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17 Apr 2024 - Rule 3 has been updated with a new entry: "Players who are complicit in cheating by aiding, abetting and/or consciously profiting from illegal actions of other players, may also be punished with 7-day banishment, 14-day banishment, 30-day banishment with or without a final warning, or permanent banishment, depending on the seriousness of the violation and the Player's criminal record." - This doesn't really change the way we enforce the rules, because such cases used to be punished as "destructive behavior". We decided, however, that it deserves to be stated explicitly in the Rules.

We also updated Rule 6.: starting from Apr 25, the automatic auction bans will be twice as long. Check full changelog...

#1

03.03.2024 16:04:12

Van Allen
Player

Level: 16
Profession: Paladin
Residence: Thais
Posts: 4

Re: What about adding crit chance!?


Hey,

What does staff and other players think about adding a little crit chance? Is it too futuristic or lame?

2 options crossed my mind:
1) At some skill lvl - like achieving, for example, distance 80 will add 1-2% crit chance, then skill 90 will add another 1-2% and skill 100 same. These numbers might be too high idk. The idea behind it, is that ppl wont leave after achieving something, but actually make their gameplay more fun. Work towards something that isnt that easy to achieve and then get to enjoy something cool.
2) Upgrading weapon - adding some rare item to stronger monsters with 0,1% drop chance and using it on weapon and gaining some %. You should also add some money to use that item. Helps to keep inflation under control if its necessary.

Can even go further with "DODGE" for armors just as rl tibia.

IMO they dont break the game, but I might be wrong. There are smarter ppl who can see negative effects of that in Tibia 7.4

#2

04.03.2024 00:16:41

Aeikz
Player

Level: 100
Profession: Master Sorcerer
Residence: Venore

Vice Leader of the Pripps Bla

Posts: 8

Re: What about adding crit chance!?


#3

09.03.2024 13:27:34

Pi
Player

Level: 8
Profession: Paladin
Residence: Thais
Posts: 92

Re: What about adding crit chance!?


You are poisoned, my child. Let me help you. *v~*adana pox

ask not what tibiantis can do for you
ask what you can do for tibiantis

#4

15.03.2024 16:06:02

Van Allen
Player

Level: 16
Profession: Paladin
Residence: Thais
Posts: 4

Re: What about adding crit chance!?


Thanks for 2 very reasonable answers! :)

What about adding it only on non-pvp situations? Hard to implement? Still breaks the game?
Even like total of 2-3% chance would make hunting much more exciting imo.

#5

15.03.2024 18:26:21

Tarsal
Player

Level: 38
Profession: Druid
Residence: Ab'Dendriel
Posts: 12

Re: What about adding crit chance!?


A lot of people come back for the game they remember, with a few fixes where the original game had some flaws. I don’t think they’d like crits for that reason. There may be other OTs that have more changes that could try it.

Melee damage for knights was quite low excitement since its just a steady stream of damage. That said
final damage is formed from 5x 100 side dice rolls (2 attack, 2 shield, 1 armor) so there is potential for some much higher hits occasionally, and many frustrating misses on weak creatures.
  • Last edited 15.03.2024 18:28:13.
  • Quote

#6

15.03.2024 18:34:04

Van Allen
Player

Level: 16
Profession: Paladin
Residence: Thais
Posts: 4

Re: What about adding crit chance!?


Thanks for taking the time and giving an explanation.
Just tought it could give some exitement without being too futuristic and breaking the game.
Something else that make ppl wanna skill up.

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