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Why you should quit Crunchyland
Xaszx 
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Posted 1/9/09 , edited 1/9/09

pikangie wrote:

I know that in the current state, Crunchyland in general is unfair... but all we can do is wait for the developers to fix the system for un-nuked items to have the intended updated stats.
However, even if that could be fixed, Crunchyland would probably still be unfair, but it would help greatly.

Aside from that, I have been thinking of putting a limit on the max number of points per stat... since that seems to be the main problem here.


if my inital reply sounded like it was directed towards you..believe me..it wasnt xD (it sounded a bit..well..bad toned and that is something i could never direct towards any mod)...the mods go by rules they are given..users go by rules they are given as well..the one difference is...it is easier to manipulate a loophole as a user than close a loophole as a mod =/..

another thing is what about copyrighted images from other mmos...should i report items like those as well? i can include proof too =3

if there was a max for a stat..that would be AWESOME!!! and would probably fix alot of issues...and i do agree...however the problem isnt with developing or even code..but simply refreshing the item database with current edited values...because it saves an older edited value..there are multiple versions of an item..this also in turn creates the multiple item layer bug though a different use...it is easy to fix..easy to code...however i am baffled as to why the developers havnt done anything about it yet >.> i mean..the code is already implemented in the game..all that is needed is a simple copy/paste and yet nothing...*sigh*


one thing i have yet to see are items with their own characteristics..for example..a fire sword weilding massive fire damage yet weak towards the water element...it's warmth heals the user with each swing while providing a weak defense in turn for the heal...but for the damage..even if the boy only barely survives..it will be well earned and a memory to cherish
Santar 
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Posted 1/9/09 , edited 1/9/09

Xaszx wrote:

one thing i have yet to see are items with their own characteristics..for example..a fire sword weilding massive fire damage yet weak towards the water element...it's warmth heals the user with each swing while providing a weak defense in turn for the heal...but for the damage..even if the boy only barely survives..it will be well earned and a memory to cherish


I've been wanting something similar to this as well for awhile, basically in addition to items, a character could purchase skills (which could have STR or MAG requirements, making stats besides VIT more valueable), which would cost mana to use. For example, say a skill lets me increase my damage by 15% for one attack, but in return decreases all of my defenses (physical and elemental) by 10% for that turn, or perhaps a skill Heals myself (and possibly my ally in 2v2 pvp) for 25% of my max health, or even better, 2*MAG or something similar. In addition, certain weapons could have skills as well, which unlike uses, could have damage based off my stats and damage values, like in your example above, a weapon that can attack and heal at the same time, using my fire attack for damage, and possibly 1/10th or so of my damage for self healing. Under the current system, I don't think this is possible however, because commands in the use section for items do not recognize my magic, my fire attack, or similar words for attacking an opponent. (However oddly you can permanently increase stats with a use item by making the use "Permanently increase my Vitality by 1" or some such, this only works for Strength, Vitality, Magic, HP and Mana however.)
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Posted 1/9/09 , edited 1/9/09
Yes, and proof is necessary if the mod isn't familiar with the original. If they were hand-drawn and just look like other MMOs, then they can stay(unless it's extremely iconic to that particular game, like a keyblade with the mickey keychain wouldn't be acceptable, even if it is drawn by the user and the game was not mentioned).

As for the characteristic items, you could make an item that has good fire damage, is weak to water, and can heal you(not sure about simultaneously attacking and healing), but it's just that usually people don't make such things.

Edit: I see what you mean now about characteristics. Yes, that does sound really interesting. Of course mods would need to carefully monitor it and make sure it stays balanced.
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Posted 1/9/09

pikangie wrote:

I know that in the current state, Crunchyland in general is unfair... but all we can do is wait for the developers to fix the system for un-nuked items to have the intended updated stats.
However, even if that could be fixed, Crunchyland would probably still be unfair, but it would help greatly.

