quick translation of dev's feedbacks in answer to the polls
Posted: Sat Dec 18, 2004 1:18 pm
One vs. One
About the duration of the fight: The dominant is the too short: the damage was reduced for PvP against a player, it would be necessary to test to provide a return on the adjustment.
About some actions allowing players to use combos that cannot be defended against, resistances and anti magic spells should help to limit these problems. Is this the case?
PvP Arena:
Need to test:
-The size of the arena was reduced to be limited to the current ground.
-A timer resolves the issue of the too fast opening hostilities when people wait on players to respawn and then to instant kill them.
-Correction of bomb heal in team vs. team in arena, now this spell does not affect other teams members
Some corrections coming soon:
-The tribes in the arena.
-The bomb heal issue where the player stays in the air and never finishes the spell.
-Respawn in or near arena
PvP Faction:
Need to test:
Important problem to differentiate immediately friends and enemies:
The title of the faction is already effective instead of the name of the guild.
Other corrections are considered:
- Special logo
- Target windows
- Target selection
- Radar (in progress)
Same issue to understand you enter or leave the pvp areas (eg. Primes Roots)
Avoiding to be immediately engaged as soon you enter the PvP area.
The respawns points are safe
Some correction coming soon:
-Targeting
PvP primes roots:
Need to test:
-In/outcoming messages in the area.
-The end timer message after coming (30 seconds)
-Colors of damage in system info and flying text
-When someone enters the primes roots, the transition between the safe and not safe area is not commented, it would be necessary to change the system message and to add another message when someone really enters the PvP area.
-Sometimes when you relog directly in the primes roots, you do not receive the PvP area message. (general Bug of the lost messages when you log in)
-The respawn point is not in safe aera.
-Combat is too fast.
-You can kill an enemy of the same level with only one attack.
-The range weapons give a decisive advantage. There are still many adjustments which should be done on theses weapons.
-The possession of jewels gives a decisive advantage against the magicians (because there is no cap level on the jewels).
-Less Kinchers and less patrols. (still in progress)
Some corrections coming soon:
-Colors of for the radar will be added in order to identify the members of the guild.
-To be able to select the enemies by the spaces key.
-Fear to see the zone becoming the field of the pk. Which management do you want from nevrax about it?
-One can target and attack through the worldesign items.
-The guild channel chat isn't separated: it's so difficult to communicate in guild.
-Interface: we can't see the DOT and others spells affecting his character.
About the duration of the fight: The dominant is the too short: the damage was reduced for PvP against a player, it would be necessary to test to provide a return on the adjustment.
About some actions allowing players to use combos that cannot be defended against, resistances and anti magic spells should help to limit these problems. Is this the case?
PvP Arena:
Need to test:
-The size of the arena was reduced to be limited to the current ground.
-A timer resolves the issue of the too fast opening hostilities when people wait on players to respawn and then to instant kill them.
-Correction of bomb heal in team vs. team in arena, now this spell does not affect other teams members
Some corrections coming soon:
-The tribes in the arena.
-The bomb heal issue where the player stays in the air and never finishes the spell.
-Respawn in or near arena
PvP Faction:
Need to test:
Important problem to differentiate immediately friends and enemies:
The title of the faction is already effective instead of the name of the guild.
Other corrections are considered:
- Special logo
- Target windows
- Target selection
- Radar (in progress)
Same issue to understand you enter or leave the pvp areas (eg. Primes Roots)
Avoiding to be immediately engaged as soon you enter the PvP area.
The respawns points are safe
Some correction coming soon:
-Targeting
PvP primes roots:
Need to test:
-In/outcoming messages in the area.
-The end timer message after coming (30 seconds)
-Colors of damage in system info and flying text
-When someone enters the primes roots, the transition between the safe and not safe area is not commented, it would be necessary to change the system message and to add another message when someone really enters the PvP area.
-Sometimes when you relog directly in the primes roots, you do not receive the PvP area message. (general Bug of the lost messages when you log in)
-The respawn point is not in safe aera.
-Combat is too fast.
-You can kill an enemy of the same level with only one attack.
-The range weapons give a decisive advantage. There are still many adjustments which should be done on theses weapons.
-The possession of jewels gives a decisive advantage against the magicians (because there is no cap level on the jewels).
-Less Kinchers and less patrols. (still in progress)
Some corrections coming soon:
-Colors of for the radar will be added in order to identify the members of the guild.
-To be able to select the enemies by the spaces key.
-Fear to see the zone becoming the field of the pk. Which management do you want from nevrax about it?
-One can target and attack through the worldesign items.
-The guild channel chat isn't separated: it's so difficult to communicate in guild.
-Interface: we can't see the DOT and others spells affecting his character.