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#416 - 12/06/07 06:47 AM Re: Balance Issues ***** [Re: Charon]
sabu Offline
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Registered: 10/22/07
Posts: 88
Loc: wisconsin
Ok I would also have to agree with Carmy. But I guess what it comes down to is if people are bitching that the mud is unbalanced why aren't people giving ideas on how to change it. I am not saying I agree with Kara, but at least she made an attepmt on what could be done.

Tinkers just had a major revamp, but there are more HM tinkers on the mud then anyother class. It may take them a lot longer to do so, but facts are facts. Not there will be more, because they got an exp boost. Did this balance out the tinkers...prolly not. They are what they are and they will prolly never rule this place.

I guess what it comes down to is what is percieved as being not balanced. There are quite a few HM chanters and fighters also. Did they complain along the way, prolly hell yes. But they got there and given the right circumstances can prolly beat anyone on the mud. I am not saying everytime, but if the right things happen they could win.

What makes one class better than the other? My oppinion is playstyle. Anyone could play any of the classes here and do pretty well. But they will prolly never be better than the players that have played said class with their heart and sole and have everything figured out. So going off of what carmy said, does this place need more balance?

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#417 - 12/06/07 07:19 AM Re: Balance Issues [Re: sabu]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
In terms of XP, the scales aren't tipped evenly at all, but really they probably shouldn't be perfectly balanced anyways.

Will a 40/40 chanter be the same as a 40/40 Chaotic-Lord? Of course not. The chanter, assuming comparable gear, will likely get their ass whooped in terms of xp gain and in a pk fight.

The chanter however will have a lot more options in terms of what they can do, they can chant their own equipment, can help out their friends/customers and most bigger chanters enjoy experimenting with different weapon builds.

They aren't equal but they shouldn't be. In order for everybody to be equal we'd need to play on the classless mud in the other thread. Even then people won't be equal, it will be dominated by people who find the way to abuse the system the best.
_________________________
If you say plz because it is shorter than please, then I will say no because it is shorter then yes.

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#418 - 12/06/07 07:21 AM Re: Balance Issues [Re: Charon]
sabu Offline
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Registered: 10/22/07
Posts: 88
Loc: wisconsin
Agreed totally
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#432 - 12/06/07 11:42 AM Re: Balance Issues [Re: sabu]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
I'm confused as to why the mud shouldn't be balanced in terms of xp gain and relative power levels of guilds, as seems to be the leaning on this topic. True balance without making an exact replica of each guild is doable, especially if we're looking only at the rate of leveling rather than the rate of power gain.

This argument:
 Originally Posted By: carmy
Some guilds have 3 casting skills, some have 4, some have 2...you'd essentially have to make each guild an almost exact replicate of one another.
relates directly to the rate of power gain and not the rate of xp gain. I get the feeling I've outlined this somewhere else, but I'll give another go at explaining one of what I'm sure are many ways to allow each guild to gain xp at similiar rates, while paying no attention to the rate at which they gain power from their guild.

So let's assume everyone of level Z should gain X amount of non-combat xp for the same Y amount of activity during a 20 minute period. We have X as our cap, and then each guild's xp gaining abilities are divided up such that if you are completely active (100% on the go as far as xp gain is concerned, not just sitting there chatting) your first action (A) gives you small amount of xp, your next action (B) gives a slightly larger amount, your next action (C) gives a slightly larger amount... and so forth.

In those twenty minutes A+B+C+...+N = X. If your activity wanes to some degree Y, you gain less xp by a factor of Y. There is already an xp cap, but instead of it being defined for the mud as a whole based on time, it's defined by each guild based on how quickly they can pump out spells or repeat skills.

This sort of system allows for different play styles assuming comprable activity levels since what you train is less important. Obviously there are gaps in this quickly hammered out idea - should casting one *6 spell count as the same activity level as casting six *1 spells, should casting a dozen level 1 spells be the same activity level as casting one level 12 spell, and I'm sure there are tons more - but the point is to illustrate that xp gain can be synchronized without sacrificing play style or guild diversity.

