TA/ OOC

I like it, but I think having a hard cap on speed might get boring, especially since the late game is almost certainly going to be focused on high-power play. Not to mention that there should probably be a base speed. 0.5 mph for one agility is a bit of a handicap

Here's my suggestion:

Player on-foot speed=((square root)Player Agility) * 4

Speeds for various agility scores on this equation
1: 4 mph
4: 8 mph
9: 12 mph
16: 16 mph
25: 20 mph
36: 24 mph
49: 28 mph
64: 32 mph

This way, there's no hard limit, so there's still a distinction between high AGI and low AGI players in the late game, but it also gets harder to get faster as the game goes on. For example, to break 50 mph, you have to make it to 157 agility. I doubt anyone will ever break 100 mph, because you would have to have an Agility of 625 or higher.

Your dodge formula is perfect from what I could tell, though.
 
I like it, but I think having a hard cap on speed might get boring, especially since the late game is almost certainly going to be focused on high-power play. Not to mention that there should probably be a base speed. 0.5 mph for one agility is a bit of a handicap

Here's my suggestion:

Player on-foot speed=((square root)Player Agility) * 4

Speeds for various agility scores on this equation
1: 4 mph
4: 8 mph
9: 12 mph
16: 16 mph
25: 20 mph
36: 24 mph
49: 28 mph
64: 32 mph

This way, there's no hard limit, so there's still a distinction between high AGI and low AGI players in the late game, but it also gets harder to get faster as the game goes on. For example, to break 50 mph, you have to make it to 157 agility. I doubt anyone will ever break 100 mph, because you would have to have an Agility of 625 or higher.

Your dodge formula is perfect from what I could tell, though.
Ok then just what do you mean by square root

Otherwise based on what you are saying this could work much more effectively
 
Nevermind I figured it out
Took the liberty of graphing our agility equations for comparative purposes. Blue is yours, red is mine, purple is where yours cuts off. As you can see, they are at about the same point at 60 agility.


qiIazBL_d.jpg
 
Took the liberty of graphing our agility equations for comparative purposes. Blue is yours, red is mine, purple is where yours cuts off. As you can see, they are at about the same point at 60 agility.


qiIazBL_d.jpg
Interesting and with that it doesn't have the problem of going too high based on what it would of been if I kept the hardcap
 
Interesting and with that it doesn't have the problem of going too high based on what it would of been if I kept the hardcap
Yep, it's designed to keep balance and interest at the same time.

Boy, you're lucky I took the exact same algebra class 5 years in a row for no reason other than the fact that the American school system is terrible and inefficient.
 
Yep, it's designed to keep balance and interest at the same time.

Boy, you're lucky I took the exact same algebra class 5 years in a row for no reason other than the fact that the American school system is terrible and inefficient.
Yeah I had a feeling you were the right choice on who to ask about this matter
 
Yeah I had a feeling you were the right choice on who to ask about this matter
Also, I'd recommend having a different equation for battle mounts ( such as (square root of agility) * 8) because battle mounts would otherwise have to have astronomically high agility to be twice as fast as players.
 
Also, I'd recommend having a different equation for battle mounts ( such as (square root of agility) * 8) because battle mounts would otherwise have to have astronomically high agility to be twice as fast as players.
True I was thinking about that after the fact and you are right.
 
True I was thinking about that after the fact and you are right.
Also you might want to have a dodge penalty for mounted enemies and players, since they are on the back of the horse and would probably be harder to hit anyways because they're moving so fast
 
Also you might want to have a dodge penalty for mounted enemies and players, since they are on the back of the horse and would probably be harder to hit anyways because they're moving so fast
Maybe

But wouldn't you just use the battle mount numbers to figure that out
 
Maybe

But wouldn't you just use the battle mount numbers to figure that out
Yeh, but creatures are unwieldy beasts to dodge on/make dodge something, and being on a mount would be an inherent advantage anyway, since you can go full Mount and Blade and run circles around your target to lance them to death.
 
Yeh, but creatures are unwieldy beasts to dodge on/make dodge something, and being on a mount would be an inherent advantage anyway, since you can go full Mount and Blade and run circles around your target to lance them to death.
Ok then what do you suggest?

I normally would just give a flat increase to minimize the math work (which we already have a lot)
 
Ok makes sense, especially because some of the best mounts can fly anyway
Okay, don't forget to make the change so we don't forget

Also, on the subject of Max's crafting skill: does his have any chance at all to make gear from the next tier up since he has WoaM-IV?
 
Okay, don't forget to make the change so we don't forget

Also, on the subject of Max's crafting skill: does his have any chance at all to make gear from the next tier up since he has WoaM-IV?
Changes done

Hmmmmm 5% for a Heroic Item

I need to make a better way to determine what are the odds of making anything at a certain tier
 
Sizniche Sizniche This is what I am thinking of having the crafting odds at. WoaM would increase your odds

Mythic 5%
Legendary 10%
Heroic 20%

Unique 30%
Rare 40%
Common 100%
 

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