Aside from that, I have been thinking of putting a limit on the max number of points per stat... since that seems to be the main problem here.


wiiii thats my idea! XD haha
maximum per stats...
maybe we should discuss a way to make fair all and then to a full reclean of items...
every 1 should have their items so that way all should add them again with the proper stats...

max stats on each set:
850 atack & m. atacj
850 defence & m. defence
10% in vit, str, magic, hp, mana (10 joined all together) = 10 points each 1%

a item can be maximum: its lvl x2
the max of points in 1 section(fire dmg) is the same lvl of the item
lvl 2 = 4 points = fire dmg : 2
lvl 25 = 50 points = fire dmg : 25
lvl 64 = 138 points = fire dmg : 64
---
lvl 85 = 170 points
Fire axe
85 fire damage (it got to the max of the magic dmg)
85 fire def (max of the magic def)
-30 water def (to get to 170, it got weaker on the opposite of the fire)
3%vit (30 points)
Santar 
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Posted 1/9/09 , edited 1/9/09

pulz19 wrote:


pikangie wrote:

I know that in the current state, Crunchyland in general is unfair... but all we can do is wait for the developers to fix the system for un-nuked items to have the intended updated stats.
However, even if that could be fixed, Crunchyland would probably still be unfair, but it would help greatly.

Aside from that, I have been thinking of putting a limit on the max number of points per stat... since that seems to be the main problem here.


wiiii thats my idea! XD haha
maximum per stats...
maybe we should discuss a way to make fair all and then to a full reclean of items...
every 1 should have their items so that way all should add them again with the proper stats...

max stats on each set:
850 atack & m. atacj
850 defence & m. defence
10% in vit, str, magic, hp, mana (10 joined all together) = 10 points each 1%

a item can be maximum: its lvl x2
the max of points in 1 section(fire dmg) is the same lvl of the item
lvl 2 = 4 points = fire dmg : 2
lvl 25 = 50 points = fire dmg : 25
lvl 64 = 138 points = fire dmg : 64
---
lvl 85 = 170 points
Fire axe
85 fire damage (it got to the max of the magic dmg)
85 fire def (max of the magic def)
-30 water def (to get to 170, it got weaker on the opposite of the fire)
3%vit (30 points)

Changing the maximums would require changing a lot of items, rather then changing the number of points allowed, it would be better to come up with limits that most items (other then the more overpowered ones) already follow, maybe something along the lines of:

Max 75% of stats in 1 value, so for a level 85 item, you could have spend a max of 219 points in any one area.
The highest stat for a weapon CANNOT be Defense or Elemental Defense.
The highest stat for Shirt, Coat, and Pants CANNOT be Damage or Elemental Damage.
No % bonuses over 10%, except on special items that cannot be obtained through normal means.

Now, this would mean that a level 85 weapon would look something like this at worst.
219 Damage
73 Defense

However, a 85 Shirt could only be something like this.
147 Defense
145 Damage

And the Fire Dragon set would be something like this:
Head: 46 Fire Damage, 16 Fire Defense, 16 Defense, -16 Water Defense
Hair: 46 Fire Damage, 16 Fire Defense, 16 Defense, -16 Water Defense
Eyes: 46 Fire Damage, 16 Fire Defense, 16 Defense, -16 Water Defense
Face: 46 Fire Damage, 16 Fire Defense, 16 Defense, -16 Water Defense
Shirt: 30 Fire Damage, 32 Fire Defense, 32 Defense, -32 Water Defense
Coat: 30 Fire Damage, 32 Fire Defense, 32 Defense, -32 Water Defense
Pants: 30 Fire Damage, 32 Fire Defense, 32 Defense, -32 Water Defense
Shoes: 46 Fire Damage, 16 Fire Defense, 16 Defense, -16 Water Defense
R Weapon: 46 Fire Damage, 16 Fire Defense, 16 Defense, -16 Water Defense
L Weapon: 46 Fire Damage, 16 Fire Defense, 16 Defense, -16 Water Defense
Other (Keeping with the original idea of adding HP): 46 Vitality (or 276 HP, which is around a 9% bonus for anyone with 500 Vital BTW) 16 Magic

Which would total up to: 412 Fire Damage, 208 Fire Defense, 208 Defense, -208 Water Defense, 46 Vitality, and 16 Magic

Of course this would actually be a Huge increase in defense compared to the Bishis already on the scoreboard, and all of them but Pulz's avatar would probably gain a HP increase if their Vital is 230 or lower, but it'd lower their damage into a more controllable level.
Xaszx 
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Posted 1/14/09
*sigh* users should not have the ability to edit the stats on what they make, that is the best and easiest solution to this whole problem <3
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Posted 1/15/09

Xaszx wrote:

