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#180 - 11/30/07 07:04 PM Re: phase 1 - Tinker guild updates [Re: sabu]
carmy Offline
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I think most of the problems could be averted in terms of exp gain simply by removing a players level as a primary factor for resistance. If things were based primarily on stats, it wouldn't matter as much what level you were, it would only matter as so far as to attain more skills and spells in a guild. I think it's stupid that Pyrax (sorry) is level a million and he had a broken guild for the majority of the time he played, now it's litterally impossible to get a scry on him.
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#181 - 11/30/07 07:17 PM Re: phase 1 - Tinker guild updates [Re: carmy]
Kim Offline
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"I think most of the problems could be averted in terms of exp gain simply by removing a players level as a primary factor for resistance. If things were based primarily on stats, it wouldn't matter as much what level you were,"

That would make race an all-important factor, to a silly large degree. Even more so than now. not to mention making stats... Well, no. It would make it so any variance at all would be so very completely suicidal.

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#182 - 11/30/07 07:37 PM Re: phase 1 - Tinker guild updates [Re: Kim]
Cerberus Administrator Offline
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 Originally Posted By: carmy
..." removing a players level as a primary factor for resistance."


I can't get behind that idea either. Not even in part. Everyone would be a seraph. I don't see how it would alter the exp gain problem at all, either (other than by making everyone a seraph, so leveling slower).
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#183 - 11/30/07 07:39 PM Re: phase 1 - Tinker guild updates [Re: Cerberus]
carmy Offline
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I never said removed completely, just not primary.
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#184 - 11/30/07 08:20 PM Re: phase 1 - Tinker guild updates [Re: carmy]
Kim Offline
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"I never said removed completely, just not primary."

It has to be primary, or it would limit race choice far too much...

"Everyone would be a seraph."

Not me. I have a slight aversion to dying if anybody brings a disruptive weapon within a mile of me.

Crit weaknesses are... harsh. Too harsh. I would love to one day play a nereid or seraph... but... Even though my primary concern is the look and image of a race, I can't bring myself to play a race that automatically loses.

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#193 - 12/01/07 11:12 AM Re: phase 1 - Tinker guild updates [Re: Kim]
Cerberus Administrator Offline
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 Originally Posted By: Kim
Crit weaknesses are... harsh. Too harsh. I would love to one day play a nereid or seraph... but... Even though my primary concern is the look and image of a race, I can't bring myself to play a race that automatically loses.


I'd say this could be the topic of a new thread. I'd always heard it was like starting the game with a negative True Armour, but that after a certain point it was negligible. Looks like this isn't the case, and maybe that's contributing to the lack of ethreal race choices (or maybe it's the rediculous xp mods)...
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#209 - 12/01/07 01:00 PM Re: phase 1 - Tinker guild updates [Re: Cerberus]
Charon Offline
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XP Mods were recently reduced to half so that's not really an issue. Negative TA is always an issue. Maybe if they lessened the severity of it somehow it wouldn't be so bad. Or maybe if seraphs started with -100 disruption protection instead of -TA it wouldn't be so bad.
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#219 - 12/02/07 09:02 AM Re: phase 1 - Tinker guild updates [Re: Charon]
Muod Offline
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uhh, i think its ok as is, seraphs get uber stats thus why they get neg TA
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#223 - 12/02/07 10:42 AM Re: phase 1 - Tinker guild updates [Re: Muod]
Kim Offline
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Well... Would you even consider playing a PK-ing seraph?
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#225 - 12/02/07 11:23 AM Re: phase 1 - Tinker guild updates [Re: Kim]
Muod Offline
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hell no, i'd never play a race with a weakness or a storm giant.
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