▶
Weapon Balance Test
Balancing damage is a problem. I avoided it since starting Raiding.Zone. It is not fun being forced to play the only weapon that does exceedingly more damage than the rest. My initial plan was to balance everything in the Early Access phase. But this could set a strain on everybody who decides to try the game. I found an alternative way for basic Balancing. My game server runs with Kotlin. Kotlin has first-class support for concurrency through Coroutines. Coroutines are lightweight threads and allow you to have explicit structured concurrency. They also have a solid test framework. This framework has with tools that allow you to skip any delay in your code. So when you have a routine that executes every second, you dont have to wait 10s to execute it ten times. You can use a test coroutine context and accelerate time. I used this feature to gather 1000s of damage data for each weapon and calculate an average DPS value.
These numbers are just the bare configuration of that weapon. I didnt add any talents, essences, armor, or trinkets. The whole test suite executes in 60s. I plan to add more configurations for talents, essences, and other items.
I got some feedback that tanking is more confusing than it should be. It is hard to see when you lose aggro to a damage dealer. I added a warning for that. It will display if you are a tank and a mob attacks someone who isnt a tank.
I was unsatisfied with the particles of the Fire Nova. It didnt feel like an expanding wall of flame yet.
Minor changes
[ 2023-09-02 10:36:58 CET ] [ Original post ]
Balancing
Balancing damage is a problem. I avoided it since starting Raiding.Zone. It is not fun being forced to play the only weapon that does exceedingly more damage than the rest. My initial plan was to balance everything in the Early Access phase. But this could set a strain on everybody who decides to try the game. I found an alternative way for basic Balancing. My game server runs with Kotlin. Kotlin has first-class support for concurrency through Coroutines. Coroutines are lightweight threads and allow you to have explicit structured concurrency. They also have a solid test framework. This framework has with tools that allow you to skip any delay in your code. So when you have a routine that executes every second, you dont have to wait 10s to execute it ten times. You can use a test coroutine context and accelerate time. I used this feature to gather 1000s of damage data for each weapon and calculate an average DPS value.
These numbers are just the bare configuration of that weapon. I didnt add any talents, essences, armor, or trinkets. The whole test suite executes in 60s. I plan to add more configurations for talents, essences, and other items.
Tank warning
I got some feedback that tanking is more confusing than it should be. It is hard to see when you lose aggro to a damage dealer. I added a warning for that. It will display if you are a tank and a mob attacks someone who isnt a tank.
Fire nova particle rework
I was unsatisfied with the particles of the Fire Nova. It didnt feel like an expanding wall of flame yet.
Minor changes
- Furious dummies will now deal 10% of your maximum life pool per hit
- Key combination will not be assignable if there is another already present. Thanks to hboelke for the bug report.
- Websockets will now reconnect if the connection fails
- Exceptions occurring in the client get sent to the server for analysis.
[ 2023-09-02 10:36:58 CET ] [ Original post ]
Raiding.Zone
Lukas Meisegeier
Developer
Mayope Software Service UG (haftungsbeschrnkt)
Publisher
2023-02-01
Release
Game News Posts:
77
🎹🖱️Keyboard + Mouse
Mostly Positive
(24 reviews)
Public Linux Depots:
- [0 B]
Welcome to the Raiding.zone!
You mind is sentenced to a lifelong service in the Raiding.Zone. There is no hope to ever escape this status. You can only train yourself, climb the ranks and archive the highest honor. One silverlining in this dystopia provides the fact, that you can't die and can commit all your life to learning.
Raiding.Zone is a pve arena game with the classical roles Tank, Healer and Damage-Dealer.
You customize your character by choosing your weapon, armor and trinket, providing you with different spells per item.
You can further customize your items by choosing talents and mounting essences.
Every weapon has its own core-mechanic and together with the boss mechanics it provides a challenging experience.
Roadmap
To Early Access Release
- 5 Levels
- 7 different weapons (2 tanks, 2 healers and 3 damage dealer)
- Talentsystem
- Essence System
- Availability for Linux, Max and Windows
- Steam Lobby Integration
During Early Access
- Dungeon Finder
- Leaderboards and Rankings
- Guild System
- Balancing
- 7 new weapons (2 tanks, 2 healers and 3 damage dealer)
- 2 new levels
- Localisation (at minimum German)
- Steam achievments
Not Finalized Feature Ideas
- Economy
- Housing System
- PVP
MINIMAL SETUP
- Processor: at least Dual CoreMemory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available space
- Memory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available space
- Storage: 1 GB available space
- Processor: Quad CoreMemory: 4 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available space
- Memory: 4 GB RAMNetwork: Broadband Internet connectionStorage: 1 GB available space
- Storage: 1 GB available space
GAMEBILLET
[ 6104 ]
GAMERSGATE
[ 1363 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB