Fri Nov 6 23:57:32 EST 2020
CK gave my elite maze set a set bonus after I created it, and said he would get right on putting set bonuses for other sets but I do not believe he got to that. I also think the set bonus for my set is not worth having all the pieces equipped, because of the skull helm and unreality belt. Something that might be more desirable is having a set bonus not for all pieces but for 3, 6 or 9 pieces equipped.
Hows it going, and have fun.
Edited 1 time(s). Last edited by Jyreeil @ Sat Nov 7 0:53:00 EST 2020
Sat Nov 7 7:52:08 EST 2020
I'm a hipster so I don't use the Skull Helm. Also fights are too RNG anyways. All that matters is who goes first or crits most of the time.
Sat Nov 14 15:35:15 EST 2020
Quote from Symphony
Quote from Aurum KodEXo
Quote from Symphony
Some of the sets can be seen here also (I think maybe just ones with set bonus?) I think Aurum made it: List of Unofficial Sets
On somewhat related note: Interestingly, official sets, while recognized as a set ingame, don't give any set bonus.
Huh, that's true, I never actually never noticed or thought about that. When Observer was made a set, did you ask specifically to have a set bonus? Could be why that started. CK should give those official sets bonuses
Agreed, all sets should have something. No doubt there was a reason at the time, but don't recall
Invisible War ][
Sat Nov 14 15:41:00 EST 2020
Quote from Symphony
I'm a hipster so I don't use the Skull Helm. Also fights are too RNG anyways. All that matters is who goes first or crits most of the time.
Any idea what you'd want to change about that, if you could?
I think they're not as bad as they seem, but could do with tweaking.
For instance, we do have Defence stat as well, which acts like shield.
When we mess with the level caps, items will become more of a differentiator, and I'd like people to be very particular about the ones they're using. Perhaps we need to amplify the effects of all items. I can rebake the attribs automatically when the upper bounds are changed. Needs some proper testing. Perhaps we should have testing days were we can vote for whether a change is an improvement.
Also related: special effects (burn damage, poisoning, etc.) which items could have as a % chance of being applied, which would be like a negative skill buff and would last outside of the attack.
Invisible War ][
Mon Nov 16 0:54:12 EST 2020
Quote from Cyberkilla
Quote from Symphony
I'm a hipster so I don't use the Skull Helm. Also fights are too RNG anyways. All that matters is who goes first or crits most of the time.
Any idea what you'd want to change about that, if you could?
I think they're not as bad as they seem, but could do with tweaking.
For instance, we do have Defence stat as well, which acts like shield.
When we mess with the level caps, items will become more of a differentiator, and I'd like people to be very particular about the ones they're using. Perhaps we need to amplify the effects of all items. I can rebake the attribs automatically when the upper bounds are changed. Needs some proper testing. Perhaps we should have testing days were we can vote for whether a change is an improvement.
Also related: special effects (burn damage, poisoning, etc.) which items could have as a % chance of being applied, which would be like a negative skill buff and would last outside of the attack.
Unfortunately I don't pay attention to fights or check attack log to see if I ever lose an attack against someone in my swift kill list. Just when I attack Jackk. So my experience is trying to beat Jackk. I certainly overstated the RNG. But it is there, which is good. I could potentially beat Jackk, despite his power over me, but I have to rely on that RNG which has not happened in a long time. But it could happen, and has happened, so it's working well right now. Speed does end up playing the biggest factor when it comes to fighting people around your level though, as fights are fast. We might be doing too much damage in PvP. Some stats, like attack, could be lowered in a PvP fight to change that, and make fights slightly longer. That would introduce more chances for RNG stats to work. Speed could even potentially just be removed, and make who goes first completely random. But I dunno, power balance is a hard one in games. Changing one thing with combat or stats is going to change another part of it.
Edited 2 time(s). Last edited by Symphony @ Mon Nov 16 0:56:03 EST 2020
Wed Dec 16 10:21:36 EST 2020
Yes I noticed that speed is very good to have but only if you are within single digit levels of your opponent, otherwise their speed will naturally be too high to overcome with armor. I'm not really sure I like the idea of adding more rng if speed were to be removed. Sure it would make it easier to win against someone higher level, but I would almost just go for trying to make the armor more powerful compared to the base stats of every player. That would make it more strategic when choosing what set to try to get and which ones to put on and when.
Possibly CK could add an element of "paper, rock scissors" into the game by having sets of armor be different types and have strengths and weaknesses. This whole idea has been done in a whole lot of games and does add an interesting strategic element to it rather than just having to choose between stats that don't even seem to make a big difference in how the battles go. Like 10% accuracy and crit and block does not seem to make a huge difference in the outcome of a lower level attacking a higher level. Which can be frustrating at times because if that higher level player has just as good or better armor than yourself then winning becomes more a matter of luck than strategy.
Possibly CK could add an element of "paper, rock scissors" into the game by having sets of armor be different types and have strengths and weaknesses. This whole idea has been done in a whole lot of games and does add an interesting strategic element to it rather than just having to choose between stats that don't even seem to make a big difference in how the battles go. Like 10% accuracy and crit and block does not seem to make a huge difference in the outcome of a lower level attacking a higher level. Which can be frustrating at times because if that higher level player has just as good or better armor than yourself then winning becomes more a matter of luck than strategy.
Other thing I wondered about was having the person who initiated the attack sort of "get the drop" on whoever is defending(meaning they get the first attack). This could also add a strategic element. Possibly the defence stat could be utilized more so when you are defending, and maybe the attack stat can be used more so when attacking.
Hows it going, and have fun.