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Development log
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PostPosted: Sat Jan 09, 2016 11:12 pm 
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Currently I'm working on recoding the login from scratch into the HG. The purpose for this is:
    Easier/faster to develop new features and change stuff
    Safer and more reliable system, by restructuring some of the systems to prevent things like entire bags disappearing, or other items disappearing
    This will fix a long-standing and serious occasional bug in which the HG lost connection with Login for some reason which ended up with players not being able to login and progress on HG not being saved until the server restarted
    Higher performance


Here's other minor stuff I've done:
    Increased Cancellation mana cost (120->475)
    Spell names above heads are now green for allies, and red for enemies
    Enemy Kill notification above player's hea
    Fixed Astoria damage and stun resistance auto-balanced being too high (dmg bonus = ratio^0.9, stun resistance bonus = 1 / ratio^0.6)
    Fixed relic holder being able to teleport back to town with the recall pad (and eventually crashing server)
    Increased Hammer Strip chance to same as Battle Hammer
    Changed KWand damage from 4d3+6 to 4d4+8
    Added KWand physical damage (4d3+6)
    Fixed upgrading angels past +10
    Fixed character creation limiter sometimes not working
    Fixed some bugs with guilds
    Potential fix to items disappearing from mail attachements


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Re: Development log
PostPosted: Sun Jan 10, 2016 5:39 am 
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Joined: Sun May 19, 2013 5:39 pm
Posts: 203
2016 is rockin :lol:


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Re: Development log
PostPosted: Mon Jan 11, 2016 12:40 pm 
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Posts: 104
omg this is gonna be so sweet.. Im taking smooth this time.. Ahh cant wait i just so love the style of enthuastic Cleroth putting up fresh ideas etc. I just love this. So beautiful.


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Re: Development log
PostPosted: Tue Jan 12, 2016 10:24 pm 
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"Changed KWand damage from 4d3+6 to 4d4+8
Added KWand physical damage (4d3+6)"
ABOUT DAMN FUCKING TIME I BEEN SAYING THIS SINCE YOU LAUNCHED THIS FUCKING SERVER. But that cancel nerf tho..... and hammer strip to same as bh lol warrior server much? If you're going to increase the mana of cancel increase mana of pfm and amp pointless if you can spam those spells and get immune to most/all spells and the only way to remove it is to chase them for 1 minute having a mage literally do nothing or have a super rare spell that now will cost more then half their mp bar. Especially being a 140 server(unless decided to change the level limit) mages having lower magic, ofc people are going to say yea they can go 200 mag + angel. If a mage does that tho they are lacking in other stats from what iv noticed mages need at least 160+ mag if they are not just support or like sitting waiting on mp regains most of the time. Meanwhile warriors are fine with 130-140 dex and do just fine.

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Re: Development log
PostPosted: Tue Jan 12, 2016 10:43 pm 
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Shiffty wrote:
"Changed KWand damage from 4d3+6 to 4d4+8
Added KWand physical damage (4d3+6)"
ABOUT DAMN FUCKING TIME I BEEN SAYING THIS SINCE YOU LAUNCHED THIS FUCKING SERVER. But that cancel nerf tho..... and hammer strip to same as bh lol warrior server much? If you're going to increase the mana of cancel increase mana of pfm and amp pointless if you can spam those spells and get immune to most/all spells and the only way to remove it is to chase them for 1 minute having a mage literally do nothing or have a super rare spell that now will cost more then half their mp bar. Especially being a 140 server(unless decided to change the level limit) mages having lower magic, ofc people are going to say yea they can go 200 mag + angel. If a mage does that tho they are lacking in other stats from what iv noticed mages need at least 160+ mag if they are not just support or like sitting waiting on mp regains most of the time. Meanwhile warriors are fine with 130-140 dex and do just fine.


Topic about mage issues vs war is in "idea for a new rise" topic i think you will find there interesting ideas how to solve it ;p


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Re: Development log
PostPosted: Tue Jan 12, 2016 11:49 pm 
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Guess Cancel problem is caused by Gangbangers around the Owner.
Problem solved when Cancel is cast rapidly followed by Long Cooldown.

Alternatives are:
    High Mana Cost + Great Regens = bursts
    Two State Spells with fixed Time intervals = reward for correct (in time) bursts or penalty for incorrect if u please

The second option is an extension of the first, which means no randomness will be lost,
while there's always the possibility to randomize the optimal time intervals between casts.

The most deceiving Ratio is that of Burst Duration and Regens, Pornos.
Fucked up thing is that Regens are Personal.
I'd get it, if regen intervals were the Heartbeat of the Server — commencing at once, for Everybody, reviving the Server every once in a while.
But regen function is just so messed up:
    randomized
    different for mp,hp,sp
    determined by items
    once per login

Two State Spells go well with new Regens, simply cause aligning Spells with Regens is sort of experience while playing a Mage.

I believe there is enough Randomness about Items, so Regens should be Relaxed.
The last two items of the list above should hold, while a little quicker MP equal to HP regen could work better.
Question is, do Regens have to be that Random?
After all, it's what slows down hunts.


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Re: Development log
PostPosted: Wed Jan 13, 2016 12:21 am 
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Posts: 243
apt wrote:
Question is, do Regens have to be that Random?
After all, it's what slows down hunts.


