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Development Update 3rd December


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#101 Undjuvion

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Posted 03 December 2014 - 22:12

once again i find myself having to disagree, the changes are not harmful in any way and not detrimental as it is a choice thing in regards to the tick addition but i saw a post by hades, we have a roadmap of things people requested and were voted on, plus the helper issue and features people want added, these things unless not affecting the speed of the forementioned are so lil impact it may be futile, if you think about it how many players will want to wait 5 mins just to walk 10 steps and do that over and over every 5 mins for example, even i cant say what would make any group wanna play but if you think about how tedious that would be rather than what most would likely think eg ill click on a few forum links for an hour to learn more about the game or see whats in world chat and what the people here are like for a lil then in an hour i can walk across a few maps and kill a few dozen things rather than 10 measley steps, more stam for new players for a set period would work better, maybe make their 5 min gains x10 for 30 days for example a friend just suggested similar to me so its not a personal opinion so much but a more viable means to make this type of addition work with a lil of my explaining :-)



#102 Hoofmaster

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Posted 03 December 2014 - 22:29

Another way to eliminate the need for the preference is to prorate stamina gain each hour based on your normal tick.

Meaning if you have 120 stamina gain for your hour (tick) this is the calculation it uses to disperse your stamina over the next hour. If it was 120 and dispersed every 5 mins you would get 10 stamina every 5 mins regardless of what your wearing until your next tick.

 

That's the idea yeah, and the remainder if it wasn't divisible exactly would be added to tick on the hour.

 

We'll have a think about how to handle the bonus stam gain from items as the aim here isn't to distrupt the way people currently play - initial thought is to just make it work out the total gain that would have been applied over the hour on the hourly tick compared to what was actually allocated and then allocated the difference on the hourly tick (essentially removing the need to add an option to toggle between the two). Don't worry about it however - we'll make sure it works well :)

 

I've seen a few comments about the roadmap and yes I agree it's important and something we're working towards, but I also think its very important that we improve the start of the game for new players by making changes we feel will help them understand the game and grow the community.

 

RebornJedi also made a good point about expanding the tutorial to include newer aspects of the game (such as the Buff Market) and again that is definitely something that is worth looking into.

 

Cheers,

Hoof



#103 chslayer

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Posted 03 December 2014 - 22:30

I agree with Juvi, even tho his post makes my eyes bleed :P

 


Edited by chslayer, 03 December 2014 - 22:30.


#104 BadPenny

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Posted 03 December 2014 - 23:46

Leos, you mean so that as long as you have the epics in place at your tick, that measures the next hour's 5 minute ticks?  Cuz I don't see another way to gauge that?  I may just be having a senior moment though.... They tend to come and go :P


Edited by BadPenny, 03 December 2014 - 23:46.

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#105 flar

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Posted 04 December 2014 - 00:02

I have a question, would there be anyway to make an update that you could have log messages alert to your cell phone, that way when you are not logged in, and something happens with your character, you can recieve an alert instantly? just a thought while you are doing the updating!



#106 Leos3000

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Posted 04 December 2014 - 00:11

Leos, you mean so that as long as you have the epics in place at your tick, that measures the next hour's 5 minute ticks?  Cuz I don't see another way to gauge that?  I may just be having a senior moment though.... They tend to come and go :P

yes, it would give you stam every 5 mins dependent on what your stam gain was at your tick.



#107 Anonemesis

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Posted 04 December 2014 - 00:38

Experience boost for lower level mobs? Why?

Basically gives new players free stamina in a sense where the experience is perfectly fine you need to allow the stamina gain to be upgraded that way all players get the same benefit not just low level players.

All this does is promote a game with a high level community since theres very few players left below 100...FIX THE GAME...don't put a bandage on it why not just have all new players start out at 100 then? this is not going to fix the problem there needs to be players in all increments of level active and the only way to do that is to evolve the game, sure theres some nice improvements to the game but their not on point...by leveling quicker your just showing new players they have to join a guild or pay real money in order to keep up with equipment costs which once that hit that point they quit even sooner, if anything theres two options

 

1. Lower monster stats for you don't have to buy equipment to kill normal monsters [only champions etc] all can be dealt with whatever you pick up [this of course devalues the first 100 levels equipment so it's not suggested]

 

or 

 

