Community Poll: Eliminate Miss Chance

No more miss chance?

  • Do away with miss chances.

    Votes: 20 76.9%
  • Keep miss chance.

    Votes: 6 23.1%

  • Total voters
    26

Rhudeanlorat

Found?
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Joined
Apr 4, 2021
Messages
32
Reaction score
13
Location
The Soul Well
This is the first in a lengthy series of community polls as discussed in the TL;DR

To put it in Team Four Star terms:
Or parry - parry is good too. We intend to add a rather involved parry system for all weapons that is manually activated (including martial arts, magic, and archery). The classic ‘well timed’ parry creating a stun effect for some creatures will also be in effect, meaning if you parry a strong attack after the attack begins, and before it lands. We hope to improve the dodge system as well, for both players and some enemies.

But no more miss chances for either players or monsters, would be the idea. Balance will also no longer be a feature on the skill list - though that goes to our upcoming poll regarding simplifying stats, as Power and Proficiency will likely end up being rolled up into the core stat as well.
 

Uberzolik

Active Adventurer
Sons of Babel
Alpha Tester
Joined
Jan 24, 2013
Messages
199
Reaction score
30
would enemies have variable damage (and crits)?

The classic ‘well timed’ parry creating a stun effect for some creatures will also be in effect, meaning if you parry a strong attack after the attack begins, and before it lands.

i'd be really shocked if this works well on weaker connections, ms:c was already incredibly janky at 200 ping. enemy animations tend to make it really hard to tell when a hit is happening at all... especially when things like frost hammers and vampire bats exist
 

Rhudeanlorat

Found?
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Joined
Apr 4, 2021
Messages
32
Reaction score
13
Location
The Soul Well
Variable, yes (though we could make another poll about that) - criticals would be another poll, but we had intended to setup telegraphed power attacks - most of which will use the existing animations, only slowed a bit, and with a subtle sound and sprite on the weapon (or for skeletons, the eyes and hands). You may, also, see small spiders occasionally leap back or orcs put up their shields when you charge your weapon past 50% and the like.

We're gonna be tweaking the mobs a bit to be more client side, which should hopefully help with the ping issues, and we're also re-writing all the bases from scratch, so they should be much more optimized. It would be foolish, however, to promise perfection.

edit: I can say, power attacks will take between 1-3 seconds to execute, with half of that being the wind up. You are only liable to be attempting to parry or dodge power attacks, perhaps dealing with the quicker attacks with a shield as per normal. So the lag issue shouldn't be too terrible, even if yes, hoping for a drastic improvement in that department. Classic has far too many bases doing far too many different things, some of which only a handful of enemies ever really require. Plan to implement a system where such things are modular and applied at run time as needed. We may also increase the chance for the enemy to flinch during some power attacks.
 
Last edited:

zeus9860

Active Adventurer
The True Followers of the Lost
Crusaders
Blades of Urdual
Alpha Tester
Joined
Feb 28, 2008
Messages
2,581
Reaction score
37
Age
29
Location
lolwut
Replace hit chance with crit chance and make it less often to occur. That's what i would recommend.

Each weapon should have base damage and power damage (charged hits or whatever you want to call it). And then the possibility to roll a crit damage hit if RNG is on your side in both base attacks or charged attacks. I guess the same could apply to enemies, but with some limitations in specific cases.

Crit chance should work differently based on each weapon category. To create diversity on each category and have an unique feel based on the weapon the player carries.
 

Rhudeanlorat

Found?
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Joined
Apr 4, 2021
Messages
32
Reaction score
13
Location
The Soul Well
Have made a note to make separate threads for crit chance and damage consistency.
 

renamon

Adventurer
Joined
Jan 4, 2011
Messages
18
Reaction score
7
Remove hit rolls and artificial game lengthening like rare item drop chances that require you to play the same map over and over again, and required amount of players for items to drop on certain maps.
 

Rhudeanlorat

Found?
Staff member
Administrator
Moderator
Lead MSC Developer
MSC Developer
Joined
Apr 4, 2021
Messages
32
Reaction score
13
Location
The Soul Well
All of that and more described in the initial poll thread. There are no more unique drops, you earn them by opening up faction shops, and the narrower power range coupled with faction requirements which sends you to random maps makes "twinking" more or less a non-issue.

We're still cleaning up. Will start more polls and finish arrangement after we get the new Master Sword full installer up. Its unusual size means we have to jump through some more hoops to put it up proper (seems to be the case with anything over 512MB or so).
 
Top