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Dummies for testing

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sunnyray
Posts: 27

Dummies for testing

Post#1 » Sun Mar 11, 2018 8:54 am

Back on live there were bugged mobs in reikland (immortal and non-agro) to test DPS, different builds, sequences, etc.
For order I think there was some kind of public quest in eataine.

Taking into account that in RoR they were fixed. May be it is possible to introduce dummies, lets say in capitals? Some kind of object with constant stats to test the DPS?

Thank you.

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Fallenkezef
Posts: 1492

Re: Dummies for testing

Post#2 » Sun Mar 11, 2018 9:34 am

Well IC has a wide selection of mobs including level 38 to test things on. Not sure about Altdorf
Alea iacta est

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roadkillrobin
Posts: 2773

Re: Dummies for testing

Post#3 » Sun Mar 11, 2018 9:39 am

You use to be able to do propper testing on keepdors as they had no mitigrating what so ever.
But thats about it for long term purpose dps tests.
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sunnyray
Posts: 27

Re: Dummies for testing

Post#4 » Tue Mar 13, 2018 5:10 am

The mobs are not suitable due to positioning prerequisites, limited HP and lastly they also hit hard enough to start losing hp.
A dummy is a dummy. It should be a non-agro turret (fixed position) with unlimited HP. You need longer time to test ap management, DPS drop in time, weapons with procs, etc.

In any case it is just a suggestion, which should be very easy to implement, while it makes something nice for players and is not associated with balancing classes. It makes just positive things, players could actually tune their builds and improve their game.

P.S. In case some game master sees this thread and if there is no chance to implement dummies, is it legal to ask somebody from order to be my turret? It is not that I am going to farm him (may be accident kill is possible), but lets say I will be hitting a def WP in a loneyly place until I am satisfied :)

If you actually consider doing dummies, first of all thank you, you are awesome. But don't forget to make smth like 200 tough, 3k armor to emulate a player, not a keep door. Otherwise testing armor penetration and tgh debuffs will be worthless:)

Aceboltz
Posts: 254

Re: Dummies for testing

Post#5 » Tue Mar 13, 2018 8:14 am

sunnyray wrote: In any case it is just a suggestion, which should be very easy to implement, while it makes something nice for players and is not associated with balancing classes. It makes just positive things, players could actually tune their builds and improve their game.
Lol do you really think that? Implementing target dummies goes on par with class balancing! What do you think people will do when they can test the real damage output of every spec and every class? They will compare classes between each other to know wich one, and what spec, has the best damage output, burst damage or is the easiest.

Then the weakest damage output classes will ask for buffs based on the evidence of dummy testing and people will ask for the strongest dps class (wl... oops sorry...) nerfs based on the same evidence.

So you see, implementing dummies will just create more balance concerns, threads and discussions. And the implementation or not is , to me, quite revelating of the devs wanting their game to be balanced or not.

sunnyray
Posts: 27

Re: Dummies for testing

Post#6 » Tue Mar 13, 2018 8:23 am

You are overcomplicating things imo. Dummies will allow to get the best of your own class.
It's not for comparing different classes. Classes must be different. And an argument like magus is not as good at burst as sorc due to some number on a dummie is funny and not worthy.

Lastly, whining does not change anything. Devs have their own ideas how to develop the project and balance. The whining threads are closed, especially when the ideas of players are not the same as GMs.

In case of dummies it will at least allow the players to become better and pull the best of your class with almost no effort and dramatic changes in the game.

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Fallenkezef
Posts: 1492

Re: Dummies for testing

Post#7 » Tue Mar 13, 2018 8:36 am

I have swapped out from tank build to a relentless/rending blade build on my Chosen and I did find that the 38 mobs in IC very useful for testing.

You can get a baseline and then test out various builds aslong as you usr the same mob at the same level each tine then you can theorise the results on anything else tbh.
Alea iacta est

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roadkillrobin
Posts: 2773

Re: Dummies for testing

Post#8 » Tue Mar 13, 2018 9:35 am

Aceboltz wrote:
sunnyray wrote: In any case it is just a suggestion, which should be very easy to implement, while it makes something nice for players and is not associated with balancing classes. It makes just positive things, players could actually tune their builds and improve their game.
Lol do you really think that? Implementing target dummies goes on par with class balancing! What do you think people will do when they can test the real damage output of every spec and every class? They will compare classes between each other to know wich one, and what spec, has the best damage output, burst damage or is the easiest.

Then the weakest damage output classes will ask for buffs based on the evidence of dummy testing and people will ask for the strongest dps class (wl... oops sorry...) nerfs based on the same evidence.

So you see, implementing dummies will just create more balance concerns, threads and discussions. And the implementation or not is , to me, quite revelating of the devs wanting their game to be balanced or not.
How is that a bad thing?
If anything it will make it easier to expose unwanted damage spikes like the ones we have currently by showing up clean numbers. It would be awsome if you could tweak the stats of the dummies manually aswell.

Something that would also be usefull is the reversal. A traning dummy that attack players but can't kill you. This will expose any overperfoming toolsets in terms of defence aswell. Rank em up by dps output of 1k-4k dps.
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Aceboltz
Posts: 254

Re: Dummies for testing

Post#9 » Tue Mar 13, 2018 10:05 am

I'd like to see dummies.

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Hargrim
Former Staff
Posts: 2465

Re: Dummies for testing

Post#10 » Tue Mar 13, 2018 10:14 am

I will create some dummies, two variants, with disabled movement:

1) Training Dummy with stats around 0, so they won't hit for much (I don't wan't to look for ways to disable auto attacks if there is none currently) and a lot of HP.
2) Armored Training Dummy, same as above, with 2000 armor and 700 in resists.

This should be enough, as I don't want to spend more time on this.
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