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Post by Beagle on Oct 27, 2003 12:03:22 GMT -5
Ok, I've been going through a lot of things, but one of them happens to be the class balancing situation, and I'd like to get your feedback.
Let me know what you think about the 4 current classes we have, and rank them in order from most powerful to most gimped. Give reasons if you want, and even a large analysis of the situation is welcome.
I've got plans for tweaking the current system and additions to the game to make it more interesting, but first I want to hear what you all have to say. Which means if you want to hear the new ideas, you'll have to give me your opinions on the current situation first.
--Woof
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Post by XenoKenshin234 on Oct 27, 2003 21:30:27 GMT -5
here's my rankings: 1:white ninja- most useful(auto heal & scan) 2:red ninja- most powerful (blaze & magic attack) 3:black ninja- most annoying (poisen[very weak] & stealth[ I don't think it works ]) 4:blue ninja- most annoying/cheap (STEALS TURNS!!!) Right now i've only tried a black ninja -hope these ranking are useful
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Post by Beagle on Oct 27, 2003 21:35:54 GMT -5
Ok, hmm, maybe I should explain the current class powers a little.
White - Deflect reduces your victim's attack strength in half. So in a duel, you essentially can make someone with 2x as much strength as you equal in strength to you. Of course, their hp will still be much higher.
Red - Blaze - Adds 10 damage to every attack you do.
Black - Stealth - Currently, NinjaLord has stealth removed every hour to prevent people from staying stealthed for ever and gaining max turns, essentally making them invincible. That might be the problem you're refering too.
Hope this clarifies things a little.
--Woof
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Post by camilo on Oct 28, 2003 16:21:45 GMT -5
okay...heres mine...from strongest to weakest ... in my opinion 1. white (people stats + deflect ... good combination! ) 2. black (poison + stealth ... also pretty well balanced) 3. Blue (take turns away from people + steal turns away from people....altough i dont think the one that steals turns work.. not very well balanced...) 4. Red (blaze ... thats the only thing they have ... theres no other skill...not very well balanced according to other classes)
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Post by Beagle on Oct 29, 2003 14:47:07 GMT -5
Does everyone realize that blue ninja get 2 turns per hour instead of one?
With that in mind, if I fixed cold steal to take 2 turns from a player and a random chance of failing to steal and causing the blue ninja to lose 5 turns, would that bring blue back into balance? Would it be too weak/strong?
Let me know.
--Woof
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Post by Ninjew on Nov 2, 2003 23:45:56 GMT -5
Does it cost a turn to use cold steal?
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Post by Beagle on Nov 3, 2003 1:39:39 GMT -5
The current formulation of Cold steal costs 5 turns to use and steals anywhere between 5 - 10 turns from the victim, as long as the victim has at least 5 turns. The skill does not cost anything if your victim does not have enough turns.
This doesn't work because the potential is there to steal turns from every player indefinitely. I'm working on adding a possible critical failure which will "freeze" you for an hour, and cost you 5 turns. Chance to crit fail would be about 10%. Any other suggestions for how to make Blue balanced in the current environment would be helpful.
--Woof
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Post by Ninjew on Nov 3, 2003 2:16:35 GMT -5
Maybe if Cold Steal could only be used once an hour, also have the possibility to critically miss. Overall it would be beneficially, but it could be hurtful short run.
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Post by Beagle on Nov 3, 2003 2:26:38 GMT -5
Making skills useable only once per hour requires me to recode one of the core systems of NW. While it's certainly doable, and I'd like to get skills with timers on them, it won't be happening for the update this week.
In your opinion then (everyone, not just Ninjew) should Blue Ninja not get Cold Steal back until I can set a timer on it's use?
The current revision of Cold Steal I just wrote is as follows:
Turn Cost: 5 Gross Reward: 4 - 8 turns Net Reward: -1 - 3 turns Risk: 12% chance to be frozen for one hour (can't attack, can't use items, can't do anything in the village basically)
Thoughts?
--Woof
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Post by camilo on Nov 3, 2003 15:19:49 GMT -5
ummm....good idea....but would cold steal replace ice bolt ....cause its basically the same thing ....it takes turns away from people ...the only difference is that one of them gives u turns by stealing them ... i think something similar should be done to the skill of black ninjas...something like the probability of frezing in blue ninjas......im not sure what though
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Post by Beagle on Nov 3, 2003 19:28:22 GMT -5
Hmmm, I do see what you mean about Cold Steal replacing Ice Bolt. When Cold Steal goes live this Sunday, it will not be replacing Ice Bolt. However, while talking about class balancing it looks like Ice Bolt will be removed in favor of Cold Steal and a combat skill will be added for blue. But that's about all the information I can provide on that front. Everything is too much up in the air at this point.
--Woof
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Post by Beagle on Nov 5, 2003 11:02:14 GMT -5
Ok, blue ninjas, now with 3 skills (though 2 of them are terribly similar) are the master of turns. I've been thinking about class balancing and I have quite a few plans. But I want to run this one by you.
What if blue ninjas no longer gained 2 turns per hour, but instead, had a skill that recycled every 24 hours that instantly gave them 10 turns? I think that would be far more fair than the current situaition.
My reasoning for this is that blue ninja's get 48 turns every day, and everyone else gets 24 turns every day. What this inevitably leads to is that the blue ninjas get to do twice as many actions in the game as everyone else per day. And I don't think that is fair. Just because you are a blue ninja, why should you be able to play the game more than anyone else?
The solution works in my mind because: 1) You don't gain extra turns while dead or offline. You have to come online and give yourself the turns. 2) while it's less than 50% of the amount of turns the blue ninjas currently get, a single-serving of 10 turns when you log on is still an incredible advantage over the other ninja classes. Though I might up it to 12 turns per use. 3) With Cold Steal, I think you'll find that you'll have more than enough turns to compensate the difference.
So please let me know what you think of this seemingly large change to the blue ninja class. I don't want you to feel like I'm attacking the blue players, but I do feel that blue ninjas should not be able to play the game more often than others simply because of their class choice.
--Woof
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Post by Tchalvak on Nov 14, 2003 15:29:08 GMT -5
Since blue don't have anything to specifically help them in combat, I think that the change of the blue automatic train-gaining ability into a skill should wait on whenever they actually get a true combat skill.
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Post by Beagle on Dec 13, 2003 21:16:48 GMT -5
Ok, so it's been a while since Cold Steal went live and we haven't gotten much feedback from the players about it.
So, I'll come right out and say it. No beating around the bush. No toeing the line. No...no...playing with my food....
What do you think about Cold Steal?
Other ideas for class balancing that I'd like your feedback on:
Should we NOT give ninja's all of their skills at level 1 but instead make the skills level-based. What I mean is, maybe blue ninja's would get Ice Bolt at Level 1 and Cold Steal at level 10, and red ninja's would get Blaze at level 1 and Fire Bolt at level 5. This could add an aspect of acheivement for lower level players and also add to class balancing at the low end.
Your thoughts on this?
--Woof
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jai
Ninja
Personal text
Posts: 74
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Post by jai on Nov 10, 2005 18:23:32 GMT -5
Gee this is a pretty DAMN dead post...But why the hell did no one respond? Well, Simply put, no matter what anyone else says, the way I play(Most others play the same...) Blue is the best hands down. More turns=more kills=Higher level
. <------Period.
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