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As announced earlier – there will be a new combat system for Bitefight (first for the testserver). Here are some details:
1. The thoughts behind
- Massive reduction of the random factor:
The randomness in Bitefight is extremely high at the moment. Because of this you can lose combats against clearly weaker opponents.
- More transparency for the combats:
The effects of attributes and abilities are difficult to understand and are not readable from the combat reports.
- Adjust attributes and make their effects clearly visible:
The new system will consider every single attribute point. Additionally the attributes are equal.
2. Attributes and Values
Strength – increases your damage
Dexterity – increases your hit-chance
Defence – decreases enemy hit-chance, increases vitality points
Endurance – decreases enemy damage, increases regeneration
Charisma – increases your special-chance, decreases enemy special-chance
Base-hit-chance and bonus-hit-chance – are added together to calculate the %-hit-chance to wound an enemy.
Base-damage and bonus-damage – are added together to calculate the (fix) damage inflicted on a hit enemy.
Base-special and bonus-special – are added together to calculate the %-chance to trigger an ACTIVE special ability.
Attacks – amount of attacks you perform each combat turn (usually 1).
Health – how many damage your creature of the night can take before it needs to recover.
Should health sink to zero while in combat you lose the fight.
Regeneration – Amount of health restored every hour.
3 . Basis vs. Bonus
Bonus-hit-chance, bonus-damage and bonus-special are influenced by the corresponding attributes – your own and your enemies.
Base-hit-chance, base-damage and base-special can be only modified by items and some special abilities.
What does that mean?
Let’s say you have 12 base-damage and 10 bonus-damage. So normally you’ll deal at least 12 damage against any enemy. Depending on your strength and your opponents’ endurance you can inflict up to 10 additional damage.
3. The combat system
A combat goes at max. over 10 combat rounds.
If one of the combatants drops to 0 vitality he loses the fight. (Double K.O. is possible ).
After the 10th combat round the winner is the one who dealt the most damage.
Course of a combat round*:
A – is an ACTIVE special ability triggered?
B – hit ‘em!
C – got hit? Hurt ‘em!
D – still standing? Next round!
*both combatants will be treated as if acting simultaneously
4. Special abilities!
There will be lots of special abilities (about 100 are implemented right now).
We discern between ACTIVE and PASSIVE special abilities.
ACTIVE special abilities can (but must not) be activated 1x per combat.
For example: you have 4 ACTIVE special abilities and everything went well: so every of the four abilities will be triggered once during the combat.
ACTIVE special abilities have a period of duration (in combat rounds) – with some luck you can unchain evil crushing combos.
PASIVE special abilities serve to round up your character and are permanently used.
How do i learn special abilities?
Each character starts with one ACTIVE special ability: the good old double hit.
Further special ability points can be purchased for gold (the maximum available is determined by your level).
With those points you can design your character at will with any desired special abilities (by the way this doesn’t cost any more).
Every special ability comes with a level requirement – having patience can be worth it – but must not
Readjusting special abilities is available for a tiny amount of Hellstones.
5. Combat-value
With the new system each character will have a combat-value – computed from your level, your stats and your special abilities.
The random enemy search will now use the combat-value instead of the level.
The %-gold-gain for a victorious combat will also be calculated by the combat-values.
- You will have more potential targets with the random enemy search
- It automatically works as noob-protection
Additionally the combat-values will be used with the massive-fight – you’ll get more information when this feature comes.
6. Equipment adjustments (Important!)
As a consequence of the new combat system we had to rework all items (sigh…).
We tried to keep the old „sense“ of the items as good as we could – but it wasn’t always possible.
Generally all items are balanced now. There are no longer items significantly worse than others on the same level.
Also the gold-prices have been fixed – mainly in the higher levels you’ll find some price reductions.
7. A look into the future
- Attribute effects on non-combat actions:
In later updates Manhunt and Working at the cemetery will be adjusted too – and your attributes will make some impact here.
- New Items:
Thanks to the new system we can easily add new items.
- Massive-Fight!
The new system already supports more than one opponent per side – so we can implement greater battles (as soon as the system has proven itself).
- NPC-Enemies (Demons)
The new system will allow us to create reasonable NPC-Enemies – with fix attributes and special abilities = more fun in the grotto.
- And everything else Clones little brain creates...