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DungeonRider

Member Since 21 Feb 2014
Offline Last Active Jun 06 2014 20:12

#861946 Bot solution

Posted by DungeonRider on 11 April 2014 - 02:53

This is sad...

i see this never ending topic and its outcomes (which are destroing game and bringing fire to comunity)

for 10 years all around in every game, so let me sumarise the experience "what works best" in short.

 

1. Official stance on bots by HCS - http://forums.hunted...showtopic=60043

(done)

 

2. make the game properly - important stuff must be server side where "smart ones" cannot access,

if someone want to mess with his client, make blue screens and trash own computer, its his problem.

(perhaps done)

 

3. The "Official stance on bots" by HCS is very clear and posted in visible place,

it ensures that HCS care, and do its best, to create friendly and fair environment for everyone.

 

There are no need to spam forum with multiple topics which suggest to visitors

"that game is owned by bots, and everyone do nothing else but bot 24/7" (this is not truth !)

It unnecesarily bring fire and give very bad impression about the game

for both current players and newcomers.

(especially newcomers who did not even tried the game yet, but came to see the forums first)

(undone)




#861584 Quest rewards independent from player level.

Posted by DungeonRider on 10 April 2014 - 01:27

There are so many quest roads at the same time, its not easy to keep track of all of them together.

Usually we progress in fiew roads to find later that some paths are blocked,

and we must comeback to other quest paths to unlock it.

 

And this is where thing that had to be feature change into unpleasant experience.

 

Returning to for example level 5 quest while we are level 30 or so, is a pain not a fun,

since it require time and work to accomplish, same time giving practicaly no experience

and no sensible rewards.

 

Because of this, i would like to suggest

changing quest rewards (experience points) from constant value, to percentage value.

This way player may enjoy the story on any stage, come back to abandoned quest lines,

to unlock other quests which he stuck on, while always receiving sensible experience,

independently from what level he actualy are.

 

For example :

Level 5 quest should not give constant 300 xp, but 5% experience.

(which could be 300 xp on level 5, but can also be 8000xp if done on level 25

(the formula could be 5% (or x%) of current level eperience bar)).

 

This way coming back to previously abandoned quest lines which was left at low levels,

will not be a unpleasant chore without reward which must be done to unlock other quests,

but a feature of experiencing the lore and its stories as it was planed.

 

Someone may say "but you had to do it on its level, not skiping it".

First, nothing inform us that its absolutely required and that we will must later return to it.

Second, whats wrong with being stronger than expected. It is our desire and main reason of leveling up.




#861318 Solo mode for dungeons

Posted by DungeonRider on 09 April 2014 - 01:44

It seems essential at this point. Perhaps if you enter the dungeons 5+ levels over the requirements they can allow you to solo with decreased mobs.

Very true. I forgot about this.

But anyway, the mobs within, are still "kinda" too strong for a single player

with just 5 levels difference vs hordes.

While later he is strong enought to actualy solo it - he dont need it allready.




#861313 Solo mode for dungeons

Posted by DungeonRider on 09 April 2014 - 01:27

- Tons of posts,

"cant find team, whats with tanks, cant get gears, i have no one to team with, whatever",

- One solution :

 

solo mode for instances.

 

This is easy to implement because practicaly nothing change.

Instances are the same, mobs are the same,

the only change is within function which is triggered at instance creation / initialisation. (first enter)

 

Instance initialisation function should have two predefined sets of mobs,

(mobs set = what and where will spawn within instance).

- one (strong set) optimised for team and

- one (weak) for solo.

 

Set (what and where will be spawned) is chosed automaticaly on first enter,

depending if its initially entered by team or single player.

Instance "owner" (for whom it exsists) is set to player or team who initially entered it.

 

It does not require building any new special dungeons, adding GUI / options or anything.

Just small fix in instance init, and optional mobs spawn points / config for single mode.

 

 

There is also another option - how to implement it even more easy than previous example.

Everything can be completly the same as now, with small change that :

- Instance will be marked as "solo" or "team" at initialisation depending how it was entered (solo/team)

then

if its "owned" by team - nothing changes.

if its owned by "single player" all mobs stats are x/2 or x/3 (you define it)




#860984 Pets retrieve loot

Posted by DungeonRider on 08 April 2014 - 01:03

From what i know, for a while pets have no any special abilities or function ?

How about make pets retrieve loot items ?

When a monster drop the loot pet will go and bring it to its owner.

It could be relative easy to script and does not require any additional GUI or interface changes.

 

under the hood - 

When mob drop an item, pet will go to this destination, and then item will be auto transfered

to player inventory without need to be clicked or approved (by OK button ect).

