Age Of Wushu Bot Programming

Age Of Wushu Bot ProgrammingAge Of Wushu Bot Programming

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Click the topics to find a list of past threads and to suggest your own for the future! Weekly: • • Monday - • Wednesday. Today I learned a bit about the research of Dr. Richard Bartle into the different things that different types of players want out of a game.

For those that aren't familiar, he identified four major types of players during his study of player populations in early MUDs. For whoever is interested, Extra Credits has done two videos on the subject, one of which concerns Bartle's findings on balancing an MMO ecosystem. Suffice it to say that some players derive their enjoyment by exploring a game's world and mechanics, others want to achieve the best gear, highest ladder ranking, first to level cap, or whathaveyou. Some just want to form meaningful social connections. There are also all those who enjoy dominating other players by killing, camping, griefing, robbing, buying out, or some other creative means. I think that many people enjoy games in more than one of these ways, and I find them all necessary for my continued and happy stay in the world of an MMORPG.

Age of Wushu provided me with everything I wanted out of a game. My progression felt important and driven by me, I was heavily invested in the game's economy, my friends and connections were everything to me, and I was in wonder at all the new things I continued to find and learn.

Not to mention, I always had time to fuck with people. And fuck with people I did. Funnily enough, there was no questing or PVE grind present in the game, period. Gaining strength as a character was a very different process than we are used to, and I think we don't see it in more games because that design makes it too hard to control the content that the player experiences, and makes it impossible to be certain that the player will always have something to do, with no steady stream of pve leveling content. I can only think of a few developers with the balls to have tried it.

That said, I spent more time bored, doing nothing, in Age of Wushu than I ever have in an MMO before. I don't think that's such a terrible thing, because it made it feel less like a game and more like life. Shit doesn't just happen to you as you're whisked along a rail of content in any believable world. Who can become invested in that?

Still, as a game, it had neigh endless flaws and shortcomings, backed up by a shitty developer and an even shittier local manager, dedicated to ensuring the game's failure. Where the fuck am I going with this? I'm basically asking if anyone can relate; if anyone knows of a game world open right now that can provide a player with all those things that made a profoundly bad game the best gaming experience I've ever had.

Rift was another one I got a lot of enjoyment out of, but the social aspect was hardly important when it came to your daily life in the world, and it's always disappointing the way that structured player interaction (especially regarding pvp) is usually the only rewarded type of player interaction in a game. The original Darkfall was wonderful, as well. The world was the most enthralling of any I've entered, though most of it was largely inaccessible for a rather long time after starting a character. Still, the fact that this inaccessibility was not artificial, and one could technically walk or swim anywhere if they were really curious, meant that this drawback actually added to the intrigue of the world. Another game riddled with flaws, lacking in terms of gameplay, and operated by one of the most incompetent companies I've ever heard of (patch delayed 2 weeks once because the entire dev staff, that's right, the whole half-dozen or so of them, got sick). Regardless, I played for a year and it kicked the shit out of just about everything I've played since.

For a long time, I've missed the kind of experiences I used to have in games like these, and I've searched for them elsewhere for years now. I've yet to find another game that satisfies those four fundamental things I want out of a game, as described by Dr. Maybe I just don't know how to enjoy the games we are offered now, but many of the most lauded and successful just seem lacking. Even after getting to play Black Desert with 30 ping after moving to Japan, I somehow failed to enjoy that game, with all its beautiful places to explore, wonderful combat system, thriving world and frequent skirmishes on the roads. Is it worth it to go back to Rift? Is there another game you think does well providing players with opportunities to enjoy it in those four fundamental ways Dr.

Bartle articulated? What do you think about the games I've described? I can totally relate to your description of Age of Wushu, it was one of my best experiences in an MMO as well, though the main problem with it was not so much the devs themselves, as the technology they used − the game has an incredibly thick client for an MMO, having too much stuff calculated on the client side: model presets, some premium functions and even physics of the player's movement, which allowed the game to be exploited with a few relatively simple client modifications. I was actually one of the first people to start digging in the client of the western version of the game, not for the purpose of exploitation, but simply out of curiosity, and the things I found there were incredible in their ability to influence the gameplay. Then the people who did want to exploit it came in and ruined it for everyone. The only game I enjoyed more than AoW was Lineage 2, which also had all the gameplay aspects mentioned by Bartle, but also always kept the players busy with endless grind, which in itself was a motivation for socialization and domination, exactly the features that modern MMOs lack.

