you can use the onscreen keyboard(accessibility settings) on some tablets/surface pros and custom microsoft drivers to set ever letter as "a space letter" to be able to stylus/touch attack any letter in the alphabet, but multiple same letter names will be problematic. not to mention typing other things wont work w/o using all caps as a work around.
by the time youre done with that you will say "i should have just used my pc".
personally i don't see why tablets/mobile are even a conception thought of with the game so tiny.
The current "meta" for endgame PvP
Re: The current "meta" for endgame PvP
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: The current "meta" for endgame PvP
Why go into tablets and phones? " Keeping up with the jones" as an old saying goes. Otherwise it could happen the game will fade away
Go ask your kids, where you find the game you play? It's an app to play game etc
One must change in order to keep ahead or face what happened to the buggy whip production etc
Go ask your kids, where you find the game you play? It's an app to play game etc
One must change in order to keep ahead or face what happened to the buggy whip production etc
Re: The current "meta" for endgame PvP
mobile apps keep you continually busy, or limit your time to a few tries and a wait period for new attempts. this game hasn't made it that far yet. future sure, as of now nope. youll have 135 d/ls 105 will be an oops, the other 30 will be current players trying to kill raiders or check a mort on lunch-break.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: The current "meta" for endgame PvP
Basic Google play search. Top 3rd mud mmorpg game, total text based. , 50k downloads
Yes correct, areas must be finished then development of clients etc then we can be the top dogs
We have the artwork, design, and graphics needed to be truly unique from others. Rok started small but from it and other games we played we learned how to get the name out.
The hardest part truly is getting it all running but always work for the future.
Yes correct, areas must be finished then development of clients etc then we can be the top dogs
We have the artwork, design, and graphics needed to be truly unique from others. Rok started small but from it and other games we played we learned how to get the name out.
The hardest part truly is getting it all running but always work for the future.
Re: The current "meta" for endgame PvP
So proposed changes for a couple things I've seen and been working on.
Combat Timer Logoff:
If you have a combat timer and log off you will not be able to log another character in until the character is fully logged off. You can log in the character in question to move it/run to a safe area, or simply just wait out the combat timer. It's the same timer you see at the bottom right (purple one). Logging off in a non-safe square will give you a minimum of 10 seconds regardless of combat. Logging off in a city area or safe area will give you no timer.
Fade:
-Fade is removed once you attack, does not remove if someone else attacks you.
-Duration increased by 40%
-Fade gives +2 agi and +2 int while hidden. It only grants the bonus to pierce, not damage. (It is removed before the damage check applies but after the pierce check.). Removed once you use a spell/command/attack. So first attack in a group should give you a edge on hitting.
-FF stops fade and prevents refading.
Death Sickness:
-If you die you will have a temp sickness that lowers stats.
-In PVP
--Lose -2 stats for 3 minutes first death, -3.5 stats for 5 minutes second death, -5 stats for 7 minutes third death, and -10 stats for 9 minutes fourth death and up in PVP.
-In PVE
--Lose -2 stats for 20 seconds, any situation.
-Does not occur in game rooms (and arenas hopefully)
I am not sure if 3 minutes is too high in PVP or should I lower it to 2 minutes. I am trying to take into account running there/fighting/etc. If you wait the 3 minutes you will not get stacking (I.E: you will never see -3.5, -5, etc at increase times.)
Combat Timer Logoff:
If you have a combat timer and log off you will not be able to log another character in until the character is fully logged off. You can log in the character in question to move it/run to a safe area, or simply just wait out the combat timer. It's the same timer you see at the bottom right (purple one). Logging off in a non-safe square will give you a minimum of 10 seconds regardless of combat. Logging off in a city area or safe area will give you no timer.
Fade:
-Fade is removed once you attack, does not remove if someone else attacks you.
-Duration increased by 40%
-Fade gives +2 agi and +2 int while hidden. It only grants the bonus to pierce, not damage. (It is removed before the damage check applies but after the pierce check.). Removed once you use a spell/command/attack. So first attack in a group should give you a edge on hitting.
-FF stops fade and prevents refading.
Death Sickness:
-If you die you will have a temp sickness that lowers stats.
-In PVP
--Lose -2 stats for 3 minutes first death, -3.5 stats for 5 minutes second death, -5 stats for 7 minutes third death, and -10 stats for 9 minutes fourth death and up in PVP.
-In PVE
--Lose -2 stats for 20 seconds, any situation.
-Does not occur in game rooms (and arenas hopefully)
I am not sure if 3 minutes is too high in PVP or should I lower it to 2 minutes. I am trying to take into account running there/fighting/etc. If you wait the 3 minutes you will not get stacking (I.E: you will never see -3.5, -5, etc at increase times.)
Re: The current "meta" for endgame PvP
This is awesome, properly addressed most of the "broken mechanics" that we have up right now.
My only concern would remain on fade, you're making it so it's the get away spell for anything, meaning it buffs up stats can't be removed (except for having a druid) which means if you do it to a priest, he is very unlikely to die when moving and running carrying keys and dropable items, I kinda understand the purpose, but maybe being hit 2-3 times should make it "fade away", that way whenever someone is giving chase to a faded character it isn't impossible to kill him.
