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#8 - 10/23/07 12:48 PM phase 1 - Tinker guild updates
MacTORG Administrator Offline
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We have done some tinker guild updates to get them more in line on how exp is earned with other guilds at this time. and this is just the first phase of many to come to get things going here at darkemud.
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#10 - 10/24/07 06:05 AM Re: phase 1 - Tinker guild updates [Re: MacTORG]
sabu Offline
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Registered: 10/22/07
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Any word on reinc's for the tinkers?
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#11 - 10/24/07 07:27 AM Re: phase 1 - Tinker guild updates [Re: sabu]
Charon Offline
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I think that the tinker guild was certainly in need of a revamp and this probably wasn't a bad one.

I must say I don't especially like the NAMES on the new runes but I can understand why they were given such names ;\)
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#13 - 10/24/07 03:18 PM Re: phase 1 - Tinker guild updates [Re: Charon]
Muod Offline
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well i think the names were simply that way people arn't asking tinkers every 5 mins what x does...but a reinc is needed soon, I feel sorry for old tinkers who trained and used a ton of devs.
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#19 - 10/25/07 01:39 AM Re: phase 1 - Tinker guild updates [Re: Muod]
Kim Offline
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The tinker changes use Live as if it were Test, which is very annoying. The fact the new rune names aren't in sync with the old ones is even more annoying (fairly childish names too).

It'd also have been nice if the changes addressed the actual problems of the guild, like how you have to almost stop earning XP when you do something other than your "big" rune. Or how you're forced to idle when forging AS WELL as earning a lot less XP. If non-moving skills gave, say, double XP it'd feel like less of a double punishment.

That the changes are HEAVILY armour-centric is also a matter for concern. Before this, as it seems, huge armour boost, armour was fairly balanced. The changes almost seem designed for non-combat tinkers who wants some extra safety. Removing the cap on Forge Armour was horrendous. Changing it to increased cap from 120 to 150 is still pretty bad. A 25% increase in armour power just from that, not counting the new runes. And also, what is this about? (from the help file):
"The AC increase of armour caps at 150% but the time it takes and the exp you get for useing the skill does not."

Why? The cap should work like it does for every other skill. What's different about Forge Armour? *ponder*

Balance weapon was an unnecessary addition. Combined with the armour boost (which would've made reinforce less powerful, as a percentage increase), it also seems designed for low-combat tinkers who wants easy kill power, without going through the trouble of getting a lot of combat levels.

That the two weapon runes added is fire and ice is another concern. It's just immitating the enchanter guild.

All in all, the changes seems not very thought out. I mean, it's been how long, and STILL no reinc. And why so armour-centric? It's almost like the one coding them is an armour tink...

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#20 - 10/25/07 11:25 AM Re: phase 1 - Tinker guild updates [Re: Kim]
Charon Offline
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I've a few ideas to add Kim.

1. Make attack a prereq for balance weapon. Not unreasonable and stops people from having 200% balance and 50% knife.

2. The changes are very unbalanced towards the armour side and seem to very much disourage pk. Why not add new weapon runes that compliment the new armour ones? (instead of fire and ice which really nobody uses for pk).

The changes have been so far extremely poorly implimented, especially since there hasn't been a reimb/reinc done. It's very punishing to the older tinks. It's been about a week now?
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#23 - 10/25/07 01:16 PM Re: phase 1 - Tinker guild updates [Re: Kim]
MacTORG Administrator Offline
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1. Live is not being used a test, the second copy over of skills was to fix a minor bug that was found with
the runes adding ac to other catigories. it also capped forge armour since that was a major conecrn of
people. The rune names follow the nameing schem of the old armour runes with where inscribe malsa bonnes and
inscribe malsa sen zora, the new runes use inscribe malsa plasmar, ect.
2. The changes adress one of the biggest problems, the amout of exp that the guild could make befor the
change max exp was about 630k/hr after the new higher level runes the exp is about 1.1M/hr. if it was changed
so that the lower skills gave great exp for doing them also, then that would be highly unblanced because non
of the other guilds get exp benefits for doing thier lower level spells.
3. With the changes, thier is now close to an even number of weapon and armour runes. Before it was like 10
or 12 weapon runes and 4 armour runes, now its 12-14 weapon runes and 13 armour runes. The forge armour cap
incress for 120 to 150 gives 1.7 ac more witch is about a 10% incress it goes from giveing 15.3 ac to 17 ac.
The exp for the skill could be set to cap if it would make people happy, i doubt anyone really is goign to
train it over 150% since that is where the ac cap is and the only benefit would be a reduction in time to
forge.
4. Forge weapon could be set up the same way if they want, but i doubht peopel would waste the devs to train
the skill up when the only benefit is time reduction.
5. i talked to the active tinkers in the guild at the time, and everyone was in agreement that balance weapon
helped out with combat more then reinforce did.
6. I dont even see why that is a concern, plenty of the other guilds get spells that add the same type of
damage or effect to a weapon, and can be locked useing lock enchantment. The fire and ice is there to
hopefully make it for weapons right now everyone uses sing or plasma for weapons cause nothing else can
compete. By upping the amout of fire or ice that can be on a weapon will hopefully do this.
7. After the reinc their wont be such a thing as an armour tink or a weapon tink, you will beable to train
both forge skills, all the runes, you might not have all the runes maxed but you will beable to have them all
at 100% by around 40S.

