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Read Working To-do List: Community Edition

Discussion in 'Suggestions' started by Piptendo, Nov 30, 2017.

Read Working To-do List: Community Edition

Discussion in 'Suggestions' started by Piptendo, Nov 30, 2017.

  1. Piptendo

    Piptendo The Trade Prince Staff Member Administrator Maximum Supporter X

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    What bugfixes do YOU want to see the server prioritize?
    We are going to be using this thread as a working list of things to do for our growing coder base and admins to fix. As things get
    completed, we will mark them off of the list. Feel free to reply with a suggestion, if notable, it will be appended to the list!
    The order does not reflect the list we will accomplish these issues.

    This thread is not for new ideas. Only bugfixes and our planned features.
    @Coders
    To Do:
    • Large empty chasms are in and between all dungeons, allowing mobs to TP in - and consequentially TP players in as well
    • Quality of life overhaul on MythicMobs in all dungeons
    • Large Townships fixes of various magnitudes
    • Monk's Leap is severely undertuned
    • Arrow damage scales awkwardly with arrow velocity
    • Arrow damage is severely reduced against higher tier mythic mobs
    • /skill port list gives arbitrary test information, needs to be formatted more efficiently
    • Changing professions will unprepare your prepared skills (minor inconvenience but still unintended)
    • Need to add Spires (alternate /port locations)
    • Need to add altars/monoliths (specific areas you're permitted to /class, /prof, and prepare skills)
    • Farmer is all sorts of awkwardly messed up
    • GroupTeleport should have a CHAT prompt to the receivers if they want to be teleporterd or not. (ACCEPT, REFUSE) - make it so within 5-10s to accept and then it auto cancels
    • Fix the Disarm item deletion bug
    • Obvious DeepFreeze nerfs
    • Remove Endurance affecting armor weight so Relics can utilize them more consistently
    • Implement Vote Crates
    • Implement a referral system so players can refer another player for coin
    • Increase damage from fire ticks (probably best per skill rather than global fire)
    • Endurance reads "Used Endurance on %target%" even though it is self cast.
    • Towns that fail taxes are deleted, they should not be deleted but instead should unclaim all chunks. Towns that are first created should have to claim their base chunk instead of having it auto granted where they claimed.
    • /test's o-chat needs to reach live.
    • Consolidate learning new skills to class NPCs around spawn, cost via coin. Old-school WoW style class trainers!
    • Creepers do percent-based damage to MythicMobs, namely one-shotting (or coming close to one-shotting) bosses. Solution: make MythicMobs immune to explosions, as those only come from TNT and creepers?


    Fixed:

    • Some of the order/chaos relics not craftable with their respective catalysts - Live
    • Conquest point implementation - Live
    • Summon Animal skills are broken - https://paste2.org/ynDJwt3M - Fixed pending Heroes branch fix.
    • /hero whois <player> needs all information removed, except for NAME, CLASS and PROFESSION. - Fixed pending Heroes branch fix.
    • Dreadsteed's horse is not mountable (likely broken with Holy Steed as well) - Fixed pending Heroes branch fix.
    • Runeblade ToxicRune's damage ticks can apply Fireblade and ToxicBlade - Fixed pending Heroes branch fix.
      • Additionally ToxicBlade damage ticks can apply Fireblade
     
    Last edited: Dec 10, 2017 at 9:14 PM
    • Like Like x 2
  2. Irishman81

    Irishman81 Tier 7

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    Add the conquest points
     
    • Like Like x 1
    • Agree Agree x 1
  3. Eunwolf

    Eunwolf Balance Team

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    Fix velocity on rangers arrows since view distance was increased
     
    • Like Like x 1
  4. Zrock1013

    Zrock1013 Balance Team

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    Monk Leap is not functioning properly.
     
  5. 0xNaomi

    0xNaomi Wiki Team Coder Balance Team Tier 6

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    Velocity determines damage (and since 1.9 is impossible for us to actually manipulate properly) so that's a no go.
     
