Shattered Kingdoms

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PostPosted: Sun Aug 26, 2007 8:31 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
This discussion got lost somewhere. I wanted to revive it. I think there are a few things that could be done to alleviate the bore in leveling. Everyone hates down time, grinding, resting, grinding...its an endless cycle which is repeated time and time again to get levels.

I really would like to see a few changes to make the game more fun earlier on for all players. At the same time we make the game more fun earlier on, I'm more inclined to agree with an hour or age requirement for the upper levels.

1) Double the HP ME and PE granted to PC's in their first 10 levels. Increase these stats across the board or just take these points from the last levels.

2) Halve the XP required to gain the first ten levels. Take a third off the second ten levels. These levels shouldn't be the fatal or difficult ones, they should be helping you acclimate to your character's kingdom.

3) Seriously reduce the time needed to regenerate lost HP/PE/ME. The length of time it takes to do this only contributes to my ADHD with regards to SK. Level five minutes, then check email. Level another five minutes, then have a smoke break. Level another five minutes, then check the forums. If a person does want to take a break, they can get one. We shouldn't be forcing players to spend their time continually waiting to rest up.

I don't really think either of these things would be that difficult to do and they would all contribute immediately to getting people into the game quicker. At that point, if we want to have a minimum hour requirement for upper levels, its easily justifiable.

A


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PostPosted: Sun Aug 26, 2007 8:37 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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I agree with 2 and 3, but not 1.


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PostPosted: Sun Aug 26, 2007 8:42 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Achernar wrote:
This discussion got lost somewhere. I wanted to revive it. I think there are a few things that could be done to alleviate the bore in leveling. Everyone hates down time, grinding, resting, grinding...its an endless cycle which is repeated time and time again to get levels.

I really would like to see a few changes to make the game more fun earlier on for all players. At the same time we make the game more fun earlier on, I'm more inclined to agree with an hour or age requirement for the upper levels.

1) Double the HP ME and PE granted to PC's in their first 10 levels. Increase these stats across the board or just take these points from the last levels.

2) Halve the XP required to gain the first ten levels. Take a third off the second ten levels. These levels shouldn't be the fatal or difficult ones, they should be helping you acclimate to your character's kingdom.

3) Seriously reduce the time needed to regenerate lost HP/PE/ME. The length of time it takes to do this only contributes to my ADHD with regards to SK. Level five minutes, then check email. Level another five minutes, then have a smoke break. Level another five minutes, then check the forums. If a person does want to take a break, they can get one. We shouldn't be forcing players to spend their time continually waiting to rest up.

I don't really think either of these things would be that difficult to do and they would all contribute immediately to getting people into the game quicker. At that point, if we want to have a minimum hour requirement for upper levels, its easily justifiable.

A


All very, very good ideas. Here's a couple more I would add:

"XP Power Hours." At character generation, each character is randomly assigned an hour (based on system time), where they gain double exp. This would apply to combat exp, spell casting exp, quest exp. Basically, any time a character gains exp, the number is doubled during that hour.

Give IMMs the option of giving a doubling of exp across the whole mud, for events or weekends or when they're just feeling generous. This would stack with Power Hour bonuses (in a linear fashion, not exponentially).

In regards to hour/age requirements for the last 3-4 levels, I'm very much in favor of this. At champion 1 or 2, you are all but as capable as you can be, and this also makes attaining those last levels something of a tangible reward for long-lived characters. I'm more inclined to lean towards age-based requirements than hour requirements, because with hour requirements you will probably find people age botting just to get the hours needed to level, whereas age increases happen regardless of hours played.


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PostPosted: Sun Aug 26, 2007 8:45 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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I disagree with any sort of age/hour requirement while scouts still can't find certain herbs until they reach gm.


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PostPosted: Sun Aug 26, 2007 8:48 pm 
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SK Character: Karsh
Goldlantern wrote:
I disagree with any sort of age/hour requirement while scouts still can't find certain herbs until they reach gm.


I don't disagree that this should perhaps be changed, but at the same time I don't think this should be a major deciding factor in this case.


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PostPosted: Sun Aug 26, 2007 8:53 pm 
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No other class has any of THEIR abilities hampered by not being GM.


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PostPosted: Sun Aug 26, 2007 8:55 pm 
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Joined: Thu Feb 02, 2006 3:43 pm
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Location: CMU
I love all those ideas A and OA. Wonderful, wonderful. Especially about cutting the regen time.


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PostPosted: Sun Aug 26, 2007 8:55 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Obviously, some skills will be need to be tweeked. Dropping the last 10lvls of stat pts and front loading them. Would really make Master lvl chars truly completable with GM's.

Awesome, idea.


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 Post subject: Re: XP again.
PostPosted: Sun Aug 26, 2007 10:11 pm 
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Joined: Wed Mar 27, 2002 9:59 am
Posts: 318
Location: Tempe, AZ
whocarez62 wrote:
Why does it have to take like 1000000 hours to level from around JM to expert, mentor, master? I agree that leveling from mentor and forward should be tough but endless NPC grinding already from JM just seems silly. A character isn't much fun to play before around expert anyway.

How does this encourage RP? Area familiarity screws it all up since noone is ever in the same range as you and thus isn't in the same area and you are unable to level in the good places yourself because you get wtf owned!


See this thread:
http://www.shatteredkingdoms.org/forums ... hp?t=10920

Use the area command to your advantage and find areas in your level range. You'll do just fine.

I haven't played for what - three years? I was able to get Master in about a week. If you think this is bad.. it took me around 500 hours to GM my necromancer back in the day.


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PostPosted: Sun Aug 26, 2007 10:38 pm 
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Joined: Wed Jun 08, 2005 4:55 pm
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Location: Ithaca, NY
Aura has a strong play in this, too. From my experience, greybies can take up to twice as long to level as lighties/darkies.

I like all of A's ideas (number one might need tweaking), I'm not so sure about OA's. XP hours or bonuses all feel very OOC and out of place to me. I'd be much more in favor of a previously mentioned idea - tweaking familiarity to drain much more quickly, but reset every day.


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