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Thread: Poison Cloud

  1. #11
    Developer - Managing Director Alex's Avatar
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    Alex
    I was thinking about counters for parties raided similar to the counters for quest completes, so you have to wait 6h, 12h. 24h os simlar time to raid the same party again. Also we will consider the suggest about travel in concealment like wouded arties.

    By the way, how are working the new party sizes for ambushes? now it should not be so easy to abuse of smaller characters.

  2. #12
    Junior Member
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    May 2015
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    Ellyria
    Currently there is a player who is repeatedly ambushing parties of much lower level. I am of a slightly higher level than him and even with me, the other day he ambushed me four times in a row and although I won, it got very annoying that every quest I ran I had to deal with him. One of the members of my team that follows one of my followers had to deal with him recently. He is a level 30 fighter and they were a party with a lv. 15 priest, 2 lv. 10 wizards, a lv. 9 fighter and a lv. 5 scout. They were no match for him and they were completely unable to defend themselves. He ambushed them so many times repeatedly that they ended up with not enough money left to heal themselves and they couldn't run quests any more. He did this to them about four days in a row. Now only one of the five members of that party still play the game, the rest of them all quit because it was no fun to just get slaughtered every time they played. If you go into the game you'll see many complaints in the shouts and on walls about it. Low level players are quitting because of this one player. That's an easy way to kill the game. This is a problem that needs to be fixed sooner rather than later. I think implementing a cool down timer like the quests would be a good start. The same way you can't run the same quest again until the timer runs out, I think there should be a timer that doesn't allow you to attack the same party repeatedly or like Raistlin and Zab said limits on the number of ambushes. Also, maybe another restriction could be added, as it stands, you can't attack a party that's smaller than you, they just don't show up in the list. Maybe you could make it so that any party who's average level is say more than 5 levels lower than the attacking party's average level doesn't show up in the list.

  3. #13
    Junior Member
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    May 2015
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    Netherlands
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    Rivanen
    First of, great game dev's really old school nostalgia. been enjoying it for a while now.
    but please for the love of every god in the realm you created, do something about the ambushes.
    Being ambushed isn't really a problem on it's own or is ambushing. with some desency it can even trigger a Match system between players.
    but the last few days lower level players been under attack of ambushes all the time .even right after being ambushed, just healed and ambushed again.
    this kills the flow of lower levels because they will not get anywhere at all besides the few city quests.


    simple math: players quitting means no diamonds bought , why would they they won't even get far enough to unlock some decent gear
    i'll be honest, i haven't bought any yet but did use the free diamonds botton, hoped it helps you too.
    so far it went from just a regular ambush now and then ,to plain harrasment

  4. #14
    Developer - Managing Director Alex's Avatar
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    Hello friends. I agree with most of your suggestions and complaints. This week we are going to upload a update with some enhancements for the combat screen to make it more dynamic, and also we made some adjustments on the multiplayer skills, adding some random chances to avoid or deflect the effect of the multi-target skills which was making direct effect with no salvation. Also, we are increasing a bit the cost in energy of multitarget skills. This will increase balance!

    About ambushes, initially we disabled the "brackets", I mean the level ranges for targeting parties in ambushes, because there were not many parties in the field. Now that there are more parties available to be raided, we definitely have to do limit ambushes by brackets determined by sizes, as well as limit daily the raids of a party over a same target. We also will consider other suggestions mentioned here and other threads.

    We want to thank to players their active participation in the game development!

  5. #15
    Senior Member
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    Quote Originally Posted by Alex View Post
    Hello friends. I agree with most of your suggestions and complaints. This week we are going to upload a update with some enhancements for the combat screen to make it more dynamic, and also we made some adjustments on the multiplayer skills, adding some random chances to avoid or deflect the effect of the multi-target skills which was making direct effect with no salvation. Also, we are increasing a bit the cost in energy of multitarget skills. This will increase balance!
    Please tell me this is only for the purposes of ambushing. Sure Wizards spells are powerful but the energy cost for these spells is high enough. Please dont mess with regular game play because ambushes are not working properly.

    Thank you!

  6. #16
    Developer - Managing Director Alex's Avatar
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    Hello Rastlin. I am aware of the annoyance caused by these kind of changes, but we consider they are still needed. In this case is my fault; we detected a mistake in my charts valuing the average damage/benefits per energy point for the multi-target skills. Last year when we lowered energy costs by half to all skills, we should have lowered it for multi-target skills in a lower amount .

    These changes won't affect only to Wizards. Every guilds have multi-target skills and all them will be changed. However, it's true that wizards will be more affected than others as they rely on these skills more than others. But the new feature which will affect almost only wizards is the new "salvation roll" to avoid the direct damage from those skills causing area damage direct over a group, to increase fights length and balance them.

    Asking to your question, I have to say that these changes are not being made to balance ambushes (at least, not only them). The changes try to balance difference between different guilds caused by the multi-target skills, most of them too powerful. You have only to watch the ranking ordered by level, to see that you will find 4 wizards in the Top 6, and 2 scouts which also rely on multi-target skills and xp bonuses. Rain of Arrows/Fireballs have been very powerful tools to harvest XP and we wanted to solve this time ago.

    Notice that the requests from my team mates included halving the damage from spells, and decreasing greatly the energy regeneration wizard's passive skill, but at least I could stop them to lower the passive skill, and changed higher energy better than lower damage, because though damage/SP is the same with both possible changes, at least in my way they will keep the potential of the skill.

  7. #17
    Developer - Managing Director Alex's Avatar
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    By the way, we are finished and testing our next update with enhancements for combat, as well as these adjustments I said above. This update will be uploaded on Monday surely.

    Now, our next goal is the party screen, and also we will make the needed adjustments on ambushes. We plan to set brackets to window possible targets, and set limits to amount of ambushes. We plan to set individual limits per target in the way I explained days ago, though also consider to set general daily limits as some players suggested here. What do players think about this?

  8. #18
    Senior Member
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    Zab
    Daily limits for ambushes are a good idea, Alex, but how will you do it? With people moving in and out of parties more often because of the cooldown timers, what happens when a player hits his daily limit and they party he is now in wants to commit an ambush....and they cannot even get the one with his limit hit to leave party because he is offline. How do you move around this? Will you set something to make the player who has hit daily limits come across as dead entering the ambush (even if he is not), so that it is fair to the players who want to do an ambush....?

  9. #19
    Developer - Managing Director Alex's Avatar
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    My initial idea is to set the ambush limits for targets, not globally, in the same way that the quest limits are limited by quest and not globally. So a player could not raid a party several times in a row, but he could change targets. Combining this with "windowing" the possible targets to a bracket where targets have more similar levels, or party compositions, etc, limiting the number of targets, both together would be an effective global limit. However, if possible targets are many and this is not enough, we could consider to set a global limit too.

    If we implement for ambushes the same replenishment times (for target parties instead by quests), the last raid considered for the party is the last of the members, this is, if your party is ready to ambush and accept a new member who is not, your party will have for all members be ready to ambush. Same than quests, with the difference that here we will not have bonus on the replenishment time reduction for the first 20 times you make a quest.

  10. #20
    Senior Member
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    Zab
    I like the idea of cooldown timers for ambushes, Alex. Thanks for the reply.

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