will we ever see another good usa ot?

Shade ~

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Like Xikini said, Deathzot is dead right now and people are just waiting for May 31st to play it once again!
 

Xagul

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@Fat Boy There are plenty of people that just toss up servers (such as evo), boost the numbers to 9999999 and other really lazy things and open it just as there are plenty of people that download a real map pack and change nothing but donation items and open it. Don't let these lazy people put you off of trying similar themed servers just because most of them are often bad, there are still a few of us that actually put some thought into the design of our servers, even if the numbers are big.

For example on Deathzot when your health reaches 65535 (this is the number you are referring to when you mentioned the health bar looping), your health turns into a % instead so it can be displayed correctly.


Also a command players can use to change how they want their damage numbers to be displayed.
 
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Fat Boy

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@Xagul ahh nice yea im just waiting for your reset and ima give deathzot a go
 

Wirox

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@Xagul
There is one important difference between "low rate" and "high rate" that you haven't mentioned. Unless players on your server start as, I don't know, level 10000, there is a huge difference in terms of power between a new character and a character after a few hours of playing.

Other than that, the advantages you've mentioned are pretty much invalid, if you want to convince someone who prefers low rates.

I really cannot imagine a situation where a spell deals, for example, 100 damage and it's unbalanced, but if it dealt 99.9999 it would be alright, so you have to multiply every possible variable by 10000. Even if there is a very, very slight difference regarding that spell's power, I am absolutely sure you don't even know whether 99.9999 or 100.0001 is the perfectly balanced damage.
Anyway, such slight changes can be easily made with lower numbers as well. For instance, if you want a spell to deal 99.836 dmg, you can make it so it deals 100 damage 83.6% of the time and 99 damage 16.4% of the time.

As far as most of the players liking big numbers more – maybe that's the case, but personally I greatly prefer lower numbers. They are easier to work with and simply more elegant. When I decide if I'd like to play on a given server or not, whether a specific feature appeals to the masses is completely irrelevant. What only matters is whether it appeals to me.
 

Xagul

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I really cannot imagine a situation where a spell deals, for example, 100 damage and it's unbalanced, but if it dealt 99.9999 it would be alright
Lets say that an sd deals either 99 or 100 damage.

If I want to make a channeled arrow barrage that is balanced when compared to an sd, and I want this arrow barrage to hit 10 times per cast, I need to make it deal either 9 or 10 damage since I cannot have 9.9 damage.
Even worse if I want to make a super ninja guy that can hit 30 times within the time it takes for a mage to shoot an sd, now I have to make these quick but small hits deal 3 or 4 damage.
Now lets say that I want physical damage to be capable of applying a bleed that deals 10% of the original hit in damage over 5 seconds.
Ninja hits 4, bleed procs, 0.4 damage needs to be dealt as bleed over 5 seconds so I need to figure out a way to bleed the target for 0.08 damage per second.

Had I just multiplied the original damage by 100, this bleed could have dealt 8 damage, and the sd could have dealt 10,000 damage but instead I have to round the damage up to 1 or down to 0. Now I have a ninja that is either dealing 12.5x more damage than intended with bleed, or isn't allowed to benefit from bleed at all.
 

Wirox

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Lets say that an sd deals either 99 or 100 damage.

If I want to make a channeled arrow barrage that is balanced when compared to an sd, and I want this arrow barrage to hit 10 times per cast, I need to make it deal either 9 or 10 damage since I cannot have 9.9 damage.
Even worse if I want to make a super ninja guy that can hit 30 times within the time it takes for a mage to shoot an sd, now I have to make these quick but small hits deal 3 or 4 damage.
Now lets say that I want physical damage to be capable of applying a bleed that deals 10% of the original hit in damage over 5 seconds.
Ninja hits 4, bleed procs, 0.4 damage needs to be dealt as bleed over 5 seconds so I need to figure out a way to bleed the target for 0.08 damage per second.

