1.7.1.1d Changes
Posted: Tue Feb 05, 2019 7:42 am
-Search and Hide Changes
--Slayers and Thieves no longer have hide delay timers. I'm testing something that will try to remove the timers from the game. I understand there is a slight issue with the power of assassins but it's something we'll have to deal with. (The polls were pretty half. So we'll attempt something else.)
--Search has been modified. The values PROBABLY need to be adjusted, it is as follows:
--PVP: Base 40% for = int. (10 int = 10 int, 24 int = 24 int). 2.5% per int point higher/lower. This means if you are a searcher with 24 int vs a 10 int, you will get found out 75% of the time. If you are a hider with 24 int vs a 10 int, it will be only 5%. Int will play an important role, and you will have to balance it on certain characters.
--PVE: Base 8% for = int. 0.5% per int point higher/lower.
--Minimum of 1% to find regardless of stats.
--Thieves have an additional 25% better hide chance than Assassins. (I.E. their base starts at 32% for PVP and 6% in PVE and scale better.)
--Being found out in PVP gives you a 2s flat timer. Being found in PVE still has a 0.5s timer.
--True sight (paladins casting sight on themselves) gain an additional +10 infra while active. This makes a paladin a better searcher with average INT and very good with high INT.
-Watchers have been re-added and tweaked a bit.
-Ranger pets blitz has been modified to have a slightly better chance to hit again. Damage is still lower then original however.
-Fixed a bug that could cause the server to crash from a NPC dying with a unique script.
-You now gain a 1% EXP/GOLD bonus per area you have captured in a guild. Visible with /gzones or /boost. This is a global (works in all areas.) We will see about making control crystals less annoying to deal with for both capturing and defending soon.
The search timers and the chance to find is all experimental and WILL need to be tested. EVERYTHING CAN BE TWEAKED. Please give it some time and test it out. I get this is a different approach, but I feel like this could be an OK system with all the penalties and effects that can occur on assassins/thieves around.
--Slayers and Thieves no longer have hide delay timers. I'm testing something that will try to remove the timers from the game. I understand there is a slight issue with the power of assassins but it's something we'll have to deal with. (The polls were pretty half. So we'll attempt something else.)
--Search has been modified. The values PROBABLY need to be adjusted, it is as follows:
--PVP: Base 40% for = int. (10 int = 10 int, 24 int = 24 int). 2.5% per int point higher/lower. This means if you are a searcher with 24 int vs a 10 int, you will get found out 75% of the time. If you are a hider with 24 int vs a 10 int, it will be only 5%. Int will play an important role, and you will have to balance it on certain characters.
--PVE: Base 8% for = int. 0.5% per int point higher/lower.
--Minimum of 1% to find regardless of stats.
--Thieves have an additional 25% better hide chance than Assassins. (I.E. their base starts at 32% for PVP and 6% in PVE and scale better.)
--Being found out in PVP gives you a 2s flat timer. Being found in PVE still has a 0.5s timer.
--True sight (paladins casting sight on themselves) gain an additional +10 infra while active. This makes a paladin a better searcher with average INT and very good with high INT.
-Watchers have been re-added and tweaked a bit.
-Ranger pets blitz has been modified to have a slightly better chance to hit again. Damage is still lower then original however.
-Fixed a bug that could cause the server to crash from a NPC dying with a unique script.
-You now gain a 1% EXP/GOLD bonus per area you have captured in a guild. Visible with /gzones or /boost. This is a global (works in all areas.) We will see about making control crystals less annoying to deal with for both capturing and defending soon.
The search timers and the chance to find is all experimental and WILL need to be tested. EVERYTHING CAN BE TWEAKED. Please give it some time and test it out. I get this is a different approach, but I feel like this could be an OK system with all the penalties and effects that can occur on assassins/thieves around.