Author Topic: New trainers!  (Read 10016 times)

weltall

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Re: New trainers!
« Reply #15 on: January 18, 2011, 12:53:35 am »
looks like talad made a big mistake there body development is not trainable.

Gilrond

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Re: New trainers!
« Reply #16 on: January 18, 2011, 01:25:06 am »
[18:39]   <Talad|ZzZ>   news on main site
[18:42]   <Lilu|study>   body development is trainable?
[18:43]   <Talad|ZzZ>   it is
[18:43]   <Talad|ZzZ>   not sure if practice works though :)
[18:43]   <Talad|ZzZ>   try push ups
[18:43]   <Lilu|study>   =P
[18:43]   <Lilu|study>   is /pushup the right command?

Hehe. All other obsolete or unimplemented skills were removed from trainers though.

Garile

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Re: New trainers!
« Reply #17 on: January 18, 2011, 03:36:06 am »
Well at the "Meet the devs"meeting several people asked how the grind would be made less.. grindy. Doubling the number of levels one needs to train doesn't seem like the best solution ever :P

As for the amount one can carry. perhaps a good idea to simply not use lbs or kilograms or whatnot and use an Yliakum measuringsystem so it doesn't look like Yliakum has the same gravity as the moon.
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LigH

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Re: New trainers!
« Reply #18 on: January 18, 2011, 04:34:02 am »
* LigH always wonders again why "l" and "b" are not even part of the word "pound"...  :detective:

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Knightspark9

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Re: New trainers!
« Reply #19 on: January 18, 2011, 07:38:57 am »
Well at the "Meet the devs"meeting several people asked how the grind would be made less.. grindy. Doubling the number of levels one needs to train doesn't seem like the best solution ever :P

As for the amount one can carry. perhaps a good idea to simply not use lbs or kilograms or whatnot and use an Yliakum measuringsystem so it doesn't look like Yliakum has the same gravity as the moon.

Mobs are now easier. :D Now some are actually killable!!!!!   :D
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Vakachehk

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Re: New trainers!
« Reply #20 on: January 18, 2011, 08:33:57 am »
Well at the "Meet the devs"meeting several people asked how the grind would be made less.. grindy. Doubling the number of levels one needs to train doesn't seem like the best solution ever :P

As for the amount one can carry. perhaps a good idea to simply not use lbs or kilograms or whatnot and use an Yliakum measuringsystem so it doesn't look like Yliakum has the same gravity as the moon.

Mobs are now easier. :D Now some are actually killable!!!!!   :D

And what was wrong with your idea? Having the mobs as hard as they use to be, you felt elite and it worked well. PP wise well we can't go back then, but maybe getting 5PP-10PP from a rat if you were a newbe would be a good start!
You maybe roleplaying but you could still be OOC.

Grigori

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Re: New trainers!
« Reply #21 on: January 18, 2011, 01:08:47 pm »
Weren't max levels of stats supposed to be different for different races?

echong

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Re: New trainers!
« Reply #22 on: January 18, 2011, 03:50:22 pm »
won't this cause some level of segregation amongst players based on level? New players only interacting with new players, and advanced only with advanced? what measures are in place to insure a nice mixing of the masses?
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BoevenF

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Re: New trainers!
« Reply #23 on: January 18, 2011, 05:13:35 pm »
The measure is... you. And how you choose to interact with others. :P No, seriously, I've never seen such behavior you fear, it's part of the fun to meet and talk with new players, and try to describe IC what they need to know about settings, history, quests... asking about their families...  ;D

weltall

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Re: New trainers!
« Reply #24 on: January 18, 2011, 05:26:45 pm »
Weren't max levels of stats supposed to be different for different races?
no

Tessra

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Re: New trainers!
« Reply #25 on: January 18, 2011, 06:04:41 pm »
The only negative side effect I've seen from this atall is for those people who duel, if you cannot up your stats fast enough, you're at a disadvantage.  But honestly, that's just a temporary thing until people can slowly raise their stats, and it's not universal to all players. 

I still think this is a great thing, and awesome progress. :)
Also, it's more credible to others if you grow in power slowly over time.  First kill rats, then noobs, then klyros, and eventually work your way up to more powerful creatures ~ Miomai

Gilrond

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Re: New trainers!
« Reply #26 on: January 18, 2011, 07:27:49 pm »
This should discourage dueling an opponent who is too advanced. It's not different really from what was before in this sense (if one would compare a beginner and an advanced fighter).

Grigori

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Re: New trainers!
« Reply #27 on: January 18, 2011, 11:00:27 pm »
Weren't max levels of stats supposed to be different for different races?
no
Why? Start levels are different different races have different abilities and stats.

LigH

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Re: New trainers!
« Reply #28 on: January 19, 2011, 02:25:00 am »
The Player Guide is outdated anyway. Especially those limits in race descriptions are related to units noone understands.

Example - Stonebreakers and Hammerwielders: "Limit 8th rank for magic. Limit 8th rank for martial arts." What are "ranks"? Magic has levels for skills and realms for spells, the current maximum realm is 5 - for spells of the second realm you need minimum level 20. If "rank" would be equal to "realm", there would still be enough overhead not to complain. If "rank" was equal to "level", it is very obviously not an implemented limit, or dwarven grand-mages would not be able to exist.

The Player Guide contains only "skill limits", but no "stats limits" per race.

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Tessra

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Re: New trainers!
« Reply #29 on: January 19, 2011, 04:59:19 am »
This should discourage dueling an opponent who is too advanced. It's not different really from what was before in this sense (if one would compare a beginner and an advanced fighter).

Well, if the dueling is friendly, a more advanced dueler can compensate for this, and handicap themselves to overcome the difference, so even then this shouldn't become an issue.
Also, it's more credible to others if you grow in power slowly over time.  First kill rats, then noobs, then klyros, and eventually work your way up to more powerful creatures ~ Miomai