen when a hit is landed.
It makes more sense that the damage is calculated only when the projectile strikes it's target.
Imagine if you used an instant-explode explosion potion and it appeared to explode and damage at the targeted point before you even threw it?

The travel speed of ranged projectiles is going to be much faster than currently, but it doesn't change how much time it takes between shots.

This is pretty much a visual/aesthetic decision, with future support for more accurate calculations to be done.

I've also upgraded Mystic Arc in order to make use of the new "physics".


For those pitching in about how archery works in real-life, in the middle ages, where bows weren't up to the standard of today's technology, projectiles would have been fired at a much slower velocity, but then again, it depends on many factors of the bow and ammo itself.
#71
General Discussion / Re: Thanks
September 19, 2013, 12:38:17 PM
You're all very welcome :)
#72
I'd just like to throw out the fact that we still have an entire new facet to introduce to the game, which will see a major increase in imbuing resources on the market :)

Supply : Demand
#73
Shard Changes / Re: [PENDING] Publish 49.4
September 18, 2013, 10:26:23 PM
Quote from: zaxarus on September 18, 2013, 05:36:46 PM
It's not DI, it's "Damage Modifier", right? Cause this is what we were talking about (goes over cap, like the normally dropping quivers in loot...)?

Quote from: Keeblerboy on September 18, 2013, 07:43:26 PM
Ty is correct its Damage Modifier not Damage Increase(DI).  All the other quivers have Damage Modifier of 10%.

It's named 'DamageIncrease' in the code.
It's the same thing as DI just with a different display name.
It doesn't affect standard DI in any way.
#74
Shard Changes / Re: [PENDING] Publish 49.4
September 18, 2013, 02:29:09 PM
Quote from: Electo Jason on September 18, 2013, 02:22:30 PM
- PvP Battle Necklace will now have +50 Hit Point Increase and 3 other random properties with random values, when created.

"Will this just be for new Battle Necky's or added to old ones as well?"

Only on new ones, old necklaces may have been imbued since they were created so we can not undermine that by resetting the properties.
The +50 Hit Point Increase will apply to all, old and new, if it can be fit on the old necklaces.

Quote from: Electo Jason on September 18, 2013, 02:22:30 PM
- Bonus Tier XP will no longer count towards rating or runes.

Will we be given the space back or do we have to unimbue than Re imbue?

You will get the space back automatically.

Quote from: Electo Jason on September 18, 2013, 02:22:30 PM
- Imbuable stat bonus caps have been increased by 5.
- Imbuable stat regen caps have been increased by 2.


So there will be new runes with higher property?

Yes, you will be able to create new runes at the higher values, your current imbued properties ratings will automatically decrease to compensate for the change in intensity.
#75
Shard Changes / Re: [PENDING] Publish 49.4
September 18, 2013, 02:08:49 PM
The list has been updated, the bug tracker is almost empty, this patch is almost ready - just finishing boats :)