RE: =ED= New DN 05/10/2011 (Full Version)

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ansh0 -> RE: =ED= New DN 05/10/2011 (10/9/2011 9:03:12)

Hmmmm....I see the that now Some very important problems of this game being solved
Like TLMs.well I'm also happy about the new skills,more specifically the ultimate skills
Tho I'm afraid that if they are "super" versions of other uLtimate moves then there is another problem of baLance considering the varium VS non varium discussiins as most non vars have NOT evolved




Hun Kingq -> RE: =ED= New DN 05/10/2011 (10/9/2011 9:34:10)

Matgon, might be new passives as well but Deadly Aim is really the only skill they could leave alone. For like smoke and malfunction if they adjust them for the Tact mercs and Cyber Hunters the Bounty Hunters and Tech mage classes get's the adjustment as well. Mess with Technician then 4 classes will get affected. If they decide Blood Lust gives too much health return for the Bounty Hunter and reduce the percentage then the Blood Mage gets punished. Then they go and adjust the skills for the new classes then the old classes gets affected, a seesaw effect, then they adjust the skills for the old classes then the new classes are affected.

So how can they get balance with all these links? Break the link and they can stop the seesaw effect and get the balance they are seeking.




One Winged Angel1357 -> RE: =ED= New DN 05/10/2011 (10/9/2011 9:56:09)

Hun being as balance is adjusting lines of code you can adjust the coding for one class at a time so changing TLM Technician would affect no one else




skeletondude -> RE: =ED= New DN 05/10/2011 (10/9/2011 10:27:52)

Mhmm the best part that the devs could add to Halloween is a special npc that would theme Halloween,now that would seriously top the icing on the cake [:D]




Stabilis -> RE: =ED= New DN 05/10/2011 (10/9/2011 10:36:37)

Hun are you aware of variables? They can be unique... changed at any time and, locally affect a part of code.




PumKing -> RE: =ED= New DN 05/10/2011 (10/9/2011 11:00:39)

@OneWing and FrostLich

I don't believe you two understood what I meant. I was talking about having a skill from the skill tree separte from classes that share the same one like mercs and TLMs. My suggestion was that they did not make contact as a data packet, keep them seperate. That way you can mod one without effecting the other, so you could make hybrid armor on tlm only go up to 8 or 10, while the merc hybrid armor could be left alone. You could also do the same for reroute, just lower the percentages and let the game take it from there, and you can keep the data the same from there, just a minor switch is all, the mechanics stay the same.




Midnightsoul -> RE: =ED= New DN 05/10/2011 (10/9/2011 11:22:13)

@pumking
it can work but we dont know for sure...

@on topic

OH i want the release already! i want some halloween stuff! T_T




One Winged Angel1357 -> RE: =ED= New DN 05/10/2011 (10/9/2011 11:44:19)

@Pumking read what i said to Hun that is a completely possible event to alter a skill on one class and leave it alone on the rest




PumKing -> RE: =ED= New DN 05/10/2011 (10/9/2011 12:43:10)

@onewing- while it is true i did miss that post initially, until you mentioned it, I know it is possible because I have some cursory skills in computer programing and you seem to understand it too. But my comments were not directed toward any particular player, I was directing them to the devs, I personally thought it was rather unfair for the mercs hybrid armors to be lowered with the tlms hybrid, and how it wouldn't take much to simply change a set of percentages, that was all.




One Winged Angel1357 -> RE: =ED= New DN 05/10/2011 (10/9/2011 13:03:39)

@Pumking i do not remember if we tried before or not but i believe Heal was made what it is now just for mages for an update or two before the change was added to all classes so altering a skill for just one class could end in an uproar causing other classes to be punished as well




Cinderella -> RE: =ED= New DN 05/10/2011 (10/9/2011 13:27:28)

@Shadronica- Ashari's job is to be part of the balance team, not to try and appease everybody. My job is basically the official scapegoat, which is why I said it's a difficult task. I'm also the one responsible if someone's idea doesn't get used, by virtue of my position.

I thought I had mentioned here that we were planning on rearranging the Tactical Mercenary skill tree, but it appears I only announced it on Facebook. I apologize for that. I know it sometimes seems like I'm holding back information that the Balance Team is able to give out freely, but it's not the case- I have to be authorized to give out any information before I can put it in the design notes.




Hun Kingq -> RE: =ED= New DN 05/10/2011 (10/9/2011 13:36:44)

greenrain13, Are you aware I have been doing programming since the 1970s?

One Winged Angel1357, you expect that just adjusting the code for one skill one class not affect the others
but one thing programmers try to do is make their job easier and get things done faster
so it was setup where if a skill was two overpowered Titan goes in adjust it then it gets adjusted for all classes
that use it. If he adjust it for that one class because of that link it can create a problem in the code called
bugs, a programmers nightmare. So what left to try new unique skills that are not link and that they can
target that one skill for that one class without affecting any other class. When the three new classes was
were created more new offensive/defensive skills should have been created as well as new debuffs. Like instead
of Plasma Rain how about Acid rain where it hits the players with damage and keeps taking away health.
Instead of Overload how about double bolt, when used in 2vs2 creates a bowl of lightning and strikes both opponents at once
but if there is just one player left then the attack is more intense. those are things I just thought of that would
be unique to the Blood Mage only and can be adjusted without affecting any other class.