2. Increase stamina gain so all players gain stamina more often per their stamina gain so instead of myself gaining 115 every hour, make it every 30 minutes this alone makes a huge improvement for new players and at the same time allows higher ones to play the game more often which is whats lacking [not this dumb increment system you got going that manipulates new players into thinking they have a constant stream of stamina coming in] the waiting is what kills the game thats why there isn't many games of this type thats why facebook games that use stamina have adapted over the years you want to keep people playing, you want that online list to be high you don't want people to log off the game keep them hooked and playing how many potential customers did you lose for not adapting look at the stats dwindling the proof is there at this point whats left to lose, this means more content updates but were already over level 2k why stop there? go disgea or even higher if the game never ends the better but make it for it's playable more often


Edited by Anonemesis, 04 December 2014 - 01:02.

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#108 Anonemesis

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Posted 04 December 2014 - 00:44

@Dradin:

 

Yuuzan cam up with a really cool fix that allows fshelper to work in chrome without greaemonkey/tampermonkey...can't find the link offhand, but search it out - had trouble at first getting it work, but when you make the two files, make sure you have the settings set to shoe file extensions - as soon as you delete the .txt endings, then everything worked with fshelper including guild inventory - Hallejuah!!!!!!

 

https://forums.hunte...o-greasemonkey/


Hate It Or Love It The Underdogs On Top. 


#109 cyrus7

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Posted 04 December 2014 - 01:50

Lower monster stats for you don't have to buy equipment to kill normal monsters [only champions etc] all can be dealt with whatever you pick up [this of course devalues the first 100 levels equipment so it's not suggested]

This is already the case. When I started playing, there were very few Legendary sets and no Super Elite sets yet. The Plague set was the lowest level Legendary set, but could only be dreamed about by most people, as it was very expensive. Guild tagging had not yet been created, so there was very little sharing of gear (only if you really trusted someone). We did actually hunt with common drops, and we did just fine.



#110 bigchaos

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Posted 04 December 2014 - 02:46

This is already the case. When I started playing, there were very few Legendary sets and no Super Elite sets yet. The Plague set was the lowest level Legendary set, but could only be dreamed about by most people, as it was very expensive. Guild tagging had not yet been created, so there was very little sharing of gear (only if you really trusted someone). We did actually hunt with common drops, and we did just fine.

Agreed most players leave for other reasons and it is not because of the stamina game structure and certain gear. The reason people left facebook games was games were broken in general with structure.  The structure of fs is sound just need to get things more obvious in finding right information of all you can do here given to new players.  Most new players get frustrated in the beginning from not getting help in how to do some aspect of the game.  I have seen many new players just ignored when they asked questions.  I really hope mentoring gets implemented to help new players and get tutorials up to teach game basics and give extra items or maybe character upgrade  to new members that complete the tutorials for several aspects of the game. :P  



#111 Wldwill

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Posted 04 December 2014 - 03:43

well the stam tick sounds good to newer players or as an option as i see it. expand players preferences perhaps....

on the whole i see all changes as a great way to play longer and more often  ;)



#112 Bluetail

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Posted 04 December 2014 - 05:28

I dont see a problem here with the stamina tick changes, as long as we can opt back and forth between them. Personally I will not be using the new quicker ticks, but it will be better for some.

 

If you allow players to switch between tick intervals this will cause the player to have a new hourly tick if they revert, so I would make sure that the coding is done soundly before its introduced so players wont lose stamina ticks, or worse find a way to abuse the game mechanics.


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#113 Morgwyn

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Posted 04 December 2014 - 08:58

So imagine your stam hits 19 after your tick and your buffs are on for another 55 minutes (or choose however many minutes you would like above 5, lol). 

 

And why would I wait 5 mins all the time to make 1 or 2 more hits? (assuming doubler is on, since you mention having 19 stam left)

I would wait if there is (for a new player) enough interesting to do, but most new players are not directly interested in composing/inventing/arena. And for the rest you need stamina.

I have no probs with this update, I just feel time and effort can be spent more wisely.

This will not have the effect that is hoped for.



#114 insaner6

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Posted 04 December 2014 - 12:50

i think more stamina gain per hour, 
on the "upgrade your character" section,   more than just  25/25
would be the answer for players who need more stamina!

lets say upgrade it to 50.  or even 100.


more stamina,
more action
more fun!



