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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 8:05 pm 
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I'll stop talking about how bad they are when swashbuckler stops being such a horrible class. But that's neither here nor there.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 10:50 pm 
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Location: Redwood City, California
FinneyOwnzU wrote:
Code:
Changes:
- Changed color intensity of blocks and special attacks
A few of the new colors are just god awful terrible - especially trip using the $1 color code
whoaboy wrote:
One thing, the new way combat displays makes it impossible to follow as a third party. As a sorc/healer, all the messages of people parrying/shield blocking each other look painfully similar to hitting messages. Please change third party combat messages back.

The updates to the colors was not due to aesthetics (although I tried to pick readable colors that were already in use for other similar skills). The change is functional.

- Dark green ($2) is stil used for defensive skills, but only ones that you are using to protect yourself.
- Light green ($2$I) is now used for defensive skills that stopped your own attacks.
- Defensive skills that are not affecting you personally are now the default color ($A).

- Dark blue ($1) is now used for all offensive skills that you are using yourself.
- Light blue ($1$I) is now used for all offensive skills for which you are on the receiving end.
- Offensive skills that are not affecting you personally are now the default color ($A).

This does mean that an observer loses some context that they had before. While I wasn't out to specifically hurt observers, the point of this change was to make it easier to see the portions of combat that are affecting you personally. By definition, this does turn out to mean glossing over the stuff that you are not doing.

Keep in mind there were only a handful of color options available. ASCII only has 16 colors and the best of them were already in use during combat to highlight something else.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 11:00 pm 
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Tojishiro wrote:
Getting an XP boost also makes your familiarity go down faster? I mean, area familiarity is triggered to the xp you gain in that area, so if you boost your xp by say, 30% the familiarity will also burn out 30% faster?

Familiarity has the exact same effect on your XP gain that it did before. Yes, you will burn into the familiar zone 30% faster. But that's because you earned XP 30% faster. In other words, you can use a zone for exactly the same range of levels that you could before -- you are just leveling faster.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 11:05 pm 
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theORplayer wrote:
Quote:
- Add wisdom and charisma penalties to charm person
Fair enough, due to being controlled, but wouldn't charms be less concerned about themselves and throw their full weight behind things? Shouldn't they get bonuses (up to racial max) of str, con, and dex then to even it out?

I just feel a we're going to nerf a sorcerer being able to use charm for swashbucklers, priests, and other things - we should probably buff it so they have decent melee tanks/damage.

Otherwise, we're just opening a gap up more between pure damage classes (mercenary/barbarian/scouts) versus casting classes.

Right now as it stands, an MR barbarian who is smart is pretty immune to a sorcerer and their charms as it stands. Also pretty immune to rogues, bards, swashbucklers, barbs....etc.

My philosophy is that having a charmed NPC of class X should never be as good as having an equivalent level PC of class X. It should also not be quite as good as a non-charmed NPC of class X. I think this change is consistent with that vision and updates the spells to account for mental bonuses that were previously ignored or non-existent.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 11:08 pm 
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While we're talking about code and colors and stuff.

In vt extend mode in the bottom right hand corner of the prompt, there's a little period that appears to denote whether or not you're in the command lockout state.

It would be really nice if we could have a way to access that lockout character via the command prompt custom variables.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Mon Jul 28, 2014 3:39 am 
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SK Character: Rolf
Also, is anyone else color blind? I am. I've always had a major problem seeing dark blue ($1). I was hoping you might consider not using that color. If not, that's fine. I think I can change it on my client.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Mon Jul 28, 2014 3:43 am 
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Opey wrote:
Also, is anyone else color blind? I am. I've always had a major problem seeing dark blue ($1). I was hoping you might consider not using that color. If not, that's fine. I think I can change it on my client.


Seeing as this isn't a public safety issue, I'm not too inclined to think that this is really necessary.

Also, are taunt and heckle able to be used while prone since they are verbal skills?


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Mon Jul 28, 2014 8:03 am 
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ninja_ardith wrote:
Also, are taunt and heckle able to be used while prone since they are verbal skills?

I hadn't made any changes here with taunt and heckle works the same, so the answer is no. Could that become true? Maybe. I can see arguing for it making sense either way. I doubt swash needs that kind of power-up though. Skills should have answers, and getting knocked prone is a common answer.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Mon Jul 28, 2014 8:17 am 
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theORplayer wrote:
Double post!

Quote:
- Reduce max combat bonus/penalty due to size


Is this just damage? Dodge bonus? Bash bonus/penalty? All combat?

Clarification! :)

Damage bonus. Update notice updated.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Mon Jul 28, 2014 8:25 am 
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FinneyOwnzU wrote:
Code:
Changes:
- Reduce max combat bonus/penalty due to size

I don't really have an issue with this change per se, but if the damage of minotaurs, giants, and centaurs is getting lowered - you should probably consider decreasing the penalty these races suffer from their weaknesses too. Especially for centaurs and fire damage.

This came out of the fixes for AI rather than because I was trying to tweak combat, so you shouldn't expect huge changes here. The in-depth explanation is that the amount of bonus/penalty as you stepped did not used to be uniform (aka going from medium->large was not the same proportionately as going from large->giant, etc). Now each step in either direction gives the same bonus/penalty. It's this that determined where the new modifiers are set for tiny and huge.

Open to tweaking things a bit based on opinions after we spend a few months at the current settings.


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