Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
I'm off to work, Happy Mother's Day and all the best. Would work full time for you all if wanted.
Adios Amigos,
Neurath.
Can you clarify this one a bit? No stacking at ALL?
Dual levels removed from armour and weapons. Conflicted stats (all stats) removed from items and weapons.
New item levels firmed at the 5 coloured tiers. No level requirements.
Dodge chance removed. Dodge is now a flat damage reduction.
Armour:
Light: Absorb Damage.
Medium: Dodge Damage.
Heavy: Deflect Damage.
Armour Parameters: first colour 1% resistance per piece. 5th tier is 5% per piece.
Weapon Parameters: penetration (all sources) first colour 2%, fifth colour 10%.
I will create 128 classes which does not cover the base classes. When I'm paid and free hehe.
The system stated here relates to combat tests. I do not need feedback from people who judge words and not facts.
These changes must be done to the basic engine both Shamans have created before I outline a tank.
Also, it will be lush when I don't have to go without sleep for 5 days straight in order to assist the development.
Cheers,
Neu.
Armour and weapon reference: Star Wars Galaxies.
Ps. To the noobs -25% debuff, applied once is 25% from one class to 500 if they are in range. Do you want 500 -25% back?
Please keep quiet and learn instead of showing your lack of actual conceptualisation and combat construction on a small to large scale.
Thank you,
Neurath.
Edit: spelling mistake.
Player 1 is the only buffer for team 1.
Team 2 has 500 buffers for team 2.
Team 2 should not be able to stack 500 buffs onto themselves because 1 x buff equals x 500 and 500 x 500 = 250,000. This means team two woukd debuff team 1 by -6,250,000 against 500.
My apologies,
Neurath.
Team 2 debuff would be 6,250,000 extra vs 7500 extra percentage reduction.
Peace,
Neurath
Edit: correction.
Thank you for your dedication,
Much love,
Neurath.
Armour is All Source Resistance,
Cheers,
Neurath.
Weapon Resistance Penetration is All Source.
Cheers,
Neurath.
All dual wield weapons (caster/melee gloves too) have 20% armour pentration in total. 10% from each source weapon.
Max Armour Pentration will be 45% when all buffs are active.
Armour pentration buffs are now complete. No further Armour penetration will be added to the new engine.
Cheers,
Neurath.
The only other source of armour penetration will be from Fountain of Experience skill which will boost Armour Pentration to 60% throughout duration.
Thank you for your support,
Neurath
Maximum Armour All Source Protection is now 60% in total throughout Fountain of Experience skill. (70% if you are Demonic Shaman).
Thank you and much love,
Neurath
two handed weapons will have double armour penetration to match dual wield.
The engine base is now complete.
Calculations are confirmed.
I can rest now.
Cheers,
Neu.
P.s. you can mute posts by not opening the thread?
Lol.
Adios amigos.
I am freeeeeeeeeeeeeeeee.
Neurath.
Yes there is. See image...red arrow.
You're welcome
nobody said anything about wanting to mute a post.
Anyway, time is precious and you waste my time.
Cheers,
Neurath.
Edit: spelling mistakes.
In the games I play now, debuffs do not stack generally, it's a basic concept of gameplay because of the way players consistently break things when they do. However, one might have them stack to a limit, such as Regen status in Ashes Alpha-1. A limit of 2 or 3 would allow two of the same Archetype who happen to be in a party, boss raid, or just friends trying to do stuff, to not be in a situation where they go for the same debuff and make each other less effective or efficient.
But the perspective I was reading your post from, made me think you meant 'only one debuff can be applied at a time', given the strength of them, this seemed like a plausible thing, and I've also seen games where there is a limit to 'debuffs that a single player of X class can apply to a target' I.e. the character must choose X number of their debuffs, apply those, and cannot apply more.
This is admittedly not the usual term for 'stacking', but different people use different terms, so I requested the clarification, and should have done so better (with all this post).
The buffs and debuffs will be refreshed by each person with the identical buff. The total sum of all debuffs will be -75% but i must test the new engine. I am yet to plan bard. It is unfair for me to Absorb all buffs and debuffs into one class when we have a buff class.
Thank you and I aporeciated your personal experience
Neurath.
Engine update:
Skill abilities can now be queued. Only the next skill ability can be queued.
The change will assist my plans for the melee weapons and classes.
Can't queue a skill ability until initial skill is active. queued skill will initiate after the current active skill.
Reference: Age of Conan.
Much love,
Neurath.
Not really sure what is going on or what the point is other then keeping the thread on top.
Thank you,
Neurath.
All I know is that he lied when he said this
I'm not sure if you have read the thread but as information and ideas come in, I have to adjust to the situations.
If you want to run around chasing after casters in melee and timing swings with lag, so be it boys.
Thank you for your time,
Adios amigos,
Neurath.
Edit: spelling mistakes.
Neurath got lessons from Jackie Chan's cartoon uncle.
I have been explaining it using Ice cream. You pick your flavor as y our base and then your secondary class is like toppings on top, you can pick sprinkles, chocolate chips, or chocolate sauce however it is still your base flavor. The secondary class will add some new things, and flavor and have an impact however you still are your primary class underneath. Do you guys think this makes sense or am I off base?
Once balance is built into the engine at the start, there will be less balances in future.
Cheers,
Neurath.
Then, a different Active Skill might be cookies. And you might add chocolate on top of the cookie. You might add nuts or raisins to the cookie. The cookie might change from a flat round shape to a thick block shape.