Dat ogre

Kismet
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Re: Dat ogre

Postby Kismet » Thu Apr 20, 2017 11:26 pm

People are going to cry regardless of the decision or result when high-stakes are on the line. I'd say let nature take its course and allow the cruel mistress that is fate play her game. Free for all. Non negotiable. No longer care.

Aftershock
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Re: Dat ogre

Postby Aftershock » Fri Apr 21, 2017 9:57 am

Lavelia wrote:Just going to post this really fast. If all three guilds are there beating on it upon death, how about just one person from each guild party up and do a /randparty with the winner taking the drop to their guild to random it among those members?

Example:

Pande = Joe Schmoe joins the party
Silh = Jack Smack joins the party
Defi = Jimbob Bubbler joins the party

/randparty

Winner = Jimbob

Then Jimbob takes it, goes back to his guild and does whatever with it as per guild rules for dealing with drops.

Anyways, that's my suggestion. Sorry for the names but -shrugs- it works!



This was best option.
Aftershock

CGI
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Re: Dat ogre

Postby CGI » Fri Apr 21, 2017 10:07 am

Nevermind

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Folder
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Re: Dat ogre

Postby Folder » Fri Apr 21, 2017 11:39 am

Doesn't matter anyway we all got trolled. Dropped a 0AD sword.
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JadeFalcon
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Re: Dat ogre

Postby JadeFalcon » Fri Apr 21, 2017 11:46 am

lol

Ok that was cruel, even by my standards
Don't take life too seriously. You will never get out of it alive.

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NiteHawk
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Re: Dat ogre

Postby NiteHawk » Fri Apr 21, 2017 2:21 pm

There was a few problems I'll explain in a little bit and how it was handled.

We're going to redo the last stages of it once I figure out a proper solution for this and continue with it in the future. The item was handed back, and everyone who was there at death was awarded PP as compensation, which should be more than enough I feel.

I'm also going to see about fixing crimson weapons so they are balanced finally and the dragon while I'm at it.

Thanks and sorry.

Rodeo
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Re: Dat ogre

Postby Rodeo » Fri Apr 21, 2017 2:22 pm

Thanks for getting on this right away! ♡

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NiteHawk
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Re: Dat ogre

Postby NiteHawk » Fri Apr 21, 2017 2:38 pm

I just want to point out.

A. The HP was unsure, we didn't know how many people were going to be on it. People can claim 'omg but benchmarks', but as the first mob who sits there all day and we didn't know if there would be 5 guys for 1 hour or 12 guys for 4 hours. It's a tough claim. I think all world walkers should have a certain time they spawn or random spawn for 10-20 minutes maximum, like the dragon is. Attacking a mob for hours is boring and this furthers my agreement to why huge HP mobs need to be toned down and different. For this mob we'll spawn it probably at crit sometime when people are on and we figure it out/fix it.

B. The item was actually correct, it had a bonus to demons, but honestly the use of a item like it is worthless. I didn't really think about it but there is no point to use it as it has crap damage except on one type. I approved it because I thought it was fine, but I can understand it's completely junk and needs reworking. I have a better idea on what will be done but I need to add some server changes for it to work.

C. For the dragon, I want to get scripting on getting and dropping items for the dragon, there is something I want to do with it as we discussed where it binds you the area for X amount of seconds so you can't drop steal stuff.

D. The items are unbalanced for the crimson dragon. They are still going to be the most powerful, but for example, the blade gives literally 25-30% more HR because it takes two turns when it hits and one turn if it misses, making it op for example. The other weapons also have bonuses that need to be fixed. Most of these were added pre-alpha and they need to be adjusted. I am thinking all weapons should give the same bonuses of the same type (I.E. Crimson weapons doing the critical damage, maybe chance to burn people and that might be enough.. and the values being upped to radiant OADs or something like that.) We'll figure out though, maybe more bonuses too, dunno yet.

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Folder
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Re: Dat ogre

Postby Folder » Fri Apr 21, 2017 3:10 pm

Ogre HP - yes it's rather boring to kill this EXCEPT when there is PvP going on. I assumed that is what the traps are for, to provide an interesting PvP experience. I think it would be better for it to not be spawned all the time, keep it to windows of funtimes. Of course it would need less HP to compensate for this.

Sword - Yeah, a bane weapon like that is certainly interesting to be used as a leveling tool or something but IMO a mob this hard should drop something that is usable all the time on a lv25er. It can also have a bonus if you so desire, but if it's just going to be a lvling weapon it should drop off something more appropriate (aka not so insanely hard to kill).

Crimson items - The staff isn't too bad right now I think, iirc it is = to a mana crozier but has the procs that can add damage to it. Those could maybe be toned down a little but it's not crazy OP imo. The sword is very strong, and yeah exactly for why you said it's a huge increase to effective hit rate. The damage is high too but it's actually not terrible because it uses 2x stam to do double damage. I rather like that idea and I'd hate to see it disappear entirely. But it should use 2 stam on misses, that's kinda broken. Or you could change the double attack to be a proc perhaps, instead of always on.


edit: Thanks for the clarifications btw. I won't lie I was pretty fucking salty for a while after spending all the time to kill the Ogre then having this happen. Goes to show we really need some more testing before releasing areas.
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NiteHawk
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Re: Dat ogre

Postby NiteHawk » Fri Apr 21, 2017 3:28 pm

Yeah sorry. I awarded PP (should have it on your earned) to the peeps that were there.

For the crimson items, I'd like to generalize what they do as a type because I want to bring in other items.
I.E. Crimson Weapons, 10% Critical Chance for 10-15% damage, Chance to Burn, 2% extra damage per successful hit up to 10%, etc. Crystal Weapons might be something to do with ice and freezing, etc.

Unfort theres no real way right now to have it work on misses though, the script doesn't fire there right now and it might not for awhile. I know it's an interesting effect though. I still want the items to be in the top and unique, but it might be a good idea if they all have similar effects though per 'group'.


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