Ok, Now I want a fn DETAILED explanation!
"You were attacked by Legolas Prime and lost! You took 11812 in damage, while dealing 3398."
Username: Legolas Prime
User Level: 1144
Strength Exp: 11,774/21,650
Defense Exp: 21,596/23,645
Spiked Shield of Voluptas
User Level: 2317
Strength Exp: 8,759/147,335
Defense Exp: 76,160/114,120
Spiked Shield Blessed by the Gods
Vision of Fear
So his user strength is less than half mine, his defense is about half mine, equip strength and defense less than half mine.
That leaves unrevealed legendary items. This is outrageous! This player hit me for more than 5 times the damage as any boss that I can see!
Define the rules for damage taken/given IN THE GAME GUIDE! I'm tired of guessing how user strength/defense, equip strength/defense, and extra damage all fit together!
From observed behavior, something is completely unbalanced.
I'm not blaming Legolas. I would guess attacking a player 1000 levels higher than you has a better Experience payout than a boss at most 25 levels above you.
Legolas Prime does not show the legendary items he owns on his profile. Therefore, you are not taking into account any cloaks and other items the player may have.
That's a complete non-answer.
I stated that the difference was probably legendary items. I didn't list mine either.
But just to put everything right out there where everyone can see it:
At the time of the attack, I had approximately +1000 Defense, +700 strength, and +700 extra damage. So what you are saying is that by whatever the mystical formula used to resolve player attacks is, there are legendary items that can overcome 1000 point strength and defense deficit?
I'm not asking for anything unreasonable, I'm simply asking for you to define how player attacks are resolved so that I can know what to purchase.
The Cloak of Shadows and Ultimate Power Cloaks have a +500 benefit for the single item. Apologies for not being more specific. Just didn't want to speak on someone else's stats.
Here's a "yes/no" question.
Will you document the relationship of strength/defense/equip strength/equip defense/extra damage in the resolution of player attacks?
Second question: If "yes", when and where will this information be?
Yes, will do so here. Here goes...
Originally Posted by Seapig
Base damage is generated for both sides (based on level + item damage + extra damage). Strength damage increase is then calculated, which is totalstr * seed / 22 (defense is the same formula just on defense with a new seed). For defense, basically a damage absorption value is calculated. When the two numbers are factored together, we ensure at least 25% of the damage is processed (creating a point where you can't become unhitable). Strength and defense mitigate and produce the same damage, just we limit all damage from being blocked so there's a cap on being extremely over on defense vs. someone who is attacking you (in effect making you untouchable). So, in all attack cases, you will take at least some damage.
So, now to the end result... Having greater defense will, of course, reduce the damage you take when being attacked. Having more strength causes more damage to be done. The side with the greater damage is, of course, the winner.
The problem we are all facing is that purchase power > play power.
That is, the game is becoming less and less fun since leveling up and building your character through skill playing is becoming less important compared to how much money someone has to buy powerful items.
Why would I play a game when other players are spending hundreds of dollars to power up their character? One could say that I should pay as much and buy powerful items, but I'm not. That type of rational will ultimately backfire and folks will leave the game.
I got a message from Gadget Advisor (don't know who that is) about suggestions - with the Easter holiday and some family issues I have not been able to respond, but I have some ideas that I think are great that could continue to generate revenue for the devs but also balance out the playing field for active players. Stay tuned...
The Following User Says Thank You to Sykosis For This Useful Post:
Sykosis, it has always been like this. In fact, all of the online games are since (depending on the way the game is setup) players can buy additional stat points or special items to further their character. That's how online games generate revenue and survive. The only difference now is that there are single more expensive items that can be obtained versus the multiple lesser expensive ones before.
As for players spending hundreds of dollars to further their character...there's nothing new about that either. There were players doing that since the beginning.
We do look forward to hearing your feedback, though, in any case.
Admin., you missed the key point.
It is true it has been always like this that any "free" on-line games need some kinds of paid items to make profits so as to at least maintain its developing and operating to become better and better, but the paid items should be careful designed.
Players are lured to purchase paid items to get "some" advantages for both PvE and PvP, but players should NOT get paid items to get "absolute" advantages for PvE and PvP. Destroying balance and fairness of this game is equivalent of destroying the game itself in the long run.
Tags for this Thread