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A few questions for the experienced NWN players :)


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#126
Bogdanov89

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While i am a noob in NWN, i have played a lot of other RPGs:

In my experience, a 5% nerf to a spell's damage is quite noticeable.
A 10% nerf is big, while a 15% nerf is huge.
Anything above a 20% nerf to damage would probably make me never want to use that spell again.

Shadooow, personally i think you should not leave these specific few spells to be utterly crippled by your new Empower.

Perhaps change how those nerfed spells (like Finger of Death and Negative Burst) calculate their damage, so that they become properly boosted by your new Empower?

Either way, i definitely do not recommend just leaving those spells "down in the dump"...

Modifié par Bogdanov89, 05 février 2014 - 12:03 .


#127
Shadooow

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Bogdanov89 wrote...

While i am a noob in NWN, i have played a lot of other RPGs:

In my experience, a 5% nerf to a spell's damage is quite noticeable.
A 10% nerf is big, while a 15% nerf is huge.
Anything above a 20% nerf to damage would probably make me never want to use that spell again.

Shadooow, personally i think you should not leave these specific few spells to be utterly crippled by your new Empower.

Perhaps change how those nerfed spells (like Finger of Death and Negative Burst) calculate their damage, so that they become properly boosted by your new Empower?

Seems you are trapped in the numbers the MM posted. I even wonder you would have ever noticed Bogdanov, if MM didn't brough this up.

All that MM is worry about it a total outcome of the spell which has been nerfed. This is absolutely correct and the changes I did indeed caused this, I even wrote the damage output before/after in my spell readme so its clearly seen.

MM still intentionally ignores and don't want to understand two basic facts
1) adding the +x per level into empower calculation is wrong
2) these spells did more damage empowered (lvl+2) than maximized (lvl+3)

So to me, these spells were broken and I fixed them. Thats it. Its absolutely the same as with stacked regeneration - all you see is the fact its no longer possible which itself is a huge - in case of regeneration, the biggest - nerf ever. But its a bugfix in a first place, it shouldn't have been possible. Again the basic argument of mine - not every change that affect game balance is a game balance change. Every non-graphical (and sometimes even graphical) fix actually changes the game balance but that doesn't mean it is a balance change. For me this is another Firestorm, but you guys can't see it that way.

Summary:
If someone brings a valid proof that there is an intent in the fact that half spells were using original empower calculation from OC and the rest from SoU I am willing to pull this change down.

I am willing to discuss the possibility of correcting the Bioware's SoU empowerspell calculation per ingame description and DnD rules that is taking the direct bonus into dice into calculation. I already stated reason why I didn't do it already, but if this helps and a user of this patch will want this I have no problem to change this regardless its a Bioware's intent.
Keep in mind however that this correction will not change the spells that MM pointed, only a few other spells which have almost no impact on gameplay (magic missile, ability buffs...).

Modifié par ShaDoOoW, 05 février 2014 - 12:34 .


#128
Bogdanov89

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Keep in mind i have no ties to DnD book rules or mechanics;

Personally, i would like something like this:

Empower improves the total spell damage done by 50%
Maximize improves the total spell damage done by 75%

In both cases the increase is 25% per increased spell slot level.

Personally i would prefer that the TOTAL spell damage done is increased by 50% for Empower and 75% for Maximize for all spells, regardless of the way they calculate damage (XdY or the +Z)

I think that is the most modern thing to do.
It is the most clear, it is the most fair to all spells, it is the easiest to understand.

It might not be according to some ANCIENT 3.0 dnd rules - but honestly, gameplay is much more important than "loyalty" to an outdated set of rules.

Modifié par Bogdanov89, 05 février 2014 - 12:46 .


#129
Shadooow

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Bogdanov89 wrote...

Keep in mind i have no ties to DnD book rules or mechanics;

Personally, i would like something like this:

Empower improves the total spell damage done by 50%
Maximize improves the total spell damage done by 75%

In both cases the increase is 25% per increased spell slot level.

Personally i would prefer that the TOTAL spell damage done is increased by 50% for Empower and 75% for Maximize for all spells, regardless of the way they calculate damage (XdY or the +Z)

I think that is the most modern thing to do.
It is the most clear, it is the most fair to all spells, it is the easiest to understand.

