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Feedback - General
Started by Skallagrime, Jul 31 2010 01:41
3 replies to this topic
#1
Posted 31 July 2010 - 01:41
Feedback - skallagrim - 7/30/2010/9:40 pm - friday
1 There is a dearth of new creatures that are actually worthwile to hunt, releaseing creatures with 1 million more exp for +10K ac +20 K def/atk, 2 million more hp, that’s not an update, that’s bloat
2 lack of cohesive quest-building/creature adding, it seems the theme is to simply say, oh I'll make ____ and make it obscenely not worth-while to do the quest, OR make one-off quick to do quests that yeild rewards that are very good, but in thr process add 5 new creatures, 3 of which were bloat, 2 of which dropped the items
The fix
1a when releasing new creatures, take a look at your database, see what people really are hunting for exp, ask why and then you will have a better ground for 1b
1b develop a "standard" by which YOU think players ought to have x amount dmg/wisd, ac/def/hp, atk
if YOU don’t say "generally by level XXX a warrior should look like _____" then you have NO way of building creatures which will be a challenge, you are essentially stuck with saying "this is a warrior creature… I'll give it 20K more defense than the last creature I made, thats a challenge" which incidentally is bunk
2a More questLINES/upgrades, self explanatory
2b consolidation of outdated material into your new quests, theres even "useless" quest items that arent linked to ANYTHING, why not use those instead of making 10 new creatures and 5 new drops for the next quest?
2c creature building - there are 5 basic types of creatures out there, invasion, warrior, mage, Miner1, miner2/pvp warrior creatures
invasion creatures - they drop the best stuff whatever it is but not so good that people would be absolutely crippled if they didn’t have them
warrior - defense in line with levels you want warriors atk at that point, ac seems arbitrary at the moment, but I personally believe that ac should equal the level of the creature, ie target for a 25K warrior to hunt, ac = 25,000 atk, big enough that warriors building defense could beat it, but generally bigger than any warrior's def, resistances high
mage - atk in line with levels you want mages def at that point, dmg, enough to make a mage build hp as a secondary defense when they DO get hit but not so much that they will die period if they do get hit, i'd say about 1/3rd the hp of the mage in question that "should" be hunting them (about one hit per 50 casts as I have expereinced it) resistances up and down based on creature total hp, try to target between 10-100 ap/kill for the target mage though, less ap = less wisdom built, more than 100 ap per kill, you'll have people just pop doubler, vial up and burn 30K ap in an hour and then quit for a month because it was too boring to get to 100K in 5 hours (toe the line between boring people and making it frustrating to play)
Miner1 - the mage - a clone of the mage creature EXCEPT sky-high atk and def - the hp and resistances lower than the mage of same level and dmg a little higher, bear in mind this is a miner who will have far less damage(wisdom) than a "normal mage" the miner-mage focuses on ac to keep them alive, but uses spells to kill, this reserves the creature for a miner by lowering warrior and mage capability/effectivity to hunt them, whilst making the exp still relatively in line with the exp:ap that warriors and mages CAN get
miner2(pvp warrior) - the warrior - a clone of the warrior creature EXCEPT capped resistances, enchanted armour slightly lower ac, dmg about 1/3rd the hp of a miner in question (per that level of creature) and enough atk to make warriors think twice, while allowing a miner to take them on via defense, this eliminates mage effectivity on them while opening the door to pvp warriors that have made the dmg cut to boost hp still effective levelers
1 There is a dearth of new creatures that are actually worthwile to hunt, releaseing creatures with 1 million more exp for +10K ac +20 K def/atk, 2 million more hp, that’s not an update, that’s bloat
2 lack of cohesive quest-building/creature adding, it seems the theme is to simply say, oh I'll make ____ and make it obscenely not worth-while to do the quest, OR make one-off quick to do quests that yeild rewards that are very good, but in thr process add 5 new creatures, 3 of which were bloat, 2 of which dropped the items
The fix
1a when releasing new creatures, take a look at your database, see what people really are hunting for exp, ask why and then you will have a better ground for 1b
1b develop a "standard" by which YOU think players ought to have x amount dmg/wisd, ac/def/hp, atk
if YOU don’t say "generally by level XXX a warrior should look like _____" then you have NO way of building creatures which will be a challenge, you are essentially stuck with saying "this is a warrior creature… I'll give it 20K more defense than the last creature I made, thats a challenge" which incidentally is bunk
2a More questLINES/upgrades, self explanatory
2b consolidation of outdated material into your new quests, theres even "useless" quest items that arent linked to ANYTHING, why not use those instead of making 10 new creatures and 5 new drops for the next quest?
2c creature building - there are 5 basic types of creatures out there, invasion, warrior, mage, Miner1, miner2/pvp warrior creatures
invasion creatures - they drop the best stuff whatever it is but not so good that people would be absolutely crippled if they didn’t have them
warrior - defense in line with levels you want warriors atk at that point, ac seems arbitrary at the moment, but I personally believe that ac should equal the level of the creature, ie target for a 25K warrior to hunt, ac = 25,000 atk, big enough that warriors building defense could beat it, but generally bigger than any warrior's def, resistances high
mage - atk in line with levels you want mages def at that point, dmg, enough to make a mage build hp as a secondary defense when they DO get hit but not so much that they will die period if they do get hit, i'd say about 1/3rd the hp of the mage in question that "should" be hunting them (about one hit per 50 casts as I have expereinced it) resistances up and down based on creature total hp, try to target between 10-100 ap/kill for the target mage though, less ap = less wisdom built, more than 100 ap per kill, you'll have people just pop doubler, vial up and burn 30K ap in an hour and then quit for a month because it was too boring to get to 100K in 5 hours (toe the line between boring people and making it frustrating to play)
Miner1 - the mage - a clone of the mage creature EXCEPT sky-high atk and def - the hp and resistances lower than the mage of same level and dmg a little higher, bear in mind this is a miner who will have far less damage(wisdom) than a "normal mage" the miner-mage focuses on ac to keep them alive, but uses spells to kill, this reserves the creature for a miner by lowering warrior and mage capability/effectivity to hunt them, whilst making the exp still relatively in line with the exp:ap that warriors and mages CAN get
miner2(pvp warrior) - the warrior - a clone of the warrior creature EXCEPT capped resistances, enchanted armour slightly lower ac, dmg about 1/3rd the hp of a miner in question (per that level of creature) and enough atk to make warriors think twice, while allowing a miner to take them on via defense, this eliminates mage effectivity on them while opening the door to pvp warriors that have made the dmg cut to boost hp still effective levelers
- GatorFett likes this
#2
Posted 31 July 2010 - 02:05
heres some good thinking
![:)](/public/style_emoticons/default/smile.png)
#3
Posted 11 September 2010 - 23:38
in addition to this or perhaps in replacement of the miner creatures suggested, a lot would be easily fixed via simply replacing the miner creatures with 20 % lower hp, res, ac of the miner/mage creatures and making them zaahar shielded, thus making miners/unsubclassed characters into the true hybrids that they actually are
#4
Posted 15 January 2014 - 05:41
and sid hates the hybrid idea at the end, so that should be first priority
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