Even though the change to the skills or field medic could not be released, they could have released the weapons maybe the armor and
keep working on making changes to the skills.




Laces -> RE: =ED= New DN 05/10/2011 (10/9/2011 13:57:01)

@Hun

They probably didn't release the weapons because they weren't done with them yet.




One Winged Angel1357 -> RE: =ED= New DN 05/10/2011 (10/9/2011 14:06:46)

Hun now you have just started rambling you started with something directed at me and finished somewhere in Ohio. I swear on my grave TM had the four turn heal before everyone else and i dont even know if the NPC's have the four turn heal yet an dif they do they just got it in the last month or so which does prove the skills are not linked and each one is coded to each class which allows titan to alter the skill on Class A(say Tech Mage and the Skill is Heal) while not affecting classes B-F. So even if you have been doing programming for 40 years you have let shortcuts fill your mind and create your bias instead of judging Titan on past things done in this game




Hun Kingq -> RE: =ED= New DN 05/10/2011 (10/9/2011 14:11:04)

From Twitter:

"Nightwraith_EpD Nightwraith
Blarg. Sorry folks, but we'll have to postpone this release until Monday. Too buggy to release now. Gives me time to make more shtuff, tho"

So Laces as you can see the weapons they planned to release was ready but everything else wasn't and Nightwraith will be coming up with more stuff for the release. I hope that they release more missions and raise the level cap, tired of seeing 34 -1.




Lycus -> RE: =ED= New DN 05/10/2011 (10/9/2011 14:21:55)

I'd just like to answer this debate, and say that as far as I am aware, all skills are connected. So if Technician is changed on one class, it will also be changed on any others. Though it may sound simple just to change the code, but the fact is that each skill is coded in once, then can be used on multiple classes, but all of them will be changed if one is. This is not for shortcut purposes, it's for the fact that it makes sense just to keep the skills the same to avoid confusion. If new players join and see all these skills, but they're different on each class, I think their heads would explode, because that would just be mega confusing!

Hope this clears that discussion up :)




Dendavex -> RE: =ED= New DN 05/10/2011 (10/9/2011 14:25:16)

@Rainaka So you cant make each skill work differently for the classes that use it?




Lycus -> RE: =ED= New DN 05/10/2011 (10/9/2011 14:34:12)

@Above: Theoretically you could, but the whole skill would have to be changed, because when the game queries the Data Base, it'll do so by the skill name. If it sends a message saying 'Malfunction' is being used, then of course it'll then use Malfunction, but if there were more than one 'Malfunction's in the DB, then the game wouldn't work, because it wouldn't know which it was referring to. So if a skill needed changing, as far as I know, (I just Moderate and test, I'm not a programmer, I just know this from what Titan's said in the past), then it would have to have a different name and naturally a different image, and be coded as a new skill.
This may sound like it was badly thought out, but it's for two reasons. Firstly as the above states, Data Bases can't really handle things being named the same thing, because like a human, if it was told to do something, and there were two things with the same name, it would just get confused. Secondly, as stated in my above post, it would be very very confusing if classes had a few skills that are the same, but they act differently! :P




One Winged Angel1357 -> RE: =ED= New DN 05/10/2011 (10/9/2011 14:34:38)

Rain that just leaves one question why did/do NPC have a shorter Field Medic cooldown then the players




Lycus -> RE: =ED= New DN 05/10/2011 (10/9/2011 14:38:37)

@OWA: That is one question that I will have to ask Titan about, but my logic would be that NPC's access skills from a different part of the Data Base that is specific for them, since of course most the NPC's have unique skill trees, it'd make sense if NPC's accessed the skills from an NPC specific part of the DB, but I don't know for sure, so don't quote me on that! :)




King FrostLich -> RE: =ED= New DN 05/10/2011 (10/9/2011 18:16:45)

And Nightwraith says monday update via Twitter. *sigh*, I highly doubt this gets done on monday. [8|]




Basicball -> RE: =ED= New DN 05/10/2011 (10/9/2011 18:22:19)

i don't




Shao Kahn -> RE: =ED= New DN 05/10/2011 (10/9/2011 18:23:26)

I'd hope it gets done by Monday, the tactical's reign of terror needs to end.




supermasivo -> RE: =ED= New DN 05/10/2011 (10/9/2011 18:36:24)

Above ^ Fore sure WE tlms will find a new build/way to pwn again =P xD




Stabilis -> RE: =ED= New DN 05/10/2011 (10/9/2011 18:47:09)

Great, looks like an update to hardcore balance coming.

Nothing to talk about so I'll reply to a previous comment.

@Hun, no I am not aware that you have been programming since the 70's or that you would bluntly announce that you are over 40 years old.




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