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Burns

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Posts posted by Burns

  1. I think it works quite well in this thread, actually. We'll see how it develops.

    so, @Burns:
    It would indeed not be perfectly equivalently balanced, but is there such a thing in MD? From resources to everything else.
    I'm not sure did you see the link Rophs posted a day or so ago, about "perfect imbalance". 
     
    Doing this properly, no land would have a clear advantage over the others, they would just be 'different' in their potential, which is good.

     
    This is exactly where you're getting it wrong. For a balanced set of tools, all tools need the same potential. If my toy can delete you from the game if used right, and the best case your toy manages is to movelock me for a day, your toy is underpowered.
    But all toys should do something that works with their land, still. MB should probably not have a laser gun, while it would absolutely work for golemus to have a laser gun. Giving a camouflage made of twigs to Loreroot seems useful, but giving it to Necro just looks dumb.
     
    Still, they all need to do something of a similar value. If my laser gun can kill you for 3 days, it'd only be fitting that the twig camouflage makes you invisible for 3 days, no? But where does that leave a healing item, just for example, in MB? Revive for 3 days, then you drop dead again? Doesn't work to me. Then again, if you can revive permanently, my zap-o-kill with just 3 days isn't strong enough to compete with your revival tool. That's what i meant with balancing.
  2.  

    Yes, maybe fix resources themselves first then (aka finally unstack them) before working on land-level trade... indeed... and then implement land treasuries on the same code (i.e allow X number of a resource to be removed instead of the entire stack)

    http://magicduel.invisionzone.com/topic/10370-how-can-resources-be-fixed-unsplittable-groups/

    http://magicduel.invisionzone.com/topic/15205-public-resource-splitter/

     

    TL;DR: Nope

     

    However, giving lands more specials would be quite a nice idea, i think. We already have different resource gathering tools, but it would be a huge addition if, like in Reggys example, MB would be healing and defending, Necro more about aggressive stuff and such... Though it would be very hard to find a balanced state amongst those tools, i think.

  3. It could, but if you bring 5-6 freezes to a fight you end up with a pretty good chance to get 3-4 creatures frozen. If the third freeze had a chance to hit something that's already frozen, and on top of that only 25-40% chance to work at all, it would make using large amounts of freezers rather ineffective, and if you don't even use more than 3 freezers because they have such a little chance to give you an advantage, your opponent will likely not end up with more than 2 frozen creatures ever again, giving him more of a chance to fight.

  4. The wiki had info on pretty much all creatures, scenes, mechanics and stuffs before chewie got it, and then we made it again from scratch to contain as muhc info as possible without giving away too much of the experience.

    A complete wiki is like a walkthrough for a game that takes 2-3 years to complete normally. Would you really want that?

  5. Honestly by reading your posts, you (No one) either CONTINUOUSLY misinterpret what was said before or you don't read it fully or you don't comprehend the full picture or you fail to connect what is being addressed in which topic or you simply forget, or all of it. This is from my view of how you raise same questions and make same statements that were already discussed with you elsewhere or before, effectively making all of us repeat ourselves and spinning in circle.

     

    Which might easily come from you guys, specially you and Azthor, making unnecessarily long and complicated posts. I've used english for a very long time now, but you make me go and grab a dictionary like i was in middle school again :P

     

    Use simple words and short paragraphs to avoid confusion! :))

  6. Wait...isn't Oct for Thanksgiving and Nov for Halloween? O.o

     

    If it's Oct then we need to hurry :D

     

    Exactly the other way round, us civilized europeans have thanksgiving when we're done harvesting, those new world brutes wanted to have it in the middle of winter :))

     

    It is Oct 31st, and they celebrate thanksgiving at the end of november.

     

     

    When you say un-allied, do you mean you can make the system consider our allies void for the duration of the event, or that people actually have to drop their ally-badge for the event?

  7. I aim to run it during Halloween (or to start it then) since it's pain and suffering. However I might not be able due to some business trip at the end of November so in case this happens I want to run it during the first week from December (I will know more in about few weeks so plenty of time until then).

     

    I'm pretty sure this halloween mumbo jumbo is the night before all hallows (hence them calling it hallows' eve, no?), which would be the last of october, not november. So, if your trip is in late november, it shouldn't interfere with your halloween plans?

  8. Once again looking for new mods.

    Please scroll up/click me for the detailed job description.

     

    Please send me a new message or post here again even if you've already posted/PMed me 2 years ago, much can change in this long time and some of you might not want to do something like that anymore.

  9. He actually made it a clickable link, just follow it :P (and note that you need to be logged in to do so)

     

    However, that 'Understanding the fighting system' page is more of a basic layout from 'back then', and at least in regards to weaken defence NOTHING works as Mur intended it, because it was so terribly flawed when big stats came into play. Rendril practically re-wrote the whole ability, and it's still pretty broken in some places.

  10. It actually isn't, a dollar is 100 cents because somewhere, sometime, somebody put down a law stating that it works that way. They built their dollar out of nowhere, and had the wits to not use some strange weirdo system like this feet-yard-mile business, but a proper decimal system.

