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Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 5:35 pm
by korin77
Very true. However I also noticed that 3k with 2 people is alot slower than 3k with 9 people. So maybe its the price you pay for faster leveling. There certainly is less risk involved with 9 people.
Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 6:11 pm
by jdiegel
shrike wrote:The problem is when grouping with many people.
Imagine
- a 2 player group fighting mobs which give you both 3k each with little item decay to you both
- a 7 player groups fighting mobs which give all 3k each with very high item decy to everyone
Where would you rather play? As it is now grouping with many people is greatly discouraged. Now, which is one of the selling points of the game? Forming big groups to withstand raids of many strong mobs?
See my first post in this thread. The last post on the first page. I address this. I think that it is perfectly logical that a 7 player group getting 3k xp a pop would experience more decay than a 2 player group getting the same.
Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 6:41 pm
by ariaki
jdiegel wrote:Since I'm assuming these people are using armor around there current level, I have to ask what level mob this group is targeting. What I'm getting at is that if you take a military issue tank, sit it at the bottom of a hill, and roll a honda civic down into it, there's not going to be a whole lot of damage to the tank. However, if you take an semi, load it up with a couple tons of concrete, and roll that into the tank...the tank might make it, but you can bet it's not going to be in as good of shape as it was before.
I only ask because I've never had any decay issues, but I tend to hunt in smaller groups going after mobs we can kill quick for modest xp, not huge for the whole 3k.
I hunt mobs that give 1.5k at my current level or so and the team kills them fast. I am in a guild where every penny i make and all the loot the teams get go only to the crafters, when we do events the guild leaders have to give out ticket money. The thing is the decay rates are killing the fun factor. this is not evercraft game
though it sure seams that way but with on usable loot being droped and the rot rates being to where armor and weapons dont last a day a lot are loosing inteste fast in it. I am sad because I can see so much potential in the game and will stick it out till the first big patch if it happens verry soon But I hate to craft I like to explore and hunt and I am not willing to be forced to play for hours doing somathing I do not enjoy doing at all. This is a game its supposed to be FUN. Traveling to other lands meeting the few players we have and going with or leading teams out to hunt is the part I like. I was hoping with the open system we have here to be able to hunt and loot and live off what I find. As it is what we loot is so bad and lasts for such a shot time it crates a rift in the guilds between the suppliers crafters and hunters. I love the game I really want to see it survive and not only that but thrive and be the best sleeper game of all time but unless some of the major issues are fixed i fear its doom loom less then a year away. All ready on a guild of over 40 the chatter is going on and on about other games and features from other games a lot not just the normal ammount seen in daoc eq uo ac ac2 swg etc.
Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 6:48 pm
by shrike
jdiegel wrote:See my first post in this thread. The last post on the first page. I address this. I think that it is perfectly logical that a 7 player group getting 3k xp a pop would experience more decay than a 2 player group getting the same.
Er.. no, you made a real life comparsion. But this isn't real life, this is a game. Priority is her to make it fun and balanced, not realistic.
If the game would be supposed to be realistic we wouldn't have 10 meter high insects, rocket launchers, which do less damage as sword or magic in the first place.
Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 6:51 pm
by korin77
ariaki wrote:I hunt mobs that give 1.5k at my current level or so and the team kills them fast. I am in a guild where every penny i make and all the loot the teams get go only to the crafters, when we do events the guild leaders have to give out ticket money. The thing is the decay rates are killing the fun factor. this is not evercraft game
though it sure seams that way but with on usable loot being droped and the rot rates being to where armor and weapons dont last a day a lot are loosing inteste fast in it. I am sad because I can see so much potential in the game and will stick it out till the first big patch if it happens verry soon But I hate to craft I like to explore and hunt and I am not willing to be forced to play for hours doing somathing I do not enjoy doing at all. This is a game its supposed to be FUN. Traveling to other lands meeting the few players we have and going with or leading teams out to hunt is the part I like. I was hoping with the open system we have here to be able to hunt and loot and live off what I find. As it is what we loot is so bad and lasts for such a shot time it crates a rift in the guilds between the suppliers crafters and hunters. I love the game I really want to see it survive and not only that but thrive and be the best sleeper game of all time but unless some of the major issues are fixed i fear its doom loom less then a year away. All ready on a guild of over 40 the chatter is going on and on about other games and features from other games a lot not just the normal ammount seen in daoc eq uo ac ac2 swg etc.
