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Post by Seitaarin on Feb 25, 2014 19:32:59 GMT -6
Do you think, if I was a parent of a baby bird, I would just push them out of the nest and say "fly"?! lol you may have noticed I am not a big one for handholding I should set a "Harden up, princess" motto mthinx ... Please don't take offense at my posts, I don't mean them to be inflammatory in any way, given any situation I'm always on the "tough love" side of the fence ... just saying just in case ...
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Post by Jenlyn on Feb 25, 2014 19:34:42 GMT -6
See, we aren't saying you shouldn't be able to take advantage of the flaws in their build; we're saying that once they're down, they should not offer as many points per victory as they did when they were still standing, regardless of the attacker's level and regardless of how one might critique their gear choices. go get your points off of them, but once they're done, they're done. That pinata is empty. You beat all the candy out of it. Now go away and find a different one.
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Post by Seitaarin on Feb 25, 2014 19:36:04 GMT -6
And Jenlyn, "better thought out build" doth not equate to "best build"
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Post by fearless on Feb 25, 2014 20:28:08 GMT -6
i have employed the "beat'em down and then hit them with the little guy" tactic... always have... i always kind of figured it was a risk you took when you went offline... you would think with the vigilance it took to take down the hordes in less than ten minutes, as soon as they appeared, a little 36 hour vigil during the last battle would be a small thing...
i tend to stagger the creation on my alts as the game progresses...
maybe this would help the game... if you could only create alts at intervals, much like building estates. once your main reaches level 20, you can create a alt...
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Post by Shylah.Sedai on Feb 25, 2014 20:30:45 GMT -6
maybe this would help the game... if you could only create alts at intervals, much like building estates. once your main reaches level 20, you can create a alt... If we did that, the world would be empty. I don't like that idea. All of my alts get leveled together.
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Post by Seitaarin on Feb 25, 2014 23:06:37 GMT -6
We're talking about a world where the blind use weaves of "magic" to see, and the deaf to hear ... and people can fold space and time with the power of their mind and instantaneously travel, and where a battle is being fought to release a supernatural evil onto the world ... I don't think common laws of "realism" come into play, really ... I'm really more concerned with "game systems for balance" rather than "game systems for realism" myself, but hey, that's just my personal opinion!
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Post by King Richard on Feb 26, 2014 4:44:39 GMT -6
CRAP! I just spent two hours typing up my response to this, then accidentally hit the stupid back button on my flippin mouse and lost it all. I can't type the stupid things that come out of my brain very quickly as I have to think the actual words through over and over again to make sure it's what I mean. Though it wasn't a ton of stuff, I ain't typing it up again. So, you all get the simple version and I no longer care if it sways any opinions or not now. Sorry for that, and for if it sounds terse. I'm really flippin mad right now. Bluntly, I agree with Seitaarin that limits on hitting people would be a bad thing. Casual players would log on to find that everyone has 0 stamina and unrepaired gear. To me, it's the same as naked dueling but to get the opposite effect. Other people won't be able to hit anyone who isn't online, because as Jenlyn put it, the pinata would be empty. That will only make it harder for casual players to be competitive, since they either don't want to, or like me most of the year, can't spend the time to wait for people to be online with repaired gear. As far as battles go, there will always be some players who are weaker than others, and some of them might be abused for it. That's their fault, as it's totally preventable if they put effort into their build. That said, no one should be forced to put that effort into their build. The greatest aspect of this game to me, is that people can spend an hour or two a day here, or they can spend every waking moment here and both those types of people can be fairly competitive with each other. That's why I don't really duel much, because most of the year, I don't have the time for it. This version, even though I don't work in the winter, I still didn't duel much, because that's not how I play the game. But even with my gear and stamina down, I'm fairly confident that it would still be like beating your head against a wall trying to beat me consistently from more than 15levels down. Who knows? It's never happened before, but it might be possible. If you are being targeted like this, and can't figure out how to stop it, just ask one of your local veterans. Most of us won't hesitate to help. So, in a battle, NPCs have a maximum potential each player, regardless of level, can get. If they're strong, they get it. If not, they get less. But it's the same number for all levels. I think duels should be the same. Everyone, no matter the level, should have a set maximum. If they're strong, they'll get it, if not they'll get less. However, going up level should not reward lower level players with more points than the players at the top EVEN have the POTENTIAL to earn. Maybe instead, it should just improve their chances of earning the full amount of the set potential that everyone can get. HAHAHA! That is twice as much as I had down before, but in far less words. I like it. Maybe I'll be pissed more often from now on when I need to write these things.
