Author | Thread: Glass Golem balance |
Tidalshot Posts: 37 Location: Jaaron Magus Age: 123 years old
| Message #1455 Posted: Apr 18, 2008, 7:13 pm |
I like the idea of an agile, hard to hit golem, but glass golems might need a little tinkering. The glass golems have such high defense and rarely get hit. One hit on a glass in battle is considered lucky. The real problem lies with giving the same golem some of the best slicing damage on top of the excellent defense. Glass golems are dominating most other golems. One other thing to top it off would be the fact that at level 4 glass golems get easy experience off the majority of other golems and have fairly low travel motivation used when attacking. That's my initial impression of them, but i still need more experience with them versus higher level golems (copper and above) |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #1457 Posted: Apr 18, 2008, 7:20 pm |
Oh wow, do glass golems EVER need tweakage. I know! :D One big problem was that the glass golems were using an old test value for their slice damage which somehow slipped in. That's been fixed, so new glass golems will not have nearly as high a slice value. However, I'm seriously considering taking it a step further: I want to base golem fist damage on the material used in the hands and arms. This would mean fleshes with iron limbs would hit harder than a flesh with flesh limbs, but not as hard as a full iron. Likewise, a glass with an iron arm and hand would actually hit more like an iron than a glass. I've been running test numbers in development the past couple of days to get an idea of the effects of this; it probably won't happen until next week. Kep |
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Gryficus Posts: 239 Location: Mottonsborough Magus Age: 127 years old
| Message #1459 Posted: Apr 18, 2008, 7:31 pm |
would that also mean a Iron with Glass hands would hit more like a glass? I think that that might actually be counter productive, as it would keep people from actually making glass golems, and just using hands which would : 1) make actually making the high golems more obsolete, and 2) imagine attacking an iron golem and getting ripped to shreds, because unbeknownst to you it had glass hands. At least if we attack a glass, we know what we were getting into. But not knowing the damage we'd take attacking any golem would seriously effect people's confidence in PvP, and thus hinder it. |
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Tidalshot Posts: 37 Location: Jaaron Magus Age: 123 years old
| Message #1460 Posted: Apr 18, 2008, 7:32 pm |
Interesting idea for damage changes based on golem parts. Along the same lines, this could be applied to defense as well and give more meaning to higher level golem parts. Since every material could be resistant to particular damage types. The higher the level of material the more resistant it would become. a level 1 stone part is like 8 5 5 defense, but a level 3 part could be 12 9 9 for example. |
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TzadkielPosts: 596 Location: Broukendale Magus Age: 130 years old Clan: OTAKU | Message #1463 Posted: Apr 18, 2008, 7:47 pm |
Not sure I agree with the long view of golem parts - though Tidalview's ideas have merit, If my strength were based more on my total parts, not just my torso - then OK, but strength needs tweaking too. I say release weapons separate from clans. I won't worry so much about an iron golem with glass hands surprising me in combat as I will a bone golem pulling out a chainsword and flame thrower ;) |
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NecariaPosts: 505 Location: Rildesjan Magus Age: 122 years old Clan: OASIS | Message #1466 Posted: Apr 18, 2008, 8:04 pm |
I'm not sure if I like the idea or not. Logically it makes sense, but it seems rather complicated. Also it would probably need to affect level, since a flesh torso with iron damage and strength and glass speed(assuming you followed suit with the other stats, making legs/pelvis have a speed factor, or that sort of thing) would not really be much like a level 1 anymore. Also I agree with Gryficus that it would be quite the guessing game when attacking people, unless the name was changed accordingly, like Chimera(bone and glass golem) but that would be hard with varying levels and such as well. |
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CaduceusPosts: 185 Location: Last Alvia Dawning Magus Age: 132 years old Clan: OTAKU2 Real Name: Paul
| Message #1469 Posted: Apr 18, 2008, 10:02 pm |
"Chimera, the Bone golem, has glass hands, iron arms, legs of animated McNuggets. The legs squawk at you menacingly as you approach." |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #1473 Posted: Apr 19, 2008, 12:16 am |
I'm also working on making the combat and profile pages more informative when viewing a magus' workshop. It's a bit overdue; there's a lot of confusion when you attack someone and never know if they won because they had great armour or powersource or if it was luck or what. Plus it'll be necessary when weapons go live... you really DO need to see what weapons a golem has on it because they're going to change combat results significantly. I also manually tweaked the existing glass golems slice damage down to the new level since it's going to take several days for me properly test and ponder other changes. Kep |
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Chilar Posts: 94 Location: Last Alvia Dawning Magus Age: 122 years old
| Message #1479 Posted: Apr 19, 2008, 3:05 am |
Speaking of what you see when viewing a mage, is it possible to view yourself like that? While obviously you have a far more detailed idea of your capabilities, being able to see just what others know about you, all laid out in the standard format, would be nice. |
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PeggaPosts: 702 Location: Jaaron Magus Age: 128 years old Clan: ADV | Message #1494 Posted: Apr 19, 2008, 2:34 pm |
Chilar said: Speaking of what you see when viewing a mage, is it possible to view yourself like that? While obviously you have a far more detailed idea of your capabilities, being able to see just what others know about you, all laid out in the standard format, would be nice. x2! I'd really like to see what my profile looks like to others. |
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