It might not be according to some ANCIENT 3.0 dnd rules - but honestly, gameplay is much more important than "loyalty" to an outdated set of rules.

Agree from a high-magic point of view (which I am) but thats out of the scope of this patch. There are some balance changes like Monstrous regeneration, but this is something completely different are more serious. I don't think that CPP can add this. Actually I think that the new behavior suits the majority of the environments such as HCRP low-magic persistant worlds, single player modules etc. In a high magic, casters are "weak" anyway and lots of builders are boosting them with increased DC, relaxing the damage caps etc. etc. In my opinion nerfs are treated more gratefully then boosts.

Anyway. What MM suggest is really a good idea. Given that the empower has various damage outputs even in vanilla, what MM can do is to make his own modification of the empower/maximize and put it on a vault. Its however not something that should be added into this project. Its a house rule that has no justify in rules (and im not considering the outdated 3.0 but the 3.5) which are absolutely clear in this regard.

Modifié par ShaDoOoW, 05 février 2014 - 01:10 .


#130
Bogdanov89

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ShadoOow, can you please make a separate (optional) file mod for 1.71 RC3 NWN that would change Empower and Maximize to affect the total damage of all spells in the same way we talked about (50% for empower and 75% for maximize)?

It can be completely optional and i suppose it would not take you more than a few moments to create such an optional modification for the Community Patch.

#131
Shadooow

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Yes I can do this, give me a hour ;) (5minutes to do that, 30minutes to make a package and readme, 10minutes to upload it on new vault and 15minutes on a one round in unreal tournament :D)

Modifié par ShaDoOoW, 05 février 2014 - 05:49 .


#132
Bogdanov89

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Okay, thank you!

Do please post us a link so we know where to get it from :)

Modifié par Bogdanov89, 05 février 2014 - 06:22 .


#133
Shadooow

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Bogdanov89 wrote...

Okay, thank you!

Do please post us a link so we know where to get it from :)

Here. Was a bit faster :whistle:.

Still, I am amazed how easily MM influenced you. I am absolutely sure you woulnd't notice in a gameplay.

#134
Bogdanov89

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I just like my magic to be powerful, and i honestly do not want to think for each spell "ordinary vs empower vs maximize".

Or, in other words, when i do a maximized spell - i like to know i will be kicking MAXIMUM ass with it!

Thank you again for the mod!

Edit:
I got a question about this line:


"!This is designed for a Community Patch project, as normally only a
several spells uses the function MaximizeOrEmpower that contains this
adjustment.!"

Does this mean that this mod will only affect a few spells in the Community Patch?
Does it mean that this mod will not be functional without the Community Patch?

Modifié par Bogdanov89, 05 février 2014 - 06:46 .


#135
Shadooow

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Bogdanov89 wrote...

Does this mean that this mod will only affect a few spells in the Community Patch?
Does it mean that this mod will not be functional without the Community Patch?

No it works standalone. What I meant is something different. Hard to explain. Will try to modify the description on vault to explain this.

#136
Bogdanov89

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Okay, thank you again :)

So just to be sure i understood clearly, in that new modification the Empower (50%) and Maximize (75%) will increase the total damage of ALL spells cast-able by all classes?

I can't wait to try out my uber spells!!!!!!!!!!! :) :) :)

#137
Shadooow

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*of ALL spells enhanceable by emp/max metamagic regardless of a class

#138
Squatting Monk

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ShaDoOoW wrote...

Yes I can do this, give me a hour ;) (5minutes to do that, 30minutes to make a package and readme, 10minutes to upload it on new vault and 15minutes on a one round in unreal tournament :D)

Thanks, ShadoOow. Having options like this is great. :)

#139
Bogdanov89

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Squatting Monk wrote...

ShaDoOoW wrote...

Yes I can do this, give me a hour ;) (5minutes to do that, 30minutes to make a package and readme, 10minutes to upload it on new vault and 15minutes on a one round in unreal tournament :D)

Thanks, ShadoOow. Having options like this is great. :)


Everyone loves ShaDoOoW!
 :) :) :)  :) :) :)  :) :) :)  :) :) :)  :) :) :)  :) :) :)  :) :) :)  :) :) :)  :) :) :) 

Modifié par Bogdanov89, 05 février 2014 - 08:16 .


