[GM] Lorkan
01-03-2013, 04:32 PM
**The content of this interview and information disclosed by the Game Developer is subject to change. **
Interview with CABAL Game Developer – Balance
Date: July-04-2012
CABAL GM:
About 4 weeks ago, we shared some ideas on “Future CABAL contents.” It has been a month now and CABAL Game Developer called upon me again!
I hope this time I could quench the thirst for answers for our CABAL fans.
CABAL Game Developer:
Yes. It’s been a month since we disclosed some of the outlines on the future CABAL contents. As I mentioned previously, I can tell you that the renewals on skills will be the biggest of all time. And because of it, we are planning, editing, and disposing ideas over and over again.
We feel sorry for the developers but most of all we apologize to our CABAL fans who are waiting for the update. We are going to let you know the current progress hoping to resolve your curiosity.
There are some aspects that could mislead our fans due to its sensitivity. I want to stress that any part of this discussion today could be edited or deleted at any point as the project progresses.
CABAL GM:
So it is important to remember that the contents that we are disclosing today may be edited or deleted as it processes.
Don’t be complaining why it changed in the future!
We will appreciate your feedback after today’s disclosure of the contents. Then, CABAL Game Developer will refer to your feedback. Of course, we need to make sure everything goes in line with one another.
Now, let’s have a look what will change.
[BALANCE]
CABAL Game Developer:
First of all, all weapons and armors will be redesigned with range of minimum and maximum ATTACK and DEFENSE values.
CABAL GM:
Hmm, it may sound difficult. In plain words, minimum and maximum ATTACK and DEFENSE values are determined for each class of weapons and armors. For example, Titanium Great Sword will have50~150 ATTACK, right?
CABAL Game Developer:
Yes, correct. Evasion rate is calculated as %.
For example, it is 35% when the Evasion is 350 and it is 45% when the Evasion is 500.
Since the hit/miss judgment is decided by the Evasion rate of the defender, if the evasion rate is 35% then the attacker has65%chance of attacking successfully. Intuition skill and Evasion Potion will be redesigned followed by the changes in Evasion.
DEFENSE does not reduce damage by its value but by %, just like Evasion.
(ex. If DEFENSE is 1000, 35% of the damage is reduced).
Attack Rate and Defense Rate affect the ATTACK. If the Attack Rate is high and maximum Defense Rate is high, minimum ATTACK is applied. If certain level of defender’s Defense Rate is higher than the Attack Rate of attacker, then something called “BLOCK” is applied apart from “MISS” and damage becomes 0.
http://i.imgur.com/Kdyn4.png
When aforementioned content is updated, will Wizard block all attacks from Force Shielder’s if Wizard’s defense rate is higher than Force Shielder’s attack rate in this screenshot?
There will be two new options added: Bulls-eye and pierce.
Bulls-eye reduces the opponent’s evasion rate to increase chance of successful attack.
Pierce reduces the opponent’s defense for more damage.
These options are only available through items or skills momentarily.
There are many options already in development or in consideration other than those two and there will be changes to item options upgrading system accordingly.
http://i.imgur.com/JjLku.png
The effectiveness of critical attack will be affected by this update so we are considering additional features to be added to critical rate.
(ex. When a character strikes critical attack, cool-down time of relevant skill to reset)
http://i.imgur.com/C8XnT.png
Intuition will be redesigned as a complete evasion skill, meaning the character will be invincible ignoring knock-back, stun, down and even damage, with less cool-down time and buff skill time. It may consume SP or other resources.
CABAL GM:
New concepts of defense are on their way! It might sound confusing but I’m excited to see the new birth of defense in attack based CABAL.
What about “Battle Stance” we talked about before?
CABAL Game Developer:
“Battle Stance” will be implemented a little differently by battle style.
For instance, Lightening Blade, Ice Blade and Fire Blade will not stack on one another any longer for Force Bladers. We are considering each skill to have different buff/de-buff features with similar overall effectiveness.
Also, fundamentals such as formulas for damage and attack hit or miss will be redesigned and therefore, dungeons and field monsters rebalancing will take place accordingly.
Basic concepts of STR, DEX and INT will be modified and trashing minimum STAT requirement for items and Battle Style Level up is also being considered.
http://i.imgur.com/U6OIe.png
(Putting all ability points into one section means lacking in rests, therefore, users will need to invest thoughtfully.)
http://i.imgur.com/pfBmM.png
In addition, but not yet confirmed, we are currently in discussion on making new animations for some skills that take long time casting to give it a speedy .
Aggro-logic will be newly changed.
Force Shielders will be more specialized in shielding, bringing a fresh taste in Party plays with new Aggro-logic.
As balancing work between characters wraps up, each Mission Dungeons will have different difficulty levels followed with different rewards, depending on which level and the number of party members.
CABAL GM:
Ok. It seems like lots of changes are in progress.
Of course, as I mentioned earlier, things are adjustable, so it would be appreciated and easy for fans as well, if fans could just get the basic idea of what is going on.
CABAL Online has more adult fans, and one of the reasons is that CABAL Online is simple and easy to play comparing to others.However, the risk side is that ‘easy’ could mean ‘boring.’
It seems like not only attacks but also on defense are balancing out as well. It excites me just thinking about it. You will get back to GM when you guys set the final direction, right? ^^
CABAL Game Developer:
More than what we listed above is in renewal. We will do our best to bring out the best outcome in the shortest time so all fans can experience and hit us back with feedbacks.
CABAL GM:
Ok, thank you!
