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#399 - 12/05/07 04:43 PM Balance Issues *****
kara Offline
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Registered: 12/01/07
Posts: 4
Hello all, after pretty much being called an uninformed idiot by miki today I thought hard about what he said. One of the biggest issues about this place is balance. I have thought of a couple things that could balance the mud out and I don't think it would affect the day to day to badly.

Afew of the classes that were brought up were enchanters for combat/magic exp per hour, and fighters exp for special. Here are a few changes that might improve this.

The first class I am goign to address is fighters. Leveling a fighter in special is a pain in the ass. Pretty much training decorative carving to 150 and then banking devs til you get balance weapon at 13th level and then thats what you get til whenever.

A way to change this and improve this without giving fighters a lt skill that tinkers curently 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. There would still be the chance of fumbling and ruining the armour like there is with balance and this would give fighters something to look forward too and not be too powerfull.

The next class I am going to look at is enchanter. I am going to take combat first. I am going to use Morningstar as an example and I do appologize MS right up front. 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.

How do we fix this. I thought of 2 possible ways:

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....Not sure if the system is going to accept this but if it does there is a fix. You would also have to tweak the duration that you could enable the lock so that might rule that out.

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. You would give them the ability through improve such and such and it would be run off of mana per pet. I think it would be possible since clerics already have a pet that casts spells on it and it would really make enchanters over powered. It would just revamp spells they already have and make them fun.

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 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 weapon and armour and they get crap for exp casting them. This would also have to be changed for the other guilds and I don't think it would affect them too badly.

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. The only class i can see that would make a big difference too would be necromancers. I used to like leveling them by going making undeads first instead of black magic. I think this would give you a second option in leveling necromancer and might even make people want to play them again.

I hope I don't get flamed for this post. But I truely believe these are reasonable changes that wouldn't be too hard to imploment and would help balance things out some.

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#400 - 12/05/07 05:47 PM Re: Balance Issues [Re: kara]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
 Originally Posted By: Kara
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.

 Originally Posted By: Kara
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.

 Originally Posted By: Kara
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.

 Originally Posted By: Kara
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.

 Originally Posted By: Kara
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.

 Originally Posted By: Kara
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.
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#401 - 12/05/07 06:07 PM Re: Balance Issues [Re: Charon]
kara Offline
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Registered: 12/01/07
Posts: 4
Actually rinkers now only have to spend about 8k devs to get any rune to 150 since the revamp.
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#402 - 12/05/07 06:09 PM Re: Balance Issues [Re: kara]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
Meh, whatever.. 8k devs vs the 420 devs it takes to max out bags of holding.
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#403 - 12/05/07 06:12 PM Re: Balance Issues [Re: Charon]
kara Offline
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Registered: 12/01/07
Posts: 4
How much does it cost to max true weapon or armour?
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#405 - 12/05/07 06:58 PM Re: Balance Issues [Re: kara]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
It doesn't matter. A chanter will get approximately 1.3M per hour. A tinker will get a bit over a million.

How much would you suggest TW give? 1 million per hour to match and bring them to 230% of tinker xp?

FYI trues cost 522 base cost, or 10,962 to max. But trues beat any single tinker rune in usefulness by a LOT.
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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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#406 - 12/05/07 07:02 PM Re: Balance Issues [Re: Charon]
Kim Offline
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Registered: 10/11/07
Posts: 204
Loc: Europe
The problem as I see it isn't that some guilds get too little XP... It's that many guilds get too much...
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#407 - 12/05/07 07:07 PM Re: Balance Issues [Re: Kim]
sabu Offline
journeyman
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Registered: 10/22/07
Posts: 88
Loc: wisconsin
Yea, the biggest abuse of this would prolly be chaos lords. getting a spell at what 7-9 level that at *6 can get them 30k+ every cycle. I know it can be random from getting them only 5k but to have the potential of that is just plain nutz.
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#408 - 12/06/07 12:47 AM Re: Balance Issues [Re: sabu]
carmy Offline
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Registered: 10/14/07
Posts: 164
Loc: South Korea
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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#414 - 12/06/07 06:20 AM Re: Balance Issues [Re: carmy]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
I hate it when I have to agree with Carmy. \:\(

Well put.
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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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