Forums
First  << 1  2 >>  Last
Forum Main>>Suggestions>> House guards 2.0
Super secret reinforced spam barrier 2.0
Fuzzywazzy
ID: 1608900
Level: 15
Posts: 118
Score: 88
Fuzzywazzy [1608900]Reply | Quote | Report

Posted on Sun Sep 08, 2013 17:41:53
the stats of the guards are way out of proportion, try a max of 50% of total stat for the 10 guard

Super secret reinforced spam barrier 2.0
Danny_

ID: 75604
Level: 60
Posts: 13438
Score: 6455
tBPDanny_ [75604]Reply | Quote | Report

Posted on Sun Sep 08, 2013 18:10:15
By CravenTHC [1569996]
1- Guards are too cheap*. Especially when considering the potential benefit you're receiving.

2- Stat distribution is entirely imbalanced. A fixed stat would be far better for all concerned parties. It would be easier to price, easier to quantify what benefit you're receiving, and easier to overcome for players that should easily be defeating the owner of said guard. There is NO justification for a player with half, or less than half, of an attacker's stats owning a guard that has double said attacker's stats. That does not make sense in any way shape or form.


1. I already said that the stronger guards need to be more expensive.

2. Fixed stats would mean the strongest players would eventually overcome them. And guards would mean nothing to them then...


By Fuzzywazzy [1608900]
the stats of the guards are way out of proportion, try a max of 50% of total stat for the 10 guard


But that makes its way too easy for the strong players...

Meet my improved Private Island staff on my profile... ^^
Super secret reinforced spam barrier 2.0
CravenTHC

ID: 1569996
Level: 55
Posts: 3185
Score: 2766
drnkCravenTHC [1569996]Reply | Quote | Report

Posted on Sun Sep 08, 2013 23:25:52
By Danny_ [75604]
By CravenTHC [1569996]
1- Guards are too cheap*. Especially when considering the potential benefit you're receiving.

2- Stat distribution is entirely imbalanced. A fixed stat would be far better for all concerned parties. It would be easier to price, easier to quantify what benefit you're receiving, and easier to overcome for players that should easily be defeating the owner of said guard. There is NO justification for a player with half, or less than half, of an attacker's stats owning a guard that has double said attacker's stats. That does not make sense in any way shape or form.


1. I already said that the stronger guards need to be more expensive.

2. Fixed stats would mean the strongest players would eventually overcome them. And guards would mean nothing to them then...


1. I noticed that as well. Without a pricing point it's difficult to judge.

2. I already answered this. The guards aren't supposed to mean anything. Each guard should get one chance to hit the attacking player. If they fail they are knocked out. Period the end. There should be ZERO chance that the attacking player can be knocked out by your guards. NONE WHATSOEVER. Guards of this nature would be able to whittle down the hit points of your enemy to either make winning easier, or to make winning an otherwise lost battle possible.

I also feel it's necessary to point out that once your guards are knocked out they are not going to participate in any new battles. If a strong player, meaning one that was supposed to beat you in the first place, attacks and defeats all of your guards, then YOU, you are now completely vulnerable until your guards heal. In the same vein if a player attacks and knocks out all 10 of your guards, then leaves the battle you are still vulnerable to immediate attack.

Last Edited: Sun Sep 08, 2013 23:30:40
1995b124-a670-4052-9786-2aa6509e1af4_zps

By: Yoshihiro [1244536]
Super secret reinforced spam barrier 2.0
Black_Viper

ID: 1280980
Level: 64
Posts: 2740
Score: 2004
MnCBlack_Viper [1280980]Reply | Quote | Report

Posted on Mon Sep 09, 2013 00:54:46
Maybe something simple like.....

If you have guards, for every one you have, it should add a small percentage (passive) (say 1%) to your Defense, only when being attacked by someone (on the defense). This would be essentially the same as using merits to increase defense in the merits section (1-10% increase).

But i also think that if this were to ever come to pass, that the $$$ amount to hire each individual guard increases per day.

Because as it stands, it doesnt cost very much to have x5 or x10 guards, for under 200k per day. Im pretty sure most everyone could afford that.








Last Edited: Mon Sep 09, 2013 01:00:25
What time is it boys and girls?? Its Ass kickin' time!!
Super secret reinforced spam barrier 2.0
Danny_

ID: 75604
Level: 60
Posts: 13438
Score: 6455
tBPDanny_ [75604]Reply | Quote | Report

Posted on Mon Sep 09, 2013 09:24:46
By CravenTHC [1569996]
2. I already answered this. The guards aren't supposed to mean anything. Each guard should get one chance to hit the attacking player. If they fail they are knocked out. Period the end. There should be ZERO chance that the attacking player can be knocked out by your guards. NONE WHATSOEVER. Guards of this nature would be able to whittle down the hit points of your enemy to either make winning easier, or to make winning an otherwise lost battle possible.

I also feel it's necessary to point out that once your guards are knocked out they are not going to participate in any new battles. If a strong player, meaning one that was supposed to beat you in the first place, attacks and defeats all of your guards, then YOU, you are now completely vulnerable until your guards heal. In the same vein if a player attacks and knocks out all 10 of your guards, then leaves the battle you are still vulnerable to immediate attack.


So each guard should have an X% chance to take of a capped percentage of health off an attacker?
Like the stronger the guard the bigger the chance they can take off a max of 5-7.5% of health or something?
In any case the finishing blow should always need to come from the defending player?

And yes once knocked out each guard needs to recover (already in the original suggestion), the stronger the guard the longer that takes...

Meet my improved Private Island staff on my profile... ^^
Super secret reinforced spam barrier 2.0
CravenTHC

ID: 1569996
Level: 55
Posts: 3185
Score: 2766
drnkCravenTHC [1569996]Reply | Quote | Report

Posted on Mon Sep 09, 2013 12:37:26
Not a fixed percent. Crits are still a threat, but each guard gets only one chance. If they hit great, but if they dont then they are either knocked out or they have been evaded. In this each guard has a chance to do some damage to the attacker, but it's not really possible for the guards to finish the fight. Unless the attacker is just too weak and shouldnt be attacking that player anyway, or they stupidly went to battle with no health.

1995b124-a670-4052-9786-2aa6509e1af4_zps

By: Yoshihiro [1244536]
Forum Main>>Suggestions>> House guards 2.0
First  << 1  2 >>  Last