Submitted for Chaos.

plus reincs are coming, just need to fix the system so I can track the reincs. plus been busy at work and weekends been full because of family stuff. but getting things going.
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#25 - 10/25/07 02:31 PM Re: phase 1 - Tinker guild updates [Re: MacTORG]
Kim Offline
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"The rune names follow the nameing schem of the old armour runes with where inscribe malsa bonnes and inscribe malsa sen zora, the new runes use inscribe malsa plasmar, ect."

Hum. Aldara Zet (old armour rune), Malsa Koren, Malsa Xen (old weapon runes)... And secondly, the old, real names are mystical, not just taking a crit type and adding "ur" or "ar" at the end.

"3. With the changes, thier is now close to an even number of weapon and armour runes. Before it was like 10or 12 weapon runes and 4 armour runes,"

Before, it was 7 weapon runes and 3(4 with malsa lit) armour runes. Now it 13 armour and 9 weapon runes.

"5. i talked to the active tinkers in the guild at the time, and everyone was in agreement that balance weapon helped out with combat more then reinforce did."

Yes. That *is* the concern. How combat oriented should tinkers be? As they were, they were quite OK, but no match for the big ones like Paladins, CLs and fighters. I think that's how it should. be. Just because some people want something isn't automatically a reason to give it to them...

"The fire and ice is there to hopefully make it for weapons right now everyone uses sing or plasma for weapons cause nothing else can compete."

People use plasma and singing out of habit. Several other things an compete. Wind, chaos and electricity in particular are very underrated. Just because people think something doesn't make it true.

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#26 - 10/25/07 04:33 PM Re: phase 1 - Tinker guild updates [Re: MacTORG]
Muod Offline
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gotta say the hourly exp rate is for those who do not have exp mods, what change i'd like to see to forge weapon is that you can get it to 150 and at 150 you always get unsurpassed, as it is now unless recently changed you still see surperb weapons even if trained to the cap.

I personally have mixed feelings about balance but I think balance is more preference in my case, where I actually would prefer reinforce to balance as I find with the combat devs tinks now get its not that needed but i've already stated this before that it is more personal preference then anything.

I'd love to see a vacuum rune as well, but I love those crits the most heh.

I think now if using the lvl 30 rune the exp rate should be fine but i have to say, using lower level runes but getting exp of your highest trained rune would be great. what about doing something like that, when you use a rune the part that checks on exp checks the level of your highest trained S skill? and uses the % of that skill for exp...its an idea, it has always felt like a punishment if someone wanted a 20% or 10% weapon rune.

I think the names are a trivial matter, no one looks at the names of runes, and i know i always mix up might and elec runes cause i can't tell em apart just by name.

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#29 - 10/26/07 06:50 PM Re: phase 1 - Tinker guild updates [Re: Muod]
carmy Offline
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Registered: 10/14/07
Posts: 164
Loc: South Korea
I think the names of the runes is relevant. It's one of the things Darke has that many other MUDs (cough DBR) didn't have. That was style points. I mean, most of the typos are fixed, until a new spell/skill is put in heh, and I know Kim and I report them all the time, because it makes the game more polished. Calling runes names that don't really fit the feel of the game is a concern for me.
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