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#21 DaleJunior

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Posted 13 June 2011 - 20:09

Hoofmaster... since you will be doing the coding for the new combat moves, could we PLEASE have clear, concise descriptions of EXACTLY how the new moves work and what they do? In addition, could you also please clarify the descriptions for all of the other combat moves while you're at it? Thank you.

#22 jinks

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Posted 13 June 2011 - 21:31

Hoofmaster... since you will be doing the coding for the new combat moves, could we PLEASE have clear, concise descriptions of EXACTLY how the new moves work and what they do? In addition, could you also please clarify the descriptions for all of the other combat moves while you're at it? Thank you.


+1

#23 Dark Developer

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Posted 14 June 2011 - 00:50

I hope they aren't OPed moves. Would moves work better if there was a different variable effectiveness against every other move?

#24 aa0007

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Posted 14 June 2011 - 00:52

Hoof, any chance you guys could do a small closed beta testing of this first? Just to iron out any bugs, etc.

#25 fs_conscar

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Posted 14 June 2011 - 01:27

Hi all,

We'll be releasing an update for the PvP Arena tomorrow which improves the combat system, resulting in less judges decisions. Also we'll be implementing some new combat moves :)

We are also looking into the lag issues some players are experiencing.

~ The Fallen Sword Team


oh boy, i really hope these were carefully thought out and analyzed. otherwise you can get something like this, which does result in less coinflips, is a new move, and "improves" the system:

Bribery: 10% chance to deflect all incoming damage, and allows you to automatically win the judge's favor after unresolved combat of 60 turns. 25% chance activation against Spin.

#26 Hoofmaster

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Posted 14 June 2011 - 01:52

Update on the servers for you:

It appears .10's hard drive has failed so that is getting replaced. Also it looks like .14 is getting overloaded so we're adding more RAM to it to make sure it's more stable in the future - we'll post news in the game once they are both fully operational again :)

#27 fs_trueaim44

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Posted 14 June 2011 - 02:31

Hoofmaster... since you will be doing the coding for the new combat moves, could we PLEASE have clear, concise descriptions of EXACTLY how the new moves work and what they do? In addition, could you also please clarify the descriptions for all of the other combat moves while you're at it? Thank you.


To be honest, i actually like the fact the there are little secret facts about moves that you can only get by having experience in the arena. That or asking someone else who knows arena. Im looking forward to finding out the little secrets of the new moves as well. Adds to the fun :D

#28 livingsin

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Posted 14 June 2011 - 02:32

Update on the servers for you:

It appears .10's hard drive has failed so that is getting replaced. Also it looks like .14 is getting overloaded so we're adding more RAM to it to make sure it's more stable in the future - we'll post news in the game once they are both fully operational again :)




THANK YOU HOOF!!!!!

#29 Windbattle

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Posted 14 June 2011 - 03:56

now cobra will be happy:)


Anyone find it ironic that he hasn't committed on this thread yet? He basically spams very other thread asking for Arena updates.

Back to the topic at hand ... I think the idea of a slight overhaul on PvP Arena is good. Judge decisions only tick players off and they happen WAY too much. So less of those can only benefit the game.

As for new combat moves, I'm not sure about that. I would make sure the existing moves work properly (meaning activate at a certain rate) AND as intended (sequencing of moves). More information is needed for anyone to make a judgement call on whether new moves are good or bad ... time will tell.

#30 Xainth

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Posted 14 June 2011 - 08:10

Maybe if someone could post a bounty on someone who beat them in the Arena, would improve the bounty board that has now died.

RIP = Bounty Board

#31 laserlars

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Posted 14 June 2011 - 10:58

I agree- but one could make it obvious/logical for which moves there is more to learn. For example there has been some discussion about ch vs pa- (the claim was that ch newer fails vs pa) and as i remember hoofs comment was that pa is not a "basic attack"- however one cannot see which are basic attacks and which are not.

What I would suggest is that each attack is given a "type" e.g "basic attack", "advanced attack", "defencive move" (maybe a "unique" e.g for crush) etc - and that the help then refers to the move types. This would simplify the system still allowing for blank spots- the difference is that they would be more visible.

Hoofmaster... since you will be doing the coding for the new combat moves, could we PLEASE have clear, concise descriptions of EXACTLY how the new moves work and what they do? In addition, could you also please clarify the descriptions for all of the other combat moves while you're at it? Thank you.


To be honest, i actually like the fact the there are little secret facts about moves that you can only get by having experience in the arena. That or asking someone else who knows arena. Im looking forward to finding out the little secrets of the new moves as well. Adds to the fun :D



#32 fs_sagster

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Posted 14 June 2011 - 12:46

Maybe if someone could post a bounty on someone who beat them in the Arena, would improve the bounty board that has now died.

RIP = Bounty Board


WHY?! What next, GvG attack posted on BB? Or perhaps if u kill and SE u will be bountied? Pass it up man.

On topic, love to see u guys working on it. I am not a big arena player but i do enjoy do get my ars kicked by the best players once a while.

#33 douglasj

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Posted 14 June 2011 - 12:50

Maybe if someone could post a bounty on someone who beat them in the Arena, would improve the bounty board that has now died.

RIP = Bounty Board


Nah this is a bad idea. Dont link arena and bounty board :| There is no need, true the bounty board is dead but there is other ways to fix it. Once pvp is fixed bounty board is. The arena is meant to be a part of the game which is different.

#34 Hoofmaster

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Posted 14 June 2011 - 15:24

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