Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Thu Nov 28, 2024 2:34 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Mon Jun 22, 2015 11:54 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Edoras wrote:
Magma only clings on a failed reflex save, but before this change, it also always did half damage if you were clung, and reflex basically didn't matter after it clung first. It made it so that once you got stuck with magma, you were guaranteed to always take half damage. It was quirky and counter-intuitive.

Technically, the code has always given double damage when it stuck and normal damage on a successful save. Hence the claim that magma spray was the most powerful damage spell. But this became a glass half-full / half-empty distinction. If you thought the base damage was poor, then it made more sense to consider it half damage on a save (and that is also how all the rest of the code works anyway, so also led to that conclusion).

At any rate, you now get double damage (or if you prefer, normal damage) on every failed save. The damage amount has not otherwise been changed.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Mon Jun 22, 2015 11:58 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Qulrokil wrote:
Presumably resist elements still mitigates damage, as "prevents magma from clinging" is clearly no longer that valuable?

I also doubled the damage from each DoT while halving the duration. So a single stick does the same amount of damage as before, but in a protracted battle where you have the opportunity to stick multiple times, it is doing double damage that it used to do.

The affect of resist elements has not changed.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Mon Jun 29, 2015 8:43 am 
Offline
Mortal

Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
Due to its non-magical nature, is magma supposed to bypass all forms of magical protection like racial mp, sanctuary and protection, or was it intended only to ignore mr and mp runes?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Fri Jul 17, 2015 2:28 pm 
Offline
Mortal

Joined: Sat Jun 19, 2004 10:51 am
Posts: 317
Thuban wrote:
Baranov wrote:
Are there plans to adjust prone status to not reset stance? The accuracy reduction of prone was never the issue. The issue is that stance is reset to neutral by the prone status, this leads to an onus on being a front row character (tanks/swashbucklers). I strongly recommend keeping the accuracy decrease to prone status and remove stance reset. That way trip and bash are still useful as an accuracy debuff, but are not effective "I win" tactics against front row characters. This would also lead to encouraging front row characters tanking (PvP and PvE).

There are further plans for tanking and proneness, yes. This was merely the first step of an effort to make things more balanced and interesting, and you can expect more changes as Dulrik has the time to implement them. Retaining a higher accuracy as a tank does have some mechanical implications, especially for people who are in the front rank without a shield, so this can be seen as a minor relative buff to all of those types of characters. Even shield users will parry better than before while prone, which means many traditional tank builds will be slightly improved. As an aside, what you may not be aware of is that the accuracy penalty for being prone was out of line with other conditions that penalize accuracy. It is now better balanced with those; it's bad enough being prone without also having your accuracy destroyed.


I am late to the party. I understand it's still a work in progress, I also understand that there should be some penalties during the duration of stuns, but hot damn it's such an annoying "feature". Isn't a simple work around to this where currently you have a seamless setting to the neutral stance during a bash where you can just add in a code that you just as seamlessly revert back automatically to whatever stance you were before when the duration of the bash ends?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Sun Aug 02, 2015 11:28 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
New on 8/2/2015:
- Happy hour!

Cebalrai, High Astral Walker of the 33rd Dimension wrote:
[XX ] Cebalrai: A HAPPY Announcement from the Astral Guild
To: ALL
On: Spring 3, 1396
In: god writing

Greetings, Adventurers!

We, the members of the Astral Guild have finally perfected a
form of magic that will transform the way you interact with
the world of Pyrathia! We proudly introduce HAPPY HOUR unto
these Shattered Kingdoms!

During happy hour, everyone will arrive within the Crystallis
Lounge upon recalling from elsewhere in the realm. We expect
everyone to remain true to themselves in this most amazing of
places, but know that it will be nearly impossible to be
physically aggressive with one another within the Lounge. We
shall be offering, additionally, free food and beverages to all
that spend time there.

For those not choosing to enjoy the Crystallis Lounge, there
are still benefits to be had during happy hour: those training
around Pyrathia will find that they learn more quickly. Those
who are unfortunate enough to die during this period of time
will find the gods most merciful and giving with their blessings
of resurrection and will not feel disoriented by death.

