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Avatar de Hanny Drocéphale
Hanny Drocéphale [FED]
 
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Provient du message de ZeDuckMaster
en gros, ils vont virer le cap fatidique et mettre a la place un systeme dynamique (un jeu/environnement/mob qui s'adapte avec le lvl ?)
C'est plus simple que ça.
En gros, si en tant que dev tu dis que c'est hard coded, c'est que tu n'as pas prévu de rendre la valeur paramétrable.
Il leur suffit de permettre la lecture du level max depuis une source externe ( un fichier ini, un champ d'une BDD etc ).

D'un strict point de vue XP, le contenu existe pour des 50+, des monstres lvl 50+ sont déja la depuis longtemps, par contre le matos 50+ et les quêtes 50+ ont en est loin
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ZeDuckMaster
Alpha & Oméga
 
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Citation:
En gros, si en tant que dev tu dis que c'est hard coded, c'est que tu n'as pas prévu de rendre la valeur paramétrable.
libre a toi de le comprendre comme tu veux, mais pour moi ca n'en est pas le sens de cette phrase ....
la il ne parlent pas du lvl 50, mais bien du fait d'avoir un systeme de lvl maxi codé en hard dans le soft.

c'est juste de la traduction ...

ps : je suis un dev moi aussi
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OwOx [EluX]
Alpha & Oméga
 
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Augmenter le cap signifierait un rééquilibre de tout linvak.

Si on remonte le niveau des joueurs, ils faut aussi fournir de nouveaux mobs, imaginez un joueur lvl 60 qui part se soloter deimos pour la pêche aux écailles lol

En clair je dirais plutôt :

"Nous allons remonter le lvl mais vu que ça demande un travail énorme pour équilibrer le jeu, on vous sort un peu n'importe quoi comme excuse pour vous faire patienter.

Surtout ne partez pas, on va essayer de faire ça avant la sortie de swg pour pas que vous alliez dépenser vos euros ailleurs, vous êtes déjà pas nombreux et notre boss du marketing pousse des gueulantes tous les jours, il a peur de perdre son job et il pourra pas payer un nouveau pc à noël à son fiston si jamais vous partez.

Pensez à son fils, qui lui aussi à le droit de jouer à swg comme vous."
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Avatar de Hanny Drocéphale
Hanny Drocéphale [FED]
 
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Provient du message de ZeDuckMaster
la il ne parlent pas du lvl 50, mais bien du fait d'avoir un systeme de lvl maxi codé en hard dans le soft.
Certes, certes, mais le systéme de leveling n'a pas besoin d'être changé, il suffira "simplement" de créer de nouvelles declinaisons des mobs existants pour aller jusqu'au NouveauCap+13 ( ils savent déja faire ).
Pour les objets, il faudra modifier le loot-generator, et la on ne sait pas si le 50 max est hard codé ou pas.
Des quetes lvl 50+ ... baaah ouais bon, c'est pas obligatoire.
De nouvelles compétences pour aller avec ces nouveaux credits gagnés, pourquoi pas, mais c'est pas une obligation.

enfin bref, je suis juste pas d'accord avec ton analyse sur ce point précis
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ZeDuckMaster
Alpha & Oméga
 
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bin la si on y pense : augmenter le cap ?
bah effectivement pas dur, on le pousse jusqu'a 60 par exemple, ca devrait passer.
les mois suivants on ajoute quelques mobs/quetes histoire de satisfaire les nouveaux levels 60 (des nouveaux objets aussi ca peut servir).

.... merde, ils sont deja beaucoup au level 60. Qu'est-ce qu'on fait ? bah bin on pousse jusqu'au lvl 70 tiens ... et rebelotte ...

bref beaucoup de temps perdu a chaque fois ....

a mon avis c'est ce qu'ils essaient de voir et de prevoir, c'est a dire un systeme dynamique et qui puisse plus ou moins s'adapter (ce qu'ils n'avaient peut etre pas prevus des le debut)
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souchi
Roi
 
Beaucoup de suppositions

seuls les faits sont interressants :


"Citan
AC2 Live Team

Total Posts: 89
Last Post: 4/2/2003
Member Since: 1/15/2003

First, we *can* raise the level limit. This is not a hard-coded limit... and in fact we plan to raise the level cap (or to have some other way to get new powers, perhaps through an alternate advancement system). However, we are not going to raise the level cap until there are skills worth buying up there. And we won't put skills up there until the base trees are working well. (We can't balance them correctly until everything else is basically balanced.) We are still learning the ins and outs of each class (there are only a few of us and scores of class combinations to evaluate). Also, we have to schedule and code the new tech for these abilities.