#115 grimforest

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Posted 04 December 2014 - 17:14

Du Hellu,

 

I apologize in advance for not having read the billion pages of text before this one. I do care but don't have time.  Anyway. 

 

I don't believe that making Leveling up faster at lower levels the way you propose will actually aid in getting new players to the game.  You seem to propose giving more xp for monsters and quests.   As it stands/ with almost all players recieving the player boost.  it makes it possible to hit level 80 on their first hunt, if they know what they are doing.... 

 

The issue as i see it is that at those lower levels the quests are very confusing and the areas are diffucult to find.  Finding the highest level level that they should be hunting at (to level quickly) Is extremely hard even to describe to them.   The first 15 levels are crazy.  I remember them. and even going back to complete the quests was crazy.   The lower levels are nothing like higher ones where everything is just linked together in a straight forward way.  Make the Drops for that silly bite serum at the start earier to find. 

 

AN idea would be to have an extended tutorial.   ANd help them through the first 15 levels by having Icons apear on the world map.  Such as when it is apropriate to move to an new area.  And promps on quests the show what creature will drop a snake head and how many are needed and how to use the inventing .

 

  i DO NOT think a whole new turorial area is nessicery. I THINK just turning the first few current levels into a road map. Like go to A to B to C.  Show them a good way they can hunt for a few levels, and then allow them to decide if thats best for them.

 

I don't believe handing out more xp for monsters will help matters.  Will just allow multi accounts to catch up quicker. 

 

Anyway i am not great at describing my ideas. and hope this was relivent and useful .

 

Grim Forest


Edited by grimforest, 04 December 2014 - 17:27.


#116 BadPenny

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Posted 04 December 2014 - 18:26

I'm currently mentoring a player that tried the game a year ago, got to level 13 and gave up.  I've been helping him extensively, and it is difficult, but we're getting there.  I'm having him do the epic quests first, because I feel they go a long way in teaching the mechanics of the game.  Maybe the tutorial should be linked to these quests, as most leave the tutorial at level 3, and can start Present Darkness.  The tutorial just dumps you off in the Mountain Path, a vast frozen wasteland of confusion.  Instead, why not have it instruct them to go to the beginning of Present Darkness, and proceed from there?


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#117 RebornJedi

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Posted 04 December 2014 - 18:44

The monk who starts Signs of Portents (Epic) is in the Mountain Path.. i guess i just ignore mentioning Present Darkness because it doesn't reward much and ends quickly and probably confusingly (tis only a three part quest that hasn't been finished in years).. The questgiver to Present Darkness is in the catacombs where brother richard tells you to go anyways in Signs of Portents..


Edited by RebornJedi, 04 December 2014 - 18:45.

 


#118 BadPenny

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Posted 05 December 2014 - 03:55

OK...I stand corrected


Just one old lady's opinion

 

 

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Have you hugged your Quango lately?


#119 yghorbeviahn

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Posted 05 December 2014 - 07:10

For the Stamina Gain issue I would propose that:

You receive 5 stamina on each 5 minutes tick, and in the last tick of the hour you receive the extra from what you're wearing on that time.

So lets say you have 122 stamina gain (that's what I have now), you will receive 55 stamina and on the last tick you receive 67 stamina.

I believe that's the better approach for this subject.



#120 cyrus7

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Posted 05 December 2014 - 08:27

For the Stamina Gain issue I would propose that:

You receive 5 stamina on each 5 minutes tick, and in the last tick of the hour you receive the extra from what you're wearing on that time.

So lets say you have 122 stamina gain (that's what I have now), you will receive 55 stamina and on the last tick you receive 67 stamina.

I believe that's the better approach for this subject.

An unupgraded account receives 50 stamina an hour.
How would this be allocated under your plan?
 
00:00 + 5 stamina = 5 total
00:05 + 5 stamina = 10 total
00:10 + 5 stamina = 15 total
00:15 + 5 stamina = 20 total
00:20 + 5 stamina = 25 total
00:25 + 5 stamina = 30 total
00:30 + 5 stamina = 35 total
00:35 + 5 stamina = 40 total
00:40 + 5 stamina = 45 total
00:45 + 5 stamina = 50 total
00:50 + oops out of stamina to allocate = 50 total
00:55 + oops out of stamina to allocate = 50 total



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