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Old 02-25-2009, 10:16 PM
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Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,449
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I agree with the define option, though I would rather see rules to define them instead of defines. That way rules can be set for Win32 pre-compiled servers and ServerOPs are not in a mess if they use precompiled code. I personally had to remove it on Raid Addicts when I helped them upgrade it, simply because all the existing content was balanced torwards the previous combat changes. When you have a level cap above 75, things get wonky with the code (and in general!) and stuff messes up. Not everyone uses PEQ as their database either. I would MUCH rather see a rule for the new combat changes, while still keeping in the old combat changes as a separate rule.

I use the combat changes on my own personal server and they work great; though, I balanced my server around PoTimeB-level of characters. I had to tweak a few things, but in the end they worked out great. I think a lot of the issue is ServerOPs tweak NPC stats without looking at the formulas and end up having overpowered players & NPCs. When you make both overpowered and the only thing that is stopping them is HP, that's when it gets a bit hard to balance with new combat changes. Sure, the combat changes are great, I just don't think they are for every server out there, especially people who throw stats on NPCs at random, or tweak the cap on stats, etc.

I'll see if I can get this coded later, it should be fairly easy to implement. Whether you want it is up to you.
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