@jetah Well ofc! Players may have mitigation armors by talents (reducing by 1%-25% the damage taken by a specific source aka fire for example. Would be nice an active talent and not something passive. So you click it and you gain hemm an armor vs that elem for a short period of time). For sure not a vulnerability/resistance system like for mobs.

Posts made by Finland
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RE: πΌππππππ€ π¨ππ₯π ππππ¦πππ₯πͺπ
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RE: Instanced Dungeons/Raids
@logain said in Instanced Dungeons/Raids:
This means you have to kill the same boss over and over again and there is end-game content because of progression, where people naturally start to stack.
The only end game of that game is PvP related and it's the challange to controll more terriotires than other guilds.
@logain said in Instanced Dungeons/Raids:
Now I wouldn't express it in such a harsh and blunt way, but I agree with the general gist of your statement in another thread, which fully applies here (tricky versus relaxed, needing players to safe-guard enticing cooperation and interaction in an MMORPG) as well:
Yeas sorry, relaxed was not the right term. I think an instanced dungeon should be tricky but If you have to focus on only one thing is some how relaxing. Instanced dungeons/boss you focus only on pve. Battleground/arenas you focus only on PvP. Both could be triky. Managing both became just PvP.
@logain said in Instanced Dungeons/Raids:
You can have absolutely safe and laid back PvE only in an open world dungeon if you interact and cooperate with people who guard you in the meanwhile (that's the alternative) and you get rid of the countless botters that completely mess up the competition in PvP (that's the negative effect on the design of PvP).
Nope in open World/Dungeon it's just a question of numbers. You may go there with 6ppl defending you and another guild comes there with 100ppl and will harass you down. In Albion the top pvp guilds were monopolizing the dungeons/boss area. this happend not only for the grinding thing but also because dungeon where the places with the most players. If we get the same thing the game will be like Albion.
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RE: Instanced Dungeons/Raids
@jetah it's just an option for those who does not want to open pvp or do pvp during a dungoen/boss run.
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RE: πΌππππππ€ π¨ππ₯π ππππ¦πππ₯πͺπ
@logain said in Enemies with immunity:
If the creature is meant to be ANY form of challenge to a player yielding abilities that the creature doesn't resist, it means you stand no chance to kill it with 1/20th the damage (or less if creatures can be weak to elements!).
Resistance should be limited to one Element only (for each level). At the same time giving vulenrability to another element.
For example. I have a group facing a Slime Boss. That boss is Vulnerable to Frost damage taking double damage from Frost spell but with high resistance to AA, mid res to Fire, low res to wind. Others (like /electric/shadow/light/blood/..) gets no resist/vulnerability. Keep in mind to use a system like this to manage resistance damage done:
Example if everyone in your party have a personal crit mod to 50%:
high resistance your AA crit chance will be 0% despite your personal crit mod and your AA damage reduced by 95%-99%
mid resistance your Fire crit chance will be 25% despite your personal crit mod and your Fire damage reduced by 45%
low resistance your Wind crit chance will be 37,5% despite your personal crit mod and your Wind damage reduced by 15%-25%
non-resistance your Other Elem crit chance will be 50% and your Other Elem damage reduced by 0%
vulnerable your Frost crit change will be 50% and your Frost damage is doubled.This way you can kill mobs in any case and if you want solo just respecc your build with spells that can kill that kind of mob.
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RE: Instanced Dungeons/Raids
@logain said in Instanced Dungeons/Raids:
@finland said in Instanced Dungeons/Raids:
(...)Instanced thing are good to avoid pvp while doing pve. You can fully focus on one thing.
You can still focus on PvE and avoid PvP in an open world if you manage to cooperate with others! Have one half guard you and watch your back while the other is busy with the PvE aspect, then either switch or pay your guards.
I can even quote you. *winks *
@finland said in Enemies with immunity:
(...)If people wants to play solo they can go for a single player game not a MMO that should entice the cooperative gameplay(...)
Nope, Albion Online had Rare spowns, World Boss and Dungeons Open World but there was no way. Those zone became Zerg vs Zerg. Player were just tagging the mobs to oneshot players around or those who were hiding till your party was low hp to one shot everyone and steal everything. Not funny at all! Instanced gives you immersive and relaxed dungeon experience. Open dungeon/boss were just PvP fight (zerg mostly) with some mobs around.
I can understand that gankers want to have nearly all players around in pvp on areas but you will never have there players that does not want it. Said that why don't you want to give some enjoyable content also for those that does not like your playstyle? I really don0t see eny problem. those who want open pvp will do it. those who want to do instanced things (dungoens/battlegrounds/arena) will to that. I think Open pvp players are scared about instanced things cause it steal players from open world. Well this means that players prefers instanced things otherwise everyone would play open world ;). Give things for everyone is what I say. You will never see high population by forcing players to only open world pvp.