Had I just multiplied the original damage by 100, this bleed could have dealt 8 damage, and the sd could have dealt 10,000 damage but instead I have to round the damage up to 1 or down to 0. Now I have a ninja that is either dealing 12.5x more damage than intended with bleed, or isn't allowed to benefit from bleed at all.
Why would you even want to make a vocation that hits 15 times per second? Other than the questionable "cool factor" it doesn't change gameplay in any meaningful way. But even if you insisted on implementing it, you can:

a) Implement what I mentioned in my previous post:
If bleeding deals 0.08 damage/s, then it deals 1 damage 8% of the time and 0 damage 92% of the time.

b) Instead of applying lots and lots of separate bleeding effects (there would be as many as 15 per second! – I wonder, how would you provide all the relevant info to the user without it being super confusing?), you can just stack them. So, for example, if the bleeding condition was applied 150 times, it would simply deal 12 damage/s.
 
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Fat Boy

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@Sir Sezago i like the systems you have with the upgrade gems, i like the monster outfit where its random and you have to loot a very rare item from any monster to use it, i dont like the castles tibia is meant to be open world not let players hide and gain exp then come out and pk lower levels just to go back to being unkillable in a castle spawn, paladin damage is very weak even with an upgraded donor bow im only hitting 200's

9/10
 

Zasranets

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Ruthless Chaos finally got announced so I would really suggest you check it out. It will fit most of your criteria for a server. I know it says it's hosted in France, but I'm a USA player and I've never had a spec of lag from playing on there. If you don't mind some custom then you will end up loving the server. Check out the thread and feel free to ask me any questions you have about it! :)
 

Xagul

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@Wirox
Questionable cool factor? I feel like super fast hitting ninjas are proven to be extremely popular since basically every rpg has one.

I am not disputing that you cannot come up with a hacky way of solving the problem, it is absolutely possible. My original point was that it makes development "easier" not "possible". Hell even my current server has these issues with hacky fixes, just in the opposite direction lol. A few spells hit the numeric limit for damage so rather than fixing the problem correctly, I just patched in a quick fix to separate these damages so they wouldn't be as big. Over time more and more spells started to hit this limit. In hindsight, it would have been way more efficient to just fix the issue properly by going through and changing damage in the source from 32 to 64, or go through and divide all damage by 100 or 1000.

But ok lets continue with your example then...
Since the damage is per second and lasts for 5 seconds, an average of 0 ticks out of the 5 you get would deal damage. The bleed actually dealing damage would be extremely inconsistent for fast, low damage dealing classes/spells. The better option would be the second one where damage over time stacks up, and I admit that is a great way to do it. Until you get to the point where the per tick damage becomes so high that players cannot heal through it anymore because it flat out 1 shots them (I have this as a monster mechanic in dzot actually, it's hilarious to watch btw). So now you have to add break points in the dot so once it gets too high, it splits up into smaller dots. You have effectively made the most simple script, 10x more complicated for literally no reason other than to display smaller numbers. In fact, an even better solution would be for you to make the server deal 10,000 damage but divide it by 100, round it, then send it to the players client... Actually no, add an option to the client "high rate or low rate". If you tick low rate, everything displays at 100x less.
 

Wirox

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@Wirox
Questionable cool factor? I feel like super fast hitting ninjas are proven to be extremely popular since basically every rpg has one.
Well yeah, it doesn't seem cool to me at all. I'd rather see a feature that adds some depth to the gameplay, or just makes it more enjoyable in general.

