WaR2: New Horizons Forum

WaR2 17 replies

TheSource (Admin) said on: 2008-01-04 02:27 pm
3937 Days, 9 Hrs, 17 Min, 20 Sec ago
Given beta has been open for a few days now, I would like to start a community discussion on the game. please use this thread to discuss suggestions/problems with game mechanics/features. Continue to report bugs via the help ticket system.

A few features that will b e added based off of recent feedback.

Equipment will soon have 'durability' Continuous use will reduce the durability, until the weapon becomes 'broke' at that point the equipment will cease to function properly, ranging from greatly reduced damage and protection, to no damage/protection. You must then visit a blacksmith to repair. blacksmiths will also be able to upgrade certain pieces of equipment if it meets certain parameters.

Bot checks will be added to mana regen, and repair functions as well.

Banks allowing users to save and send money, as well as items will be added shortly.

Many more features will be added as well. But for now I ask for feedback on these features, as well as any features you'd like to see added, or changed.

[Added at 01/04/2008 15:32:27 by TheSource]
Dont mind the typos, I'm rather swamped and my mind is a bit clouded xD
ChaoticLaw said on: 2008-01-04 02:35 pm
3937 Days, 9 Hrs, 9 Min, 21 Sec ago
When you say durability do you mean you can only use an item so many times within a given time period or it only has so many total uses? If it only gets a certain number of uses that might not be so great.

It seems like it is much MUCH easier to level as a warrior than as a mage. With all the armor in the world your mana will run out, while a warrior can just keep on hacking away. Maybe that's why you're doing the durability, but even then a warrior can just stock up on weapons and go to town until they all break. Maybe having an "energy" category for warriors so that they have a certain amount of endurance would help. Just a thought.
Red (Tester) said on: 2008-01-04 02:35 pm
3937 Days, 9 Hrs, 8 Min, 39 Sec ago
Yay. But if you're implementing a equipment repair thing, maybe you should also have more gold drop from mobs.
Crlaozwyn said on: 2008-01-04 03:31 pm
3937 Days, 8 Hrs, 12 Min, 39 Sec ago
He hasn't said how much it would cost to repair, so increased gold may not be an issue.

Here's a possibility though: How about adding items that can restore a mage's mana or repair a weapon? Magic potions or repair kits, that sort of thing. It would still discourage botting, because of limited inventory space, but would allow people to adventure for longer before having to run back to town.

I like the idea of upgrading items as well... Maybe eventually it would be cool for the blacksmith to take "custom orders" as well - implement some kind of system where you specify what parameters you'd like your weapon/armor to have, and then it would calculate the cost (expensive, of course). The same could be done for spells at the spellshop or a new Mage's Guild or some such building.

I'm not sure if this is along the lines of what you'd like the game to be, but as mages have spells it would be cool for warriors (or whatever new classes there may be) to have special skills as well. It would force players to be more thoughtful about their characters (which I think is good) while still allowing people who do want hybrid characters. For warriors, mana could become "energy" or something along those lines, used to power their special abilities. This balances warriors/mages for PvP as well.

More ideas to follow if I get bored :)
GuildaMage said on: 2008-01-04 03:38 pm
3937 Days, 8 Hrs, 5 Min, 44 Sec ago
Gee, sounds like guildwars. ;/
Chargg said on: 2008-01-04 06:07 pm
3937 Days, 5 Hrs, 36 Min, 28 Sec ago
Hey, he said energy, not adrenaline. :) If the warriors had adrenaline, raised by attacking enemies, THEN it would be like guildwars. :) As it stands, energy could be used as a catchall term for mana as well, as it doesn't really lean towards either side...
ChaoticLaw said on: 2008-01-04 06:21 pm
3937 Days, 5 Hrs, 23 Min, 15 Sec ago
I've never played guildwars.
Crlaozwyn said on: 2008-01-04 07:58 pm
3937 Days, 3 Hrs, 46 Min, 11 Sec ago
My suggestion was intended to generally balance the two classes. Along with that it would make sense for mages to have some attack that did minor damage, but cost no mana. That way they aren't just completely screwed when mp runs out. As it stands, mana is effectively useless for warriors and mages have to run back to an alter every few fights, especially when casting stronger spells. Between weaker, free spells, mana/energy potions and skills for warriors, the game gains a lot more variety.
TheNewGuy said on: 2008-01-04 07:58 pm
3937 Days, 3 Hrs, 45 Min, 40 Sec ago
I agree with the earlier post that Warriors appear to have an advantage over Mages in that they can hack all day and have no problems whereas Mages continuously have to replenish mana. The playing field is NOT at all level.