#140
Shadooow

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ShaDoOoW wrote...

MagicalMaster wrote...

ShaDoOoW wrote...

I am suprised however that you agree with an unification there because the spell school is clearly written in a description so it might be actually intented by Bioware. {smilie}

I'm sure it was intended by Bioware for the reason above -- to make sure everyone could use it.  However, the line itself is based on Conjuration AND I don't think anyone actually picks Evocation/Abjuration/Transmutation due to the default meta-game so I don't see it as an issue.

If Evocation was the main choice for wizards for some reason then I WOULD have an issue with it since you're changing the balance of the meta-game.

I didn't knew about this issue and I agree that it might have been set to necromancy intentionally from this reason. Something to reconsider than.

Thought about this. I can imagine a quest that is going to end with a player healing an NPC. Non-clerics would have to buy a scroll of GR and apply on a NPC but a specialized wizard might not be able to use it anymore, while pre-patch when module builder designed it he was. This seems to me as a serious issue despite such wizard is extremely rare and very disadvantageous.

My thought is to keep the Conjuration in the description and change the real implementation to the Necromancy again. Since, for clerics this has no effect on gameplay nobody spots the difference :whistle:.

Another idea is to allow use such scrolls to wizard (NWNX plugin could do this) but it might be possibly intented.

#141
Bogdanov89

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Is there any adequate creature or object in the original NWN campaign (and it's 2 expansions) that can be used as a "targeting dummy" when i want to test out my damage or healing attacks/spells?

I am hoping such a creature exists, since i love trying out various spells and character builds just to see which one is good at what :)

Addition:
I got a question about this line:
"If you want to apply this for a spells modified in your module recompile all scripts."

I only play the NWN original campaign and the SoU/HotU with my brother over internet (i am hosting) - do i need to do that "recompile all scripts", or do i just put the Emp/Max mod into the override folder?

Modifié par Bogdanov89, 06 février 2014 - 07:38 .


#142
WebShaman

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It seems that you, MM, are dumping on the PRc (both here, and another thread).

I find that to be in bad taste, really.

The PRC is a Hak that adds to the game. It also allows for an incredible amount of changes to allowed content, and how it acts ingame through the switch system it includes.

What I find from your part to be most insufferable, is that you smear it with such comments

I'm pretty sure the PRC has a class that will make the Light Hammer the most powerful weapon in the game. Some people might find it interesting but it's not even remotely balanced (standard NWN certainly isn't close to perfect but PRC makes it far worse).


In essence, writing it off.

The PRC does not have a Class that makes the Light Hammer the "best" weapon, blah blah blah. To the point - these Classes come from the PnP source. Second, balance issues are rampant in the vanilla version of the game (Dev Crit, anyone? How about Perma-Haste?). Third, the Epic Spellcasting System is much better than the Epic Spells included in the vanilla version (and truer to PnP).

MM, if you are going to put the PRC down with general missives, then I would kindly ask you to desist. It is akin to trolling. I have no problem with someone saying "it may conflict with such and such content" - for that could be a case. But comments like the Light Hammer crap, I mean, that is below even you. Perhaps you are having a bad day?

As for ShaDoOoW's patch, I have it installed, and play it regularly. I commend him on the work that he has done. IMHO, it adds to the game. YMMV.

#143
Shadooow

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Bogdanov89 wrote...

Is there any adequate creature or object in the original NWN campaign (and it's 2 expansions) that can be used as a "targeting dummy" when i want to test out my damage or healing attacks/spells?

I am hoping such a creature exists, since i love trying out various spells and character builds just to see which one is good at what :)

No. forget about OC campaigns - they are great and I love them (except the SoU :alien:) but there is whole new world out there! Fan-made single player modules on vault, multiplayer servers and toolset - thats what is NWN about. And a huge ammount of custom content of course. :)

Either, download some character trainer custom module such as PGC3 or Novice to Epic Character Maker, though the second doesnt have a combat dummy in there. But you can always modify it and add what you need.