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RE: πΌππππππ€ π¨ππ₯π ππππ¦πππ₯πͺπ
@logain high resistance shoud be like 95%-99% damage reduction and not capable to crit despite personal crit modifier, mid resistance should be 45% damage reduction with 50% chance to crit of the personal crit modifier, low resistance should be 15%-25% damage reduction with 75% chance to crit of the personal cit mod.
Example you have a personal crit mod to 50% and you are going to fight frost mobs with frost spells:
- if you fight vs high resistance your crit chance will be 0% despite your personal crit mod and your frost damage reduced by 95%-99%
- if you fight vs mid resistance your crit chance will be 25% despite your personal crit mod and your frost damage reduced by 45%
- if you fight vs low resistance your crit chance will be 37,5% despite your personal crit mod and your frost damage reduced by 15%-25%
- if you fight vs non-resistance your crit chance will be 50% and your frost damage reduced by 0%
Having resistance/mitigation make the game more enjoyable and cooperative. For example if you go to a frozen land with mobs that got frost resi just bring mates with electric spells or swap yours. Having all kind of attacks (basic/elemental/magic) that can damage everything in the same way will make the game less interesting and easier. If people wants to play solo they can go for a single player game not a MMO that should entice the cooperative gameplay.
PS. If we get resistance in this way we should add also vulnerability. So every school can suffer/counter others.
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RE: Instanced Dungeons/Raids
@mazikar said in Instanced Dungeons/Raids:
Instance dungeons are kinda cheating. I would say that only 10% of all dungeons should be instanced and that should only be the end boss. A fully populated dungeon makes people be social even if it isn't 100% advantageous it makes the game feel more alive. Killing a end boss should be a big thing, so killing a boss should only be allowed 1 time a week for each boss. Attempts should be limited as well, three attempts per week. Back when Everquest was going super strong I loved the extra excitement that random social encounters brought, and games like WoW lost that aspect 100% and it is sorely missed.
It's not cheating, and I don't get why you say so. Givin the chance to kill the whole dungeon to a small group is way better than an open dungeon cleared h24, with 300-500players running around trying to find 1-2 mobs or boss camper spwon trying to zerg it and steal eachother. Dungeons shoud be no attempt limited, Raids should be 1 clear per week. Instanced thing are good to avoid pvp while doing pve. You can fully focus on one thing.
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RE: Instanced Dungeons/Raids
@mazikar said in Instanced Dungeons/Raids:
WoW lost that aspect 100% and it is sorely missed.
WoW lost it when the blizzard implented the LFG and LFR.
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RE: Instanced Dungeons/Raids
@tulukaruk just put instanced dungeons in safe regions (arboreus). Give spell to teloport players around the planet (choosen city?)
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RE: Ingame Arenas In Example Boxing
@jetah or maybe not. Prolly it's what you wish.
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RE: protecting your settlement
@benseine limit to the npc to hire? I doubt that will be a limit of the number of players attacking
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RE: protecting your settlement
@ddox balance is impossible! A guild of 20 could try to sige or a guild of 300. More money/resources your guild gather more guards you can hire. You should be able to hire enough guards to defend the settlement in the worst case.
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RE: Ingame Arenas In Example Boxing
@phaethonas that's not a change but an extra. And hilarious is trying to suggest things to make a dead game. My suggestion will bring more players tho
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RE: Instanced Dungeons/Raids
@evolgrinz a real pver don't want a pvp dungeon
secondary an instanced dungeon gives you the chance to kill something and not walking around looking for mobs due the numbers of players.
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RE: Ingame Arenas In Example Boxing
@jetah said in Ingame Arenas In Example Boxing:
They'll have to have some great looking cosmetics to keep them sustained.
Yeah something like Hero skins for moba and some special mounts/pets
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RE: Instanced Dungeons/Raids
@logain said in Instanced Dungeons/Raids:
Demons can kill demons, but that requires... player interaction. You can not interact with somebody who's safely hiding in their own instance.
I think that wil be more equal/fair for everyone to have a choice. If someone does not want to pvp can hide in an instanced dungeon/raid. You can kill those that have your play style. If there will be not enough players it's a problem of playstyle. If you exclude instanced or safe spots does not bring more people to kill but will influence the overall player base (that will be low anyway). Those who enjoy to play safely will not play the game if you don't give hem things. So I think it's better to make everyone happy.
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RE: Ingame Arenas In Example Boxing
@jetah said in Ingame Arenas In Example Boxing:
you wanted to buy gold directly from the developers.
Yeah but none said that they will implement that.