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2/18/2015 16:53:47   
dfo99
Member
 

epic actually reach a state where don't lose players and don't get new players, the server maintain a constantly online players arround 500 online average. as a high lv player (rank 39) making arround 30 1v1 wins daily, i feel a strong lack of capacity to do anything in many turns in the battle, so this situation at low lvs must extreme, basicly they have 3 skills near insignificantly to fight, and the equipaments. release cores is good, but not will help fix the problem, imo a way to hide the problem (a fast and temporally solution) is creat new more cool animations to the low lv skills, and the true solution is release more skills to all classes, of course it will be a big challenge balance it, but epic duel never was considered balanced in the majority of players opnion. there is not much opnion, do it should be the maximum priority.
Post #: 1
2/19/2015 13:37:59   
Lord Machaar
Member

As you mentioned:
More skills = More balance problem.
With one tester or two that actually testing the game for balance, while others are fake/busy/testing updates/new contents. It will take months for such thing to be presented.
MQ Epic  Post #: 2
2/19/2015 17:29:53   
Xendran
Member

Doesn't need to be truly balanced, just reasonably close.
Increasing skill and build variety decreases the impact of imbalance on players unless there is something overpowered enough to roll through any other build.
AQ DF Epic  Post #: 3
2/19/2015 17:40:46   
Lord Machaar
Member

Ofcourse we aren't talking about 1 skill. All 6 classes have to be implemented in this change, unless if it's same skill as field medic which brings absolutely nothing to variety. Which means adding up 6 new different skills means each skill should be tested soloely in different builds/level ranges and maybe in different ranks. I think new skills now are cores, they do bring variety, easy in testing, critical in battle results, but as you can see "coding" problem hits again, with barely any new cores each month.

< Message edited by Lord Machaar -- 2/20/2015 2:04:33 >
MQ Epic  Post #: 4
2/19/2015 18:15:16   
Xendran
Member

It should be incredibly easy to functionally add the skills. If cores is anything like a modern spell system, it should actually be very little code work, and mostly just filling in the blanks, testing numbers, coming up with concepts, and adding in the animation.
The code work *should* just come from determining what part of the animation is considered a hit and what formula the attack uses. Any other effects in the game that apply on hit *should* just be running an Enumeration through a forEachLoop and executing depending on what effects the skill has.

Example of using a Structure to store the information:
http://puu.sh/dDagb/3563db2860.png
I want to make the base for a new skill? I just make a new structure and fill out the forms. Boom, skill can now be used with all applicable macros that use these structure values. I can fire it as a projectile or not, tell said projectile or non projectile to destroy itself on contact or to pierce, etc.

Example of the skill-specific code inside of the skill itself (Which in AS3 (flash) requires less attention to detail, less handling of odd events involving things like collision (Like an exception to stop the fireball exploding in your hand because it's colliding with you), and no handling of real physics):
http://puu.sh/dKtiv/c5d32b622d.png

Things can be simplified with macros and functions, such as that Fire Actor as Projectile being a handmade macro that i can apply to any actor within the game world , as long as that actor has a projectileMovementComponent with a valid velocity created for it:
http://puu.sh/dNkTI/f7960a6630.png

Destroy on Contact is another macro i made, so that each individual spell doesn't need code rewritten that all just checks for whether or not it's colliding with its caster or if it's colliding with something else.
One thing i did forget to add to that is a boolean that allows it to collide with the caster after the initial launch has gotten beyond the caster's collision box (has to have a delay or it would just immediately explode in your hand)

While this is heavily abstracted blueprint scripting, it is completely interchangeable with C++ and you can totally do similar levels of management with AS3. Its when you start getting into really intense stuff that you'd have to switch fully out of AS3.

Basically the point I'm trying to make: The only difficult part about adding new skills should be the animations and balance. Code-wise it should be easy assuming they did a good job with the core system
You can even ease up on the animation aspect by creating categories of skills with mutual animation aspects, such as "Rain" skills and "Projectile" skills which could be handled without any actual animation work at all outside of a trail or... well basically the flash equivalent of anything you would use Particles for.

< Message edited by Xendran -- 2/19/2015 18:34:14 >
AQ DF Epic  Post #: 5
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