Or open toolset make a new module name it test or something, put there some monster, open its properties set him immortal, set him 9999 hit points, set him no speed so he cant move and delete all scripts in the Events tab. And voila you have a combat dummy!

Addition:
I got a question about this line:
"If you want to apply this for a spells modified in your module recompile all scripts."

I only play the NWN original campaign and the SoU/HotU with my brother over internet (i am hosting) - do i need to do that "recompile all scripts", or do i just put the Emp/Max mod into the override folder?

You are good to go with override don't worry.

What I meant is that, if someone has a module which changed some of the spells for its own and those spells are in the module files, then this package (and neither spellscripts from CPP) wont change them. Because the module version  has a higher priority. So, if a module builder (author) or module owner (player that downloaded it) would want this feature to apply even to those spells he would have to recompile all scripts (in Toolset -> Build, check only compile and only scripts and press build) using the x0_i0_spells.nss file in override.

All this priority magic is a very difficult to understand and for me even explain. Basically, if you have in hands a module with all legacy spell scripts changed somehow - you won't be able to put this modification into operation at all...
But again, you as a player has nothing to worry, even if you play some module which contains few spells modified, what happen is that those spells wont use neither CPP empower calculation neither calculation from this modification so it doesnt matter really.

#144
Shadooow

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WebShaman wrote...

To the point - these Classes come from the PnP source.

Second, balance issues are rampant in the vanilla version of the game (Dev Crit, anyone? How about Perma-Haste?).

Third, the Epic Spellcasting System is much better than the Epic Spells included in the vanilla version (and truer to PnP).

Absolutely agree in all three points. MM is very upset here that the CPP or PRC changes the balance of the game that is highly unbalanced in a first place. :kissing:

BTW, Magical Master, The CPP wont change spells in your Siege of the Heavens module because you have their modified spellscript inside (so Bogdanov, if you want this empower/max modification in his module thats the exactly the case where this wont work) - as the version from the module version has a higher priority. You effectively disabled also most of the AI improvements because you have modified versions of nw_c2 and nw_ch_ac scripts in your module as well.

Modifié par ShaDoOoW, 06 février 2014 - 03:02 .


#145
Shadooow

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Bogdanov89 wrote...

I just like my magic to be powerful, and i honestly do not want to think for each spell "ordinary vs empower vs maximize".

Or, in other words, when i do a maximized spell - i like to know i will be kicking MAXIMUM ass with it!

Thank you again for the mod!

I will return to this once more.

My point is that at the same time you could also install a modification that triples the base spell damage and removes all caps from damage calculations aka fireball would be 3d6 per caster level without maximum.

You see my point now? :innocent:

#146
WhiZard

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ShaDoOoW wrote...
BTW, Magical Master, The CPP wont change spells in your Siege of the Heavens module because you have their modified spellscript inside (so Bogdanov, if you want this empower/max modification in his module thats the exactly the case where this wont work) - as the version from the module version has a higher priority. You effectively disabled also most of the AI improvements because you have modified versions of nw_c2 and nw_ch_ac scripts in your module as well.


This was a point I was holding in reserve, having probably little effect on ShaDoOoW's main changes, but a lot more effect on setting empower to +50% and maximize to +75% across the board.  For most changes of the 1.70 it is an all or nothing (if the module has already has a script then none of the change is seen).   But for spell scripts, it is quite easy to encounter a module where some spell scripts are changed and not others.  This leads to weird, and sometimes unpredictable changes of the spells in balance to one another.   Granted that the initial list of fixes doesn't look that bad as far changing relative balance if one spell script is used and not another; the +50%, +75% seems much more imbalancing if it is only partially applied.

#147
MagicalMaster

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In reverse!  Mostly.

WhiZard wrote...

Granted that the initial list of fixes doesn't look that bad as far changing relative balance if one spell script is used and not another; the +50%, +75% seems much more imbalancing if it is only partially applied.

95% of damaging spells get between a 71% and 77% bonus by default Maximize.

In this case a Maximized Fireball would do 2% more damage than the default Maximize Fireball.

Note that I didn't actually suggest 75% specifically (a better "safeguard" would be 70% bonus and an actually fair Maximize would be an 84% bonus (sqrt(1.5)^3)) but this won't change much.

