Fajny tekst z Powergamers:
Originally Pub25 was going to just be some basic FC, SDI, maybe HCI caps. Since then, alot of people(myself included) have been very happy with Hanse. He has listened to players and added neat things to test Center, like kill/death counters and such.
But then people prodded him for other stuff, stuff that needs to be looked at, but not if it interferes with Pub25.
Wither and Holy Light were first victims, with increased casting times, yet Necro spells are unaffected by FC, so people outrun Wither area as it is cast. Holy Light is declared balanced and is supposedly balanced for Paladins that get FC up to 4. This leads to future Paly vs Mage FC issues(as covered below).
Archery was examined, and the arrows that never land once you fire and start moving before they hit...that got fixed. Good.
HCI rates were looked at and capped at 60, and then 45. Ok, good. Stamina is still uncapped and 2sec bandaging and blender swing speeds and still out of control. "No big deal", I think, "because he will get to it eventually".
Then Parry suddenly gets nerfed, BIGTIME, for mages. Younow need 80 DEX(!!!) to use parry to full effectiveness. Every point of dex below 80 and parry is 1% less effective, with Parry still blocking a minimum of 10%. Wow, that kills Parry on Mages. 100-120 points down the drain. Even if you build a suit that adds to your DEX, a Curse will reduce your work/DEX, even with high resist. The Dexers of Stratics go crazy with joy. More and more pip up about various pvp changes that should take place. While there is some logic and reason to some posts, the majority and fucking dexers that don't even know the basic mechanics of the game, and they are argueing points that make no sense. Let's skip Parry for a moment...
Poisoning gets a boost. I can see the logic. 100 points invested in poisoning only to have it instantly cured. but the changes are WAY overboard. This is where I start losing faith. Cure rates for DP and lethal are insanely low, even for 120 magery. Not that everyone out there runs with 120 magery. Chiv, at this point still cures 100%. I should also mention stamian suits are still unchecked. So now dexers are running Test unchecked.
Archcure is changed, to increase cure rates. Archcure acts like normal cure does now, but casts slower. Hanse moves Archcure to 3rd Circle casting speeds. Still to slow with 150+ stamina dexers with max HCI and some SSI.
People mention that 100%+ Reflect Physical suits are appearing(due to free artifacts and runic hammers in banks). Damage dealt from dexers is dealing more damage back to dexers then they receive, when smacking someone wearing 100%+ Reflect Physical suits. I don't see this acknowledged by Hanse. "Oh well, he will get to something obvious like that soon.", I think. Moving on...
During this ENTIRE time, parrymages are crying foul about parry changes, with 2/6 cap. Constantly it is brought up that Chiv mages will become the future with 4/6+ Close Wound and Cleanse by Fire. It goes unheard til now. Instead of capping Chiv at 2/6, hanse adds an artificial check for magery, and a template with more then 70 magery suddenly starts casting Chiv spells at 2/6, instead of 4/6. This further excites the absolutely happy dexers. Keep in mind that now Paladins can cast Chiv spells better then mages, UO's primary casters, can cast. Plus 2 second bandaging is still in effect and outrageous cure rates(something like 20 or 30% at 120 magery, 10% at GM magery against Lethal. Nevyn can correct me if this is wrong).
Then Chiv is changed from karma-based success, to skill based success, meaning Cleanse by Fire cures are now based on amount of Chiv you have. Of course this means redscan now pick up Chiv and be equally effective. Paladin cure rates are still WAY more effective then magery cures. 120 Chiv fails Lethal cures 10%, and successrate quickly ramps up to 100% as poison levels drop, even with lower Chiv skill levels.
Poison is still unchecked. Dexers are poisoning, disrupting, hit-spelling, Bleeding, and bandaging selves with 2sec bandages. Peopl begin making Poison dexers on production shards. Notice the poison powergamign threads that have popped up here recently? Makes me laugh and cry.
Ok, Archers are now reporting good numbers of kills, which is good, finally. Archertank mages start appearing. Archers still complain if miss-ates, swearing there is somethign wrong with the code. hanse jumps into the code and find zero wrong with it. It uses same code that all other melee uses.
Somewhere amid this(a bit before this point in time), it is worth mentioning that Archers are promised Lower Ammo Cost property to ease arrow usage costs, and to replace the UBWS property that used to spawn on bows. Archers rejoice, but everyone else cries foul, because it adds another property to armor that no one wants.
Ok, people still are upset about drastic Parry changes, and offer alternate solutions, or less drastic nerfs. Hanse makes no comments regarding feedback.
Dexer hit speeds are finally examined and a 1sec per swing cap is put in, but 45% HCI is removed.
Special move costs double, if a special move is used again within 3sec of another special move. In theory a dexer can risk using double mana to finish someone. LMC and mana regen are perhaps a concern. But no major uproar is heard from dexers or mages.
Tracking is changed. 20.1 still is successful, but has very low successrate. If the Hider has Stealth, this increases difficulty of being tracked. If the Tracker has Detect Hidden, this improves the success to Track. (The Detect Hidden skill use remains the same, but adds to Tracking successrates.) Personally, this is great in theory, but with tight 120 tempaltes, not many people have Tracking now. The changes further difficult this. Well, maybe this will make Stealth templates alot more feasible. As for Factions, if that is revived, it might help, but my Faction will have a devoted Tracking/Detect mule running at all times, from me. Add some Hiding and Stealth, and they might have hardtime finding me back. Add in some Necro wraithform, and goodluck. Oh, did I mention this is my BOD mule that will crank out Faction armor and weps? But then again, don't all hardcore players have spare mule acct to pull the same stunt? doh! Anyway...
Speedman jumps in with crappy "fix" to the people hitting Tab to cause others to lag as their machine refreshed screen with the shifting animation. People can only Tab to peace after 5sec. Of course this means hidden people cannot Tab themselves out of autodefend-revealing themselves from area effect/field spells.
Poisoning is changed again, so only those with poisoning skill can use poisons over lesser. This greatly improves things, but dexers with high poisoning are still tearing things up. Nox mages with melee are reporting super easy kills, due to still extreme cure failure rates against DP and Lethal.
Well that was the quick summary, rough order that it happened. Anyone, feel free to jump in and correct anything incorrect or add to this. I am sure I missed some stuff.
To sum it all up...
A friend just said this to me, and it was so simple and straightforward and summed up my feelings exactly:
"I just wish they would cap FC and SDI, cap swings at 1 per second, and ****ing publish that like tomorrow or so...then just let changes flow from there."
I was so very excited about Pub25. I have been playing dialup for years, got broadband in Jan, hit a UO depression for Feb and March, and returned with the expectation that Pub25 was going to be a simple change to level the playingfield for the game we are already familiar with and love.
Then skill tweaks started occuring. Then Test Center sweeping changes that felt more like designers were stumbling in the dark then sitting down and thinking about the longterm, wide ramifications.
I want them to just cap FC, SDI, swingspeed, and bandage timers....and publish it. Look at skill balances as we get to play a simple, balanced Pub25.
<font size=-1>[ Ta wiadomość została zmieniona przez: per dnia 2004-06-01 11:38 ]</font>
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