Just nothing is displayed here, Pet go, get the item and come back.

 

In case when player intervention is absolutely required (eg. inventory full, party sharing - dice, ect)

instead of transfering item to inventory, related window will be opened and awaits player choice.




#857992 Maelstorm needs a nerf before level 45 content arrives

Posted by DungeonRider on 27 March 2014 - 11:39

I really (?) cant understand where this all "please nerf" coming from...

 

First there is "we're (he is) too strong, please nerf this and that" and later everyone will meet in cave

and find that "omg before we could make this cave in 20 min now we cannot even pass 1st boss"

 

Couldnt it be rather "please power up this and that ?"  - instead ?




#857988 Bot solution

Posted by DungeonRider on 27 March 2014 - 11:24

 

 

give few trustworthy players mod, so they can kick from server and mute others for valid reason

 

This is countles times proven in other games to be dramaticaly bad idea,

which always end up with a saying "darkest is under the lamp".

 

In other game so called "moderators" who had to protect game, came out to be bigest and most corrupted boters group in game, who used his "moderator" powers, to "ban for fake reason" anyone who had misfortune to accidentaly enter a zone where they was boting and could see it.




#857966 Bot solution

Posted by DungeonRider on 27 March 2014 - 09:54

Is there a way to curb botting using technology?

 

have you ever thought about bot being a technology ?

...a technology which is always many steps in front because it is updated "on the fly" unlike games.

 

Fighting it is, making game harder for honest players while at same time forcing bots to improve quality.

It'll end up players giving up on complexity while high quality bots will own game.

 

The only thing that can be done is ignore them and be happy that they are on basic evolution stage,

not giving much adventage being simple "click click trash - good for nothing"




#855971 NPC Vendor - Sells 1 potion instead of 150

Posted by DungeonRider on 17 March 2014 - 11:27

Thanks for always reporting how people can replicate to find if these occurrences are a common thing or not ^_^ I love to help when I can always, but people only tell how things happen about half the time haha.

 

When reporting bug - step by step instruction of "how to replicate bug" is absolutely required,

It is only way to make sure that this bug will be traced and fixed by developers.

Else no one will be able to help and the bug will stay unfixed forever.

 

(even tho person who report bug know what is "this" and what meant "not work"

developers are not telepaths and have no clue what "this" exacly meant, not even where "this" is.)

 

From HC Staff by them self about "replicate the issue in as much detail as possible" :

http://forums.hunted...showtopic=59586




#855911 NPC Vendor - Sells 1 potion instead of 150

Posted by DungeonRider on 17 March 2014 - 03:24

NPC Vendor (possibly most of them) will sell one item instead of 150

 

To replicate bug :
 

- open NPC interface where you buy items,

- input 150 at bottom as count of items to purchase.

- Click buy

- You will get 1 item in inventory instead of 150, its also loged in chat window.




#854678 Ability to place the same skill on quickbar more than once.

Posted by DungeonRider on 12 March 2014 - 01:25

Missing ability to place the same skill on quickbar more than once.

 

Currently when skill is allready on quick bar, it cannot be draged from "abilities" window (B) anymore,

to another quickbar position, and tooltip is shown "this ability is allready on your ability bar"

 

While quickbar have 2 rows, it should be possible to create 2 sets of skills for different battle scenarios,

and fast toggle betwin them, however

its not possible to create 2 combinations partially containing the same skill.

 

example : (A,B,C,D,E,F are skills)

quickbar 1 - | A | B | C | D | E | F |    |    |    |    |

quickbar 2 - | A | B | G | H | J  |    |    |    |    |    | (this is not possible since A and B is allready in set 1)

 

therefore player is limited to create completly "different" sets,

or must move skills from one quickbar to another manualy every time,

which make quick toggle (Z) of quickbar useless.

 




#854329 Skills and Talent balance

Posted by DungeonRider on 09 March 2014 - 16:46

I think templar needs a little more love.

I tried it for 20 levels and it seems to not become what i expected it to be.

 

i'll share my impressions about this class here, maybe you will find it usefull in improving this class,

which maybe could bring more sattisfaction to players who chose this class.

 

I imagine templar (tank) to have outstanding defence which allow him enter betwin hordes

of monsters and stay like this for long while all other classes would not survive it even for a short period of time. It should be easy for templar to keep all these monsters interested in him (aggro),

to protect his party. Nothing comes without sacrifices, therefore the price of his high defence

come with low offence, however even while templar cannot kill all these monsters fast by himself alone,

he should be able to stun them easly, and expose in this state to rest of his team.

 

Unfortunately this came out to be only a theory that i expected to find,

but currently this class looks like "attempt" to become tank.