We hope CABAL fans got some answers for their questions. Rather than details, I believe we showed the big outline of where we are heading.
Interview with CABAL Game Developer – Balance
Date: July-04-2012
CABAL GM:
About 4 weeks ago, we shared some ideas on “Future CABAL contents.” It has been a month now and CABAL Game Developer called upon me again!
I hope this time I could quench the thirst for answers for our CABAL fans.
CABAL Game Developer:
Yes. It’s been a month since we disclosed some of the outlines on the future CABAL contents. As I mentioned previously, I can tell you that the renewals on skills will be the biggest of all time. And because of it, we are planning, editing, and disposing ideas over and over again.
We feel sorry for the developers but most of all we apologize to our CABAL fans who are waiting for the update. We are going to let you know the current progress hoping to resolve your curiosity.
There are some aspects that could mislead our fans due to its sensitivity. I want to stress that any part of this discussion today could be edited or deleted at any point as the project progresses.
CABAL GM:
So it is important to remember that the contents that we are disclosing today may be edited or deleted as it processes.
Don’t be complaining why it changed in the future!
We will appreciate your feedback after today’s disclosure of the contents. Then, CABAL Game Developer will refer to your feedback. Of course, we need to make sure everything goes in line with one another.
Now, let’s have a look what will change.
[BALANCE]
CABAL Game Developer:
First of all, all weapons and armors will be redesigned with range of minimum and maximum ATTACK and DEFENSE values.
CABAL GM:
Hmm, it may sound difficult. In plain words, minimum and maximum ATTACK and DEFENSE values are determined for each class of weapons and armors. For example, Titanium Great Sword will have50~150 ATTACK, right?
CABAL Game Developer:
Yes, correct. Evasion rate is calculated as %.
For example, it is 35% when the Evasion is 350 and it is 45% when the Evasion is 500.
Since the hit/miss judgment is decided by the Evasion rate of the defender, if the evasion rate is 35% then the attacker has65%chance of attacking successfully. Intuition skill and Evasion Potion will be redesigned followed by the changes in Evasion.
DEFENSE does not reduce damage by its value but by %, just like Evasion.
(ex. If DEFENSE is 1000, 35% of the damage is reduced).
Attack Rate and Defense Rate affect the ATTACK. If the Attack Rate is high and maximum Defense Rate is high, minimum ATTACK is applied. If certain level of defender’s Defense Rate is higher than the Attack Rate of attacker, then something called “BLOCK” is applied apart from “MISS” and damage becomes 0.
http://i.imgur.com/Kdyn4.png
When aforementioned content is updated, will Wizard block all attacks from Force Shielder’s if Wizard’s defense rate is higher than Force Shielder’s attack rate in this screenshot?
There will be two new options added: Bulls-eye and pierce.
Bulls-eye reduces the opponent’s evasion rate to increase chance of successful attack.
Pierce reduces the opponent’s defense for more damage.
These options are only available through items or skills momentarily.
There are many options already in development or in consideration other than those two and there will be changes to item options upgrading system accordingly.
http://i.imgur.com/JjLku.png
The effectiveness of critical attack will be affected by this update so we are considering additional features to be added to critical rate.
(ex. When a character strikes critical attack, cool-down time of relevant skill to reset)
http://i.imgur.com/C8XnT.png
Intuition will be redesigned as a complete evasion skill, meaning the character will be invincible ignoring knock-back, stun, down and even damage, with less cool-down time and buff skill time. It may consume SP or other resources.
CABAL GM:
New concepts of defense are on their way! It might sound confusing but I’m excited to see the new birth of defense in attack based CABAL.
What about “Battle Stance” we talked about before?
CABAL Game Developer:
“Battle Stance” will be implemented a little differently by battle style.
For instance, Lightening Blade, Ice Blade and Fire Blade will not stack on one another any longer for Force Bladers. We are considering each skill to have different buff/de-buff features with similar overall effectiveness.
Also, fundamentals such as formulas for damage and attack hit or miss will be redesigned and therefore, dungeons and field monsters rebalancing will take place accordingly.
Basic concepts of STR, DEX and INT will be modified and trashing minimum STAT requirement for items and Battle Style Level up is also being considered.
http://i.imgur.com/U6OIe.png
(Putting all ability points into one section means lacking in rests, therefore, users will need to invest thoughtfully.)
http://i.imgur.com/pfBmM.png
In addition, but not yet confirmed, we are currently in discussion on making new animations for some skills that take long time casting to give it a speedy .
Aggro-logic will be newly changed.
Force Shielders will be more specialized in shielding, bringing a fresh taste in Party plays with new Aggro-logic.
As balancing work between characters wraps up, each Mission Dungeons will have different difficulty levels followed with different rewards, depending on which level and the number of party members.
CABAL GM:
Ok. It seems like lots of changes are in progress.
Of course, as I mentioned earlier, things are adjustable, so it would be appreciated and easy for fans as well, if fans could just get the basic idea of what is going on.
CABAL Online has more adult fans, and one of the reasons is that CABAL Online is simple and easy to play comparing to others.However, the risk side is that ‘easy’ could mean ‘boring.’
It seems like not only attacks but also on defense are balancing out as well. It excites me just thinking about it. You will get back to GM when you guys set the final direction, right? ^^
CABAL Game Developer:
More than what we listed above is in renewal. We will do our best to bring out the best outcome in the shortest time so all fans can experience and hit us back with feedbacks.
CABAL GM:
Ok, thank you!
We hope CABAL fans got some answers for their questions. Rather than details, I believe we showed the big outline of where we are heading.