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Author Topic: Balancing  (Read 939 times)
Seekey
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« on: August 27, 2008, 11:05:46 pm »

Hiho,

After I tested the +nb versions the last days I have seen, that the balancing with my settings is completely different.

I have created a new account and I had a lot of perfect victories at level 1 without buying a weapon or armor. I reached level 4 within some minutes and Level 6 after getting the next newday.

I think the greatest difference is, that you start with a base of 2 instead of 1. Maybe there could be something done for the balancing, because I don't want to have players climb to the dragonkills with a rush.

Greets

Seekey
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Nightborn
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« Reply #1 on: August 28, 2008, 08:28:46 am »

Can you be more descriptive of the "base 2 now former base 1" ?

I have a new way to calculate creatures, but I guess the former creatures in the installer (which you used I guess) might be weaker - though I have the exact same values in my algorithm.

Normally I'd say it's pretty hard - legendofbleach has only basic installs and few boons - and you have trouble levelling up.
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It should be fixed, but it won't be easy and it won't be fast. If you want
to help - wonderful. But keep in mind that it will take months of wading
through the ugliest code we have in the tree. If you've got a weak stomach -
stay out. I've been there and it's not a nice place.

   - Al Viro
Seekey
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« Reply #2 on: August 28, 2008, 01:10:15 pm »

I speak of the attack and defense base. In 1.1.1 a player starts with attack and defense 1 in +nb he got attack and defense base 2. It is no problem in 1.1.1 to rech level 3, if you buy a weapon and armor with the gold you are starting with. But in +nb I can reach level without any equipment, buffs or anything else.

I have tested a little time now and it seems, that this problem is only within the first levels. At Level 6 or 7 I don't have much perfect victories. I will watch this for a while and see, if my first impression is right.

Pretty hard sounds good, Nightborn Smiley
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Nightborn
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« Reply #3 on: August 28, 2008, 07:06:24 pm »

I believe I calculated those bases to be 1, but I might err, because it's over a year ago now.

*checked*

ah, you're right.

the bonus attack gets set to 1 each.. that's bad... I need to correct that.


lib/all_tables.php

  60                 'attack'=>array(
  61                         'name'=>'attack', 'type'=>'int(11) unsigned', 'default'=>'1' //offensive power


<---that causes your attack to be 2. make default 0

I'll change it accordingly. same for defense please.
Logged

It should be fixed, but it won't be easy and it won't be fast. If you want
to help - wonderful. But keep in mind that it will take months of wading
through the ugliest code we have in the tree. If you've got a weak stomach -
stay out. I've been there and it's not a nice place.

   - Al Viro
Seekey
Guest
« Reply #4 on: August 29, 2008, 12:09:58 pm »

That would be much better for the balance. With the new attributes I'll have to check the balance anyway.

Is there a text where I can find out, how the attributes exactly work? I have seen after some quick tests, that the attack and defense are calculated out of the attributes. But when I use the +nb I'll have to explain, how the attributes are working.
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Nightborn
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« Reply #5 on: August 29, 2008, 12:31:01 pm »

It's in the changelog as far as I remember.

here is my post from my forums (creepy, the system is now almost a year old) Wink
-----------------------------------------------------

... you might ask what exactly they are, will do, whatnot...

=) To make the game a bit more complex than simply having atk/def where both damage and hitchance collide, I wanted to have it more like a real roleplaying game... with char stats that reflect how you like to be...

->a fast and lethal fighter, not too tough but hard to catch
->a strong brute that can take out others with a few hits, not fast but sturdy
->the intelligent and wise nin that relies on jutsus rather than brute force
... etc

First: The atk/def points from an oro kill will not exist anymore... you can increase a stat by one =) instead.

The for you interesting part, how they affect atk/def?

--> what you currently see as atk/def is what I call "extra atk/defense" ...
that will stay until I have decided to reset the oro kills along with the atk/def points...which you can then redistribute. =)

-> Formulas...

a) SPEED
Your speed rating = 1/2 * dexterity + 1/4 * intelligence + 2.5



b) DEFENSE

your defense will be = 1/4 * wisdom + 3/8 * constitution + 3/8 * speed -9 + misc defense points



c) ATTACK

your attack will be = 1/3 * strength + 1/3 * speed + 1/6 * wisdom + 1/6 * intelligence -9 + misc attack points



Note that there will be a dmg formula later on, I will do this step-by-step as this is a rather radical change.

Values get rounded naturally (up to 0.49999999 down, rest up)

Note that this will effect forest/pvp/all fights.

You will see your REAL attack points in the stats, not the misc points. =)

Currently the system is not implemented, but will be shortly.
I finished it yesterday, but still needs testing.

@Charm ---> already there, I'll keep the current system

@Wisdom --> I know, rarely used, but there will be different stuff to use it... Wink i.e. items you are unfamiliar with are not usable or so...

@Intelligence -> your bonus jutsu points on newday will be "Standard Bonus" + 1 per every 12 Intelligence Points... So you can have tons of use points... because you are so smart and make efficient use of your chakra...


There will be ongoing changes with this... being a has-to-be for legend of bleach, I decided to move  this to a top priority.
Logged

It should be fixed, but it won't be easy and it won't be fast. If you want
to help - wonderful. But keep in mind that it will take months of wading
through the ugliest code we have in the tree. If you've got a weak stomach -
stay out. I've been there and it's not a nice place.

   - Al Viro
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