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Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 1:56 pm
by borg9
pr0ger wrote:constitution is related with HP : pure magician, pure digger and pure crafter can learn it at trainers. I don't see where's the trouble you're mentioning... what ? because you have to also get sap/focus in those skill ? well, a melee have to get stamina either... This fix will balance the gameplay, no doubt about it.

They use constitution since all skills can learn constitution...

The concept of a 'pure' character is often thrown about on the forums as a reason for this to be changed or stay the same. I have yet to meet a Forager who hasn't leveled melee to get a few extra HP so they can survive the explosions or a mage how hasn't leveled melee to get more HP to use the HP credits.

Hit points are the back bone of all these types of games - the more you have the longer you last.

There seem a view that things should slow down progress of you character. I see that in all trees the progression rate is very fast, almost to fast.

ALL combat related skills can be leveled at the same speed. Elem is the fastest method of killing, but another player can use anyone of the other skill with an elem and achieve the fast 3k XP at the same rate as the Elem. As for harvest - this has got to be one of the easiest to level 2 players teamed can get 1511xp+ almost every pull (Solo is faster, but has greater risk) the 2 player team can stay in the lower regions longer than a solo forager can as the max XP they are aiming for is 1.5k not 2.8k. Crafting - is all about supply, more mats equals faster leveling, this is just fact.

Its a shame really, most of the players I grew up with have either gone for good or are suffering the same problems.

If I am honest - the majorty of the changes coming will have little effect, jewels and light armours are already being stock piled by guilds and power players. The next generation of players either won't know that there used to be unrestriced lights or will accept that they can only wear specific ql armours.


Who remembers the days of:

Focus heavy armour (Before malus/penalties worked)?

Tools that didn't have HPs?

Merchants that would add upto 20% to the buy price of your crafted items so you could sell them at a profit over the mats you bought?

Crafting missings that earned you a million dappers a time?

Tryker regions that couldn't be entered without a few AoD's in your team?

These were (mostly) things that need to be changed because they we basically silly.

I have always thought it silly to have no restrictions on jewels and lights for that fact..... There is no point having a skill where you only really need one player with that skill to serve the entire server.

The only reason we need more than one jeweler and light armourer is that they will be selective of who they make for.

A fighter will always have the greatest advantage when changing skills than any other 'class' as a result of the HPs.


So please for the next generation of players, because you have lost the first generation, slow down level progression and add something to do after level 150.

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 2:10 pm
by petej
/off topic
borg9 wrote:The concept of a 'pure' character is often thrown about on the forums as a reason for this to be changed or stay the same. I have yet to meet a Forager who hasn't leveled melee to get a few extra HP so they can survive the explosions or a mage how hasn't leveled melee to get more HP to use the HP credits.

Well how do you do lol :D

Ive always had my max health stat from forage , im lvl 112 2h atm and id need to lvl that up to 170 before id get any extra health (Const 35)

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 2:18 pm
by sehracii
Not in reply to any particular post, but at fight lvl 110 one would be able to wear Q250 LA under the new rules, right?

And at any forage level you can wear LA of higher Q than your level?
Petej, from your post it sounds like a pure forager could wear Q250 LA at lvl 165.

2X con really bumps it up and while it seems melee has an unfair advantage, it's really not that restrictive on foragers.

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 2:31 pm
by borg9
petej wrote:/off topic



Well how do you do lol :D

Ive always had my max health stat from forage , im lvl 112 2h atm and id need to lvl that up to 170 before id get any extra health (Const 35)

Did you buy all the stanza from the harvest tree too or sneak a few sp from the other trees?

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 2:46 pm
by petej
/still off topic

Unfortunately i used early craft points to subsidise the other branches , big mistake as i now have 940 Fight / 65 Magic / 4105 Forage sp spare with nothing to buy at those trainers

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 2:56 pm
by borg9
petej wrote:/still off topic

Unfortunately i used early craft points to subsidise the other branches , big mistake as i now have 940 Fight / 65 Magic / 4105 Forage sp spare with nothing to buy at those trainers

I just don't have the heart to fight anymore.

Do what you want with the game .... what every it turns into .... it will never be the game it was (Going to be).

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 3:06 pm
by sprite
borg9 wrote:I just don't have the heart to fight anymore.

Do what you want with the game .... what every it turns into .... it will never be the game it was (Going to be).
*hugs Neun* Don't give up man... At least not until you get the chance to hug Shads at the next RL meet :cool:

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 3:14 pm
by petej
borg9 wrote:I just don't have the heart to fight anymore.

Do what you want with the game .... what every it turns into .... it will never be the game it was (Going to be).

What brought that on ? :eek:

I thought we were just having a friendly discusion about which stats should be used to determine the very justified limits on LA n Jewels plus some off topic , sorry if ive managed to offend you some how :o

Plz dont make me hug you Neun :)

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 3:59 pm
by borg9
petej wrote:What brought that on ? :eek:

I thought we were just having a friendly discusion about which stats should be used to determine the very justified limits on LA n Jewels plus some off topic , sorry if ive managed to offend you some how :o

Plz dont make me hug you Neun :)

Srry PJ, not you, not what you said, in fact its just plain frustration (Would hate to be a Nevrax employee, cas they must feel it more than we do) with the state of things at the mo. Loads of hard work has going into making this game really good. I have got a very bad case of the HLBs and I want to see more of what was promised, a long time ago in a land far far away.

I feel we are so close, yet so very far from having the game we want.

........

Back on topic.....

Go go restrictions :P

Re: [DEV] Equipment Changes, July 13

Posted: Tue Jul 19, 2005 7:39 pm
by bong420
Good idea. I think this will not only make the gameplay more balanced but will also give low and mid-level crafters a chance to actually sell some of their stuff.

Don't you think its a little ridiculous that someone right off the noob island can use q250 jewelry or light armor? the only limiting factor your dappers! And how many people are off the island for a day without getting recruited by some guild who loads them up with high quality stuff?

This will put some of the challenge back in the game i think.