Page 1 of New plan regarding dexterity issue
Gremlins Forum
I really don`t think I can fix the obsession with dexterity with the actual fight mechanics, without unbalancing something else.
And people did seem to strongly resist the idea, quite rightly having spent a while thinking more on it, of reducing stats after a fight.
So now my current line of thought is to base the amount of XP awarded on the damage done by each gremlin. I think someone suggested this at some point, but I can`t recall who so sorry to whomever.
Current line of thinking is you get XP for each round you survive, much like presently, but it is divided up on a percentage basis depending on how much of the total share of the damage you do is.
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RE: New plan regarding dexterity issue
Quote:
So now my current line of thought is to base the amount of XP awarded on the damage done by each gremlin. I think someone suggested this at some point, but I can`t recall who so sorry to whomever.
so the harder you hit the more xp you get???
if you put this plan into action when are you thinking of doing so?
RE: New plan regarding dexterity issue
Think it may have been my suggestion - can`t recall either.
Sounds like a workable idea, though until it`s tested in a week`s woprth of fights, it`s hard to tell. The fact that points are offered based on the number of rounds should make sure that people don`t just go for a straight knockout with huge strength - surviving longer will mean more points.
RE: New plan regarding dexterity issue
I`m totally against this if damage is still going to be calculated using difference in strength and the guarantee of hitting every three punches is still in force.
All this will do is move the advantage back to muscle bound snails.
____________________________________________________________________________________
Baldric: What is your name?
Blackadder: Wibble.
Baldric: How old are you?
Blackadder: Wibble.
Baldric: Where were you born?
Blackadder: London. A small town on Mars, close to the capital city of Wibble.
RE: New plan regarding dexterity issue
Is there any way of letting us have access to a "beta" site, to see how it goes, before making it live?
RE: New plan regarding dexterity issue
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All this will do is move the advantage back to muscle bound snails.
but currently the advantage is with the speedy little gnats ! no-one challenges the snail, cos they would lose so only the speedy grems fight each other and go up the rankings. My current grem is `belly-dropping` and has had just over half the fights that the previous one had. I have issued no fewer challenges (max every day) therefor I must be receiving less.
You don`t want damage done to be based on difference between strengths ? Then the chance to hit should not be based on difference in Dex ! thus also negating the benefit of hi dex
Grems of a similar age (eg Danny Bogoff and Charli who are both a couple of days younger) have had approx 50 fights more than uu8. Why ? not cos my win ratio is anything to brag about - I have been challenging the top three grems every day for the last week or so and then all other challenges go to grems above me in the league. But uu8 gets less challenges every day cos he is `ard.
A win gives you 10 league points, and maybe 15 XP, but a low dex loss gives you 31XP, so few people challenge strong grems.
hmm - its a toughie - but in summary
More strong grems the better, says Clan UU !
RE: New plan regarding dexterity issue
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You don`t want damage done to be based on difference between strengths ? Then the chance to hit should not be based on difference in Dex ! thus also negating the benefit of hi dex
THATS COMPLETE RUBBISH
The ability to hit IS related to the difference in DEX so should be used.
The AMOUNT of damage done isn`t a factor of the different strengths though so shouldn`t be.
If I hit yourself, or an 8 year old kid with a car at 30 mph the damage done will be the same, what will make yourself more likely to survive is your extra stamina. However an athelete would have much more chance of dodging than seomeone with a broken leg. Damage in the game should be the same, related to the strength of the hitter only and the guaranteed hits should be taken out.
If that was the way things worked it would make it more attractive for the speedy Grems to take on the big hitters, currently they know they have no chance as they aer going to be hit at least 3 times a fight NO MATTER HOW HIGH THEIR DEX.
You know it makes sense
____________________________________________________________________________________
Baldric: What is your name?
Blackadder: Wibble.
Baldric: How old are you?
Blackadder: Wibble.
Baldric: Where were you born?
Blackadder: London. A small town on Mars, close to the capital city of Wibble.
RE: New plan regarding dexterity issue
Quote:
Current line of thinking is you get XP for each round you survive, much like presently, but it is divided up on a percentage basis depending on how much of the total share of the damage you do is.RJS
Bring it on, i`m a nippy little gremo, and i realish the chance to have an even fight (XP wise) with the tanks.
Go for it RJS
RE: New plan regarding dexterity issue
I agree with you Unc, not wanting to be a total sheep I chose to go down the strength route, the frustration of having peeps born within 48 hours of you hurtling up the league is unbelieveable especially when people above you in the league refuse to fight!
Perhaps points can be more biased to the win/loss ratio therefore making it that people winning more fights than losing are better off in the long run.
Perhaps points based something on the following:
((wins^3)/(losses^2))+Str+Sta+Dex ?
RE: New plan regarding dexterity issue
RJS
here`s a couple of suggestions that i know would make loads of people happy and i`m sure it would be easier to program than messing around with how stats affect a gremlin.
1. remove the refuse option ( has been proposed before)
2. remove the lapse feature. (once again has been proposed before but would mean non- fighting gremlins would show up more easier as they would stay at constantly busy until they died)
several people have proposed these changes before. there are 93 gremlins including the training gremlins and 19 of these are not actually actively fighting.