Shattered Kingdoms

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PostPosted: Fri Jan 02, 2009 3:40 pm 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Ive Gm'd once and had a lot of champs, to me it was difficult enough before.

Now its just stupid how hard it is to level.


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PostPosted: Fri Jan 02, 2009 3:58 pm 
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Joined: Fri Jul 21, 2006 9:04 am
Posts: 782
Location: Not in the south anymore. Woohoo.
Make Champ and GM attainable only through enlights. :)


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PostPosted: Fri Jan 02, 2009 4:01 pm 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
ladyjennbo wrote:
Man, oh man, this is just another way that the twinks and level grinders and under50hourstoGM will be able to beat the system, but regular folks and slowly-but-surely 400hourstoGM tortoises like me will be crushed forever and never get to GM and all the other GM chars will be able to kick my pathetic PK rear! :rant:

This is a very valid concern with the changes to experience required. Not entirely on topic, and have suggested this idea before, but could we make it somewhat easier for 'casuals' to feel like there is still a fighting chance in this game.

As we know it, after lots of grinding in an area, the place becomes known like the back of our hands. The idea is if we could have the area familiarity level drop back down a notch per week, as long as character has not gained experience there, until such that the area is only 'have become familiar' again.


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PostPosted: Fri Jan 02, 2009 4:25 pm 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
B00ts wrote:
Make Champ and GM attainable only through enlights. :)


ooooh


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PostPosted: Fri Jan 02, 2009 4:25 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
NO.


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PostPosted: Fri Jan 02, 2009 5:57 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ladyjennbo wrote:
The problem is that there will always be people who can GM in less than 50 no matter what

I'm not convinced of the truth of that statement. People who know the game well will naturally level faster, but often this speed leveling happens due to loopholes. I will continue to close loopholes as I find them.

Mentor is the top-end of the level range that every character should be able to achieve. As I've stated a number of times before, I will continue to make changes such that going beyond Mentor is not required in order for your character to participate in the end game.

Why do you still feel you have to power level to GM? Tell me and I'll do what I can to address it. If you have more suggestions to aid in this, my door is always open. In particular, going beyond Master should provide a slight bonus and access to additional equipment, but nothing insurmountable.


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PostPosted: Fri Jan 02, 2009 6:01 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Dulrik wrote:

Mentor is the top-end of the level range that every character should be able to achieve. As I've stated a number of times before, I will continue to make changes such that going beyond Mentor is not required in order for your character to participate in the end game.


Do you mean Master? Because there's a significant chunk of classes that require Master just to have all their skills/spells.


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PostPosted: Fri Jan 02, 2009 6:08 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Yes, I meant Master, although I have no problem making it harder from Mentor onward. Getting to Mentor right now costs no more XP than it did before the changes. It's after that point that it increases.


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PostPosted: Fri Jan 02, 2009 7:03 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
My understanding is that most spells become more powerful with the caster's level. I'm not talking about saves, but damage spells actually doing more damage, or protective spells giving more protection. I've heard these bonuses become minor after the first ten surplus levels. But that still implies becoming Champion just to get one's Mentor-level spells at full force.

A few other abilities are level-dependent, like toughness and a griffon's claw/hide bonus. Maybe others; I don't play fighting classes enough to know.

Maybe the scaling could be readjusted, so most benefits are gained at Master, or Champion for Master-level abilities? Or if this is simply much ado about little, it'd be good to hear that.


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PostPosted: Fri Jan 02, 2009 8:06 pm 
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Joined: Sun Dec 14, 2008 1:50 pm
Posts: 70
Leveling is quite possibly the biggest drawback to this game, No one in their right mind wants to spend 400 hours reaching GM just to have it all thrown away when they rage delete.


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