ShaDoOoW wrote...

My point is that at the same time you could also install a modification that triples the base spell damage and removes all caps from damage calculations aka fireball would be 3d6 per caster level without maximum.

You see my point now? [smilie]http://social.bioware.com/images/forum/emoticons/angel.png[/smilie]

No.  Your point is that you could make spells insanely overpowered.

His point is that if he Maximizes a Fireball, Chain Lightning, IGMS, and Negative Energy burst he should get roughly the same damage bonus from Maximize each time (actually you could argue that NEB should get a LARGER bonus but that's a more subtle point and something I specifically haven't argued here).

He wants consistency with Maximize spell, that's all.

ShaDoOoW wrote...

Absolutely agree in all three points. MM is very upset here that the CPP or PRC changes the balance of the game that is highly unbalanced in a first place. [smilie]http://social.bioware.com/images/forum/emoticons/kissing.png[/smilie]

I'm not upset about the PRC, I'm making sure people understand that it brings insanely powerful things into the game that most authors don't account for.  If someone wants to use it, fine, they're knowingly installing it.  I just want them to know that they're bringing in broken classes/feats compared to vanilla NWN and thus they should keep that in mind.

The CPP isn't even close to being as bad but the difference is that people don't EXPECT it to be doing balance changes.

ShaDoOoW wrote...

BTW, Magical Master, The CPP wont change spells in your Siege of the Heavens module because you have their modified spellscript inside (so Bogdanov, if you want this empower/max modification in his module thats the exactly the case where this wont work) - as the version from the module version has a higher priority. You effectively disabled also most of the AI improvements because you have modified versions of nw_c2 and nw_ch_ac scripts in your module as well.

The funny thing is that like 90% of the modified spell scripts (which aren't that many) were modified to make sure sure NPC casters couldn't kill themselves with their own spells (thus only friendly fire AoEs generally got changed plus a few other specific things like damage shields).  Firestorm wasn't modified, though, so it would get the 20d6 cap versus 40d6 cap (which I could change to make sure it gets 40d6 but I'm still considering it).

AI wise, the only significant difference is that I added the following for ch_ac

// Don't do anything if we have have been recently commanded
    if (GetLocalInt(OBJECT_SELF, "commandstatus"))
    {
        return;
    }

and the following for nw_c2

// We're busy casting (even if interrupted), don't react
    if (GetLocalInt(OBJECT_SELF, "casting"))
    {
        return;
    }

Regardless, I'm guessing you never read the post I asked you to read, so I'll repost what I said here:

"And no, those specifically won't have much effect in Siege.  The Firestorm fix will make a big difference and caster clerics/druids will be underpowered but that is technically a bug fix that clearly was a mistake in the code (you can tell by looking at the code itself).  But...what else is possibly changed?  I don't know.  Once you start changing things in the name of balance rather than clear bugs who knows what could get messed up?  I'd have to try to pore through every change to every ability and see if you changed some AI routines just to make sure nothing you did messed my module up!

If I didn't see those blatant balance changes I'd be less worried -- but you started down a path, I don't know where it leads, and I don't want players to suffer for it."

ShaDoOoW wrote...
No. forget about OC campaigns - they are great and I love them (except the SoU [smilie]http://social.bioware.com/images/forum/emoticons/alien.png[/smilie]) but there is whole new world out there! Fan-made single player modules on vault, multiplayer servers and toolset - thats what is NWN about. And a huge ammount of custom content of course. [smilie]http://social.bioware.com/images/forum/emoticons/smile.png[/smilie]


I went ahead and bolded/italicized/underlined this to demonstrate its importance.  If you only play the official campaigns you're missing out on what makes NWN so amazing -- the custom content which includes over a DOZEN campaigns that are much better than the three official ones.

WebShaman wrote...

It seems that you, MM, are dumping on the PRc (both here, and another thread).

You seem to be mistaking dumping for informing.

I never said not to use the PRC.  I'm saying to be aware of what you're doing and that you're likely incredibly unbalancing a single player module if you use the PRC where it wasn't intended.

WebShaman wrote...