What random you see in:
HP reg every 15 sec
Mp reg every 20 sec
SP reg every 12 sec

I would say its very easy to time especially mp regs - if you want it to be like "retard" easy to time a simple solution would be to make timer adjust to regens: so when timer shows 15 you got hp reg 20 mp reg 30 hp reg 40 mp reg etc

When it comes to cancel I think mp change is a nice touch but you still can cast like 3 cancels - 475 mana cost but dont forget about ms 18 neck + ms 28 wand so its more like 210 so its definitelly not a half of mana ;p. I still think that best solution is to remove manual completely - there is a reason why on both Oly servers there was so much buzz about it and leave charge wands which are perfect and beauty of them is that you can easly controll them by changing drop and number of charges. That way cancel still will be present but under control.


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Re: Development log
PostPosted: Wed Jan 13, 2016 12:33 am 
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Shiffty wrote:
"Changed KWand damage from 4d3+6 to 4d4+8
Added KWand physical damage (4d3+6)"
ABOUT DAMN FUCKING TIME I BEEN SAYING THIS SINCE YOU LAUNCHED THIS FUCKING SERVER. But that cancel nerf tho..... and hammer strip to same as bh lol warrior server much? If you're going to increase the mana of cancel increase mana of pfm and amp pointless if you can spam those spells and get immune to most/all spells and the only way to remove it is to chase them for 1 minute having a mage literally do nothing or have a super rare spell that now will cost more then half their mp bar. Especially being a 140 server(unless decided to change the level limit) mages having lower magic, ofc people are going to say yea they can go 200 mag + angel. If a mage does that tho they are lacking in other stats from what iv noticed mages need at least 160+ mag if they are not just support or like sitting waiting on mp regains most of the time. Meanwhile warriors are fine with 130-140 dex and do just fine.

If you got Cancel, you can probably pretty easily get your hands on high MS items (MS18 neck, MS28 dm wand). That's already 46 MS. You can get pu to 52 MS with Liche neck and MS30 wand. So basically it's more like ~235 mana to cast a cancel, which should be about 40% of your total mana. It is indeed a lot, but consider that it offers two things in return:
1. the possibility to use mana pots strategically with cancel. Before you didn't really have to worry much about it
2. The fact that there'll be less cancel casts overall means cancel can now be less rare

Increasing the mana cost of PFM/AMP is certainly a great idea though. Not entirely sure how much.
Besides, the whole point of the beta is to test this kind of stuff. It's generally better to underpower features than to overpower them.


apt wrote:
I believe there is enough Randomness about Items, so Regens should be Relaxed.
The last two items of the list above should hold, while a little quicker MP equal to HP regen could work better.
Question is, do Regens have to be that Random?
After all, it's what slows down hunts.

I'm not too much of a fan with the whole 'timing' skill aspect of Helbreath. I wouldn't really mind if regens were like 10s for hp, and 15s for mp (with adjusted lower values of course). This would also lessen the effect of having bad regen rolls. But really that's up to the community, I doubt most of the people want that.


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Re: Development log
PostPosted: Wed Jan 13, 2016 12:56 am 
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How about having a continuous Regen per second. That way fights will be less dependent on items, and less switching items going on, less macros for set switching. The items would still work but you wouldn't switch set for 3 secs and get full hp and then go back to other set and fight. It will be more fight till you are dead and less screwing and running around waiting for regent to come.

Imo pot chug delay in original hb was good, if people jump you, you can't chug 30pots in 1 second..


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Re: Development log
PostPosted: Wed Jan 13, 2016 1:26 am 
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eriquee wrote:
How about having a continuous Regen per second. That way fights will be less dependent on items, and less switching items going on, less macros for set switching. The items would still work but you wouldn't switch set for 3 secs and get full hp and then go back to other set and fight. It will be more fight till you are dead and less screwing and running around waiting for regent to come.

Can't say I like that idea. The lack of actual abilities in HB (eg. wars can't really do much other than run and swing, and potentially PFA/Para) as well as the presence of AMP means that you really end up doing not much during PvP, and if the need to switch sets is mostly removed, the game IMO becomes more boring. I kinda like the fact that if you're really good, you can technically get the edge on someone else by properly timing your regens. More frequent regens would actually make this skill harder to master, rather than switching at any time you want with continuous regen.

eriquee wrote:
Imo pot chug delay in original hb was good, if people jump you, you can't chug 30pots in 1 second..

I added an artificial delay to it a long time ago. I'm not sure why it was removed—either people didn't like it, or there was a problem/bug with it. I think it's fine if you're given a chance to survive while being 1v10... There's this thread in which people aren't too happy about it (5 seconds is way too much though). I think it was about 0.5s when it was implemented, and then was lowered. I think it should probably be about 0.1-0.15. This way you can still mostly chug as fast as you can, but not faster so as to allow a script to chug really fast (I remember in Diablo 2 there used to be a script which drank reju potions as soon as your health got dangerously low; I'm sure there's probably someone that's made such a script in HB as well).
Instead of adding a chug delay per potion, one could perhaps add a limit to how many potions you can chug at a time. For example, you're allowed to drink 10 potions, and then granted 1 more pot every second (you'd need to wait 10 seconds to drink 10 pots again).


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