We seem to be saying that the fact that some guilds can hands down beat other guilds in the leveling department is wrong, but that there is only one way to fix that discrepancy. We should all be aware, as competent adults, that there is always more than one way to do something (except in cases involving the law). True what I'm saying violates some of the current system's limitations, but the current system was programmed to violate the previous system's limitations. This is a malleable landscape we live on, what's to stop us from thinking outside of the notions that have been thrust upon us (other than a desire to keep Darkemud Darke)?

Oh, and I didn't mention combat because I don't have any opinion on it. Right now, it seems okay to me - your equipment matters more than anything else in terms of xp gain rate.


Edited by Harold (12/06/07 11:43 AM)
Edit Reason: Forgot to mention combat.
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#433 - 12/06/07 11:47 AM Re: Balance Issues [Re: Cerberus]
Kim Offline
enthusiast
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Registered: 10/11/07
Posts: 204
Loc: Europe
"Oh, and I didn't mention combat because I don't have any opinion on it. Right now, it seems okay to me - your equipment matters more than anything else in terms of xp gain rate."

It matters.. But no matter the equipment, the low end is 1.5 million per hour, and the high end over 10 million...

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#702 - 12/13/07 08:45 AM Re: Balance Issues [Re: kara]
Guinness
Unregistered



There is something about Tinker guild may be removed and every one could learn crafting skills to make items himself...

Well, as an option I would suggest some changes to Tinker guild:

1. Skill Specialization.

Armourer skills:
leathercraft, FA, runes (probably corpse skinning)
could use reinforce armour with blacksmith (self only)

Weaponsmith skills:
carpentry, FW, runes (probably lumberjack)
could train balance weapon or use it with BS (self only)

Other skills are common.

Specialization affects skill cost and caps.
So, if you are not specialized you get cost at the middle, and caps like 120%.
Specialization in armour lowers cost for armour skills, and increases cost for weaponer skills.
Also, it manages caps going to 150% and 100% accordingly.

2. Spec XP.

I like if tinkers could get same XP for all main skills:
FA, FW, runes, carpentry, leathercraft

But let them train it to max CAP only at certain spec level - 30, for example.
So, armourer-tinker with spec level 20 could train each rune/FA/leathercraft only to 100% maximum (150/30*20). Thus he could get less XP than when he hit level 30 and train something to 150%.

3. Combat

I guess, combat is well balanced for tinkers. They work hard and test weapons and armour they made. So, they supposed to be good fighters as well.

Best Regards,
-Guinness.

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#703 - 12/13/07 09:07 AM Re: Balance Issues [Re: ]
Shadowraith Administrator Offline
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Registered: 12/03/07
Posts: 106
Great suggestions Guinness, but if this went through, they would have to get their combat skills elsewhere (ie, their normal guild)
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#704 - 12/13/07 09:15 AM Re: Balance Issues [Re: Shadowraith]
Ganelon
Unregistered



I think he is proposing different flavors within the same guild, not 2 separate tinker guilds.
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#731 - 12/13/07 11:31 PM Re: Balance Issues [Re: Charon]
Daniel Offline
stranger
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Registered: 12/13/07
Posts: 24
Back to Kara's original post.
I really liked the idea of making a *2/4/6 pet cast buffs at someone.

Yes, I admit giving a spell like haste to an enchanter pet might be less than agreeable (its only disagreeable if you don't want enchanters to have haste).

But I love the idea of giving pets a functionality besides being some castle raiders target practice.

Familiars give mana, awesome.

Golems could give strength enhancements, example.

Cleric pets can give armour of faith, example.

Dracoliches can give lich form, example.

So many useful spells that arent overpowered like unto Bind demon lord could be given to pets.

Lesser pets could be given faerie fire even, making mobs easier to be hit.

The longer I write this the more I think pets with spells is a great idea!

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#734 - 12/14/07 12:30 AM Re: Balance Issues [Re: ]
Guinness
Unregistered



Well, yes, I was talking about leaving tinker guild as is, and add those changes in.

But if they will be replaced with Crafting guild, it may use same rules.

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