Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sun Nov 24, 2024 12:13 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 160 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 16  Next
Author Message
 Post subject:
PostPosted: Fri Jan 02, 2009 8:13 pm 
Offline
Mortal

Joined: Wed Sep 21, 2005 2:21 am
Posts: 523
Location: Out and about
SK Character: Xasuki
As you can see from my post count, I do not post a whole lot, but I felt obligated to give my two cents on this topic being as how I am likely the most in the middle on this subject.

As far as how long it takes to lvl to GM NOW, I am not certain. However, with the last character I had that was GM, it took me near 200 hours to do so. With every other character since then, I have not even got to champion on them and had near 1000 hours on some chars. Now I may not log in all the time like a lot of the player base, but I do log in at last 20 hours a week on an average. Even with that much playing time, I still barely make it to master.

This part is meant for Dulrik especially. You say people don't need to be GM to play the game and do the end game thing, the problem I have with that statement is that no matter how much you try to stay uninvolved in politics or religious matters, it never fails, somehow you still end up getting wtf butt raped by the PKers. So in summary, I guess what I am trying to say is that people have to get to GM if not just to be able to protect themselves. The mud over the past 5 years or so has just gotten [REDACTED] with the amount of PK to RP ratio. I do not think that it is your fault or the IMM staff so much, but I do think that you guys play a large role in it. I see no problem with needing to fix bugs and loopholes and all that jazzy stuff. I do however see a problem with the fact that when you guys do these "fixes", it never really affects the PKers. It affects us casual players. (who I would like to say comprises your RPers)

In ending of my rant\post, I would like to say this... When you make changed to the game, don't make them with the intent of fixing those bedamned cheaters, but with the intent of making the game better.

Arelgama


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Jan 02, 2009 8:56 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Forsooth wrote:
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.

Most damaging spells do not get better once you get to Master. The few that do get better, do so at a greatly reduced rate. If you feel this is not true for a specific spell, let me know and I will investigate it.

Forsooth wrote:
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.

I double-checked and there is only a minor improvement to either of these post-Master.

But keep making those suggestions. If there is some area where GMs still have a large advantage over Master, I want to know about it.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Jan 02, 2009 9:05 pm 
Offline
Mortal

Joined: Fri Apr 30, 2004 8:48 pm
Posts: 1608
Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
Dulrik wrote:
If there is some area where GMs still have a large advantage over Master, I want to know about it.


Is it possible to adjust CONSIDER for GM chars to not think Master(1) is quite so low? This could affect the RP value of a Master talking to a GM, and the overall acceptability level.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Jan 02, 2009 11:37 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Hmm... that's a suggestion I never thought of before.

Consider is entirely level based. It used to try to account for other factors like hit points and magic power, but that just ended up making the consider command inaccurate and unusable for any purpose. Just doing the simple level check means that it is at least valuable for gauging how much XP you might get while fighting NPCs.

Still, I happen to think a lot of the problem these days IS purely perceptual and not factual, so this might be an effective change. I could just make all PCs over Master consider as the same, or maybe someone else has a suggestion for how it should work versus other PCs.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Jan 02, 2009 11:41 pm 
Offline
Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
I'm lost, what new lvling change was added that made it hard from mentor+?:/


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Jan 02, 2009 11:44 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
From the 12/26/08 update notice:
Quote:
Other Changes:
- Recalibrated levelling curve so low is easier, but high is harder


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Jan 02, 2009 11:57 pm 
Offline
Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I am starting to think that for the occasional player that there should be some sort of rest xp system. I am not talking about something that would stack up multiple lvls of 'extra xp' but something to give the person that doesn't know the system in and out some boost through those later levels. The hardcore grinders won't benefit from this bc it requires them to be offline for a while, I would suggest to get any real benefit, a long while. Then the occasional char can get a small boost to help them catch up with everyone else.


Last edited by Muktar on Sat Jan 03, 2009 12:24 am, edited 1 time in total.

Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Jan 03, 2009 12:17 am 
Offline
Mortal

Joined: Fri Apr 30, 2004 8:48 pm
Posts: 1608
Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
Dulrik wrote:
Hmm... that's a suggestion I never thought of before.

Consider is entirely level based. It used to try to account for other factors like hit points and magic power, but that just ended up making the consider command inaccurate and unusable for any purpose. Just doing the simple level check means that it is at least valuable for gauging how much XP you might get while fighting NPCs.

Still, I happen to think a lot of the problem these days IS purely perceptual and not factual, so this might be an effective change. I could just make all PCs over Master consider as the same, or maybe someone else has a suggestion for how it should work versus other PCs.


I would prefer this change in CONSIDER to be one-way only and with a caveat. I'd prefer a Master(1) to CONSIDER a GM the same as now (upward CONSIDER) but a GM to CONSIDER a Master(1) the same level as the GM, maybe (downward CONSIDER). The caveat would be that a GM would need to consider a Mentor the same after the change as is currently, to prevent overkill in PK. Pretty much, the downward CONSIDER jumps from 11 levels below to even. In that manner, the char 11 levels below doesn't CONSIDER barely below, and the char 16 levels below doesn't CONSIDER 6 levels below.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Jan 03, 2009 12:39 am 
Offline
Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Haste and GS give more at gm, sanct is stronger at gm, just any protective spell pretty much...

And harming spells hurt worst and I believe its harder to save from at higher levels?


There is alot of champ/gm gear.

All these things help in pk, exploring, and sometimes rp purposes.

Those are just some reasons why GM is better to get to.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Jan 03, 2009 12:45 am 
Offline
Mortal Contributor

Joined: Sat Oct 23, 2004 10:55 am
Posts: 497
Location: Coorado
SK Character: Iptrilus
This debate is becoming a double edged sword and really should be given time to play out. The best thing I've liked so far is how ridiculously fast it is to level at the lower levels. I literally went from novice to initiate in 3 hours just by completing a few level appropriate quests and exploring places on a horse. I think I fought absolutely less than 20 NPCs, meaning there was almost no grinding at the lower levels. The dexterity change to movement with fighter class characters really helps and something that would help characters along would be quests that offer gold with their experience rewards, some quests currently do this, but a greater prevalence would be significantly more beneficial.

The way it is now, though, I'm fairly certain that getting to GM should take roughly the same amount of time as before, if not even faster. In areas that are recently discovered, I haven't noticed a significant slowdown from Mentor to Master and I'm sure Master to GM isn't that much of a change. How many of you who feel it's slow have taken characters through the whole spectrum since the changes?


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 160 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 16  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 35 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group