I like the idea of custom weapons and spells as well.
Sal said on: 2008-01-04 09:19 pm
3937 Days, 2 Hrs, 24 Min, 55 Sec ago
We need bigger differences between the different characters.

Also, earning some life/mana per level would be nice as well as having statistics such as strenght, dexterity, vitality and energy.

Those are the features i'd really enjoy seeing the most.

Bank is, of course, a necessary add-on.
Crlaozwyn said on: 2008-01-05 02:44 am
3936 Days, 20 Hrs, 59 Min, 34 Sec ago
To some extent, adding Str/Dex/Vit and all those turns this game essentially into a clone of a dozen other online games. WaR has always been fairly simple and, although I'd like to see it grow, I might prefer a different direction.
TheSource (Admin) said on: 2008-01-05 06:13 am
3936 Days, 17 Hrs, 30 Min, 55 Sec ago
I forgot to mention there would be many more classes.
Pellinor said on: 2008-01-05 06:21 am
3936 Days, 17 Hrs, 22 Min, 27 Sec ago
I think a good solution might be to have the spells do more damage than weapons of the same price range, then having to take the time to go back to refill mana would be counterbalanced by killing the monsters faster.

having an energy score makes fighters and mages seem to similar to me, and needing to repair would cost gold, which regening mana doesn't...
Dealer1 said on: 2008-01-05 06:50 am
3936 Days, 16 Hrs, 54 Min, 12 Sec ago
I fear that all the emphasis on either purely magic or purely weapon will make the human class an unattractive class to play. So it seems like humans won't be as good as dwarves in grinding or as good as elfs in pvp. So what do humans excel in? Being mediocre at everything?

[Added at 01/05/2008 07:58:55 by Dealer1]
Edit: human race, not human class!
Dealer1 said on: 2008-01-05 06:58 am
3936 Days, 16 Hrs, 45 Min, 51 Sec ago
Sal..I wouldn't agree with you on having strength, vitality, dexterity and other attributes. The attractiveness of war2 was in its simplicity. It didn't scare off new players who worry about putting attributes in the wrong place.

I wouldn't mind adding an attribute called 'luck' though. It's universal, and doesn't favour any particular class like strength or dexterity might. It'll affect critical hit ratios and maybe evasion.
Sal said on: 2008-01-06 08:19 pm
3935 Days, 3 Hrs, 24 Min, 52 Sec ago
Well so far, i've escaped from every single fight successfully.

As for the attributes, the fact that we're only putting points in health or mana makes it too simple to me and does not put a big difference between races.
Crlaozwyn said on: 2008-01-06 09:33 pm
3935 Days, 2 Hrs, 11 Min, 0 Sec ago
Flee isn't tied to an attribute - there's no "check" to see if you successfully flee. If you look, it's actually the way you leave a fight when you're successful as well.
Chargg said on: 2008-01-07 12:54 am
3934 Days, 22 Hrs, 50 Min, 11 Sec ago
I think for evasion, he means modifying the mob's chance to miss you. That was the main reason to take the faerie race before, because it had an INSANE bonus to evasion. Oh, and it did crazy things to your damage levels too. Was nice. :)