Changelog 05/11/2016

Forum rules
Before posting on this forum, be sure to read the Terms of Use
User avatar
Azarael
Posts: 5332

Changelog 05/11/2016

Post#1 » Sat Nov 05, 2016 12:53 pm

[General]

Azarael

From yesterday:

- Morale gain scales with the following factors:
  • Additional players in group
  • Number of enemies in range (above the minimum threshold of 18) to a limit
These factors are multiplicative. Having 6 players in a group will not modify morale gain unless the number of enemies in range exceeds the threshold, and solo players will not receive increased morale gain for facing lots of players.

A personal note:

This is only part of the solution to the morale gain issue, and was always the intent. In future, I would appreciate it if certain people who don't have the slightest clue of the intent of the team would stop spreading their assumptions in order to cause community problems and negativity. You're not in the team - you don't know what's going to be done - so don't act as if you do, and don't even think about causing problems for me based on your own assumptions and nothing more. As you can probably tell from me mentioning this yet again, I find your behaviour absolutely appalling, and it will not be forgiven in future.

With that having been said...


[Open RvR]

Azarael

From yesterday:

- Halved the damage of all cannons capable of attacking multiple targets.
- Reduced the damage of the pure single target cannons by 33%.
- AoE cannons build up to full damage with 10 players within 15 feet of the target rather than 6.
- AoE cannons will no longer inflict knockback. Instead, a stacking (8x) 5% snare is applied. This snare is only applied if at least 6 targets were within 15 feet of the person considered for the snare.

From today:

- Fixed an issue causing rams to suffer full damage from certain types of attack.

Londo

- Enabled the RvR tracker.

Ads
User avatar
gke96
Posts: 102

Re: Changelog 05/11/2016

Post#2 » Sat Nov 05, 2016 1:00 pm

How much is this range ? is smth like 30 ft or 100 ft? or like the ppl u can see like 250 ft etc?
HORSEWHISPERER - PHALANX
CHOPPPA - PHALANX
COLDONE - PHALANX
SUNWHISPERER - ZERG
DOGWHISPERER - ZERG
BEARD - ZERG

User avatar
Glorian
Posts: 5007

Re: Changelog 05/11/2016

Post#3 » Sat Nov 05, 2016 1:00 pm

Azarael wrote:[General]

Azarael
...
From today:
- Morale gain scales with the following factors:
  • Additional players in group
  • Number of enemies in range (above the minimum threshold of 18) to a limit
...
Yay on reduced damage on killer Cannons.
But can you please explain the moral gain please?

Having 2 people in your party get you less Morall gain than 6 right?
What is the scale?

For example.
1 = 100%
2 = 110%
6 = 160%

And what is the number you get when the 3 enemy Warbands hits you?

Some numbres here would really be great and helpfull for us number crunshers. :D

User avatar
Razielhell
Former Staff
Posts: 1228
Contact:

Re: Changelog 05/11/2016

Post#4 » Sat Nov 05, 2016 1:03 pm

Azarael wrote: Londo

- Enabled the RvR tracker.
...I have no words! Thank you so much for making this work!
P.s It doesnt work only in Empire T1 RvR lake.All other lakes work.
Last edited by Razielhell on Sat Nov 05, 2016 1:38 pm, edited 3 times in total.
Image
Check Wiki for all available Public Quests!

User avatar
Azarael
Posts: 5332

Re: Changelog 05/11/2016

Post#5 » Sat Nov 05, 2016 1:03 pm

Morale:

10 + ((players in group - 1) * 5) * ((Clamp(enemiesInRangeCount - 18, 0, 54) / 54f)

User avatar
peterthepan3
Posts: 6509

Re: Changelog 05/11/2016

Post#6 » Sat Nov 05, 2016 1:40 pm

Nice changes! I can see the fast morale gains helping smaller groups who want to be audacious and tackle bigger odds= d
Image

sioding
Game Master
Posts: 1405

Re: Changelog 05/11/2016

Post#7 » Sat Nov 05, 2016 4:56 pm

YES!

Thanks for that:
Londo

- Enabled the RvR tracker.

Dabbart
Posts: 2251

Re: Changelog 05/11/2016

Post#8 » Sat Nov 05, 2016 5:24 pm

Sweet! Thanks for the consistent balancing of seige. Morale gains will be fun to start testing!

Thanks boys and girls!
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

Ads
User avatar
footpatrol2
Posts: 1093

Re: Changelog 05/11/2016

Post#9 » Sat Nov 05, 2016 6:47 pm

((Clamp(enemiesInRangeCount - 18, 0, 54) Questions on this.
Does it start counting at 19 20 21 22 23 24 25... through 54
Or does it start counting like this after 18 (1 2 3 4 5 through 36 to reach 54

if its the first your getting 10 + 25 = 35 m/s
if its the 2nd your getting 10 + 16.66 = 26.66 m/s

I'm thinking its the first.

So the new morale gain system is purely for orvr now and does nothing for SC's or small scale.

So... I won't see the effects of the new morale gain system really because I play NA time. I'll see it but barely. I won't see it like how EU will, where it will be up all the time in ORvR.
Last edited by footpatrol2 on Sat Nov 05, 2016 6:54 pm, edited 1 time in total.

User avatar
wargrimnir
Head Game Master
Posts: 8421
Contact:

Re: Changelog 05/11/2016

Post#10 » Sat Nov 05, 2016 6:53 pm

footpatrol2 wrote:So the new morale gain system is purely for orvr now and does nothing for SC's or small scale.

So... I won't see the effects of the new morale gain system really because I play NA time. I'll see it but barely. I won't see it like how EU will, where it will be up all the time in ORvR.
Do you mean that Morale Gain is only working in RvR?
Image
[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

Who is online

Users browsing this forum: No registered users and 1 guest