Guards in Karis/Ragio
|
|
ItsToy | Date: Wednesday, 2012-07-04, 3:58 AM | Message # 1 |
 Private
Group: Users
Messages: 5
Status: Offline
| Okay, so being a lightie. I've come to notice that we lost a guard that saves a lot of our lifes.. The Guard by the draw bridge on the right entrance is just... poof gone.. While, in Ragio, you cant step a foot in with out 20+ guards all over the place. Can we add a couple more guards in Karis? Just seems to me that lights have a complete disadvantage..
Longboarding is just a way of life~
|
|
| |
caglarca | Date: Wednesday, 2012-07-04, 3:30 PM | Message # 2 |
Private
Group: Users
Messages: 4
Status: Offline
| i agree with u....
i dont know why in every shaiya private servers looks all GM's Dark Lovers
|
|
| |
FreeShaiya | Date: Thursday, 2012-07-05, 2:09 AM | Message # 3 |
Sergeant
Group: Administrators
Messages: 20
Status: Offline
| caglarca, it's not p-server owners, that's how the game was created by SonoV originally. Everything has always favored Fury. Here's a few examples:
- All their castles are better placed (only 1 small main entrance, etc) or have more guards.
- Their Ep 5 class skills are better.
- Their base HP for every class is higher.
- Some of their items have higher base stats.
- Fury have 3 Astaroths to 1 Anky.
- The distance Fury have to run to the Kimu room is significantly shorter.
We've done what we can to even out some of these inequalities (like giving identical base HP), and I don't mind giving more guards to Karis. Sorry the gamemakers were so unfair, but try not to blame that on us. :P
|
|
| |
itsJoke | Date: Thursday, 2012-07-05, 3:04 PM | Message # 4 |
 Private
Group: Users
Messages: 1
Status: Offline
| since karis have small entrance they dont need more guards oO and that guard called james killed me soo many times QQ =D
|
|
| |
Rozdupcator | Date: Thursday, 2012-08-23, 1:15 AM | Message # 5 |
 Private
Group: Users
Messages: 5
Status: Offline
| Karis needs more guards coz We has few guards so darks can stand in Karis but lights cant stand in Raigo beacuse darks have many guards so lights needs to get more guards
Uploaded with ImageShack.us
|
|
| |
Creeps | Date: Thursday, 2012-08-23, 5:26 AM | Message # 6 |
Sergeant
Group: Users
Messages: 31
Status: Offline
| Warning: Long Post, had to split it up into 2 replies, skip to the 2nd one if you're a math junkie
There are numerous ways to show that the developers and in game staff favour either side. Here are some examples that favour the light side.
1. Karis Castle has 4-5 entrances. A light can come and go however and whenever they choose including running around and ambushing fury from behind. Raigo has 1 entrance where fury HAS to come out of. Considering it's a pvp zone, knowing EXACTLY where the enemy is coming from is strategic advantage for the lights. (This is not a point about tele runes or move runes, this is about Entrances and guards guarding them)
2. Elemental Cave vs. Ruber Chaos. Fury has 4 bosses, lights have 5. Fury has EIGHT portals they have to run through in CORRECT order. Lights have a big field. Not relevant to this server but still a sign of bias.
3. Everything in game is done Lightside First. (few examples in spoiler) While this doesn't seem to have any noticeable difference, think about it in real life since these are real people developing the game. If you were to always do something for 1 person before you did it for someone else... even though eventually you'd do it for both, it wouldn't quite be the same. Instead of saying "this is my son", it would be like saying "this is the male version of my daughter"Added (2012-08-23, 5:26 AM) --------------------------------------------- Part 2
BUT MOST IMPORTANTLY 4a. Berserker (Human) gives an increased 8% chance to hit (kinda like dex minus the evasion). Most toons have somewhere between 500-1000 dex. This is basically FREE 40-80 stat points. Compare this to BattleCry (Deatheater) Increase Hp recovery rate by 5% (when not fighting) whoopty dink - a skill to use after i'm dead.. 4b. Evasion (Elves) gives 240% evasion no downside.. i dont even know what the hell this means but Bloody Karma (Vail) increases attack power by 105 at the COST of lower HP by 500. Because that's what assassins and pagans need... to be squishier. 1% increase in attack power, 3% decrease in hp. --------LETS DO THE MATH-----------
and last but not least. 5. A staff member up above wrote "blame the devlopers... everything has always favoured fury..we've given lights more HP". If this isn't blatant bias, then i dont know what is.
|
|
| |
[GS]Tyrfing | Date: Thursday, 2012-08-23, 6:58 AM | Message # 7 |
Sergeant
Group: Users
Messages: 31
Status: Offline
| I go off topic at first but I do go back on so just bear w/ me o.o
I like the math in your post, I also know a few things about the different balancing of factions
Fury have more base hp, Lights have higher resist/defense (you take less damage or it takes more damage to kill you)
when you add together all of the buffs and possible stats Fury get a slight advantage in terms of DPS (not rolled) but like stated above Light fighters/defs have a higher accuracy from buffs, meaning they don't need as much dex. This balances out the damage/accuracy.
Mages/pagans are almost identical w/ the exception of 2 skills (evasion and Karma) Evasion costs all mp/sp to cast and increases evasion chance so you can get away possibly, pagans get to hit harder at the cost of hp (you don't have to use it but hitting harder w/ an aoe that you could get 5-7 people w/ easy, sounds like a worthy trade off of some hp o.o)
this game has a very unique way of balancing. And you aren't supposed to play opposite factions the same, that's why they have slight differences. just tweak your gaming to fit the faction you are on and you can reap the rewards of your chars differences.
Also the hole Karis/Raigo thing w/ the gaurds Fury have 1 escape (on OS I used to sit there and wait for farmers to come out to kill) Lights have several. So in actuality the way the game was made the Fury got the short end of the stick w/ that. Here the issue is w/ that 1 entrance in Karis Hunters can spawn camp w/ a horizon linked bow/javelin and some cunning. Easiest way to avoid it is to not AFK in Dwater, and if you get caught in the spawn camp dont immediately res, wait for the Hunter to get caught by the gaurds or take that second he is running from them to spawn and move safe.
Message edited by [GS]Tyrfing - Thursday, 2012-08-23, 6:59 AM |
|
| |
tyme | Date: Friday, 2012-08-24, 11:25 PM | Message # 8 |
Private
Group: Users
Messages: 16
Status: Offline
| about the castle guards... in Karis i know 3 places where u can stand and fight but at the left gate i dont consider it a good place... many ppl attract the a guard and kills half of the dark union... have u considered that an advantage to strike at that moment ?! ... in Raigo there are 2 places in the castle where u can easily fight plus the main gate... and as i remember, i died many times in raigo surrounded by 50 guards, even in respawn point...
< a href="http://sondajro.com/?ref=135519"><img src="http://www.sondajro.com/survey600-100.png" width="600" height="100" alt="Câştigă câte 45 euro pe zi, plătit sondaje!"></a>
|
|
| |