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May 10, 2015 10 years ago
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BoaConstrictor
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SapphireSeasGoddess

I am all for speed paired with health but not as excessively as proposed. Doing it for t13 only has already been changed. 1000 points jumps in order to gain another 100 HP heal is tough, esp. paired with the absurdly high costs.

As said here earlier I could imagine high speed (5 - 7k ?) would influence the healing cap, but obviously that has already been altered to 999 anyway.

May 10, 2015 10 years ago
Kitten_410
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I feel like maybe certain people have never played a video game before. Speed has been changed how many times now? and yet it is still a stat that has a lack of proper ability. has a fantastic idea that actually rings true to what Speed (or agility) is in gaming. You can think faster, you can move faster. Giving things like a chance to avoid a freeze (because your speed is higher you froze them first, therefore they can't actually /cast/ the freeze) and the chance to add a "mini-crit" (as she states) would be an "extra" attack.

Speed is a stat best made to be what it is. Speed. So you are faster. You move faster you hit faster. Why does it have to be so complicated?

May 10, 2015 10 years ago Official
The Royal
Cranberry
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Visla

Oh, I know. I was JUST saying to Purge (before reading all of these posts) that speed should allow pets to "dodge" attacks somehow, or get better hits in. It makes more sense. Our main issue is honestly how much we can do without involving a programmer. Anything involving custom-coding weapons, we can do on our own (so healing rates, blessing and curse rates, freeze chance, stuff like that). We can't, unfortunately, custom-code anything having to do with crits or dodging. A programmer would have to go in and change the BC's (hideous) code, and the BC doesn't seem to be much of a priority.

May 10, 2015 10 years ago
VALHALLA
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Afflicted

I am incredibly glad that I read all of the posts on this topic, because I otherwise would not have known about the health cap. I feel like it would be useful to add that to the OP with the list of changes.

That being said, I am chuffed with the size of the cap raise, 13k stats is a lot and I am excited to be able to train Afflicted again! Granted, I was only capped for a couple of months... but it is nice to see her in the training center again. :D

Quote by Kitten
I feel like maybe certain people have never played a video game before. Speed has been changed how many times now? and yet it is still a stat that has a lack of proper ability. has a fantastic idea that actually rings true to what Speed (or agility) is in gaming. You can think faster, you can move faster. Giving things like a chance to avoid a freeze (because your speed is higher you froze them first, therefore they can&;t actually /cast/ the freeze) and the chance to add a &quot;mini-crit&quot; (as she states) would be an &quot;extra&quot; attack.</p>
<p>Speed is a stat best made to be what it is. Speed. So you are faster. You move faster you hit faster. Why does it have to be so complicated?

I 100% agree here. I think speed needs more usefulness, but logically having it affect healing isn't where my mind goes. Speed should affect agility, evasion... speed-like things.

As it stands, I am going to not be boosting or using exp until things are more finalized. I know that I have a lot of room to work towards the build I want, and thankfully I trained fairly even because of the achievements associated with the stats - but I am ready & excited to develop a build here. But I definitely do not have the information yet to do so.

everything was beautiful and nothing hurt. Reader Voracious Book Blog

May 10, 2015 10 years ago
Amae
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Breck

Quote by Cranberry
A programmer would have to go in and change the BC&;s (hideous) code, and the BC doesn&;t seem to be much of a priority.

And here we come to what is presumably the crux of the problem.

May 10, 2015 10 years ago
Damon
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Evee

Thanks for taking that penalty away... my only real qualm was 9999HP would have driven me bonkers... I like to have nice rounded out numbers. :P

Also liking a lot of these suggestions.

Could speed+healing work with crits...? Or would that make the system even more broken? Like say you score a crit in battle, it doubles your damage, what if it triggers an extea % heal or a hard numbered heal (ex: Score a crit double your damage get an extra 100+hp heal all depending on your speed. So you're at say 3k speed you get an extra 300hp heal ONLY if you can score a crit on your opponent)

I realize that might just break things but I'll leave the idea there, somehow could become useful if others add onto it.

May 10, 2015 10 years ago
FLUX
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Gerudo

Considering how much sP battlers normally have to blow, it kinda should be high on the list. Especially if the site just introduced new cap and new features. The shitty coding can't just be left there for eternity and used as an excuse.

May 10, 2015 10 years ago Official
The Royal
Cranberry
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Visla

I don't disagree.

Right now we're discussing the scroll library and the multiple saved battle sets with the programmers. We're tired of simply talking about them and want to finally get them pushed through. We will bring up the speed issue after that, but we'd need to have a solid plan in place first, so more viable, non-game-breaking suggestions from the knowledgeable battlers would be amazing.

