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Author Topic: New combat system testing requested  (Read 8590 times)
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Kendaer
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« on: March 21, 2004, 10:07:32 PM »

Drenac from here has implemented a different combat system which promises to be MUCH less random in the effects at higher levels/dks (In the current system, when you have a higher attack/defense value, it increase the range of both your tohit value and your damage value making it wildly variable and signifigantly different in the value of one attack point from levels 1 to 2 than from levels 13 to 14).

I think the system Drenac proposed has some potential and want to try playing with it a bit.  It is currently running on

http://logd-beta.dragoncat.net

which is my beta server where I test out things before I feed them over into my main server.  I plan on enabling the new combat code on my main server come Wednesday morning, but I'm hoping to get a bit more testing of it in the face of multiple dragon kills, buffs, etc before then.

Please create a character and play around with it.  The server has infinite new days running so you can play as much as you want until you get bored in the hopes of getting people spread out among different dk/level/skills quickly and you are allowed to have multiple character (unlike my main server).  All players also see debug output, so you can have some idea of the values being used for various things.  If specific people whom I reasonably trust ask, I'll give them access to more of the dev functions (like the user/mount/etc) editor so they can add things to try out other combinations more easily.

So, please, give it some testing and leave me feedback via petitions on how the fights compare to what you are 'used to'  I want to know if they are too hard, too easy, too long, etc.  If you really want to try and give tuning, let me know and I'll see what I can do without opening up the entire source.

Anyway, drop me petitions on the server as you try things out and see how they work.
« Last Edit: April 30, 2007, 06:52:08 PM by Talisman » Logged
Crim
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« Reply #1 on: August 28, 2004, 06:56:06 AM »

Excellent.
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« Reply #2 on: August 28, 2004, 10:03:03 AM »

Excellent.
The message you answered it's dated 22 March  Grin Grin
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Kendaer
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« Reply #3 on: August 28, 2004, 10:41:53 AM »

Heh.. yeah.. that combat system turned out to not work very well at all.. the system on logd-beta is the same as what is on logd.dragoncat.net and lotgd.net (and any other place running 0.9.8 code)
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Crim
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« Reply #4 on: August 28, 2004, 04:36:38 PM »

Heh.. yeah.. that combat system turned out to not work very well at all.. the system on logd-beta is the same as what is on logd.dragoncat.net and lotgd.net (and any other place running 0.9.8 code)
except for the fact of the 'New Day' button..  i killed the GD earlier, being able to use that help me not only zoom through it..  but at first i didnt realize how much strategy is involved in this game. Gems being used OR wasted, etc..
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Crim
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« Reply #5 on: August 28, 2004, 04:40:51 PM »

The message you answered it's dated 22 March  Grin Grin
I can't find a date myself, I have the default forum skin so...  dunno, I am however a newbie!
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Crim
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« Reply #6 on: August 28, 2004, 04:52:23 PM »

I had put %I for the time, in my profile. So it only showed the month # I guess. Anyways, it is fixed now lol
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Kendaer
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« Reply #7 on: August 29, 2004, 12:10:08 AM »

except for the fact of the 'New Day' button..  i killed the GD earlier, being able to use that help me not only zoom through it..  but at first i didnt realize how much strategy is involved in this game. Gems being used OR wasted, etc..

The new day button has nothing to do with the combat system.  The *code* is the same. Merely the options which are enabled are slighlty different.  Logd-beta is set up with infinite days because it is a place for TESTING code.  it is not a place to play in general.
Now, I don't mind if folks do play there to see what's going on, but be aware that it really is my playground and things will break there far more frequently than elsewhere (especially now that some of the central mod(erator) squad have become the mod(ule) squad as well.)
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« Reply #8 on: August 29, 2004, 03:42:06 AM »

things will break there far more frequently than elsewhere (especially now that some of the central mod(erator) squad have become the mod(ule) squad as well.)

*snicker*
« Last Edit: August 29, 2004, 03:43:11 AM by SaucyWench » Logged

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Selekta
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« Reply #9 on: September 27, 2004, 02:19:38 PM »

I liked the new fighting system...It is fast, and easy to use. It also seems a bit more fair.
 Wink
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strider
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« Reply #10 on: December 21, 2004, 05:41:21 PM »

So, is it safe to say the combat system from pre-11 is what we're going to see in the release or is there more improvements on the horizon?
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Kendaer
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« Reply #11 on: December 21, 2004, 11:00:33 PM »

Never any gaurentees Strider.

There's at least one major change which still needs to be worked on and completed, and it will very likely have implications for the combat system.
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« Reply #12 on: December 22, 2004, 01:27:33 AM »

Just one question beside this...

There is actually no limit on what players can attack in the fields... So a user with 25 dragonkills can attack users with 1 or less dragonkills which makes the fight quite "easy"

Is it possible to add a game config for the max. DK difference allowed for playerfights? (or maybe two points: max_dk_difference_down and max_dk_difference_up?!)
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« Reply #13 on: December 22, 2004, 05:49:50 AM »

There is actually no limit on what players can attack in the fields... So a user with 25 dragonkills can attack users with 1 or less dragonkills which makes the fight quite "easy"

Is it possible to add a game config for the max. DK difference allowed for playerfights? (or maybe two points: max_dk_difference_down and max_dk_difference_up?!)

Yes, quite easy... but they arent getting as much EXP as they would if they atacked a harder target.. lets say with about 18 DKs.
« Last Edit: December 22, 2004, 05:50:12 AM by Sichae » Logged

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Kendaer
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« Reply #14 on: December 22, 2004, 09:57:52 AM »

Just one question beside this...

There is actually no limit on what players can attack in the fields... So a user with 25 dragonkills can attack users with 1 or less dragonkills which makes the fight quite "easy"

Is it possible to add a game config for the max. DK difference allowed for playerfights? (or maybe two points: max_dk_difference_down and max_dk_difference_up?!)

Yes it's possible.  No, it's not going to be added.

If you add this, you can very easily get into the situation where your top players have noone at all that they can attack.   A *better* solution is tweaking the amount of exp lost/gained from PvP so that it's not really onerous to be attacked in PvP and lose.
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