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Land of Blocks - Blockland's RPG SERVER ONLINE (Hosting again!)
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Racerboy:
I do have to agree with Leet, because of the whole leveling system, players who join the server don't stay for too long because they get wrecked by players who have been there longer. It should be about skill, not who has more hours on the server.

There should really be a system implemented where, say, someone who is level 10 combat cannot hurt someone who is level 5, but that level 5 person can hurt the level 10 person and he can then fight back. That way it's the lower-level person's choice of whether to engage in combat or ignore him. Once someone dies, the battle between them ends.

Edit: Zeblote, I suggested this idea a while back.
Zeblote:

--- Quote from: Racerboy on April 28, 2013, 04:45:53 PM ---Edit: Zeblote, I suggested this idea a while back.

--- End quote ---
I did too, it seems like he completely forgot to add that to the server.
boodals 2:

--- Quote from: Zeblote on April 28, 2013, 04:47:26 PM ---I did too, it seems like he completely forgot to add that to the server.

--- End quote ---
Or hes been working on the other 20 thousand things that has been suggested. Still, this is a decent solution to the problem. If I could I would simply move the pvp areas so that you only have to cross them to get to better things, lower leveled players should never be forced to go into pvp. Considering the first and only quest sends you into a pvp area is a bit.. Dumb...

Also Elm, get on the server some time I'm on. Or give me your steam or email or some method I can IM you. I've got plans for a new quest.
SpeedBlade:
I will no longer attack new players, unless they consistently hit me or push me.

On the making skill play a fairer role in Land of Blocks, a great idea would be to set a minimum and maximum on damage, such that the Damage-Per-Hit is maintained but spread somewhat more evenly between each individual hit.

This way you don't have a skilled aimer hitting his opponent four times in a row with 0dmgs, and then getting killed by a horrible aimer's single 60dmg arrow after 3 misses.

A better formula for arrow damage:
--- Code: ---dmg = (damage from type of bow) + random[(combat lvl)]
--- End code ---

Now combat level and luck still play a role, but aiming skill becomes more fairly important. Isn't that much more fair and fun?
LeetZero:
SpeedBlade is right on this point:
The problem is that bows are practically "handicapped" bows. I mean, if you miss an opponent you should miss because of your aim. If you shoot the opponent right in their faces, you should not deal 0 damage because you missed, it was already enough that you could miss them in the first place, the thing is that once you hit someone/something, you hit him. Period. There should be no ability to get 0 damage from bows.
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