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Current arena wish list


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#281 fs_gravely

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Posted 24 September 2010 - 16:07

Lower levels will have higher demand for the most part, so the lower the level, the lower the success rate would likely be optimum imo. As in, the lowest level items would be at Bothild rate, and the highest be around average or the sub average or something like that? Im not an inventor at all so I cant really say from experience, but I do know basic supply vs demand lol :)


This is an excellent suggestion, as at extreme low levels the arena statted legendary gear are virtual epics in their own right; at higher levels, they're still very good, but not the total win button that bothilds and gideons have been (and in bothilds case still is)

#282 BigGrim

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Posted 24 September 2010 - 16:08

While new gear introduction is good,what about some of the more actual problems of the arena mechanics that've not been addressed for a long time.


As I've said (several times in this thread) I have a wee list of things from this thread and others in Notepad which I shall discuss with coder types when I can. Hopefully early next week. Then we might see more forward movement.

#283 eagleeyezz

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Posted 24 September 2010 - 16:11

While new gear introduction is good,what about some of the more actual problems of the arena mechanics that've not been addressed for a long time.


As I've said (several times in this thread) I have a wee list of things from this thread and others in Notepad which I shall discuss with coder types when I can. Hopefully early next week. Then we might see more forward movement.



Did you manage to speak to the coders to take out the recipes so we can see some forward movement in the arena till new stuff in implanted :P

#284 fs_nthnclls

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Posted 24 September 2010 - 16:14

While new gear introduction is good,what about some of the more actual problems of the arena mechanics that've not been addressed for a long time.


As I've said (several times in this thread) I have a wee list of things from this thread and others in Notepad which I shall discuss with coder types when I can. Hopefully early next week. Then we might see more forward movement.


Off-topic, but I just realized that you're now in my level range. :shock:

#285 scarsick

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Posted 24 September 2010 - 16:27

While new gear introduction is good,what about some of the more actual problems of the arena mechanics that've not been addressed for a long time.


As I've said (several times in this thread) I have a wee list of things from this thread and others in Notepad which I shall discuss with coder types when I can. Hopefully early next week. Then we might see more forward movement.



Thanks ..that's reassuring & ought to calm my feeble nerves :)

#286 DaleJunior

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Posted 24 September 2010 - 18:37


How low do you guys reckon they oughta be?


Please say that you're not going to base the rates on player feedback alone, or alter them simply because some people in the forum think they should be altered.


Good grief no. I have the rate set, I'm just asking what you all are thinking. See if I'm on the same wavelength.


Damn, went to bed, didn't have a chance to weigh in, but that's good news that I won my bet with KT. lol. Regarding the inventing rates, I don't think that they should be so low that the finished items are costing 1,000 fsp like the Bothild items were at first. I've still never succeeded in creating a pair of bothild boots in 10 tries. I think that if you make it somewhere along the lines of the steamwork cuirass parts, like the Furnace and Gears and Pipes that will probably be good enough for people to want to make them, but still some failures along the way. Every time I've created a steamwork I've failed on the parts at least once.

I don't think it should be a case where you fail 5 times in a row, that's just too disheartening, especially if a person has saved up their fsp to finally try and invent something, only to lose their "life savings" failing. I would like it if an average player could actually succeed at inventing something like this. I don't want to see it be something only the rich who can afford the losses can succeed at.

#287 fs_cobra7781

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Posted 25 September 2010 - 08:00

Just to let KT know i would be happy to give u some buffs bro for when ur leveling LOL

and nice one HCS thanks for all the hard work guys and looking forward to seeing the new gear

also looking forward to see what changes u can bring to arena like slow decay etc as this non moves is unreal at the moment.

#288 DaleJunior

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Posted 27 September 2010 - 08:40

Just wanted to get this to the top of the list so BG can find it easily when he tells us all the goodies he has planned for today (or tomorrow) :D

Edit: The new images appearing in the Wiki look cool! :)

#289 fs_regnier7

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Posted 27 September 2010 - 12:07

I have to admit, I keep scanning the arena now, looking for new shinies.... lol

I may want, if some of those cool lookin' things are in my range.....