The PRC does not have a Class that makes the Light Hammer the "best" weapon, blah blah blah. To the point - these Classes come from the PnP source. Second, balance issues are rampant in the vanilla version of the game (Dev Crit, anyone? How about Perma-Haste?). Third, the Epic Spellcasting System is much better than the Epic Spells included in the vanilla version (and truer to PnP).

Dev Crit is taken into account by module builders (and often disabled or the module doesn't even get into epic levels).

Perma-haste is also taken into account by module builders (or not allowed or whatever).

But the improved Epic Spellcasting System?  And other stuff?  That's not taken into account.  That's all I'm saying, Webshaman.

WebShaman wrote...

But comments like the Light Hammer crap, I mean, that is below even you. Perhaps you are having a bad day?

Maybe there was some miscommunication, but you basically said "Yeah, Arcane Archers are incredibly powerful, but here's a PRC class that is even MORE obscenely overpowered and it's awesome!"  You seemed to be bragging that PRC brought in tons of stuff that was far more powerful than vanilla NWN.

Was that not what you meant?

Bogdanov89 wrote...

Is there any adequate creature or object in the original NWN campaign (and it's 2 expansions) that can be used as a "targeting dummy" when i want to test out my damage or healing attacks/spells?

I am hoping such a creature exists, since i love trying out various spells and character builds just to see which one is good at what :)

No, there isn't.

However, I would not-so-humbly suggest the Siege of the Heavens module in my signature if you want to test builds -- it'll level you up and equip you for level 40 and pit you against very strong bosses.  There's even a boss timer which tracks how long a fight takes if you want to see which build can kill a boss faster or something.

ShaDoOoW wrote...

My thought is to keep the Conjuration in the description and change the real implementation to the Necromancy again. Since, for clerics this has no effect on gameplay nobody spots the difference :whistle:.

That works.  Not like Spell Focus or anything actually matters for Greater Restoration.

Will respond to the rest later.

Modifié par MagicalMaster, 06 février 2014 - 06:24 .


#148
Shadooow

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MagicalMaster wrote...

ShaDoOoW wrote...

BTW, Magical Master, The CPP wont change spells in your Siege of the Heavens module because you have their modified spellscript inside (so Bogdanov, if you want this empower/max modification in his module thats the exactly the case where this wont work) - as the version from the module version has a higher priority. You effectively disabled also most of the AI improvements because you have modified versions of nw_c2 and nw_ch_ac scripts in your module as well.

The funny thing is that like 90% of the modified spell scripts (which aren't that many) were modified to make sure sure NPC casters couldn't kill themselves with their own spells (thus only friendly fire AoEs generally got changed plus a few other specific things like damage shields).

Just BTW: this is one of the many global bugs that CPP fixes.

Responding only to this for now since Im waiting for your extremely long post with counterarguments yet. But I agree with most of what you wrote this time.:police:

Modifié par ShaDoOoW, 06 février 2014 - 06:42 .


#149
Shadooow

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MagicalMaster wrote...

The CPP isn't even close to being as bad but the difference is that people don't EXPECT it to be doing balance changes.

This is a good point. But is it really true?

I am not a people and Im completely biased in this matter, but it could help with explaining why I did what I did. Personally, I view this differently. What I do expect of the CPP is that it doesn't changes the default game balance. This is something different than bringing a "balance changes" into some spells and feats. As we both know, merely every fix changes a game balance in some way - but that doesn't mean they are really a balance changes.

Did the default game balance changed with the CPP installed? I don't think so. There are some nerfs, some boosts but in general it doesn't changed anything. With an exception of removal of the characters specifically built for abusing some broken concepts or even exploits - and I consider this to be a right path anyway.

But yes, I am aware that there is a relatively large group of mostly builders that you do represent MM. Yours point is that every balance change is an evil and therefore you wont ever use CPP nor support it. Considering this opinion comes from peoples who very often brings their own balance changes into game, I consider this point of view to be completely hypocritical.

Modifié par ShaDoOoW, 06 février 2014 - 11:13 .


#150
Bogdanov89

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since the number of balance changes the community patch brings is not all that big, is it possible to make a "community patch light" that will not apply these balance patches if people want to play player made content?

it would be like a "compatibility mode" of the community patch, that would be aimed at making changes that would not affect the balance in any player created content?