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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: Wall Spikes prohibiting PvP
Gryficus
Gryficus's Avatar
Posts: 239
Location: Mottonsborough
Magus Age: 121 years old
Message #7550 Posted: Jul 21, 2008, 6:34 pm

Ok, I've had some time to test the new walls and the spikes, as well as gotten a consensus from the rest of my clan as to how they are effecting PvP. Everyone seems to agree that the wall change is good, but the spikes are still too strong.

At high level, they are making it very expensive to attack, in both material repair costs and XP, due to the need to attack with higher golems to take down the wall. At lower levels the repair cost is absolutely prohibiting PvP. They just can't keep up with it. The wall does more damage than your golem can do.

Also, the damage the wall deals out has completely killed the use of glass golems, as well as the other fast golems. A glass will destroy itself, without the defending golem having to do anything. You've effectively made them useless.

I feel like, overall, PvP has taken a HUGE dip since the inception of the changes, and I'm sure your logs will show that.


So, here are two proposed changes to the spikes.

1. Make a golems speed effect how often it gets hit by the spikes. A faster golem will get hit less, because it is able to dodge and move around them in making their attacks. Perhaps a glass will get hit 1 in every 10 attacks, while an iron will get hit 2 in every 3 attacks, because it is slow and bumbling and just pushes through the spikes.

2. Change toe spikes to a damage reduction instead of an active attack. Basically, the spikes move, but move fairly slowly, so an attacking golem has to move around to avoid them (stay in front of them). so every nth attack gets negated, because your golem has to move to a new section of the wall. N could equal 10 at level 1, down to 2 at max level.


Basically we need to bring the PvP back!

CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 121 years old
Message #7565 Posted: Jul 21, 2008, 9:47 pm
I disagree. I've managed to break through many level 15 spiked walls not only those covering big level 5 stone tanks, but annoying flesh defenders as well, and I could do it without losing more than just a bit (10-20) experience. Yeah, it's a pain, and it's tough, but it can be done. Without too much trouble if you're willing to burn through even more xp. Sure, it ruins glass golems, but they were already underpowered. This is more a case for glass golems being made stronger than for walls being weakened.

Besides, maintaining a wall sucks. It's a drain on money and even more problematic if you don't have premium and can't queue the upgrades up.

Just get your clan some better golems and strap on some decent items.
Gryficus
Gryficus's Avatar
Posts: 239
Location: Mottonsborough
Magus Age: 121 years old
Message #7569 Posted: Jul 21, 2008, 10:11 pm

Like I already said...It's not a huge inconvenience for higher level players, just one that is slowing down combat. It limits our options, and requires a lot of repairs.

But for lower players I've talked to (who may not have access to clan golems) it is an insurmountable disadvantage. It has turned the early levels into a mob grindfest...not the most appealing gameplay and something that may turn off people before they get high enough to enjoy a more balanced later game.

Changing the spikes to a chance to hit based on golem speed fixes this issue as flesh and bone golems are pretty fast, and also fixes the useless glass golem.
FatherCoyne
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Posts: 332
Location: Mallow
Magus Age: 116 years old
Real Name: Kevin Coyne
Email: KCoyne@umail.ucsb.edu
Message #7571 Posted: Jul 21, 2008, 10:20 pm
I think you have a skewed sense of "not too much trouble." You sorta skipped the whole "broke newb" step because of me. You can take out a wall with 18 motivation, IF you have level 3-5 powersources and the best melee weapons available. Most of the game lacks those.

I've been thinking the spikes may be more balanced if their damage was proportional to golem strength (Makes sense, since punching the wall is what causes damage, punching the wall harder will cause more damage). That'll make the spikes mostly deter the stronger golems. As it is, Iron gets off the best, because it attacks the fewest times. Switching that around seems nice.

Then the spikes also have a minimum damage of 2 which is pretty harsh. That's a lot of damage slipping under your defense, even if you're armored.
Caduceus
Caduceus's Avatar
Posts: 185
Location: Last Alvia Dawning
Magus Age: 126 years old
Clan: OTAKU2
Real Name: Paul
Message #7602 Posted: Jul 22, 2008, 4:08 am
CommComms said:

and strap on some decent items.

I tittered like a Japanese schoolgirl.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #7630 Posted: Jul 22, 2008, 12:47 pm
Caduceus said:

CommComms said:

and strap on some decent items.

I tittered like a Japanese schoolgirl.

You tittered at Minnie Mouse hair bands, some glittery fake nails, and a cute little pile of poo cell phone dangly?

Wow, you're easy.
Gryficus
Gryficus's Avatar
Posts: 239
Location: Mottonsborough
Magus Age: 121 years old
Message #7664 Posted: Jul 22, 2008, 4:59 pm


Let's try to stay on target here guys :P
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #7670 Posted: Jul 22, 2008, 5:13 pm
Alright, I'm convinced. I'll look at putting some adjustments based on speed to the spike attack ability.

Likely I'll exclude flesh golems from any speed bonus -- they're already very valuable as hunting golems, and I want the other types to gain value instead.

Incidently, the combat logs show a slight drop in PvP, but it's not large enough to exclude it being random fluctuation (though there was a significant increase in PvP right after the skirmish system was released, unsurprisingly).

Kep
 
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