Shattered Kingdoms

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PostPosted: Sat Jan 03, 2009 10:03 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
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Location: The yellow brick road
SK Character: Bran
Ive gm'd only one time. That was an accomplishment and took about 80 hrs.

Wasting 80 hrs on grinding is not fun, what the hell is spending 100 more hrs ontop of that just to get to champ/gm going to 'accomplish' or 'achieve'.

As people brought up, plvlers who get to 50 in 50 hrs can still get there just as fast. Know why? They pure level from the second they start the the second they gm, hardly ever talking to even one character besides for maybe a mentor or two on the way. And they know the best possible places to train and how long to stay and move onto the next place.

Training should be easier imo if you want even noobs to be able to participate in the game as well, dulrik. Making it harder is just going to frustrate these noobs or people who arent well at leveling like me for instance.


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PostPosted: Sat Jan 03, 2009 10:58 pm 
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ladyjennbo wrote:
Threnody wrote:
GM -should- be an accomplishment, something to strive for, but not something to grind harder for.

This is exactly how I feel.

This is also how I feel, although I would emphasize pride over strive. Yes, it's a great achievement to get there eventually, and you should be proud of it, especially because it is something that no one should easily achieve.

mundufisen wrote:
Training should be easier imo if you want even noobs to be able to participate in the game as well, dulrik. Making it harder is just going to frustrate these noobs or people who arent well at leveling like me for instance.

Which is exactly why I've made it much easier up until expert and why I've created quest level ranges. I want to make it easier for people to get hooked on the game, and I want to give people every reason to enjoy the quests as they find them - without having grind-experts warn them not to do the quests because they "need them for later".

ladyjennbo wrote:
It is so boring and monotonous to level, that I can't imagine how much time someone like me is going to have to waste to just grind to try to get to GM.

Now we have diverged. This becomes a feat of managing player expectations. Why do you continue to feel that you must grind to GM? The goal here is to get to Mentor relatively easily and then just PLAY THE GAME. If there is RP going on, do it. If there is PK going on, join in. If you want to explore, do it. If you want to quest, do it. If you run into people to level with, or you just want to go fight some monsters yourself, do it. If you play long enough, you will eventually reach GM without any of this perceived pain. Even if you never make it, you've had fun!

That's the concept I keep trying to reach and teach. And I'll keep making changes until the reality of the game finally gets there.


Last edited by Dulrik on Sat Jan 03, 2009 11:16 pm, edited 3 times in total.

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PostPosted: Sat Jan 03, 2009 11:00 pm 
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Misquote! T'weren't me, on that last one, D. You've got the wrong Jen. That was Jennbo.


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PostPosted: Sat Jan 03, 2009 11:14 pm 
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Arelgama wrote:
Why not make it so it takes a certain amount of years to get to Grandmaster. I mean, if you look at all of the titles of lvls, it seems as if that was your original intent. With this thought in mind, you could make it so you have to wait those certain amount of years in order to get any kind of decent XP from lvl grinding. It would prevent spam deleters, power levelers, people jumping to the "winning side" etc etc. Just an idea, take it how you want to.

Time-based leveling limits have always been the last resort. Absolute limits would frustrate some players and be contrary to one of the founding goals of SK - which is that we would rather persuade you not to do something due to consequences rather than make it impossible.

Up until now, I've known that "saving quests for later" was a big loophole, so thinking about time-based level limits wasn't necessary. Now that quests have finally been fixed, we'll see how things pan out.


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PostPosted: Sat Jan 03, 2009 11:17 pm 
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Threnody wrote:
Misquote! T'weren't me, on that last one, D. You've got the wrong Jen. That was Jennbo.

Fixed for real this time.


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PostPosted: Sun Jan 04, 2009 12:09 am 
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Can we get a summary of this thread?


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PostPosted: Sun Jan 04, 2009 3:03 am 
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If GM were made a 250 hours or more achievement for your average SK-er, I honestly don't think I would have nearly enough patience to keep playing this game. Also I'd just like to point out that _any_ nerf to leveling speed is going to be a huuuge detriment to dragging in new players seeing as how that is already the ultimate bane of newbies on SK.


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PostPosted: Sun Jan 04, 2009 4:37 am 
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Pft, lies. World of Warcraft adds 10 new levels with every expansion and they're still growing in customer base.

People don't mind grinding. Grinding driving players away is a lie.


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PostPosted: Sun Jan 04, 2009 6:43 am 
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At one time it was 150-250 hour minimum to achieve GM. Not because of any hard-coded limits, that's just the way it WAS.

There's a martial arts slogan that goes something like this: Winners never lose and losers never win. I think that applies to any sort of gaming too.


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PostPosted: Sun Jan 04, 2009 7:22 am 
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Dulrik wrote:
Arelgama wrote:
Why not make it so it takes a certain amount of years to get to Grandmaster. I mean, if you look at all of the titles of lvls, it seems as if that was your original intent. With this thought in mind, you could make it so you have to wait those certain amount of years in order to get any kind of decent XP from lvl grinding. It would prevent spam deleters, power levelers, people jumping to the "winning side" etc etc. Just an idea, take it how you want to.

Time-based leveling limits have always been the last resort. Absolute limits would frustrate some players and be contrary to one of the founding goals of SK - which is that we would rather persuade you not to do something due to consequences rather than make it impossible.

Up until now, I've known that "saving quests for later" was a big loophole, so thinking about time-based level limits wasn't necessary. Now that quests have finally been fixed, we'll see how things pan out.


Have you considered slowing experience gain when it reaches a certain speed? Just decide the speed you would like best for someone to level at, say one level per IC day. Then, if someone was gaining 2.4 ticks of experience per time tick, experience gain would be normal. If they were gaining more than that, the rate of exp would be slowed. Someone leveling at a faster speed than one level per 20 minutes would still gain XP faster than someone at the regular speed, but the time required for powerleveling would still be significantly increased without needing a hard "you can't do that until you've played for 100 hours" rule.

Naturally, you could make the rate different for different status levels. Experience at amateur would be about five minutes per level or something, while at expert it would be twenty minutes per level, and past master it would be close to an hour.

It wouldn't need to work exactly like that, but that's the concept. Someone going on a killing spree would gain less XP per kill than someone slowly working their way through the NPCs in the area.


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