@Wirox
But ok lets continue with your example then...
Since the damage is per second and lasts for 5 seconds, an average of 0 ticks out of the 5 you get would deal damage. The bleed actually dealing damage would be extremely inconsistent for fast, low damage dealing classes/spells. The better option would be the second one where damage over time stacks up, and I admit that is a great way to do it. Until you get to the point where the per tick damage becomes so high that players cannot heal through it anymore because it flat out 1 shots them (I have this as a monster mechanic in dzot actually, it's hilarious to watch btw). So now you have to add break points in the dot so once it gets too high, it splits up into smaller dots. You have effectively made the most simple script, 10x more complicated for literally no reason other than to display smaller numbers. In fact, an even better solution would be for you to make the server deal 10,000 damage but divide it by 100, round it, then send it to the players client... Actually no, add an option to the client "high rate or low rate". If you tick low rate, everything displays at 100x less.
Do you know how many of those 0.08-dmg-dealing bleeding effects you'd need to one-shoot a player? A level 100 sorcerer has ~650 hp, so that would require 8125(!) bleeding effects.
And the first way of solving this problem isn't inconsistent at all. 0–1 dmg-dealing bleeding effects would only matter if there are a lot of them. And if there are a lot of them, you'd be very unlikely to get the low-end/high-end summed results. For instance, if there are 100 effects that deal 1 damage 50% of the time and 0 damage 50% of the time, they'd deal 40–60 damage in 96.48% of the cases. Not so inconsistent, eh?
 
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Xagul

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@Wirox We will have to agree to disagree on the benefits regarding development. I've experienced first hand the troubles dealing with numbers being both too low and too high so you aren't going to change my mind about it, and it doesn't seem you are willing to admit that simply increasing the numbers will solve the issue with absolutely no impact on the gameplay.

As I have previously stated in one of my original posts, you could change the damage numbers to random letters or words and it wouldn't change anything as far as gameplay/balance/depth is concerned. Honestly, you could just remove the numbers all together. Just have an experience bar that fills up, effects that display when you hit things, and a health bar that goes down when you get hit. The only thing you might want to show players is their actual level and skill value.
 

Wirox

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@Wirox We will have to agree to disagree on the benefits regarding development. I've experienced first hand the troubles dealing with numbers being both too low and too high so you aren't going to change my mind about it, and it doesn't seem you are willing to admit that simply increasing the numbers will solve the issue with absolutely no impact on the gameplay.

As I have previously stated in one of my original posts, you could change the damage numbers to random letters or words and it wouldn't change anything as far as gameplay/balance/depth is concerned. Honestly, you could just remove the numbers all together. Just have an experience bar that fills up, effects that display when you hit things, and a health bar that goes down when you get hit. The only thing you might want to show players is their actual level and skill value.
Of course it changes things. Even if you simply increased every number by 10000, at the very least it reduces visibility.
But in addition to that, you're adding some values in between (this is why you're doing it all in the first place). So instead of making a spell deal 1'000'000 damage (which would be 100 multiplied 10000), you'd also change the value to something like 1'000'217 for the sake of balance. And such numbers are more difficult to work with for the players.

You've also completely disregarded what I said in my first post:
You cannot say you're just multiplying all the variables by some constant if players don't start on level ~10000 with tons of health/mana, dealing tons of damage. And they don't, because I've just checked it – you start as level 1.
 

pitbullmindset

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seems alot of ots nowadays are download and run/ get money and close. ive just been playing noxious ot for years because i cant find any other good ots to spend my time on that arn't cash grabs. note i ignore most evos since i dont like level 5k servers =.=. just wondering when a good usa ot will come there are tons of polish and br ones but id lag like hell on those
Medivia (pendulum) is a High/mid rate from USA
 
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Fat Boy

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@pitbullmindset ive played medivia it was fun but annoying at the same time because i didnt have friends so it made it 10x harder to play a server like that, i never played pendulum but i did play the new usa server when it launched gave up at around level 50 just kept getting jumped because they knew i had no backup
 

pitbullmindset

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@pitbullmindset ive played medivia it was fun but annoying at the same time because i didnt have friends so it made it 10x harder to play a server like that, i never played pendulum but i did play the new usa server when it launched gave up at around level 50 just kept getting jumped because they knew i had no backup
If it was a lowrate (x1/x2) exp I understand that. But servers with staged experience like pendulum are way easier.
I pretty much always join the servers alone and I have no problems at all to make a team. Joining a team is way easier and even more if you speak fluent english.
 
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