[DEV] Rebalancing changes - Proposition

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mrshad
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Re: [DEV] Rebalancing changes - Proposition

Post by mrshad »

mmatto wrote:It is quite easy to solo a mob at same level, homin with good equipment has more than 50% chance of survival. Balance would mean that chance is 50/50 when fighting same level mob.
Yes, for some of the mobs, I agree.
For others, it is not.
That is part of my point.
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mmatto
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Re: [DEV] Rebalancing changes - Proposition

Post by mmatto »

Hard mobs have considerable xp bonus.
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sehracii
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Re: [DEV] Rebalancing changes - Proposition

Post by sehracii »

I think it's hard to look at the "balance" of the game alone. The current discussion seems to be from the point of view that everything in the game has a purpose and a value in the XP and leveling equation.

It is my opinion that many many of the things we encounter in our time on Atys were not put there as part of a leveling equation, but rather to fill out a living, breathing and believable world to let the players get lost in. If we were to continue the analogy of balance vs reward, exploration, travel, and knowledge of the environment are their own rewards and would need added risk involved in obtaining.

As long as there are some mobs that fit into the leveling equation well, that should be sufficient. The ones that are too difficult can simply be avoided for leveling and continue to offer risk for more ethereal rewards.
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amitst
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Re: [DEV] Rebalancing changes - Proposition

Post by amitst »

sehracii wrote:I think it's hard to look at the "balance" of the game alone. The current discussion seems to be from the point of view that everything in the game has a purpose and a value in the XP and leveling equation.

Are we wrong to think that at endgame we should be powerful enough not to get owned by a kincher 100 levels below us unless we use auras that take 15 minutes to recharge? Why does their lightning still hit us even?
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vinnyq
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Re: [DEV] Rebalancing changes - Proposition

Post by vinnyq »

*oops, posted in wrong thread* wut the heck?
Last edited by vinnyq on Tue Jul 26, 2005 7:19 pm, edited 1 time in total.
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grimjim
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Re: [DEV] Rebalancing changes - Proposition

Post by grimjim »

amitst wrote:Are we wrong to think that at endgame we should be powerful enough not to get owned by a kincher 100 levels below us unless we use auras that take 15 minutes to recharge? Why does their lightning still hit us even?
It would be nice if the auras and powers were on seperate individual timers :(
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mrshad
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Re: [DEV] Rebalancing changes - Proposition

Post by mrshad »

You know, I might be overly worried about this whole thing.

In fact, these changes are probably just what the game needs.

After all, who would be in a better position to judge balance than the developers. They have done a wonderful job so far, right?

I mean, we all see how each of the skills contribute equally to the game as a whole. No one thing is underrepresented on the server, right?

An entire skill tree has not be almost entirely ignored by players because it is completly useless...right. Because everything is so well balanced after all.

So, yeah, I have no problem with sweeping changes being enacted by the very same people that got it so close to right the first time around...nope...no problem at all.
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rushin
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Re: [DEV] Rebalancing changes - Proposition

Post by rushin »

if all the mobs were exactly balanced to homins equilivent level dont you think that would make for incredibly dull and uninspired gameplay?
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iwojimmy
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Re: [DEV] Rebalancing changes - Proposition

Post by iwojimmy »

Here is a suggestion that should upset some people :)

Under the current system, we get no xp for using skills too far above the mob we are fighting, and -apart from healing- game mechanics tend to stop us getting xp from mobs too far ABOVE the skills we use.

Why not make it official ? You dont get to claim any xp if the skills you used werent powerful enough to affect the battle.Perhaps if you are > 100 levels below what you are fighting, maybe you should find something else to harass.

If you are using mixed skills, then xp would be based on the highest used, and if it isnt good enough...well, unlucky. on the other hand, hitting with an ele spell at level 150 would allow you to gain (split) xp on your lvl 70 affliction, against a lvl 200+ mob - same as it works now - but to gain pure affliction xp you would need to hunt mobs below level 170 (example only).

If you kill something solo - obviously you deserve full xp for whatever skills you used, and in a team, it shouldnt prevent you from getting xp from skills in range of the target mob even if you do land a low lvl skill hit as well (eg using a low "fear" to drive off a jugula add, giving you time to nuke/heal )

This is in response to the suggestion(?) that players will get xp even if they fail to hit/mob resists all attacks.
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rushin
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Re: [DEV] Rebalancing changes - Proposition

Post by rushin »

would lead to massive exploit if u could 3/4 kill a mob with high level skills then finish it off with lower level and get lots of xp
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