I never played Lineage 2, but I guess it's kind of in the past now. I remember AoW, at least on the NA server, had some far worse problems than a client vulnerable-by-design and rampant exploitation. We had a bunch of Vietnamese clans who come to the NA server with knowledge from the Chinese server, utterly dominated the market, and started selling gold to the stupid Americans who bought it, hurting the economy more. Then there was a huge issue with widespread fraudulent paypall purchases of game-currency inflating the economy like never before, and sweeping bans of anyone who bought from the goldsellers that committed the fraud. Without friends or money, it was pretty hard for new players to get into the game at that point. Still, it was so much fun messing with GoonTangClan.

The shittyness of the client could be used for things like that too, actually. I used to glitch into the walls of a static building in front of the bank in Chengdu and yank them into the wall with Lotus Palm. Every now and then I could get a nice clusterfuck of them to build up and try to get in and kill me XD I only wish I had Royal Guard Chain to make it even better. AoW was probably the best mmo I've played in a long long time. It was also the worst mmo I've played in a long long time. Snail managed the game terribly. Pretty sure they're a corrupt Chinese publisher that does immoral wrong things like selling player data to gold sellers.

They didn't region block the game allowing chinese players from the CHINESE version of the game (year older) to flood the english version and utterly dominate everything. Best crafters = chinese names. Most powerful guilds = Chinese guilds. They got in and took full control. Combine all those problems and people started quitting and uninstalling within 2 months of the games launch. I even reinstalled a month later to try to find someone and the server was a ghost town full of bots and chinese players sitting around afk and my old guild and everyone on my friends list was gone.

The wide spread account hacking became nearly predictable. It happened to anyone no matter what precautions they took. Didn't matter if you never visited fan sites or had the most convoluted password. Some how, gold sellers 'guessed' the passwords each week.

For a year and a half after I quit AoW, I was being met with 'Another computer attempted to log into your account' whenever I checked my email and the ip was always some where in China. They finally gave up but still. Never once had that problem with any other mmo publisher in my life. Age of Wushu.

They didn't region block the game allowing chinese players from the CHINESE version of the game (year older) to flood the english version and utterly dominate everything. Best crafters = chinese names. Most powerful guilds = Chinese guilds. They got in and took full control. That's funny, cause I was in a (semi-)Chinese guild. Those guys were pretty chill and it's not like there was no competition, I remember the sieges were pretty tough and the opposing guild was American, we were only managing to hold them off because we had two guilds while they had only one.

Age of wushu had a lot of potential, and where it is now dissapoints me immensely. My biggest problem was the tutorial system.

As i was being lead through the UI i didn't feel that it was very intuitive at all. They did a terrible job explaining the deeper mechanics of the skill and advancement system IMO. In short i felt like i was being told to press buttons without really understanding why i was clicking them, or what they actually meant. After the prompts and the tutorial ended, i had no idea what to do.

There are a few questions I answer on a very regular basis in. 'How do you make money?' Is a pretty common question, but I think we've. 'Can you annotate my book?'

Happens rather frequently, too. However, the most common question I answer is 'what stats should I get?' The answer for this question is anything but simple, and I end up spending hours explaining it to individuals. If I went back through my chat logs, I could probably fill this entire column just by copy-pasting because I've answered this question so many times. For the first time, this information will be available as a public resource.

Instead of spending hours of my time explaining it to people, I can just link it! Even if you think you know what you're doing with your stats, this is a must-read. Fighting styles determine stats The first misconception everyone has is the blanket answer, 'Oh, you're a beggar, so you want X stats.' This is fundamentally wrong. In fact, your choice of primary martial styles determines what stats you will want, and eventually what meridians you will want. Martial arts are divided into three attributes: Yin, Yang, and Tai Chi.

These are further subdivided into external styles and internal styles. Each school has a primary attribute, and this determines which martial arts are effective for that school. For instance, Beggars are Yang attribute, while Scholars are Yin attribute. Tai Chi users can use all attributes competently (they get a 16% bonus to non-Tai Chi styles and a 20% bonus to Tai Chi).

Yin users can use Yin and Soft styles as well as Tai Chi styles, and Yang users can use Yang, Hard, and Tai Chi styles. If you're a beggar, it means you cannot effectively use Yin styles, and you cannot effectively use Yang styles as a scholar. The 20% damage penalty makes off-styles generally undesirable, though some styles are useful for utility even though they deal less damage. Choosing internal versus external is frequently a matter of preference. Some schools are pigeon-holed into a particular role; for instance, Tangmen are stuck as yin external and really can't use internal styles well. Wanderers are tai chi internal and can't really build for external martial arts. You must choose to go either internal or external; spreading stats is generally a bad idea, and it will become a much worse idea when meridians are launched in April.

Don't try to go hybrid; it will not work in the long term. Below is a list of which styles fall into which groups. Find your favorite style in the list to find out which group you belong to.

This is not a completely exhaustive list; there are a number of Jianghu styles I don't know the details of (the PV/LMI sets, for instance). Can we talk about stats now?