#290 Sakuliver

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Posted 27 September 2010 - 12:56

Just some thoughts:

An average inventing rate sounds good to me.

Concerning recipes...why not take some rigorous action and instead of throwing them out make the entry fee 10 times cheaper. People are always interested in recipes, whenever new recipes appear in the game people want them, kind of collecting them (I do). And having entry fees from 1-10k makes that those Arenas will move fast. Same like with potions you give newer players a chance of competing for "real" prices and when more people have the recipes....well, they might even think to try to go win some of the parts.

...and yes, partly following all those previous comments and threads...make all arenas with combat moves, they only exist for the arena after all! And put a max of 50% on Arenas with epics allowed.

A suggestion on a combat move tweak: Piercing Strike can "destroy" high Armor when hitting. For high Defense you get Weaken...a chance to decrease Defense with 25%, even if successful you still need to wait a turn before doing damage, and decreasing 8k Defense still leaves 6k Defense :( . Crush then has this great, Piercing Strike-like effect of destroying high Defense...only problem is to actually hit...and if you manage you usually win anyway. So, why not combine Weaken and Crush, a kind of Weakening Crush...25% chance to decrease Defense with 75%.

#291 DaleJunior

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Posted 27 September 2010 - 13:10

Grim, the new sets are lookin' really cool man, really really cool. :)

#292 shindrak

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Posted 27 September 2010 - 14:10

Nice sets :)
but the question when its will be released ? :P

#293 eagleeyezz

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Posted 27 September 2010 - 16:15

No News Today? :S

#294 shindrak

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Posted 27 September 2010 - 16:45

We have updated the Arena with the Recipes and Quest items to build the following New item sets.
THANKS :D

#295 podfog

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Posted 30 September 2010 - 04:11

With regards to the recipes...all i think should happen is lowering their join costs.

As for the mechanics...yeah, max defense sets need to go...FAST.

Also, is it possible we could do a thing like alternating groups of ingredients every month? For example
October- The latest group of components
December- Bothild, and the first batch of components that went with it
January- Knotworks and the second round of components


This is to prevent any of the future components from becoming too cheap, like how anhk relic stones and elven tears are now

#296 centurion

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Posted 30 September 2010 - 04:19

they could easily do a code where a if certain prize takes long time to fill, its rate of recurrence goes down by factor of 10. you could easily have more popular contest come up more and less popular one, less. whole thing could be automated pretty easily I woudl think.

that would keep the arena moving and players happy.

#297 podfog

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Posted 30 September 2010 - 06:28

they could easily do a code where a if certain prize takes long time to fill, its rate of recurrence goes down by factor of 10. you could easily have more popular contest come up more and less popular one, less. whole thing could be automated pretty easily I woudl think.

that would keep the arena moving and players happy.


Problem with that one is, if there are more components every 15 minutes, prices will drop quicker, making them worth less

#298 fs_sollimaw

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Posted 30 September 2010 - 08:05

they could easily do a code where a if certain prize takes long time to fill, its rate of recurrence goes down by factor of 10. you could easily have more popular contest come up more and less popular one, less. whole thing could be automated pretty easily I woudl think.

that would keep the arena moving and players happy.


Problem with that one is, if there are more components every 15 minutes, prices will drop quicker, making them worth less


When they become less expensive, arenas for those items would fill more slowly, thus reducing their spawn rate. Something else would become more popular and eventually everything would find its equilibrium point.

#299 centurion

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Posted 30 September 2010 - 14:27

and better yet, they could also easily lower the entry fee if it becomes less popular. Lets say 10-20% off each time it slows down. Dynamically changing spawn rate is just a smart way of managing maximum gold drain and throughput of the arena.


then the cows can concentrate on new gear/content, not rotating gears out.

#300 grimnok

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Posted 30 September 2010 - 14:39

and better yet, they could also easily lower the entry fee if it becomes less popular. Lets say 10-20% off each time it slows down. Dynamically changing spawn rate is just a smart way of managing maximum gold drain and throughput of the arena.


then the cows can concentrate on new gear/content, not rotating gears out.


Yes, dynamically changing spawn rates and/or pricing means the arena is far more self-sustaining, and much less baby sitting required.


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