     

    I trust you did your research and already know of this post for theory http://magicduel.invisionzone.com/topic/3795-the-exact-price-of-1-silver-coin/#entry29515

     

    The rate of 15:1 just got accepted as a going rate when the first gold to silver trades were made, because gold coins were basically untradeable on their own. If you want to 'calculate' a fair rate, i think it'd work to check how much money (on average) you need to put in a branch to reach a gold, and how much silver you can get for the same amount of money.

  11. With large amounts of power, angiens will suicide when they attack. People who have such amounts usually also have obscene amounts of VE, and just put their slider down a bit to keep their angiens in a healthy spot.

     

    When you go for the correct amounts of power for the ritual, every angien in your rit will destroy one opponent, period. That's what they are made for, to burn out a drachorn in one shot, and kill themselves in the process. As it happens, you can put 3 of them in a rit. Then you put your power a little lower to make them fire off 2 shots before becoming useless, and burn out the complete opposing ritual. Anything but the drachorn super rit gets butchered by angiens with the proper level of power.

     

    And no, you can't counter them with vitality drain. When angiens and their opponents have the same starting ve, the angien wins, given the right amount of power. You'll have a very rough time to build a rit against angiens as long as those angiens have access to enough power and ve without relying on freeze. A weak player, on the other hand, can't make anything out of angiens. If you're under 300 power and 50k VE,  you might as well use grasans. From 1000 power and 500k VE upwards, you can rain hell on your opponents.

     

    The Angiens are designed to help grinders defeat the drachorns from the shop. They also happen to wreck any 'normal' rituals when used properly. Personally, i love to train my newbies on angien rits because i have enough power to set up rituals that always win and never give a loss to my victims, because i burn down 40% of my own vit in the process. And thanks to the magical combo VE, that doesn't even cost me any actual VE.

    Because of that ridiculous power, i think angiens should be reduced to 2 as well once those nasty drachorns get reduced to 2.

  12. I checked Eon's stats and his attack stat is 2795632

     

    Now I don't know how this is possible, but one time I had got 1.44M attack (which is greater than 50%... ) from Eon with a single maxed TS in a 6-creature ritual and 0% influence with Eon's 100% influence

     

    And another time I got only 1.16M attack stat from Eon in a different 6-creature ritual with 0% influence and Eon's 100% influence, but same maxed TS.

     

    I -assume- that its probably a range of percentages in which a random value is chosen?   <---just a guess

     

    insufficient data, you're just guessing around.

    First thing, you need to divide his raw stat by 6, skillvamp goes slot by slot, not spread over all. It's just summarized in the report for sake of simpleness.

    Then, you need to add in tokens and boost auras, if present (which i assume, otherwise you'd never get that much attack), then you need to figure out exactly how much your guys have at start.

    A useful way to check would start with using nothing but the TS for your rit, and then see what happens in various slots, because his stats per slot will differ greatly.

  13. As with most combat related stuff, it's been a while since i last checked properly, so this might not hold true anymore:
     
    This minus-% thing where you heal used to not work for balance calculation, and it might still not be fixed.
    The system doesn't bother if the difference is in the positives or in the negatives. When you have a fight that ends 100 vs -73, it doesn't come to 173 for a difference, but to 27 for loss calculation, which obviously isn't enough. It's not an issue about healing preventing the loss, you can still get counts for both ends in a healing battle, like in this incident i just had:
     
    49.8648005069% vs -24550.3875969%
    Winner gets won fights counter incremented!
    Loser gets humiliated, loss fights counter incremented!
     
    What Rophs indicated and powle just said are an outflow of that. You can have a victory without ever losing 10%, as long as you 'lose' -10%, and you might not get a loss from a 'close fight' at 100% vs -100%, as both are 100% away from their starting point, it's 0 difference. Test based on that, it might still hold true.

  14. Regardsless of where you put your balance screws, and personally i'm sure that the big thing gone wrong is stats, not the 'all'-option, you'll have a very hard time.

    Mur didn't mean for us to grind stats, as No one said, but it turned out to be unavoidable. All the fancy seriously superior crits, starting from the rustgold drachorn, were implemented because MD couldn't pay for its servers. Winning in combat is the one thing Mur could sell on a larger scale.

     

    Yes, we handled Rustgold after a while. Then people got many rustgolds in a rit, and it got considerably harder to handle. And still, the servers need money every month, and you can only sell so many rustgolds to each player. So, add tokens, add statboosters, add reindrachs (not sure about the order), and if you mix all that together, the little advantages you can sell pile up into a sort of ultimate fighter.

     

    I would definitely love to see a balanced solution to this dilemma, where paying players get their advantages and grinding players get their fun, and strategists still can win, but it has yet to appear. Take away our stats, and you'll see the grinders leaving. Which leads to the payers not needing fresh paid features anymore. Take away the advantage of paid features in itself, and you don't need them anymore per se. But if you leave all options semi-viable, you will end up with a grinder who knows his tactics and also uses paid features, and that guy will rule the battlefields supremely.

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