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The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here. Please remember that these developer posts are taken out of context, so beware of any silky venom being spewed forth.

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0 Medium Armor Statistics Decreased - Intentional? Vanguard Crafters
Apr 05, 2007 - 11:59 AM - by Cylus-SGO
Quote:
Originally Posted by Kindjal
Adventurer:
Goes on a hunt Solo or with 1-2 friends to camp a few Named that drop nice blue items 80% of the time and 20% of the time a Rare.
There are 3 Named in that area that pop ever 18 minutes. Thats a named every 6 minutes (10 named per hour). They do this for 10 hours (eg. 100 named total)
Cost involved: 10 hours gametime. Minimal amount of repair cost for gear.
Result: 80 Uncommon Blue items, 20 Rare Yellow items and what they are worth at the broker minus the ones they like to keep for themselves.
If 3 named can spawn in a certain area, they are currently on 20% spawn timers every 20 minutes (or darn well should be) or at an equal rate (ie, 10% with 10 min respawn). That's a single named every 100 minutes, on average. So, if a couple of folks found 3 placeholders in a specific area that they were able to keep clear before respawns, they would get 18 named NPCs in 10 hours, on average. That'd be 14 blues and 4 yellows (rounding down on the blues for the sake of your argument).

Those are our HARD metrics; a named spawns 20% of the time when it has a 20 min respawn timer. If there are encounters in the game that are violating this spawn mechanic (and I'm sure that there are...is a bit of a chore for me to dig through data to find em, heh), feel free to PM me here and I will fix immediately after I investigate the validity of the report. If ya feel bad doing it, consider yourself doing the crafting community a favor by making the adventurer actually have to invest time into his/her gear
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0 Medium Armor Statistics Decreased - Intentional? Vanguard Crafters
Apr 05, 2007 - 11:59 AM - by Cylus-SGO
Quote:
Originally Posted by Ilmoran
I was thinking more about this, and I realized something: I can understand the logic behind 60% for a single attribute, and how allowing over that amount would unbalance things and require a possible revamp of the caps/etc. However, starting with Tier 3, your attribute bonuses in crafting get split apart automatically, and presumably neither 1 (even before the patch) is more than 60% of the items points. In this case, I don't see the necessity to change the items. If one level 50 item gave 75 dex as it's 60% of total item points and 300 hp for the remainder, and another gave 75 dex and 50 str, then the second item holds to the caps just as well as the first; unless you are intending to have a soft/hard cap of ALL stats taken together (i.e. no more than 1500 stats total), then the split stat of T3+ armor solves your stat cap issue automatically.
When the coder was determining the new attribute soft and hard caps a few months ago, he asked me what we did on items so that he could code the caps around it. I, of course, told him no more than 60% of the total points into attributes. He then based the soft and hard caps on that 60% number (so 60% in one stat, 40/20 in two, 20/20/20 in 3, etc...). As such, should items be allowed to have more than 60% total in attributes, it would be a lot easier to reach those caps, whereupon people would probably start complaining that the caps are too low (ie, darned if ya do, darned if ya don't)

Also, something to keep in mind when it comes to the adventuring vs. crafting argument, which seems to be fairly prevalent these days. The most common source of adventuring item comes from the "world drop" loot tables; ie, I can kill any NPC and have a chance at getting a piece of loot. That table is made up of greens and blues, the greens taking up 80% of the table. As such, the most common source of adventuring item is green 80% of the time, a rarity that is always surpassed by any crafter if a dust is used. On the dungeon/named side, 80% of the drops from a "normal" named (ie, not a sub-boss or boss) are blue. This is, for all intents and purposes, the default rarity for crafting. As such, crafting is making items that are at least as powerful as the items that come from the more powerful denizens in our game.

Using the "points" reference above, the average piece of crafting gear has higher "points" than then average piece of adventuring gear. Changes like this nonewithstanding, crafting tends to have access to making gear that is better, or at least as good, as adventuring. Anyways, just attempting to illuminate some things so may have rambled, sorry
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0 Medium Armor Statistics Decreased - Intentional? Vanguard Crafters
Apr 05, 2007 - 11:59 AM - by Cylus-SGO
Quote:
Originally Posted by Ilmoran
Maybe make the single dust 20-30% more effective than double dusted (not really that much of a boost considering they just gave us a 40% cut, and 20-30% onto 60% is 72-78% [47 -> 30 -> 36/39]). Then people who use resonating dust wont feel like they are losing as much (since my armor that was 47 yesterday and 30 today would at least be 36 again)..
60% is the maximum amount of points that any single attribute, or combination of multiple attributes, was ever intended to have spent on it. The actual costing of the attributes (ie, takes X of the item's points to get Y in STR) was built around the 60% max.

Additionally, abilites were tuned around the 60% number, as well as attribute soft and hard caps. Allowing items to have more than that could force a complete revamp of those caps and abilities
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0 Hidden Ammunition Nerf Vanguard Crafters
Apr 05, 2007 - 11:59 AM - by Cylus-SGO
Quote:
Originally Posted by Slowfood
I inspected some of my crafted ammo this day (barbed/flight arrows).

Since before patch the flightarrows added 15 range to your bow, meaning a bow with 5-25m could shoot 40m. The barbed ones dont have a +range, but they do twice as much damage (Flight:25dam,Barbed:38dam).

Today the barbed arrows still do twice as much damage, but the flightarrows dont add +15 anymore but +15%.

This means a 5-25 bow will shoot up to 28m with flightarrows.

I dont think 3m more justify half the damage - was this change intentional ? If yes they might also remove flightarrows from the game - its kind of pointless to use them nowadays.
It's just a reporting issue on the item's tooltip; % was added in the tooltip so people would know that certain +spell damages were actually +% spell damage. The increased range on ammo just happened to get updated to add a % as well. Will let the coders know.

Vendor-bought Plain Flight Arrow said +10% but is still actually giving +10 to range.
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