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#230 - 12/02/07 11:05 PM Re: phase 1 - Tinker guild updates [Re: Muod]
Cerberus Administrator Offline
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Is there anything to be gained through pk? No looting, no xp loss, minor inconvienence to the killed... I might be of an older generation when I say this, but I remember a time when people RAN to temples to pray so as to avoid a more horrendous fate than the few million xp (3 or so hours of good hard xping) loss from a pray.

As an aside, what ever happened to dev hunting? (This should be interesting...)
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#237 - 12/03/07 12:57 AM Re: phase 1 - Tinker guild updates [Re: Cerberus]
Kim Offline
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Dev hunting was thankfully removed. It was bad, I feel. Didn't add anything except unbalance...
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#243 - 12/03/07 11:46 AM Re: phase 1 - Tinker guild updates [Re: Kim]
Cerberus Administrator Offline
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While dev hunting was probably the most unstabilizing effect on the mud, it did provide true diversity. Just to recap, for those of us who may not have experienced dev hunting first hand, a high level character would generally run through low level areas rife with mobs and slaughter them unmerciful and without regard to low level characters who needed the mobs to gain xp. The reason for this is that critical results gave devs individual of the xp gained (that part might not exactly be true, it's possible there was some realtionship to xp gain, but it was non-linear).

This was terrible if you happened to be logged on while someone else was dev hunting the only areas you could effectively hunt in. It was also the reason that two characters of the same level could have trained the same skills to very divergent amounts (I was involved in a conversation where the base skills were 5-15% higher in someone who had known of dev hunting than a contemporary who had leveled without knowing of it). I don't personally believe it was a good idea to have, but it added another layer of play options to the game that no longer exists.

It did unbalance the mud quite a bit. There simply weren't enough mobs on the mud to support more than three dev hunting high mortals at once, at the time.
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#245 - 12/03/07 12:01 PM Re: phase 1 - Tinker guild updates [Re: Cerberus]
Kim Offline
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"While dev hunting was probably the most unstabilizing effect on the mud, it did provide true diversity."

I quite disagree. What provided diversity was training cost resetting every level. Somebody trained one skill two times and another four, and somebody else the other way round.

The only thing Dev hunting added to that was... unbalance. Diversity I don't think had anything to do with dev hunting.

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#247 - 12/03/07 12:22 PM Re: phase 1 - Tinker guild updates [Re: Kim]
Cerberus Administrator Offline
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 Originally Posted By: Kim
...What provided diversity was training cost resetting every level. Somebody trained one skill two times and another four, and somebody else the other way round.


I discounted the effects of training resets in my initial babble, and with no good reason other than having forgotten how extremely beneficial those resets were. You're quite right, it probably had a vastly more substantial effect than dev hunting, but quite I doubt that dev hunting added nothing to diversity.
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#1086 - 01/18/08 01:38 PM Re: phase 1 - Tinker guild updates [Re: Charon]
Cerberus Administrator Offline
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 Originally Posted By: Charon
I don't really like that one tinker can master everything in the guild. I liked it when there were armour tinks and weapon tinks.
I just want to reiterate that this is exactly how I feel. There is no reason what so ever that any character should have ten skills at 100% when 6 of them aren't skills they 'learn'ed at the world cavern Tower Justice in my mind. There's even less reason why this should be the case at level 30.
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#1087 - 01/18/08 04:59 PM Re: phase 1 - Tinker guild updates [Re: Cerberus]
Muod Offline
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I agree entirely and I have an armour tinker that has many runes at high % and its silly knowing that i can master all my armour stuff and still later go do weapon.
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#1090 - 01/18/08 05:32 PM Re: phase 1 - Tinker guild updates [Re: Muod]
Kim Offline
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I would prefer it if there was no hard cap for effect, so people could chose.. different parts. keep the hard cap for XP purposes, and the soft cap for effect, but no hard cap... As is, with even the small randomness of FA gone, it's just less fun... being able to be better than anybody else at something, like... being the only one with 200% parry rune would add to fun, and mean that nobody could "max" everything, since there is no max.

That'd at least be better than completely arbitrarily making tinkers the only guild where you can't have everything at max (every rune at 150%).

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