Most of the conversations I have with people about stats revolve around explaining to people that they can't focus on both Lotus Palm and Spirit Snake Stick at the same time, so the rest is relatively straightforward. First, damage stats are generally bad. If you're a Royal Guard and you thought your best bet was to stack brawn, think again. Brawn and Breath give terrible returns on damage.

The best scalar in the game is Slow Green Shadow (1.5), meaning that 100 breath will give 150 damage to Green Shadow, which is pretty good. Unfortunately, the best normal attack scalars in the game are around.32, which gives you 32 damage per attack (not per hit) for 100 stat points. Those same stat points will give you 700 HP if you invested them in stamina. Most fights are over in under 10 attacks and definitely under 20, making stamina almost always a better deal. Many attacks have scalars that are as low as.9. As a general rule, don't bother with damage stats.

Accuracy is the most important thing to raise. Dodging sucks and a dodged combo starter or linker leads to a ton of lost damage. A dodged Loathsome Clouds and Rain gives your opponent the chance to retaliate with a combo of his own, too.

Don't skimp on accuracy! Accuracy is raised by Dexterity/Posture/Balance (the same stat, translated differently) for external styles, while it's raised by Spirit for internal styles. Your mantra should be to pump one of these two stats to its maximum ASAP.

Critical rate for non-Tangmen is a mediocre bonus as the amount of crit you get per stat point is awful. Since crit rate for internal skills scales to Spirit, internal martial artists kill two birds with one stone by pumping Spirit. External martial artists must spread into Brawn. While Brawn does raise HP, it's not that big a deal and should be a low priority. Stamina is really good, as mentioned above.

The returns on stamina are generally much better than damage stats in a real fight. Even characters with low stamina caps (such as Wanderers) will want every little bit they can get. Dexterity is useful for dodge rate, even for internal martial artists. While it's not a big priority for internal users, a lucky dodge can win a fight for you.

Anyone capped on Stamina who wants more survivability can squeeze out a bit more through dodge rating. This is especially important for wanderers, who are incredibly squishy.

Some school internals give special benefits for certain stats. • Wudang's Inner Pill Skill has a per-hit buff that scales to current IF. Since Breath raises maximum IF, these characters get a large damage benefit from raising Breath. This is the exception to the 'Breath sucks' rule. • Tangmen benefit greatly from raising Brawn for more crit rate, due to the unique interactions of their inner 2 passive.

The stacking debuff applied by their passive also scales to Dexterity, giving even more incentive to raise it. • Emei's passive shield from Five Talismans Manual can trigger more frequently the longer the Emei lives. All survivability, including dodge rate, is desirable. This means that Emei will want to emphasize Stamina and will also want Dexterity gear, even if they are internally focused.

Reaching the limit Every internal skill has a hard cap on how much benefit it can get from gear. This hard cap is expressed in the skill menu, as shown in the screenshot to the left. The first set of numbers represent the base stats provided by the internal skill. These base stats give you a general idea of what the skill is designed to do, and some of your choices can be influenced accordingly. For instance, Departing Sting is a good style for external martial artists with high Breath, since it has good Breath scalars and no Brawn scalars.

On the other hand, Perish Blade is a poor choice for external martial artists with poor Brawn, since it scales only to Brawn. This doesn't mean you should spend a lot of stat points on damage stats, but it can influence what alternate styles you pursue.

The second set of stats show your gear caps. The left-most numbers displayed in yellow are the maximums you can attain from gear, and the right-most blue numbers show how much your gear is giving you. One oddity is that stat bonuses from annotation manuals in your book slot are not displayed properly on this screen but still count toward your gear cap. Other bonuses -- including your base stats, food, medicine, and tactic buffs -- do not and can be stacked on top of your gear cap. A high cap for a particular stat does not mean you want to emphasize it. This is a very common mistake.

Use the advice above and focus on accuracy and defense first. If you manage to cap those out, you can then focus on damage stats. Note that raising Brawn does raise maximum HP by a marginal amount, so if you're really focused on not dying (e.g., if you're Emei), you might want to raise Brawn before you raise Breath, even if your damage skills scale to Breath. This is sort of extreme, but it's something to consider. This post is a bit complex, simply because the gear and stat system in Age of Wushu is a bit convoluted and hard to understand. Make sure that you're wearing the right gear for your internal skill (Yin users need yin gear, etc.) and don't go over your stat caps. Keygen Unlock Root Pro. Is a wonderous place, full of hidden secrets, incredible vistas and fearsome martial arts.

Join as he journeys through China, revealing the many secrets of this ancient land. Gta Iv Ps3 Installation Problem on this page. The Ming Dynasty may be a tumultuous time, but studying will give you the techniques you need to prevail.