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#400 - 12/05/07 05:47 PM
Re: Balance Issues
[Re: kara]
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Charon
enthusiast
  
Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
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A way to change this and improve this without giving fighters a lt skill that tinkers curently (sic) use is give them reinforce armour. You could make this a level 25 skill and give the same exp that the level 25 tinker skills give. You could make the prereq for the skill balance weapon and not blacksmith and make it a one time thing.
Reinforce *IS* blacksmith, also it doesn't give XP. If you have blacksmith trained you have reinforce (as a tinker). It is NOT a separate skill.
The biggest complaint I ever heard From him was that the only way to level combat up effectively was to have someone rune around with him and cast haste.
Sure haste speeds it up to double... double the attacks.
First you could make haste lockable on weapons. I am not sure if this is possible since lock is intended for weapon enhancing spells. You could possibly make the command enable 1 at knife with morningstar
Urgh. What would be the point of being in a haste guild then? Even the haste guilds wouldn't want to use haste, everybody would use Increase metab and holy fury because that's better. There's a reason certain guilds DON'T have holy fury/haste.
Second and my favorite is to make 6 spells that the enchanter already has access to worth a damn. You could make statues, golems and dragon engines useful. I would suggest giveing statues the ability to cast *2 haste, golems the ability to cast *4 and dragon engines *6.
Sigh. I don't want to sound discouraging but I don't like that idea either. You said the idea of MS having somebody follow him around was stupid, and yet you're suggesting that everybody have a pet follow them around for haste. To make matters worst, the guild you suggest to have a pet that casts haste is a guild that doesn't even have the spell! I would think familiars if nothing else would have it (but I don't like that idea either). Unless they only haste themselves and not their owners.
Now as far as giving enchanters better exp for magic. The easiest way to do this is give them make the exp they lost in casting LT spells. This was already in the sytem(sic) at one time and was taken away. I am not saying you would have to give them back the ratio it was before, but more than it is now. I mean the two best spells they get are truw(sic) weapon and armour and they get crap for exp casting them.
Being able to cast true weapon and true armor is reward in itself. They are arguably the most powerful spells in the game. I think if they gave negative -1000 xp they would still be worth the cast. Hell, even if they gave -1000 xp per tick.
LTs aren't for XP unless you're a tinker. Otherwise they're to accomplish something. Also since doing a LT no longer inhibits any other XPing activities for the most part they aren't 'losing' anything.
I mean would it make sword mages and arch mages more powerful if they got more exp making bags. Or make clerics blessing weapons and armour.
A level 6 and level 5 LTs will make no difference at all for an AM/SM/cleric leveling. It would barely make a difference at the lower levels.
One major reason that spell LTs give almost no xp is that for the most part (Trues exempted) is that they take almost no devs compared to a tink skill. Would it be fair if a tink has to spend 22k devs to get the same xp that a caster can spend 1k devs on and still get the same xp they currently do on top?
I'll stop quoting but necromancers get quite a bit of XP. It isn't really an option to level by necromancy to start but black magic has a lot of very good very cheap spells that give it one of the higher xps on the mud at higher levels.
I don't mean to flame, I just disagree with most of what you've said.
_________________________
If you say plz because it is shorter than please, then I will say no because it is shorter then yes.
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#408 - 12/06/07 12:47 AM
Re: Balance Issues
[Re: sabu]
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carmy
member
  
Registered: 10/14/07
Posts: 164
Loc: South Korea
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You have to consider as well that it's hard to say "This guild should make the same exp as this guild" because each guild has a different structure for the skills and spells that need to be trained. Some guilds have 3 casting skills, some have 4, some have 2. Some have level 21 spells, some have level 29 spells, and some have ugh... level 40 spells. Point is, each guild is different, and I don't think the place to start is to balance out the exp guilds are getting, because then you'd essentially have to make each guild an almost exact replicate of one another. "Ok, 3 casting skills, 15 spells per casting skill, they will be divided by level" etc. I'm not saying that I know how to fix this balance issue, I just don't think that changing only 1 or 2 spells per guild to equal the max exp gain of each guild is going to do it, and I don't think making cookie cutter guilds is the solution either, there's more variables to be considered than just max exp gain.
Also, with regards to combat exp, I don't feel that all guilds should be equally adept at fighting either. You chose the chanter guild to enchant stuff (among other small things), you didn't make that choice to be able to go around and kill people in 2-3 rounds. If that's what you want, then you make a fighter and buy what you need from an enchanter. Each guild has a slightly different way of being played, and I don't think that they should all be exact replicates of one another. They should all have different play styles. And, isn't speed rune to help add a couple extra combat rounds?
PS: I miss the flashing the Speed runes did
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