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Balancing Armor

RohnRohn Member UncommonPosts: 3,730

As new skills and systems are added to the game, obviously maintaining balance in MO (or any game) will be a continual process.

The addtions of the Armor Training skills has definitely made some changes to the game.  Prior to Dawn, few players wore much more than lighter scale armors because of the performance disadvantages heavy armors came with.  The Armor Training skills greatly mitigate those differences now, which has in turn opened up the types of armors being actually being used in the game.  It's now common to see a variety of armor styles in use.

Of course, this change, along with changes or tweaks to other systems (i.e. weapon damage, archery systems, Reserves, etc), keeping armor balanced will be important.

There's been a lot of discussion about it on the official boards, especially here:

http://www.mortalonline.com/forums/65421-heavy-armor-momentum.html

I think there are some good suggestions here - especially the increased acceleration times - that might help keep all armor types viable.

Thoughts?

Hell hath no fury like an MMORPG player scorned.

Comments

  • MoreplexMoreplex Member Posts: 472

    Originally posted by Rohn

    As new skills and systems are added to the game, obviously maintaining balance in MO (or any game) will be a continual process.

    The addtions of the Armor Training skills has definitely made some changes to the game.  Prior to Dawn, few players wore much more than lighter scale armors because of the performance disadvantages heavy armors came with.  The Armor Training skills greatly mitigate those differences now, which has in turn opened up the types of armors being actually being used in the game.  It's now common to see a variety of armor styles in use.

    Of course, this change, along with changes or tweaks to other systems (i.e. weapon damage, archery systems, Reserves, etc), keeping armor balanced will be important.

    There's been a lot of discussion about it on the official boards, especially here:

    http://www.mortalonline.com/forums/65421-heavy-armor-momentum.html

    I think there are some good suggestions here - especially the increased acceleration times - that might help keep all armor types viable.

    Thoughts?

    I really do not agree with it being balanced the game is being developed.  Developing on the fly I think you could call it.

  • EmperorBeldEmperorBeld Member Posts: 101

    Originally posted by Moreplex

    Originally posted by Rohn

    As new skills and systems are added to the game, obviously maintaining balance in MO (or any game) will be a continual process.

    The addtions of the Armor Training skills has definitely made some changes to the game.  Prior to Dawn, few players wore much more than lighter scale armors because of the performance disadvantages heavy armors came with.  The Armor Training skills greatly mitigate those differences now, which has in turn opened up the types of armors being actually being used in the game.  It's now common to see a variety of armor styles in use.

    Of course, this change, along with changes or tweaks to other systems (i.e. weapon damage, archery systems, Reserves, etc), keeping armor balanced will be important.

    There's been a lot of discussion about it on the official boards, especially here:

    http://www.mortalonline.com/forums/65421-heavy-armor-momentum.html

    I think there are some good suggestions here - especially the increased acceleration times - that might help keep all armor types viable.

    Thoughts?

    I really do not agree with it being balanced the game is being developed.  Developing on the fly I think you could call it.

    Yet in WoW they are still Balanceing class.  Would you call that on the fly?

  • DreCat11DreCat11 Member Posts: 33

    Originally posted by EmperorBeld

    Originally posted by Moreplex


    Originally posted by Rohn

    As new skills and systems are added to the game, obviously maintaining balance in MO (or any game) will be a continual process.

    The addtions of the Armor Training skills has definitely made some changes to the game.  Prior to Dawn, few players wore much more than lighter scale armors because of the performance disadvantages heavy armors came with.  The Armor Training skills greatly mitigate those differences now, which has in turn opened up the types of armors being actually being used in the game.  It's now common to see a variety of armor styles in use.

    Of course, this change, along with changes or tweaks to other systems (i.e. weapon damage, archery systems, Reserves, etc), keeping armor balanced will be important.

    There's been a lot of discussion about it on the official boards, especially here:

    http://www.mortalonline.com/forums/65421-heavy-armor-momentum.html

    I think there are some good suggestions here - especially the increased acceleration times - that might help keep all armor types viable.

    Thoughts?

    I really do not agree with it being balanced the game is being developed.  Developing on the fly I think you could call it.

    Yet in WoW they are still Balanceing class.  Would you call that on the fly?

    you have no idea do you? Play MO and all you will see its all bugs... and now they decide to balance, instead of fixing their broken game? you tell me

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by DreCat11

    Originally posted by EmperorBeld


    Originally posted by Moreplex


    Originally posted by Rohn

    As new skills and systems are added to the game, obviously maintaining balance in MO (or any game) will be a continual process.

    The addtions of the Armor Training skills has definitely made some changes to the game.  Prior to Dawn, few players wore much more than lighter scale armors because of the performance disadvantages heavy armors came with.  The Armor Training skills greatly mitigate those differences now, which has in turn opened up the types of armors being actually being used in the game.  It's now common to see a variety of armor styles in use.

    Of course, this change, along with changes or tweaks to other systems (i.e. weapon damage, archery systems, Reserves, etc), keeping armor balanced will be important.

    There's been a lot of discussion about it on the official boards, especially here:

    http://www.mortalonline.com/forums/65421-heavy-armor-momentum.html

    I think there are some good suggestions here - especially the increased acceleration times - that might help keep all armor types viable.

    Thoughts?

    I really do not agree with it being balanced the game is being developed.  Developing on the fly I think you could call it.

    Yet in WoW they are still Balanceing class.  Would you call that on the fly?

    you have no idea do you? Play MO and all you will see its all bugs... and now they decide to balance, instead of fixing their broken game? you tell me

     

    I do play MO, and what I see is a fun sandbox MMO.  I'll encounter bugs every once in a while that are usually just of the annoying variety.

    It seems sensible that they would both fix bugs and balance the game simultaneously, which is what they are doing.  The game has been getting better over time in both categories.

    Now, more on topic, what do you think of the current advantages and disadvantages between the different armor types?  Do you think they are roughly balanced as they stand right now, or are there some tweaks they should make to improve the balance between the types?  If so, what?

    Hell hath no fury like an MMORPG player scorned.

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