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  1. #1
    Migration seems to work ... I just met a mutant coyote with 527 HP in zone 979 (starter area). I think it is a bit too much for beginners. In the old version mutants in those zones were very rare.

    Coordinates please see screenshot above the minimap.
    Click image for larger version. 

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    Is there a way to get more of the small animals (hamsters, hens, roosters etc) in the low danger areas and keep the mutants in the higer danger areas only?

  2. #2
    Quote Originally Posted by Wyry View Post
    Is there a way to get more of the small animals (hamsters, hens, roosters etc) in the low danger areas and keep the mutants in the higer danger areas only?
    Yes. I think I'll have to run one round of 'teleport' migration to get creatures to their proper zones. Right now I can see many are a bit stuck in the wrong areas because they are trapped on tribe land or otherwise blocked from returning to a better zone.

  3. #3
    my feedback is that hunting a creature is completely Trivialized now.

    You said you weren't happy about how some players used "backing up" to avoid damaging attacks from creatures.

    Well now you dont need to back up at all, they have so little health and Hit way less then before,
    you dont need to back up now, you can beat them down yes I mean mutant bears.

    couple that with the Buff to the damage a player deals, and you've even removed the need to get a grp of players together
    to hunt a big creature.

    very sad state of affairs imo

  4. #4
    Quote Originally Posted by chojinuk View Post
    my feedback is that hunting a creature is completely Trivialized now.
    That's what these feedback threads have been for. I stated earlier I set the values arbitrarily lower and they need to be adjusted based on feedback.

    In general these are the goals:

    - Small creatures should be easy to kill, even for new players.

    - Large regular creatures should be difficult but manageable to kill.

    - Old age and legendary mutants should be difficult and require a group of veteran players to kill.

    I've been waiting for feedback on specific creatures and what players (such as yourself) think their stats (life, damage, speed) should be. That was the main point of the last feedback thread and test session and you were very welcome to provide feedback then.

    I will start another thread on this once I've ironed out a few issues with the patch to separate it from the glitches and minor issues being reported here.

    Thanks
    Last edited by Xsyon; 06-04-2020 at 10:28 AM.

  5. #5
    Quote Originally Posted by Xsyon View Post
    In general these are the goals:

    - Small creatures should be easy to kill, even for new players.


    - Large regular creatures should be difficult but manageable to kill.


    - Old age and legendary mutants should be difficult and require a group of veteran players to kill.

    I would love to see this, this is exactly what I like. Thanks Xsyon.

  6. #6
    Xsyon Citizen
    Join Date
    Jul 2013
    Location
    Right by the Mist
    Posts
    141
    I did have three mule deer, one full HP male, an almost full HP female and a 160 hp female, now I have three different mule deer, 2 Canis and 2 Hunchbacks, one old and one young of each. Could this teleporting have caused this ?

    Pean wont be happy to find his revs are loose (if he ever comes back), took him long enough to get them in there to start with lol

  7. #7
    Quote Originally Posted by Bejaymac View Post
    I did have three mule deer, one full HP male, an almost full HP female and a 160 hp female, now I have three different mule deer, 2 Canis and 2 Hunchbacks, one old and one young of each.
    This is ok. It's due to the creature reset I ran (so we could have creatures of different ages and power instead of many max age animals). It's also due to some migration teleporting animals to their designated 'home'. I'm going to make a few more adjustments to migration functions over the next few weeks so there may be a bit more funky situations like this, but then I will patch out Pets.

    Pean wont be happy to find his revs are loose
    Sadly, from what I've heard, Pean is no longer with us. RIP

  8. #8
    Currently you have in the combat tab. Armor is listed as a - 0.xx%
    However, I believe this number is off by 2 places. It should be -xx.xx%
    Math its lowering it by like 30%, however, its listing as only 0.30%.

    Exmaple.
    Damage Base: 6.00 / Q * 132.00% / D * 100.00% / Weapon Damage: 7.92
    Strength 50% / Power * 100% / Backstatb + 50.00% / Adjusted Damage: 17.82
    Skill Increase: 3.00 X / Armor -0.30% / Blocked: -0.00% / Final Damage: 37.42

    As you can see here the armor is effectively lowering total damage to the target by 30%, but its listed as 0.30%.

  9. #9
    Quote Originally Posted by MrDDT View Post
    Currently you have in the combat tab. Armor is listed as a - 0.xx%
    However, I believe this number is off by 2 places. It should be -xx.xx%
    Math its lowering it by like 30%, however, its listing as only 0.30%.
    You're right. In the function it's actually 0.3 x . I'll fix the display to make it clearer.

  10. #10
    Quote Originally Posted by Xsyon View Post
    You're right. In the function it's actually 0.3 x . I'll fix the display to make it clearer.
    Same issue with the dodge %. It's listing it at .xx% dodged instead of xx.xx%.

    Also I do not know if its possible or not, but can you dodge 100% of the damage? If so, can you list that when it happens in combat?
    Last edited by MrDDT; 06-09-2020 at 08:50 AM.

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