Posts Tagged ‘Difficulty’

Smoothing Stuff Out

Saturday, February 14th, 2009

Bunch of changes today. The biggest is that the Third Eye during the University quest have have their difficulty turned up a notch. Their XP awards and boss items have also been bumped up, so this should help smooth progression into the Slags quest.

If they’re too difficult now, could be made more difficult, or are just right, feel free to send feedback in. I’ll actually post a thread on the wiki forums also and see how that goes.

Other Changes:

  • The Sabre encounter (rescuing Dr. Amundsen) has been retooled, thanks in part to some suggestions by Argeth. Should be a bit more interesting.
  • There are new options in the Docks and Docks Medicine quests. Thanks to PaidPiedPiperPal for the suggestions.
  • Hideout information will now be displayed in the Main gang tab for members only. This one is also thanks to PaidPiedPiperPal.

Cheers!
Kinak

Update Chain!

Tuesday, December 16th, 2008

Made a whole bunch of minor updates today, detailed below:

  • The Inventory and Crafting screens now remember which sub-screen you were in until you log off.
  • Crafting also keeps focus on the recipes and items you used last. This should make experimenting and the occasional multi-recipe bonanza a little easier.
  • The PHP warnings in the Inventory should be gone for good.
  • When you’re logged off, the game should now try to break out of frames, although this won’t necessarily work 100%.
  • Gang Enforcers in the Fang hideout were using bugged to use some overly long (and nonsensical) chains of attacks. This should be fixed and, among other things, bring them closer to their intended difficulty.
  • Added placeholder text for Lo, David, and Dr. Amundsen after completion of the Slags quest.
  • There’s a temporary leaderboard of sorts in The Quad for the holiday event. It’ll be taken down when extra-special presents are given out (25th or so).

Cheers!
Kinak

Difficulty Tweaks

Thursday, November 27th, 2008

There have been some problems with enemies being too difficult. They’ve been reduced across the board along with a few specific tweaks.

In general, you’ll see enemy attacks doing about one less damage on average. This should actually help more than it sounds like. But, if need be, the nerf bat can ring to the heavens.

Some specific tweaks:

  • Two early items (Smelly Old Pants and Old Jacket) have had melee defense added to them.
  • Gang Enforcers in the Sewer Hideout have had their attacks watered down a bit.
  • Made a few other minor tweaks to that area, introducing more variety to the encounters.

Cheers!
Kinak