Werewolf
Forbidden Ascension
- Joined
- Jul 15, 2012
- Messages
- 886
- Reaction score
- 123
Wow guys, thanks for all the feed back!, it is very appreciated.
K so lets see if i am able to clear some stuff up here.
Indeed, ranged vocations like archers do have a large advantage for not only being ranged, but also being the fastest walking vocation in titan kingdoms. but this has a flip side aswell. it's true their bow attack has a range of 8, and never misses. however all of their spells, because of their constant far range, makes it harder to land then any melee based character. Also all vocations are equipped with ways of dealing with different situations. As 121 had said, Assassins can go invisible to avoid archers. Guardians can form a shield wall to prevent the damage, berserkers use jagged stones and stuff to prevent movement, reapers have their own unique dodge slash ability to close gaps and this is just to name a few.. but all vocations have abilities like this. you simply need to play smart. (A side note, unlike my previous server attempts, the damage players deal to one another has been severely reduced, so that pvp would last longer.
i would not say this version is unbalanced like my many other attempts. First off, all my other attempts used the real tibia's really junky and unstable damage system, that is hard to calculate.
i now use my own damage formula, giving me full control over all the damage and such.
Also yes, their is hybrid vocations, however we are putting limits on this. each vocation has 10 unique spells. however your only able to have 8/10 of them at once, when you hybrid you have 20 unique spells, but you may only use 10 of them. this will create custom builds between players, even of the same vocation.
I will admit that my servers in the past have been so stuffed with content that they become wonky and unstable, sometimes even unplayable... but that was before, i used to try and rush the projects out as fast as i could and but just throw in some of my unique systems without actually testing them for stability. However this time around it will all be tested, and will not be rushed. i want this one to be by far the best in comparison.
K so lets see if i am able to clear some stuff up here.
If weaponry can never miss doesn't that mean ranged weapons such as bows/wands will be better than melee weapons in terms of kiting? I can already imagine ranged classes being able to kite melee classes easily.
Perhaps you could add in gap closers to help fix that?
Indeed, ranged vocations like archers do have a large advantage for not only being ranged, but also being the fastest walking vocation in titan kingdoms. but this has a flip side aswell. it's true their bow attack has a range of 8, and never misses. however all of their spells, because of their constant far range, makes it harder to land then any melee based character. Also all vocations are equipped with ways of dealing with different situations. As 121 had said, Assassins can go invisible to avoid archers. Guardians can form a shield wall to prevent the damage, berserkers use jagged stones and stuff to prevent movement, reapers have their own unique dodge slash ability to close gaps and this is just to name a few.. but all vocations have abilities like this. you simply need to play smart. (A side note, unlike my previous server attempts, the damage players deal to one another has been severely reduced, so that pvp would last longer.
I can also sense that it will be unbalanced like the other versions of the server. Just having so many custom vocations, items, and spells already makes it hard to balance.
If you plan to have "hybrid vocations" it will be even harder. I'm an enthusiast when it comes to custom content, but perhaps you're going about it the wrong way.
i would not say this version is unbalanced like my many other attempts. First off, all my other attempts used the real tibia's really junky and unstable damage system, that is hard to calculate.
i now use my own damage formula, giving me full control over all the damage and such.
Also yes, their is hybrid vocations, however we are putting limits on this. each vocation has 10 unique spells. however your only able to have 8/10 of them at once, when you hybrid you have 20 unique spells, but you may only use 10 of them. this will create custom builds between players, even of the same vocation.
For me it seems like you have so many cool ideas and then you try to plop it all into the server which will result in a mess. I think it would have been smarter to start out small and periodically build up.
As much as I enjoy the series of servers you've had, I don't want this one to be like the other ones where there is that "one" op vocations with an op "combo" that trumps everything else.
I will admit that my servers in the past have been so stuffed with content that they become wonky and unstable, sometimes even unplayable... but that was before, i used to try and rush the projects out as fast as i could and but just throw in some of my unique systems without actually testing them for stability. However this time around it will all be tested, and will not be rushed. i want this one to be by far the best in comparison.