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Post by Seitaarin on Feb 26, 2014 7:04:26 GMT -6
So ... remove the negative value from the losing pinata's level difference calculation? That makes perfect sense. Right now that system is a little flawed maybe in that the current bonus is DOUBLED ... what the lowby hitting up gets in '+', the pulped higher player ALSO loses in '-' ... that's an imbalance in the point distribution that I can agree on completely ... Blah blah defeats yo yo and gets +27/-10 ... < that's where the problem lies ... most of the same level duels seem to produce around +16-22 or so ... so defeating a higher level player for +27 is not really an unreasonable amount ... but the -10 that accompanies it is unbalancing. Fun, but unbalancing ... Have to say it again, can't stop myself ... PREVENTABLE!!! ... but unbalancing when casual players vs streamlined player interactions are taken into consideration.
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Post by Jenlyn on Feb 26, 2014 9:26:06 GMT -6
Not preventable unless you are online 24/7 to constantly heal up and repair your gear. Anyone can get beaten down, and when they are beaten down, the lowbie shouldn't get the same amount of points for beating them.
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Post by Seitaarin on Feb 26, 2014 13:11:21 GMT -6
sounds like a challenge. OK then, time to call a beatdown on Rasina. I'll put my money where my mouth is, and say yes, its absolutely preventable. Go, and bring on your lowby giantkiller.
Sent from my HTC One X using proboards
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Post by Seitaarin on Feb 26, 2014 13:17:27 GMT -6
Seth! The black knights are required!!!
Sent from my HTC One X using proboards
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Post by Jenlyn on Feb 26, 2014 13:45:25 GMT -6
I've made a feeble start. I have to hjead to work though, but I will chisel away at it some more later on. You are already down 6 stam in my 2 bounces though, so it is working.
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Post by ShadowKiller on Feb 26, 2014 13:54:53 GMT -6
ill join in in a hour or so and are you calling my alts weak or giantkillers
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Post by Seitaarin on Feb 26, 2014 14:13:12 GMT -6
You are the monster in the closet, Seth
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Post by Tim on Feb 26, 2014 14:13:13 GMT -6
Been waiting to give most people a chance to reply before jumping in with my own. What did you like about V11?- New players! Always good to see thing through a fresh set of eyes and it definitely made things more interesting. - Clan alliances. Clans were effectively split into two sides: Light vs Shadow. They even happened to be pretty evenly matched! Not to say I want every version to be this black and white, but it was fun this time. - Lots of Clan Battles. While I didn't like the result of having lots of battles, I think it was good for the game that it happened. While they've been around for a while they hadn't been this throughly tested yet and a lot of flaws in the system were pointed out. Can't fix things until I see the problems, so it was good from that perspective. - Character builds balancing! Only took my 10+ versions of tweaking, but I'm pretty happy with how the stat balance is now. Always room for minor improvements, but it's a lot closer than it used to be when Speed/Damage was the definitative king. - Last Battle. While it was buggy, it at least was competative. Unlike the slaughter that was V10. What didn't you like about V11?- Moderation. I know it that running this game it falls to me to enforce rules/moderate chat/punish offenders, but I really hate dealing with that stuff. Hopefully I can make some changes for next version to at least make tracking down suspicious activity easier in the future. And certain people will behave themselves. - Bugs. No programmer likes it when bugs slip through the cracks, and there seemed like there were more this version than recent versions. Time to bust out the Raid... - Flaws with Clan Battles & Phase 4 of LB. I think this topics been covered pretty well in this thread and elsewhere. Balancing is needed and it will be coming next version. Will try to cover it towards the beginning of the Countdown posts, that way we can continue the discussion and hopefully iron out any flaws with my plans. What do you think needs changed in a future version because of how they worked in V11?Wouldn't you like to know. Other random thoughts about V11?Overall, I think this was my favorite version of GoS in a long time. Lots of activity and the game kept me more engaged than I probably should have let it. This was 2 version in a row I actually played all the way through (V5 through 9.5 I usualy mostly stopped playing around level 40 or so...)! Looking forward to next version, so hopefully that slacker of a Creator gets his butt in gear and gets thing ready for V12 soon...
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