I’m sure a lot of this has already been said but i’d like to be a noob for a minute not read the thread and just state a few issues i see with the game…ġ. The glory does work depending on level… lol > If you were to join a serve late you would be constantly being beaten by high levels take 9 glory ever time. > its a good way of keep glory more balanced, > it reflexes the reality of each persons challenge, it is easy to beat some one lower so not much glory, but huge amounts if you manage to beat some one greater then yourself. > for instance if a 16 beats a 11 he only gets 2 glory but if the 11 beats the 16 he gets 10 glory. > but if a lower level beats i high level the lower gets much glory but also the high level loses much glory. > i high level player can only get a little glory from lower level players and lower level players own lose a little glory if the lose the fight. > i good example of this is the system a lot of chess servers use, > Secondly i think there should be a better balance of glory depending on your level. > Its a systems thats been around for decades. ![]() > SO player 3 will Always act first because they chose to invest in agility, but 1 players 1 and 2 have an element of randomness. > I would use a basic agility system with a simple variable of 100-200 acting on the Variable AGI, > if im not dead already i have to spend the whole game with next to no health trying to heal up so cant attack well. > and the fact that they have 2 attacks next to each is hugely advantageous, > in 1v1 the order main goes ME,THEM,THEM,ME,THEM > fast agility has become a disadvantage for me > i not 100% sure how you work out the “random” elements ![]() > The way i see it your agility turn base system is all wrong
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |