Your thoughts on the PVE/PVP Game Settings?

04/08/2012 15:18 cruey#1
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So i'm here seeking some insight from those interested in playing on the private servers to help improve the development of my new server, Vitality Online. The subject is on the setting of PVE and PVP.

Definitions:
  • PVP: Player versus Player. Basically this is a general term that means everything to do with anything that happens in a battle between a player and another player.
  • PVE: Player versus Enviroment. This term describes the attributes and anything else that goes down during a battle between a player and a monster or a monster boss etc.

Vitality Online is dramatically changing the game settings regarding PVP/PVE to make numerous improvements to how battling occurs. These updates include:
  • Player VS Monster: The attributes used in a battle between a player and a monster has change dramatically! The amount of damage dealt to a monster will now be determined by the amount of Potency a player has. This means the star of the players pets, the level of a player and the equipment used by a player are completely disregarded as far as it goes for damaging an in-game monster. The attack damage is purely based off the amount of Potency.
  • Player VS Player: During a battle between two players will now stem off the attributes of each individual. This means player gears and player stats. Gem sockets will now be so much more effective. Citrines will increase a players damage output dramatically! As will the use of beryls in the same way with defense. This includes the attribute increases stemming from your appointed knights in "knight of the round table".

How does the new setting improve gameplay?
  • More Thrilling and Satisfying PK: The duration of a battle between one player to the other will now be lengthened! A battle will last much longer than just one simple chain-chop, it can last much longer with the use of other chain-abilities including the new mage skill!
  • Better Support from Paladins: Paladins can now heal and buff targets to increase their potential during battles. The new setting allows paladins to be more valuable in a fight by utilizing their healing, ressurection, stuns and buff skills, which are available to them after reaching certain divine levels.
  • Value of Questing: Due to the update in PVE, boss monsters in quests are now more entertaining as they will be harder to defeat! But the rewards will vary among attribute gems such as citrines/beryls. This means a bigger variety of options as far as it comes to getting more powerful! Vitality is no place for spam composing, its for actual entertainment with more entertaining things to do.

Feedback Wanted!

We would like your thoughts on the new system! Thought up any potential faults? Wanna let us know that our ideas are going to good use? Any feedback and constructive criticism is wanted. Just please don't make this personal...

Thanks!
04/09/2012 01:59 magewarior2#2
for me, it must be like the old old way .... something like ....


a guy of 200 BP kills a guy with 220 BP because hes gears and pets are more powerfull (like 2 p-atks vs 2 dino`s)
04/09/2012 05:24 funhacker#3
I don't think you fully understand the calculations that occur for damage during a battle.
One major fact you've misunderstood is the use of the cq_disdain table. It works on the difference between extra potency not total potency. Which means a character's level has no affect in the calculation itself.
04/09/2012 07:23 cruey#4
Quote:
Originally Posted by magewarior2 View Post
for me, it must be like the old old way .... something like ....


a guy of 200 BP kills a guy with 220 BP because hes gears and pets are more powerfull (like 2 p-atks vs 2 dino`s)
But don't you want a better challenge? :)

Quote:
Originally Posted by funhacker View Post
I don't think you fully understand the calculations that occur for damage during a battle.
One major fact you've misunderstood is the use of the cq_disdain table. It works on the difference between extra potency not total potency. Which means a character's level has no affect in the calculation itself.
Actually it does because im talking about the extra attributes you gain when you level up.
04/09/2012 08:53 funhacker#5
Quote:
Originally Posted by cruey View Post
But don't you want a better challenge? :)



Actually it does because im talking about the extra attributes you gain when you level up.
The only part the player level has is when increasing stats each level. As for the factors for damage they are

Extra Potency
Attacker Base Stats
Defender Base Stats
Attacker Skill Modifiers (if applicable)
Defender Skill Modifiers (if applicable)
Attacker Gem Modifiers (if applicable)
Defender Gem Modifiers (if applicable)
Attacker Gear Stats (if applicable)
Defender Gear Stats (if applicable)
Attacker Pet Stats (if applicable)
Defender Pet Stats (if applicable)

No where does any levels come into the calculation
04/09/2012 10:59 cruey#6
Quote:
Originally Posted by funhacker View Post
The only part the player level has is when increasing stats each level. As for the factors for damage they are

Extra Potency
Attacker Base Stats
Defender Base Stats
Attacker Skill Modifiers (if applicable)
Defender Skill Modifiers (if applicable)
Attacker Gem Modifiers (if applicable)
Defender Gem Modifiers (if applicable)
Attacker Gear Stats (if applicable)
Defender Gear Stats (if applicable)
Attacker Pet Stats (if applicable)
Defender Pet Stats (if applicable)

No where does any levels come into the calculation
Um? Im obviously talking about if your level 100 you'll have more HP/Attack than a level 1. I know you like talking to people like your above them, but I actually know what im talking about. I've tested out my theories and I posted this because I wanted to know what people thought of my servers new game settings, I didn't post it to be questioned as to how I changed it.
04/09/2012 11:42 funhacker#7
Quote:
Originally Posted by cruey View Post
We would like your thoughts on the new system! Thought up any potential faults? Wanna let us know that our ideas are going to good use? Any feedback and constructive criticism is wanted. Just please don't make this personal...

Thanks!
Quote:
Originally Posted by cruey View Post
Um? Im obviously talking about if your level 100 you'll have more HP/Attack than a level 1. I know you like talking to people like your above them, but I actually know what im talking about. I've tested out my theories and I posted this because I wanted to know what people thought of my servers new game settings, I didn't post it to be questioned as to how I changed it.
Not talking like I'm above you or anyone else. You asked if we thought up any potential faults to let you know. I'm letting you know.
I never asked how you changed it, I know how you did.
To base damage purely on the 'potency' like you said (which is actually extra potency) you edit your cq_disdain to set the maximum and minimum attacks. This removes the math for any stats as if you set it up to have a player only able to damage a monster 100 points no more no less if they have a 'delta_lev' of 1. This means that a level 100 with BP of 101 against a level 1 monster with 0 stars will do 100 damage each shot, where as if the monster isn't a starred monster at all it will be irrelevant. The damage will also be the same with a level 10 character with 11 BP, but say you do more damage with a higher delta_lev a level 1 character with 5 BP would do more damage than the previous 2 examples.

Don't mean to sound like I was asking, as I already know very well how that table works, I've already incorporated this with an event that would remove the affects of all BP differences.

You'll notice that also not just I know about how cq_disdain works, I can say with absolute certainty that "Demons Online" also knows as soul_necturn had said, and I'm sure others understand this too, another would be EO Paraiba.
04/09/2012 12:42 cruey#8
LOL Okay thanks for your input :)