As for the timers I'd say you got most of them spot on.
My only concern would remain on fade, you're making it so it's the get away spell for anything, meaning it buffs up stats can't be removed (except for having a druid) which means if you do it to a priest, he is very unlikely to die when moving and running carrying keys and dropable items, I kinda understand the purpose, but maybe being hit 2-3 times should make it "fade away", that way whenever someone is giving chase to a faded character it isn't impossible to kill him.
As for the timers I'd say you got most of them spot on.
Thi
You can find me online on Lightning.
You can find me online on Lightning.
Re: The current "meta" for endgame PvP
Thi wrote:My only concern would remain on fade, you're making it so it's the get away spell for anything, meaning it buffs up stats can't be removed (except for having a druid) which means if you do it to a priest, he is very unlikely to die when moving and running carrying keys and dropable items, I kinda understand the purpose, but maybe being hit 2-3 times should make it "fade away", that way whenever someone is giving chase to a faded character it isn't impossible to kill him.
That could be interesting gameplay though. I think I kinda like it. Besides it's removed if, in this example, said priest casts a heal. In theory you could dump an item on a cav and heal them, but honestly if your group is that coordinated you're likely winning the fight anyway.
My suggestions:
-Maybe 2 minutes for the debuff timer to start, 3 seems kinda long to me. Obviously not seeing it in action yet but just my gut feeling on it.
-Is there a way to make the stat debuff only affect lvl25s? If so that would be best I think so people who get PKd while leveling aren't have an extra punishment added.
<Silhouette>
Re: The current "meta" for endgame PvP
every key fight ive been on is only 2 skirmishes long, 1 team will win and the losers regroup and comeback for the final chance, waiting 3 minutes to get your stats back will make it too late. i don't really see the logic here. penalize the guys that are outnumbered 5:1 for running back and trying.
fade seems better, initial surprise hits, or fade blast fade blast for ultra heavy MR enemy characters.
now remove the dodge penalty from druids so they can actually cast ff (they will be morphed for battle), they don't need the double penalty for agi loss to begin with.(its double because they lose the morphed dex and lose more unmorphed on top of it.) its horrible. i wouldn't mind using a support druid but not with that insane hit to agility. druids aren't OP enough to all have parkinsons disease.
sight should also work to reveal fade, just not the recast penalty added to it
fade seems better, initial surprise hits, or fade blast fade blast for ultra heavy MR enemy characters.
now remove the dodge penalty from druids so they can actually cast ff (they will be morphed for battle), they don't need the double penalty for agi loss to begin with.(its double because they lose the morphed dex and lose more unmorphed on top of it.) its horrible. i wouldn't mind using a support druid but not with that insane hit to agility. druids aren't OP enough to all have parkinsons disease.
sight should also work to reveal fade, just not the recast penalty added to it
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: The current "meta" for endgame PvP
Folder wrote:JadeFalcon wrote:DOnt mess up fade, its nice as it is.
Read, a scary thing.
You are killing the game's future on tablet/mobile client if you leave fade as is. This really needs to be considered.
This is the first time I'll agree to a fade change. I could see how that would be a problem typing the name on an iPad wouldnt be fun. However if it's changed so you come out on combat I think it should be reverted to how
It was in rok where you couldn't be hit until you revealed yourself by fade wearing off or you attacking. That way there wouldn't be a advantage to being on a computer over tablet.
Also I wouldn't mind seeing shorter times for players who have it casted on them (not the caster).
Re: The current "meta" for endgame PvP
Folder wrote:Thi wrote:My only concern would remain on fade, you're making it so it's the get away spell for anything, meaning it buffs up stats can't be removed (except for having a druid) which means if you do it to a priest, he is very unlikely to die when moving and running carrying keys and dropable items, I kinda understand the purpose, but maybe being hit 2-3 times should make it "fade away", that way whenever someone is giving chase to a faded character it isn't impossible to kill him.
That could be interesting gameplay though. I think I kinda like it. Besides it's removed if, in this example, said priest casts a heal. In theory you could dump an item on a cav and heal them, but honestly if your group is that coordinated you're likely winning the fight anyway.
My suggestions:
-Maybe 2 minutes for the debuff timer to start, 3 seems kinda long to me. Obviously not seeing it in action yet but just my gut feeling on it.
-Is there a way to make the stat debuff only affect lvl25s? If so that would be best I think so people who get PKd while leveling aren't have an extra punishment added.
That is now a tough call. PVP needs to really effect as a whole. What happens when I add more levels, Does it mean that they don't get a penalty at all?
One way I could see is if the first death doesn't debuff you at all, but imposes a larger timer on you, lets say 10 minutes. Then you start losing more stats, so people could ghost once before suffering stat losses.
I don't necessarily want to distinguish it so it effects level 25s only, as it seems weird to me. It is like stating a level 24 and under will never PK, though uncommon, it's untrue.
Fade doesn't need to effect stats, but I think it's good as it is. Would be interested on other peoples says too.
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