*sigh* users should not have the ability to edit the stats on what they make, that is the best and easiest solution to this whole problem <3


i say every item should have item should have randomized stats =.= (like it would still follow the level to point guide we have but it would randomize where they are placed)
Xaszx 
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Posted 1/15/09

gunblastergun wrote:


Xaszx wrote:

*sigh* users should not have the ability to edit the stats on what they make, that is the best and easiest solution to this whole problem <3


i say every item should have item should have randomized stats =.= (like it would still follow the level to point guide we have but it would randomize where they are placed)


THANK YOU!!!!,

i've been coding an open source 2d MUD engine lately, and it's not any fun when your a player and you can make your own item stats..without some condition....otherwise it just abuses the system >.>...im putting in a special item leveling system with enchantment slots that people can put runes in, where the item stats are static, but by using magic,physical,distance,etc upon using it a certain number of times, it will create a +1 to whatever rune...you can fuse the runes together and attach it to an item to get better stats...you trade the runes to fellow players and the better the item u get, the more attachments are possible, that way you let the player decide the item's stats BUT there is a condition which is trade, leveling, creature slaying, in order to achieve it =3
Santar 
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Posted 1/15/09

gunblastergun wrote:


Xaszx wrote:

*sigh* users should not have the ability to edit the stats on what they make, that is the best and easiest solution to this whole problem <3


i say every item should have item should have randomized stats =.= (like it would still follow the level to point guide we have but it would randomize where they are placed)


maybe, but please please please not in the store, its bad enough having to refresh fifteen dozen times to find the 1 piece of armor I'm looking for, it'll be even worse if all the items in the store have random stats (though maybe not so bad if they are all the same level as my avatar).

Items being random stats could also make avatars with less items easier to play, because there could be both a level 1 version of an item. and a level 99 version of the same item, both with random stats. (I still forsee way too much refreshing to find the "perfect" items though, random stats in the store seem to abuse able, because you could refresh until you get an item with MAX damage, etc. Perhaps NPC drops should be random, but there should be only like 6 different stat combos for items in the store, 1. Physical, 2. Defensive 3. Fire, 4. Water, 5. Lightning, 6 Earth, and an equal number of these items for each section, perhaps even just 6 buttons on each item to say which you want to purchase, that way the only reason to refresh like crazy is to get a specific design)
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Posted 1/15/09

Xaszx wrote:


gunblastergun wrote:


Xaszx wrote:

*sigh* users should not have the ability to edit the stats on what they make, that is the best and easiest solution to this whole problem <3


i say every item should have item should have randomized stats =.= (like it would still follow the level to point guide we have but it would randomize where they are placed)


THANK YOU!!!!,

i've been coding an open source 2d MUD engine lately, and it's not any fun when your a player and you can make your own item stats..without some condition....otherwise it just abuses the system >.>...im putting in a special item leveling system with enchantment slots that people can put runes in, where the item stats are static, but by using magic,physical,distance,etc upon using it a certain number of times, it will create a +1 to whatever rune...you can fuse the runes together and attach it to an item to get better stats...you trade the runes to fellow players and the better the item u get, the more attachments are possible, that way you let the player decide the item's stats BUT there is a condition which is trade, leveling, creature slaying, in order to achieve it =3


although if we randomized the chances of getting items that have proper stats to level up with would be rare =.= hmmm
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Posted 1/15/09

Santar wrote:


gunblastergun wrote:


Xaszx wrote:

*sigh* users should not have the ability to edit the stats on what they make, that is the best and easiest solution to this whole problem <3


i say every item should have item should have randomized stats =.= (like it would still follow the level to point guide we have but it would randomize where they are placed)


maybe, but please please please not in the store, its bad enough having to refresh fifteen dozen times to find the 1 piece of armor I'm looking for, it'll be even worse if all the items in the store have random stats (though maybe not so bad if they are all the same level as my avatar).

