2013年2月4日星期一

where to buy cheapest rs gold

Originally posted by Jimmac

Can you briefly summarize the main changes? Maybe they are changing some of the things that keep me away from the game,cheapest rs gold.

Summarize? Phew... well, how long ago did you last play? Ship combat has seen iteration over the years, a few skills changed or swapped out here and there that weren't found to be tactically useful, and buff or nerf here or there to balance things out.

The new changes take the old ship comabt system and throw almost everything away, starting over witha new system. The new system tries to break down skills into areas like battle skill (mostly special shots) some maneuvering abilities, some crew-focuses abilities (resiting or initiating boarding, healing wounded, etc.), and a whole bunch of new repair abilities, most of which consume raw and manufactured materials generated by econ structures (like logs or nails or rope or cannons). Within those areas. The new skill trees are further broken down into "General" and "Advanced" lines. The "General" abilities tend to be fairly weak, but give only small buffs; many are passive and require no management, and in theory they are supposed to make it easier for new players to learn and become competent in the game. The "Advanced" abilities are intended for more experienced plyers, and mostly come with some sort of downside, or percentage chance of something bad happening (like a 35% damage spike that has a 20% chance to destroy your guns and crew, or a speed buff that has a 60% chance to make you do faster but a 20% chance to wreck your sails) or just a smallish percentage that something very bad happens to you opponent (like a debuff with a 10% chance to reduce turn rate by half for 2 minutes). Where each class used to have a totally unique skill tree, now about 82% of skills are shared, around ten or eleven unique to a class. A lot of stuff isn't working right just yet, and theres obviously going to have to be a lot more balancing between Advanced and General skills from what I've seen thus far. It also seems pretty hard to sink anyone if they have enough logs and stuff for repairs in their cargo hold.

There have been a bunch of ship changes as well, with a number of stronger frigates nerfed to be quite weak now, and the reintroduction of new 1st, 2nd, and 3rd rate lineships. The 90-100 gun ships have stats taht are as good or better than the old ones, and require a combination of economic cost, fleet grind items (the old commendations) as well as unique low-drop rate items from one NPC pirate faction (presumably so the production rate can be limited on Flying Lab's side), as well as cash shop items. There is some concern as to how this will effect class balance, and nation balance, since the powerful 1st and 2nd rates are Naval Officer-only, and cannot be captured by pirates in combat.

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