May 10, 2015 10 years ago
FLUX
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Gerudo

Tell them I'll pay 20 mil per saved scroll/battle set and maybe that'll get them moving. I WILL THROW WHATEVER SP IS NEEDED TO GET PROGRAMMERS WORKING ON THE BC.

May 10, 2015 10 years ago
Damon
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Evee

SCROLL LIBRARY??? MORE BATTLE SETS???

....

Oh man those are like two dreams come true for battlers... -fingers crossed 5ever that it'll happen before this year is over-

May 10, 2015 10 years ago
VALHALLA
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Afflicted

Quote by FLUX

Tell them I&;ll pay 20 mil per saved scroll/battle set and maybe that&;ll get them moving. I WILL THROW WHATEVER SP IS NEEDED TO GET PROGRAMMERS WORKING ON THE BC.

Same.

The main reason I don't actually consistently train more than one pet is because it is so damn annoying to move scrolls around and have to change my default weapon set.

everything was beautiful and nothing hurt. Reader Voracious Book Blog

May 10, 2015 10 years ago
Andrea
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Craig

I actually really love the idea of a challengers speed being static, too! Really like that.

Fun story, before he had his 5th win smasher taken away I had four pets that were in the range of being able to get 5 wins on him-- but I hate battling him so much I was procrastinating about it because uughh who wants to lose 900 times. Then something happened due to plot/event battling and the wins had to be wiped... and they took his smasher away.

I had.. four... coulda won... so close. I hated him before that, but omg I can't even express how much I want to smash his stupid smug little knowing face in |D. I would definitely settle for 25 wins for another smasher, but I think it'd be nice to be nice to everyone and toss in a few more tiers to allow everyone (including newer users, and those who aren't made of money/don't own armys) a few more.

I've heard stories from involving the coding of subeta... horror stories, really. However, yeah like said, considering how much sP/time/money people sink into battling.. and obviously how much battlers care about it (otherwise we wouldn't be all here talking about this), it'd be nice if just once battling got a pass to being important for just once.

I would really love it though, if they were willing to battle the code -snicker-, to see something involving dodging for freezing/attack buffers of some degree. That'd really make it so much more intune with what speed should be doing.

Would removing critting for the time being, be dooable (phase 1) or making it to where challenger speed is static? Doing that would probably help a lot of people who just had their weapons nerfed due to speed being on the low end (not saying change that, but it did kinda hurt a lot of people and with the exp costs.. it's going to take a minute to fix it).

Or just lower challenger speeds to where they're.. counterable?

Because there's a lot of concepts thrown out on this board, but none of them will really matter if it's all dependent on us being faster @ prod/castle/rouland/probably a dozen others including event and plot challengers that we'll never actually be able to out speed?

edit: YES LET'S DO A BC sP SINK KICKSTARTER LOL. I will sell csc for that. In the name of speed and libraries.

[font=cursive]🦀 Thinking about the immortality of the crab[/font] 🦀

May 10, 2015 10 years ago Official
The Royal
Cranberry
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Visla

Purge and I are both good with the idea of opponent speed being static. It makes sense that if you train your speed high enough to have the advantage, you should keep it. We'd have to adjust a few opponents' speeds, but it wouldn't be an issue. I'll add that to the list we'll give to the programmers.

May 10, 2015 10 years ago
KarenP
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Smokely

I am all on board for the scroll library and multiple battle sets. That is one of the reasons it takes me forever to battle with my smaller battle pets. These would be awesome!


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May 10, 2015 10 years ago
InSaNe
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Hydragellos

Speed to heal isn't bad. But you could have said, this great change is happening..... in 6 months. You have 6 months to adjust for that.

The fact that the stat is called "speed" should be irrelevant and not weight on game mechanics. We've had these strange talks about making speed impact who "attacks first" as far back as when speed was created, but it makes little sense in a system where both fighters attack at the same time. You can't attack first and kill an opponent before it can reply.

Or can you ? But then, so can the opponent. And where do we draw a line that doesn't make it overpowering and overly complicated? Dodging attacks is essentially what the defense stat does : it reduces damage take, which is the same as dodging say, 20% of the attack.

  • Speed to crit should be clarified. The mechanism is so obscure that no one plans a build according to that, people just either drop speed altogether or train evenly because they are OCD or have no clue what's going on. No one includes speed in their build for a "good" reason, a reason that is based on what speed does.

  • Speed already has an impact on blessing/curses activation rates, it could impact how strong these blessings and curses are too.

  • Same for how strong spells are, or their freeze rates. Using me as an example : So yeah I have 500+ AP, I can equip more scrolls than is ever needed. That means I rely on scrolls. If you make speed affect how strong they are : I'll have to rely on speed too. No longer useless.

