Rumblings

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Ocelot
Dungeonmaster
Rumblings
Tuesday, April 8th, 2008 at 3:12 pm
I have been on the past two or three days and have been seeing some rumblings about how some people feel things may be a little too easy right now. Understand guys...we are in a transitional state (or bastardized state if you like) while we put new changes to the combat system, magic system, death system, etc.....even the money system will be changing eventually, and we might wind up changing the body slots for armor to add wrist, shoulder, earrings, etc...

There are two ways to go about getting all this done:

One is how we are doing it now, with slow changes gradually taking place, albeit leaving us in a somewhat weird state between start and finish, which has consequences you may be seeing around the game and not like...such as "Assassins are too powerful, etc.." However, the benefits if this are that we see what needs to be adjusted properly, and effectively have things playtested as we go. IN the end when stuff is done, it'll work out better than having to playtest all at once.

The other method is to shut down the mud and do it all offline, or to abandon this one to you guys, let you do whatever, and not maintain anything, including bug fixes, and any other problems you may have, while we work on another server. Obviously nobody wants us to do that...so we're stuck with option one.

Things will get better....we're in BETA....you have to remember that. Eventually it will all come together.


This all being said, I'd like this topic to be where we can discuss what you do and do not like about how the changes are going. For example, i've heard people complain assassins are too powerful? And others say things are too ez? Or that death sickness isn't bad enough? Or that there isn't enough gold in the game or too hard to get gold.

Please post all this stuff here so we can all talk about it.
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force

disaron
Re: Rumblings
Tuesday, April 8th, 2008 at 11:49 pm
It is entirely too easy to level. Group xp is out of hand. Certain classes are useless now, such as Enoch clerics. Yea, they are going to get better supposedly, and thats all fine and dandy, but Enoch clerics are holy warriors, not mages. Prior to the update how many people were in the 22+ range? Not many, now? everyone is 25+. I don't even feel like playing at all now.

disaron
Re: Rumblings
Tuesday, April 8th, 2008 at 11:49 pm
Also death loss is now a joke as well IMO

Ocelot
Dungeonmaster
Re: Rumblings
Wednesday, April 9th, 2008 at 10:48 am
When you guys post here, please try to be constructive. If you have complaints, try not to put anything here unless you have some ideas or wish to discuss how to fix what you are complaining about. Otherwise posting on this topic is just wasting your time and anybody else's who reads this. Smile
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force

Ocelot
Dungeonmaster
Re: Rumblings
Wednesday, April 9th, 2008 at 7:41 pm
Wow nobody is posting anything. Things must be all hunky-dory! Good to know.
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force

disaron
Re: Rumblings
Thursday, April 10th, 2008 at 1:05 am
Ok, I can attempt to be constructive here...

Mages out of control. Leveling way to easy, and they haven't even had their big update yet. What i would do is drop the group xp bonus by 50% at least, maybe even 75%.

Leveling is way too easy now. What i would do, remove the gold cap, make it the full 50% of your total xp in gold as it once was. Change death loss to 7.5% of the total xp. Change death effects to 1 minute per level. Also decrease the group xp bonus.

Other than that, I won't say much about clerics, I dont feel they should be using magic for killing in most cases, as they are to be healers, I don't think the magic update will help my style of play at all.

Part of the thing that kept me playing the game is the difficulty. Yea it was frustrating as fuck to die, but that made success so much more sweeter. This is the same type of stuff that made me stop playing EQ2. Leveling was dumbed way down, emphasis put on playing in groups, and basically no penalties for death.

Back in the day, it was a feat to get to like level 16 in a few weeks. Maybe 2-3 people had that ability, now if your not hitting 20+ in a month your just not trying. Yea low level grinding blows, but my most enjoyable times mudding are those late night grinds with one or two others just shooting the shit and enjoying things. Just my .02, I think a lot of the older players would agree with me.

trist
Re: Rumblings
Thursday, April 10th, 2008 at 10:12 amEdits: 1   Last Edit: Thu, 10 Apr 2008 10:13 am
I totally agree with Disaron, i feel the game has been dumbed down and now all lvling takes is sitting at the comp for long periods of time, my thoughts on the matter is maybe in a few months, half a year whatever its gonna take to make these huge changes and balance them after thats done i think we should purge. just my thought on the matter

thanks,
Dro

Ocelot
Dungeonmaster
Re: Rumblings
Thursday, April 10th, 2008 at 10:17 am
Whenever everything is finalized, we for sure will purge. I am hoping we can get all of it done by October 31....since that would be RoH's 10 year anniversary!

Thank you guys for your input! We are currently tweaking some of the stuff now to make it a little more reasonable, as nobody wants a mud with all level 30s in it. I also will be helping out soon with the coding again as well, so that should free up Dom and Bane to do some other shit moving forward.
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force

advan
Re: Rumblings
Thursday, April 10th, 2008 at 11:59 am
I agree. For some classes it is too easy and for others not so easy. It just depends what kind of group it is. What would make a group work better is the dependence on the each classes to be more efficient. Which I think is the difference between being productive. Efficient leveling is not getting banged up, ticking, or getting mobs

I think what would make it fun to play is the pros/cons of each classes and playing into it.

Clerics can heal well but not hit hard. Wouldn't be fair if fighting clerics can heal and attack/cast and wear heavy armor and do basically everything.

Fighters/Berserkers can hit hard but not very fast killers. They need healers and fast killers.

Fast killers (assassins, thieves, vamps, rangers, rogues) can hit hard initially but dumbs down as the fight endures longer. So no lasting power just initial output. I would dumb down their initial output to something more reasonable. They need fighters/clerics to help them last longer in battle to be more efficient.

Mages can stun can kill with magic but not hit hard or take damage or aggros. I would make mobs attack them anytime the mages does something. Since they are usually the weakest link. That would require a cleric to heal them or a hitting class to circle or help take the damage afterwards. Otherwise, they will just get wailed on.

Hybrids (Paladins/DK/Multiclass/Monks/Werewolves) A play of each but with some limitations of aura or enchantment to hit.

Instead of Gold leveling. I think questing for items in combination of gold would be fun. A trivial or collecting items are ways to encourage exploring and use of a group. Such things as the green hatchling egg for rangers is a good idea for all classes to do to reach high level. Having something like that as a intermediate stages but not at every level. 10,13,16,22,25,28. That would help slow down the rapid high leveling process. This could also play into roleplaying as they have to get into character to find out where the leveling items hard. The bad side is that is also requires more creative thinking, coding and building.

Certain classes are just really good at getting gold whereas others are not. Balancing the gold with exploring/roleplaying would make each class more interesting to play and level. Haveing high gold requirements is just going to gear people towards certain classes and ignore others.

Ocelot
Dungeonmaster
Re: Rumblings
Thursday, April 10th, 2008 at 2:40 pm
With the quest system being redone, the quests at every tier level is a great idea I think.
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force

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