Forums › English Language Forums › General › Suggestions

Search

An idea for the advanced training hall

9 replies [Last post]
Sun, 10/16/2011 - 20:14
#6251
Shadownox's picture
Shadownox
+1

+1

Sun, 10/16/2011 - 20:40
#6252
The-Big-Wallet's picture
The-Big-Wallet
+1

nothing to add, this is just great.

Sun, 10/16/2011 - 20:57
#6253
Khamsin's picture
Khamsin
If we were to see something

If we were to see something new in the advanced training hall, I'd prefer to see training dummies - passive variants to test weapon damage and active variants to test armor protection and shield strength.

Getting to run levels for free is not something I approve of. Learn by doing. You are supposed to have that risk of losing energy. If you don't feel comfortable enough, get better gear before you run the content.

Sun, 10/16/2011 - 21:14
#6254
Kraanx's picture
Kraanx
not a bad ideaa, but it would

not a bad ideaa, but it would take too much time and space

Sun, 10/16/2011 - 21:27
#6255
Cassiusbenard's picture
Cassiusbenard
Space?

Explain how it would take up too much time and space.

The way I see it, nobody would be forced to use it, so it wouldn't waste your time if you don't use it. And as for the space issue, my only response is that it's a video game, it wouldn't take too much effort to put another corner into the training hall with a solitary elevator.

Sun, 10/16/2011 - 21:48
#6256
Starlinvf's picture
Starlinvf
your dedicating an entire

your dedicating an entire clockwork instance on the server to a training simulation, it would take time to code the interface for the terminal, make updates to the map generator so it will recognize the parameters, modify the drop system, add a new set of tables to work with a rewardless map, and the usual QA processes to make sure it doesn't leak into a normal clockwork instance. The rest are relatively minor modifications.

Its development would run in parallel with anything else they got on the table (cost of time), and any bugs will have in fact have a HUGE impact on regular clockwork instances given the nature of the update.

Mon, 10/17/2011 - 10:19
#6257
New-Dusk's picture
New-Dusk
Ha ha! A chance for me to

Ha ha! A chance for me to practice poking devilites with my dark thorn blade!
+1

Mon, 10/17/2011 - 10:58
#6258
Vescrit's picture
Vescrit
Modifying the Suggestion

How about instead of adding the instance, have seperate areas with different mobs spawning? That way you can either test your weapons on them, OR test how your armor affects the damage you receive. There would still have to be the ability to modify the mods to Tier specifics I suppose.

Although I guess that doesn't really substitute going down and testing in actual varying combat though.

Mon, 10/17/2011 - 12:52
#6259
Darkmoonshoadow's picture
Darkmoonshoadow
ohlala

good idea! but the customization stage would take some time....
maybe some preset levels?

Powered by Drupal, an open source content management system