HP Distribution (Discussion)

Started by Secret, June 02, 2006, 08:00:18 PM

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I think it is reasonable to say many problems of majormud stem from the fact that player HPs are so much smaller than their damage output and monster hps. For example, pvp being decided by who engages combat first because of the likelihood of rounding players. Are there any suggestions on how to determine [min,max] HPs based on class,race,health?

I've thought about this.  And Its a little difficult to make a determination on this without seeig how the end product comes out.    We'll have to make changes most of the changes that will balance PVP during content alpha testing.


One of the ways WoW fixed this was implementing resiliance gear.  While I am NOT suggesting this, what I AM suggesting is altering PVP combat.  If the game flags Mobs differently than players.... eg Players have a value of 1, mobs have a value of 2, then if a 1 is attacking a 1, perhaps the accuracy of physical and spell hits goes down?

I have no idea if this is possible, because I am not a coder ;-)

It seems simple in my mind though ;-)