It have skills, heavy armor, shield and all these things,

but it all together just not works like a true talent of tank, rather an apprentice in training,

who is still far from his master teachings.

 

Defence - is too low, templar commonly cannot stand even 3 mobs of his own level for longer,

and end up running from these mobs to not die. This is a shame for almighty defence master.

 

Skills - some skills of templar seems to not work as they was intended to do.

for example, i noticed that when i use "righteous defence" / "redemption" my HP falls much faster

than when i not use it, so i just ended up not using them at all at some point.

(is it timing ? maybe i lose time casting these skills instead of atacking ? i dont know...)

 

Aggro - even tho its a mastery of tank with multiple talent points spent in this art,

he still cant do it better than other classes who commonly steal aggro from him with easy.

Players suggest to raise mele to some point to keep aggro, but i think that mele is a warrior domain,

and tank instead of strenghtening his attack which never will be good anyway, should strenghten

what is his strong point - vitality and defence. I think that raising mele is just a workaround

for weak aggro ability, which should come from all these talent skills but it does not.




#853286 Conserve game system and be more friendly for free players

Posted by DungeonRider on 05 March 2014 - 14:08

Do you ever thought about that

 

giving just 1 character slot opened for free players will make them

create infinite amount of new accounts when they will want to create / try, other character / class

which lead to unnecesarily spaming you with multiple free abandoned accounts of the same player ?

 

Therefore to conserve system databases along with other related resources

and simplify players accounts management,

i suggest - opening 3 character slots for all accounts by default.

 

Also there is very common and well known trend used by most of players in all games

with very limited inventory storage space, to create multiple dummy free accounts,

not to play on them but just to trade own extra items to these accounts and store them there.

 

Thus i would suggest not only open 3 character slots by default on all accounts

to not enforce free players to create multiple accounts (which are usualy later abandoned),

but also create additional storage space (bank) for each extra character on account,

with ability to share this space betwin all characters on the same account.

 

Third thing that appear to be very unfriendly to free players is 2 months restat cooldown.

I think this is really a great way of lowering player base by losing players

who seriously will not wait THAT long, nor decide to create new character

to go throught all this hard leveling again.

Usually perhaps after 1 week of waiting they will find something different that will hold his attention

and will make them to forget about Eldevin while staing somewhere else.

 

Therefore i suggest to lower restat cooldown from 2 months to max one week,

which still is very long for a active player but not long enought to make him completly resign from plaing.




#853174 Housing idea with examples. (would surpass many other games)

Posted by DungeonRider on 04 March 2014 - 19:08

While walking around this game and its many houses, it came to me, that you have allready most of

things ready to create awesome housing feature which would blend perfectly into available features,

and finishing everything as a whole.

 

It would surpass other games which are very famous and leading in this topic like [censored-no-ads],

but have no that good 3d engine like Eldevin which is practicaly 'ready to implement' it all

but on way more awesome level.

 

It seems like your engine is full of cool, good looking and usable items like beds, chairs, closets, furnitures

and working tools, that could all be crafted by players and placed / arranged in specialy for it designated

area for player house.

 

This area could be a instance room, (or collction of 2-3 rooms) accessible throught a portal in every city.

 

The rooms would be empty at beggining, and player (instance owner) would have ability

to place / move objects like chairs / beds / tools ect, around.

Most of furniture / working tools / working benches ect, that are seen around Eldevin

would be craftable by player after which it could be placed in these rooms.

 

So this way player could have ability to use crafting skills to create jewelers bench, armorsmith anvil,

forge, kitchen, ect ect and place them in his working room.

 

The same he could create beds, chairs and closets and could put them into his resting room / bedroom.

 

Achievements could be a trophy items which could be able to be placed / arranged / moved

on walls, tables ect in players house.

 

Applying EP to this feature can be made throught providing optional immediate teleport with EP use

from any location directly to players house and back,

also player house instance can work like resting area for supporter users giving resting XP while inside.

 

There are many games which attempt to implement housing in some very basic degree,

but usually most of them are simply not much usefull,

except one game which have great housing feature and is famous exacly because of this,

but do not compare to Eldevin with its simple 2D graphics engine.

 

To me it looks like ;

Eldevin with its rich world, tons of allready available furniture / tool items and game engine which seems to be able to provide player with ability to move / arrange these items around in designated for player house instance, along with material gathering, crafting, achivements, trophies ect abilities, which could also simulate crafting available environment items as

'usable furniture' have big potential to rule game world not only in browser 3d MMO game world, but also become game which implemented best and most useful, enjoyable and complementary to the rest of its game world, housing system available ever in any of other games.




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