We have some very cool powers planned for the 50+ crowd. Things like resurrection, 30-hit combos, monster stealth (ability to sneak up on monsters), and the baddest pets ever. These will truly be the superhero levels. The problem is, it takes a long time to get all this ready, and to get all the skills coded and balanced, and to add the new 50+ island so you have something to kill.

In the short-term, we are adding quests for high-level characters, including equipment that will hopefully prove useful even for 50+ characters. We are also trying to give KvK some needed edge in the short term: some of our May content is a new KvK dynamic that we hope level 50 characters will like. I'm not the person to explain that one, I'm afraid, but anyway, we are well aware that people are reaching level 50 and need things to do, and we aren't abandoning those people."

forum officiel meme thread page 7


Vala !
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souchi
Roi
 
à force de les harceler ils répondent un peu


"Citan
AC2 Live Team

Total Posts: 89
Last Post: 4/2/2003
Member Since: 1/15/2003


----------------
On 4/1/2003 4:45:02 PM Typhon wrote:

Ok I'm sorry but waiting until JULY to increase the level cap is unacceptable.
----------------


I hate to say this, because it will obviously be unacceptable to you, but I don't want people to get the wrong idea. It's better to be honest than misleading: right now we are planning to roll out the 50+ game (complete with new island and stuff to do there) in September, not July. Jessica was referring to July as the month when we roll out some new game dynamics for level-50 players (both KvK and otherwise). I am being vague on those plans because I am not completely in the loop on how it will work, and I can't field questions on it. I'm sure we'll make an announcement when the plans are more solidified."

forum officiel
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souchi
Roi
 
suite

je decouvre au fur et a mesure


Citan
AC2 Live Team

Total Posts: 89
Last Post: 4/2/2003
Member Since: 1/15/2003


----------------
On 4/1/2003 5:30:05 PM Grolt wrote:

Hahaha. September. hahaha. That is too much. I did not exploit, but I've been lvl 50 for at least a month. Waiting till September for the 50+ content? Lol you must be kidding. Sorry my name is Grolt and I play on the Solclaim server and I'm cancelling tonight.
----------------


Sorry to see you go. This is why we didn't want to put the high-level content plans into the spotlight just yet -- they are still a ways off, and I know September seems like a million years away (even though it's about on target for when other MMPs have raised their level cap -- near the end of the first year).

We have some exciting plans for the months in between. Obviously people who only want to level won't be happy, which makes us unhappy. Like I said, we're sorry to see you go. But really, there should be stuff for high level players to do that doesn't involve levelling constantly. We're going to try some fairly offbeat ideas in the coming months and I think a lot of people will like them.


forum officiel
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souchi
Roi
 
Typiquement Ricain

vla les excuses maintenant


Keth
AC2 Live Team

Total Posts: 274
Last Post: 4/2/2003
Member Since: 9/5/2002


I think everyone pretty much got to say what they wanted here, and got the responses they were looking for. I want to apologize for not being clear in the initial post and not providing you with enough information. I also want to apologize for causing a lot of angst until Jessica and Citan came here to give you the information you were looking for.

In the face of that, I think everyone would appreciate you not getting too personal in your responses here. It doesn't really serve any purpose or enhance the level of discussion we want to have.

forum officiel
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darhn
Roi
 
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cool de l'espoir, tu peux filer le lien du thread?
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souchi
Roi
 
Un peu de technique now , ou le comment du pourquoi ils ne veulent pas des coups a 1000 pv, PvP oblige


Citan
AC2 Live Team

Total Posts: 89
Last Post: 4/2/2003
Member Since: 1/15/2003


----------------
On 4/2/2003 2:20:07 AM sirbruce wrote:


----------------
On 4/1/2003 4:27:59 PM Citan wrote:
----------------


This can't be done across the board, because many powers are at the "max safe potential" for their effect. We are not willing to have a skill that does more than 400 bonus damage through armor, slow down combat speed more than 50%, or increase weapon damage more than Infected Caress already does. These skills will probably never be higher than level 50. We considered this route, but had to reject it.

----------------

But that route is preferable to waiting until freaking SEPTEMBER, I mean, sheesh.

The thing you need to realize is all of those things may be overpowered against CURRENT mobs, but the level 50+ crowd won't be fighting many current mobs.
----------------


I realize I didn't give a very detailed explanation yesterday, let me try again. (Edit for those just joining in: this is an explanation on why we don't want to raise skill caps from 50 to 60.)