  6. Eunwolf

    Eunwolf Balance Team

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    Well that sucks, it drops at like 10 blocks so its so hard to actually play at range as a ranger
     
  7. radicater11

    radicater11 Tier 3

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    Monk's leap is not undertuned. It's a safefall that can be used with more versatility. Do not, I repeat, do not buff it. Having a jump on Monk would be insane, as the class is already strong as is.
     
    • Disagree Disagree x 2
  8. 0xNaomi

    0xNaomi Wiki Team Coder Balance Team Tier 6

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    Update: Tentative plan is to have a completely different damage system on Relics bows which won't have this problem.
     
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  9. Eunwolf

    Eunwolf Balance Team

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    :eek: YES
     
  10. devotedworker

    devotedworker Wiki Team Coder Architect Adventure Team Maximum Supporter X Quest Team

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    Armor fixes ( I have to bring stacks of leather for multiple armor sets when leveling )
    Weapon fixes ( Why do classes need to drag themselves to spawn to fix their weapons what was a coder workaround, make it a command )
     
  11. Droowid

    Droowid Guide Tier 6

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    MythicMobs and Arrow Damage are top for me
     
  12. Wryl

    Wryl Stone

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    My suggestion is about balancing the necromancer ,
    Necromancer is supposed to be that dot mage with no mobility that heals itself .
    there are 2 big problems .
    first problem is about recycling mana . necro has a skill called dark ritual , basically dark ritual allows necro to trade its 100 hp for 200 mana .
    the problem about dark ritual is necro's self heal is not enough , main self heal and only self heal skill is drain soul and it heals for 83 hp and it costs 100 mana . so basically if you use both of these skills together its 13 hp for 100 mana and 100 mana is not enough for a caster , you suicide in order to gain mana or you only gain 100 mana and most of your skills costs more than 100 mana . my solution for this is giving necro soul leech . soul leech fits the dot concept and it heals more than 83 hp but the main difference between these skills is one of them heals you instantly and the other one heals at the end of the effect , still dot'ing the enemy and kiting is necromancers' play style so sou leech fits better .
    what would this fix ? More hp regained = more mana and its dot so it fits the concept .
    second problem is cc (crowd control) . As you all know necromancer has no crowd control , my solution for this problem is giving necro shadowknights' Terror skill . there is no need to code another unique skill for necros' cc , instead give him a skill from shadowknight . shadowknight and necro are similar classes , why aren't they using the same cc ?
    Those were my solutions for balancing necro .

    I would like to hear everyone's opinion , thanks for reading .
     
  13. Piptendo

    Piptendo The Trade Prince Staff Member Administrator Maximum Supporter X

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    Massive class overhauls will occur once systems stabilize. Don't worry, your baby will be saved. <3
     
  14. Zrock1013

    Zrock1013 Balance Team

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    A current thought on towns, and where they fit into the equation in the current server climate. With the current population of players sitting at an average of 30-35 people on at peak times during the day, I think that we need to look at how towns are impacted by the economy. The cost of a town, and to claim all of the available chunks at level 1 is around 500c. Which for a single "mayor" to fund is no joke, what I am proposing is to make towns more centered on gathering "in game resources" rather than doing whatever possible to make a quick credit. This proposal hinges on the idea that a town can gather a larger quantity and a more diverse amount of items to lower the cost, and to make the grind to upgrade more of a communal effort rather than a tax or mayoral duty.
    I also believe that with changes regarding incentives based on town population, we could create a system that promotes the town passively generating more money/resources that would create reasons to invite new players other than an increase in taxable bodies. These changes would allow for the recruiting of completely new players to a town without worries of losing resources if they leave.
    Thanks for giving this a read and I would like to hear opinions on the matter.
    Zane
     
    • Agree Agree x 2
  15. MysticMight

    MysticMight Glowing Redstone

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    When classes are being balanced, I would like to see better mana regeneration (or lower cooldown for replenish skill say 1.5 min) for wizard. I tend to run out of mana very quickly (even when hitting targets) and often have to wait 30s to 1 minute to regenerate mana more then about 30% or so (If I wasn't using any) using the replenish skill. I often see melee classes take out mobs basically without using up stamina, though mana is often used up significantly for casters.
     
    • Optimistic Optimistic x 1

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