Sneak Peek -- Patch One & Patch Two

bizango
Posts: 47
Joined: Wed Oct 06, 2004 11:12 pm

Re: Sneak Peek -- Patch One & Patch Two

Post by bizango »

There are two reasons things change in a game, to fix something that is broken and to add new (hopefully not broken) features. Early after release a lot of broken things will be discovered that weren't found in beta because it takes a real world stress test to discover them.

In a skillbased system, one has to worry most about cost of skills (is it worth the price people pay), is it useful (do people even want it), and is it too useful (characters are considered gimped if they don't have it). There will be fixes, no doubt.

As for new features in the skillsets, I expect Nevrax has most of the important features in place. So we'll see mostly tweaks and cosmetic changes while they are still working on finishing other content.

How to mitigate your concerns? I'd suggest watching the message boards and watching for ubertemplates to emerge. Those are the ones most likely to get nerfed so you can at least be aware of the risks if your character is sharing part of those templates.

I'd suggest what previous "Unregistered" said. The main goal is to have fun in the game. If your fun is in being uber, you need to recognise that uberness is as fleeting as the imbalances in the rules being used.

Usefulness is defined by yourself as measured by the goals you set for yourself. If your fun is being ruined by having a solid character getting nerfed along with the uberfolk, I suggest examining why you wanted to play that skillset and if you still like it and feel you were treated unfairly. Make your voice heard to the developers and maybe your concerns will be addressed in the next rebalance.

IMO, let the game (and Nevrax) mature a little bit before judging that this game will be like your previous experience.
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vladww
Posts: 124
Joined: Mon Sep 27, 2004 11:23 am

Re: Sneak Peek -- Patch One & Patch Two

Post by vladww »

Few more small things thats been noticed with Patch one :

- Mobs don't get their first strikes from a distance anymore as it happened sometimes

- Crafted armor color preview box now works properly

- even less lag

- Lot more small marker flags can be used on the maps

- More animations ( sitting, standing, foraging, combat..)

- Hit any movement key while sitting now makes you move

etc..


Some were minor issues but i think these make the game even more enjoyable.
btamilio
Posts: 93
Joined: Tue Oct 12, 2004 2:45 am

Re: Sneak Peek -- Patch One & Patch Two

Post by btamilio »

tezghul wrote:Hmm, I'm against re-doing characters skill sets since I've played in a game before where that was done a lot and it ended up badly. But I must admit that I'm a bit worried that after several patches my character I'm working so hard on will be useless simply because a large portion of his skill points have been wasted, or due to new patches he can't become a powerful warrior or mage because of skill capping, etc, that didn't exist until after the patch.


/respec all ;p

seriously though, would Nevraxx consider a eay to respec, say, all of your Magic points so you can respend them? So a level 15 magician would have all skills/stanzas etc chosen wiped, but have 150 points back to spend at their trainer...

It would be nice to do as we are all still learning what spells do. I wish I could get those 50 points back I spent on Slow, for example, when I didn't know better -- it just doesn't have the effect I thought it would with my playstyle
tobaran
Posts: 50
Joined: Thu Sep 23, 2004 8:03 pm

Re: Sneak Peek -- Patch One & Patch Two

Post by tobaran »

I'm re-posting this from the NA Player's forum posted by Cerest on 11/9/04:

Here are just a few of the modifications being worked on:

- The mob resistence to debilitating 'link' spells is being reduced a little in order to make link spells succeed more often.
- The damage inflicted by carnivore mobs is being reduced significantly to make it easier to tackle carnivores of close to one's own level
- The chances of dodging and parrying enemy attacks is being increased sligntly in order to improve melee fighters' chance of survival
- The mob resistance to direct damage magic resistance is being reviewed
- The impact of player armour on mob special attacks is equally being reviewed.

There will be a patch on Tuesday the 16th that will include the complete set of modifications. A small maintenance patch is planned before the end of the week which is likely to contain the first of these modifications.
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Cerest
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So devs are listening :)
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