We hope that you will enjoy these, the fruits of our tireless
effort. On behalf of the entire Astral Guild, I bid you a good
day!

- Cebalrai, High Astral Walker of the 33rd Dimension


And the help files:

Help 'happy hour' wrote:
[Game help] Happy hour

In the desire to foster a time where the powerful of the realms could gather
to discuss their issues and interests, the Astral Guild has used its
mysterious and powerful abilities to create a neutral ground. The Crystallis
Lounge exists outside of normal space, in a dimension where aggression is
nearly impossible. For about three days every two months, the Guild twists
the undercurrent of space so that dimensional travelers appear at the lounge
first instead of their normal destination. Free food and drink are available.

None are forced to stay. Recall from the Lounge allows travelers to continue
to their homeland. It costs no energy to arrive in the Lounge. There is also
a portal available to take groups of travelers to a common destination.

See also: recall inn happy-hour-qa

Help happy-hour-qa wrote:
[Game help] Happy Hour Q&A

The following Happy Hour Q&A is to be considered OOC information:

Q: When is happy hour?
A: Happy hour is a time period lasting for approximately 90 minutes each real
life day. It is currently scheduled from 16:30 to 18:00 PST (Server Time).

Q: What is happy hour?
A: During happy hour there are a number of special benefits available:

- Accelerated XP gain and regeneration speed (as per normal bonanza rules)
- No XP penalty for raise death/breath of life/oracle of life
- No spirit disorientation from coming back to life
- Users of recall (or word of recall) go to the Crystalline Lounge

Q: Why would I want to go to the Crystalline Lounge?
A: There are many benefits to this location including:

- Aggression is nearly impossible in this location
- It is a safe place to gather a group for adventuring
- It is a safe place to role-play with both allies and enemies
- It is an inn for the purpose of increased regeneration while resting
- Free food and drink are available
- It has an astral note board and free materials to use it

Q: Why would I ever leave this nirvana?
A: At closing time all patrons are forced to continue on their journey. If
you arrive at the Lounge after closing time, you will be forced to leave.

See also: recall inn board death "happy hour"

Note that the server uses Standard Time. So currently if you are in Pacific Daylight Time, happy hour acually begins at 5:30pm and ends at 7:00pm.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Sun Aug 02, 2015 11:53 am 
Offline
Immortal

Joined: Wed Jan 14, 2015 12:26 am
Posts: 423
Dulrik wrote:
New on 8/2/2015:
- Happy hour!

Help happy-hour-qa wrote:
[Game help] Happy Hour Q&A

Q: What is happy hour?
A: During happy hour there are a number of special benefits available:

- Accelerated XP gain and regeneration speed (as per normal bonanza rules)
- No XP penalty for raise death/breath of life/oracle of life
- No spirit disorientation from coming back to life
- Users of recall (or word of recall) go to the Crystalline Lounge



Using the oracle during happy hour also won't count against the total number of times you have used the oracle.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Sun Aug 02, 2015 1:04 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I foresee more "You wanna take this outside?" style conversations.

Is the point of happy-hour to allow for the game to be a bit more "friendly," perhaps, and the timing scheduled around peak times?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Sun Aug 02, 2015 1:43 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
We want to rally everyone around a time to log on where you can expect to find others online as well. This is a self-perpetuating virtuous cycle. Whether your interest is finding someone to adventure with, enchanting goods, hanging out with your friends or even having a chance to roleplay with your enemies between cycles of PK - happy hour offers something for all!


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Sun Aug 02, 2015 1:50 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
When you say "Aggression is nearly impossible in this location," What exactly does that mean? Are there scripts to prevent damage/death/spell starts or finishing?

Particularly, if a final strike is even remotely possible that would pretty much suck.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 6/22/2015 Q&A
PostPosted: Sun Aug 02, 2015 2:29 pm 
Offline
Mortal

Joined: Wed Jun 03, 2015 4:49 pm
Posts: 229
I dunno I think a final strike at something like this, with some twenty people gathered, would be a hilarious post. I sorta wanted someone to walk in and final strike during the huge congregation of the Sargas/Calrion/Alshain fight, but nobody did :(


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 79 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group