  • I don't stand very strongly on anything that links speed to avoiding being frozen, or stolen from or avoiding things in general. Because there are two ways of doing it, either you set in stone that at X stats speed will avoid freezes from opponents with X stats or something of that fashion, and then it can be abused and become overpowering. Either it's random, X% rate or whatever and TBH you don't really want game mechanics to be random because you can't rely on them, you can't build your strategy around them, they're just extras and bonuses and things that won't save you when you need it and may be helpful when you have no use for it. You're not in control, you're just throwing rocks blindly and hoping one reaches the target

You don't just want speed to not be useless. You want it to actually give you an advantage over, say, getting more strength. Or more HP. And not something that caps because that means people will essentially train to that point because it is a staple, then drop it because it's useless. Health, strength and defense are never "useless". An extra point of each does something concrete. That's where you want to be with speed.

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May 10, 2015 10 years ago Official
The Royal
Cranberry
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Visla

I hear you, -- I actually have three t10 pets now (done entirely with autotraining!) in addition to my t13, and I never battle with any of the "little guys" unless I'm testing something simply because it's such a pain in the ass to switch out my entire set.

May 10, 2015 10 years ago
VALHALLA
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Afflicted

Quote by Cranberry
Purge and I are both good with the idea of opponent speed being static. It makes sense that if you train your speed high enough to have the advantage, you should keep it. We&;d have to adjust a few opponents&; speeds, but it wouldn&;t be an issue. I&;ll add that to the list we&;ll give to the programmers.

That's great news, thank you!

everything was beautiful and nothing hurt. Reader Voracious Book Blog

May 10, 2015 10 years ago Official
Purge
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Quote by InSaNe
</p>
<ul>
<li>
<p>Speed already has an impact on blessing/curses activation rates, it could impact how strong these blessings and curses are too.</p>
</li>
<li>
<p>Same for how strong spells are, or their freeze rates. Using me as an example : So yeah I have 500+ AP, I can equip more scrolls than is ever needed. That means I rely on scrolls. If you make speed affect how strong they are : I&;ll have to rely on speed too. No longer useless.

If such things were actually possible, they would have been done already. I've asked for a ton of things before, and they just aren't feasible. Curses that can freeze, give blessings to the opponent (from your own weapon), coding on scrolls... not happening. I'm also completely against speed affecting freezing (or the dodging of freezes?)... I'd love to tie it into crit rates though. I'm pretty sure I asked about that in the past as well, sadly.

That's the problem. Most ideas are fantastic. They just can't be done.

I've tried to get to come back to us, ages ago too. Haven't tried recently though. Maybe I could bribe her :P (I know how crazy busy she is)

May 10, 2015 10 years ago
InSaNe
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Hydragellos

I think we've talked about this before, but how impossible is impossible ? They had to code things in the first place for them to be working right now, I don't understand how you can't code more features on top of that. I know there's only so much you can do from the BA interface, but I don't understand that programmers can't code that feature in.

I have plenty of ideas for things that can't be done yet, not necessarily speed-linked. It'd be nice to know the array of "new" things that are possible : not by you, because we've pretty much seen the extent of that, but by programmers.

Speed remaining static on opponents is an idea, but then, people won't train speed above base stats of the strongest opponent in their array for sure. Maybe opponents could scale less fast ? When I started battling, opponents used to scale much more slowly, but after Aaron's revamp, that was randomly set to a 10% increase each time, essentially making opponents twice as strong by win 10, and greatly preventing more wins from then on. But if opponents scale less fast, then speed scales less fast (or remains static, or scales less fast regardless of how the other stats scale), then people can get virtually more wins on opponents, which can be worth it if you take a new look at exp payouts past win 10

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May 10, 2015 10 years ago
Thomas
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Algebra

Quote by InSaNe
- I don&;t stand very strongly on anything that links speed to avoiding being frozen, or stolen from or avoiding things in general. Because there are two ways of doing it, either you set in stone that at X stats speed will avoid freezes from opponents with X stats or something of that fashion, and then it can be abused and become overpowering. Either it&;s random, X% rate or whatever and TBH you don&;t really want game mechanics to be random because you can&;t rely on them, you can&;t build your strategy around them, they&;re just extras and bonuses and things that won&;t save you when you need it and may be helpful when you have no use for it. You&;re not in control, you&;re just throwing rocks blindly and hoping one reaches the target

Agree with this completely. Anything that's a % of a % or whatever is instantly going to turn me off the stat and look to the others. Health, strength and defence all have a very 'real' impact on battles; you can feel the difference an investment in these stats makes. By burying speed into a formula and shutting it away to a trigger, you aren't alleviating how extra the stat is going to feel.

Maybe something like a base damage block that activates every turn; say 10% of your speed stat is blocked as raw damage every turn. Like a damage shield. It could provide an interesting interaction with health and defence, then.

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