First, it's overpowered in PvP. I know that isn't something you personally care about, as you said as much a couple pages back. But we have a decent number of people who would rather not have PvP battles shortened in duration by more than half, which is what increasing the skill maxes would do. The offensive skills far outnumber the defensive skills; increasing damage output by 20% means fights are over much faster. (And not just 20% faster, MUCH faster.) And actually, we think PvP fights are a bit too short already.

Second, because Infected Caress is percentage-based, improving weapon damage by an additional 10% would definitely be overpowered even for 50+ monsters. The problem with uber-buffs like Infected Caress is that all content has to be balanced assuming that it's likely you'll have the uber-buff. To be concrete, it means we can't add a weapon that does 500 damage, because you can then use Infected Caress on it to make it a 750 damage weapon. So instead we add a 400 damage weapon, knowing you will use Infected Caress to make it a 600 damage weapon. The problem being that now you HAVE to have Infected Caress on, or your weapon won't be adequate for the battles we intend you to use it in. Which makes Enchanters happy but others not so happy.

We are trying to come up with ways to lower the "mandatory" nature of Infected Caress and a few other buffs; we definitely do not want to make those skills MORE powerful -- that goes directly against our eventual goals.

Third, and this is related to the earlier points: we already have a tough time making monsters both fun and challenging at level 50. One reason is that monsters have to have tremendous offensive power at level 50 in order to be challenging, which means fights tend to be deadly and short. We would like battles to be a little less insta-kill, but we can't do that unless we buff defenses more than we buff offenses. That goal is not achieved by improving skills 20% across the board. The other problem is that the more we "tune" fights by taking into account the buffs that will be on them, the more mandatory those buffs become. When we balance a monster by making it do 200% damage to compensate for the 50% attack-speed debuff that could be on it, we effectively make the attack-speed debuff mandatory. The same holds true for armor debuffs, percentage-based drains, and so on. A little bit of this sort of thing is natural, but we are working to keep it in check. We want there to be lots of ways of defeating monsters; we want diverse groups to be able to succeed at killing them. Forcing groups to be made up of precisely a Sage, Enchanter, Sorceror, Zealot, and Juggernaut (or any other "mandatory" group) means other people are left out; it then becomes much harder to find a group than it currently is. The more powerful particular skills are, the more difficult it is to avoid making that skill "mandatory." In general we have already reached what we feel to be the limits for skills so that they are great to have, but not mandatory. In some places we were already wrong; a 50% combat-speed debuff is already so powerful as to almost be mandatory. We certainly can't go any further down that road.

I guess what it boils down to is that changing things in a complex system like ours will have lots of consequences. We realize that our eventual 50+ powers will have some unintended and probably unpleasant consequences, but we are doing our best to study the possibilities and be prepared to fix the problems that will arise. We aren't willing to just increase everybody's offensive power by 20% and to hell with the consequences

forum officiel
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souchi
Roi
 
Voila en synthese les posts les plus interressants,

fo dire que je viens de me coltiner les 12 pages de Ouin Ouin du thread,

et qui plus outre en Angueliche !

Comme quoi, meme à travers les posts de critiques, on apprend pas mal de choses !






Tout le thread ici
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Avatar de Hanny Drocéphale
Hanny Drocéphale [FED]
 
Avatar de Hanny Drocéphale
 
grats !

Tu as survécu à 12 pages de whinning, c'est fort

Enfin le problème qu'ils ont c'est le même depuis le jour 1 : le contenu
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Avatar de Gladia
Gladia
Alpha & Oméga
 
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Salut,

merci pour tous ces posts!

ce qui est dommage c'est que certains joueurs pensent que la seule possibilité pour eux de faire quelque chose apres le level 50 c'est de pousser les devs a monter ce cap pour qu'il puisse a nouveau xpxpxpxppxpxpx pour etre plus high encore!

Alors que les devs leur explique qu'ils vont ajouter des trucs a faire pour ces hauts niveaux, sans avoir a pousser le cap.

c'est pas comme si le jeu etait figé et comme si chaque mois il n'y avait rien de nouveau.

enfin bon de toute facon y aura toujours des raleurs.
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Dragosh
Roi
 
Tout à fait d'accord: l'ajout de contenu me semble beaucoup plus important que le reup, et je trouve ça plutôt pas mal qu'ils en aient fait leur priorité
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