Well I see several problems with your statements. First, you are giving all your loot to the crafters, normally the loot from that much damage you have claimed happened to your armor is enough to pay for your armor 3x over for the crafters. So the money is not going back towards your armor but being used by them to grind. This to me seems like a fault with your guild not the system.
Second, You claim that it kills the fun, how does it kill the fun? Crafters get to craft, hunters get to hunt. Who is losing here? The problem I see is that you are maybe outleveling your crafter's ability to craft higher level armor for you. If thats the case then maybe you need to invest some time in harvesting mats for your guild instead of having all the fun with just hunting.
Some fighter was online last night bragging how he could make 2 mil dappers a day farming. I am sure thats more than enough to replace your armor 10 times over.
Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 7:02 pm
by jdiegel
shrike wrote:Er.. no, you made a real life comparsion. But this isn't real life, this is a game. Priority is her to make it fun and balanced, not realistic.
If the game would be supposed to be realistic we wouldn't have 10 meter high insects, rocket launchers, which do less damage as sword or magic in the first place.
You know somebody who rolls semi's into tanks? Are they highering?
All I'm saying is that I can see why Nevrax would put in logic causing mobs 50 levels above you to produce more armor and weapon decay than one 10 - 15 levels above you.
Kinda like how they put in logic to discourage you from using equipment far above your current level.
Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 7:50 pm
by shrike
jdiegel wrote:You know somebody who rolls semi's into tanks? Are they highering?
All I'm saying is that I can see why Nevrax would put in logic causing mobs 50 levels above you to produce more armor and weapon decay than one 10 - 15 levels above you.
Kinda like how they put in logic to discourage you from using equipment far above your current level.
Actually they don't. You can wear jewels and light armor as high as you want - no restrictions there. And for the other items they do not discourage you, it's simply impossible unless you have high enough stats.
It doesn't really matter in either case, because all this doesn't causes any imbalance between soloing/small groups and big groups. It effects all players the same way. Meaning it doesn't favor on playstyle or the other.
The current item decay mechanics do, though. Because, if you form big groups you HAVE to hunt something 50 lvls above you. It is simply not practical to fo anything else - otherwise you'll recieve very little exp and wipe an area clean in no time.
Logic is only useful for a game if it serves it, not the other way around.
Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 8:18 pm
by jdiegel
shrike wrote:Actually they don't. You can wear jewels and light armor as high as you want - no restrictions there. And for the other items they do not discourage you, it's simply impossible unless you have high enough stats.
I wasn't talking about restrictions in how high the armor was that you can wear. Everything I've heard stated that your armor and weapons decayed quicker if you equiped stuff much higher than your current level, basically discouraging you from the practice without forcing you not to.
shrike wrote:
It doesn't really matter in either case, because all this doesn't causes any imbalance between soloing/small groups and big groups. It effects all players the same way. Meaning it doesn't favor on playstyle or the other.
The current item decay mechanics do, though. Because, if you form big groups you HAVE to hunt something 50 lvls above you. It is simply not practical to fo anything else - otherwise you'll recieve very little exp and wipe an area clean in no time.
Logic is only useful for a game if it serves it, not the other way around.
I didn't say the concept couldn't use some tweaking, all I was getting at is that if you are taking more damage you you shouldn't be suprised to absorb more decay. It's not like I'm talking about a brand new concept to gaming. Heck, in one of the MUD's I used to play, a mob could spit acid at you and completely disintegrate pieces of your armor. Given that we spend quite a bit of time fighting giant insects, be glad they didn't introduce that concept.
Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 8:33 pm
by shrike
Exept that it doesn't works that way. For example, a lvl 50 char with a q50 armor fighting against a lvl 150 mob will recieve high decay. A lvl 150 char with a q50 armor will recieve normal decay. Or, a lvl 50 mage casting spells on a lvl 150 mob will recieve high decay, but will recieve normal decay when casting the same number of spells against lvl 50 mobs.
The concept looks logical on the first glance, but really isn't when you look closer.
But enough of this, we are both bickering about a moot point.
Re: Decaying Rotting the game away :(
Posted: Tue Oct 12, 2004 8:35 pm
by jdiegel
Bickering!?!