Items being random stats could also make avatars with less items easier to play, because there could be both a level 1 version of an item. and a level 99 version of the same item, both with random stats. (I still forsee way too much refreshing to find the "perfect" items though, random stats in the store seem to abuse able, because you could refresh until you get an item with MAX damage, etc. Perhaps NPC drops should be random, but there should be only like 6 different stat combos for items in the store, 1. Physical, 2. Defensive 3. Fire, 4. Water, 5. Lightning, 6 Earth, and an equal number of these items for each section, perhaps even just 6 buttons on each item to say which you want to purchase, that way the only reason to refresh like crazy is to get a specific design)


=.= ive complained about that too, im sure once they are done with the new anime crap cause of all those glitches that are happening they once they finish they will go back to working on CRL, but hey i got you that cool publisher item page in the items menu O:
Xaszx 
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Posted 1/15/09

gunblastergun wrote:


Xaszx wrote:


gunblastergun wrote:


Xaszx wrote:

*sigh* users should not have the ability to edit the stats on what they make, that is the best and easiest solution to this whole problem <3


i say every item should have item should have randomized stats =.= (like it would still follow the level to point guide we have but it would randomize where they are placed)


THANK YOU!!!!,

i've been coding an open source 2d MUD engine lately, and it's not any fun when your a player and you can make your own item stats..without some condition....otherwise it just abuses the system >.>...im putting in a special item leveling system with enchantment slots that people can put runes in, where the item stats are static, but by using magic,physical,distance,etc upon using it a certain number of times, it will create a +1 to whatever rune...you can fuse the runes together and attach it to an item to get better stats...you trade the runes to fellow players and the better the item u get, the more attachments are possible, that way you let the player decide the item's stats BUT there is a condition which is trade, leveling, creature slaying, in order to achieve it =3


although if we randomized the chances of getting items that have proper stats to level up with would be rare =.= hmmm


i don't know exactly what coding Crunchyland uses, i hope it's not entirely java/flash >.>..but if any form of C++ is used for the source (which it should), you can randomize the values concerning the level of the avatar...for example a level 60 would have a better chance to find an item that has level 60 stats than a lvl 1 would,etc...

it is quite easy to accomplish and can be coded and compiled in less than a few hours...it's not hard =P and rare items invoke a trading system more-so than the current one, since hopefully trading will be a feature involved in future updates, it gives a sense of purpose to leveling up than just getting gold and going into pvp (which is completely one sided now thanks to users creating abusive item stats)


Posted 1/21/09

pulz19 wrote:


ABalloon wrote:

i refuse to even start cr land never mind quit it.


hahaha good 1 XD
still :S u should play CL is good for the heart :D
doctors recomend it :P


ehh sorry that i quote you since you posted this a loooooong time ago

but about that doctors thingie if the doctor says jump off from a roof 11425454753 miles above the land then you'll enjoy life you'll do it ?? XP


sorry was being random =3=
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Posted 8/7/09

Xaszx wrote:


gunblastergun wrote:


Xaszx wrote:


gunblastergun wrote:


Xaszx wrote:

*sigh* users should not have the ability to edit the stats on what they make, that is the best and easiest solution to this whole problem <3


i say every item should have item should have randomized stats =.= (like it would still follow the level to point guide we have but it would randomize where they are placed)


THANK YOU!!!!,

i've been coding an open source 2d MUD engine lately, and it's not any fun when your a player and you can make your own item stats..without some condition....otherwise it just abuses the system >.>...im putting in a special item leveling system with enchantment slots that people can put runes in, where the item stats are static, but by using magic,physical,distance,etc upon using it a certain number of times, it will create a +1 to whatever rune...you can fuse the runes together and attach it to an item to get better stats...you trade the runes to fellow players and the better the item u get, the more attachments are possible, that way you let the player decide the item's stats BUT there is a condition which is trade, leveling, creature slaying, in order to achieve it =3


although if we randomized the chances of getting items that have proper stats to level up with would be rare =.= hmmm


i don't know exactly what coding Crunchyland uses, i hope it's not entirely java/flash >.>..but if any form of C++ is used for the source (which it should), you can randomize the values concerning the level of the avatar...for example a level 60 would have a better chance to find an item that has level 60 stats than a lvl 1 would,etc...

it is quite easy to accomplish and can be coded and compiled in less than a few hours...it's not hard =P and rare items invoke a trading system more-so than the current one, since hopefully trading will be a feature involved in future updates, it gives a sense of purpose to leveling up than just getting gold and going into pvp (which is completely one sided now thanks to users creating abusive item stats)




If you have a moment and are still possibly interested, i would like to discuss with you a modified balanced stat guide that we could put into use. The one we have now... well, it's just terrible. I'm willing to listen to suggestions, and want to work with you to create a new stat guide to be placed into effect asap.

This would also include NPC stats.
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Posted 8/7/09
HORREY FOR CRUNCHYLAND!
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