PlaneShift

Gameplay => General Discussion => Topic started by: Knightspark9 on January 15, 2011, 03:20:40 am

Title: Your opinion
Post by: Knightspark9 on January 15, 2011, 03:20:40 am
Note: This is just a fun poll for people to express their own opinions and is in no way the idea of the PS team.
Title: Re: Your opinion
Post by: Falcon Avian on January 15, 2011, 05:07:29 am
If people stop power leveling and start roleplaying, I'm happy. So yes.
Title: Re: Your opinion
Post by: Vakachehk on January 15, 2011, 05:30:09 am
What do you mean? the old mechanics? As long as I've played mechanics hasn't changed much except that now you can train a lot more different skills.
Title: Re: Your opinion
Post by: Earowo on January 15, 2011, 06:33:10 am
I want the older fighting mechanics, now it seems like mosters have no attack delay, they just hit whenever you get close, its like their attack gets ready, and they hold it until you get in range, why cant we do that?
also i think its unrealistic how fast they turn around..
Title: Re: Your opinion
Post by: weltall on January 15, 2011, 07:16:00 am
even though i didn't like the change they are always in attack mode like you differently than before when they switched to attack mode when they reached you. so yes you can do what they do
Title: Re: Your opinion
Post by: Tessra on January 15, 2011, 07:53:04 am
I wasn't around for the "old mechanics."  what exactly are you talking about? Just the things earowo and weltall are saying?

Honestly, having never had it any other way, I'm not really bothered by these mechanics....
Title: Re: Your opinion
Post by: Knightspark9 on January 15, 2011, 04:19:10 pm
 This was when trepors could actually be damaged by a lower level player instead of them having amazing ninja skills. Where ulbernauts could be damaged normally with weapons instead of using a large amount of magic and time.

Overall: Leveling was a bit easier, therefore more people rped instead of powerleveled. I even heard from an oldbie that ' this system is krank ' I kind of have to agree with him; it IS krank.
Title: Re: Your opinion
Post by: Sarva on January 15, 2011, 05:59:30 pm
I think people are overlooking that there are new mobs that are killable by newer players now. There are variations of clackers and rats that make good mobs for newer players looking to earn PPs and weapons practice. Also the whole new arangma series of mobs and Coamtis. The game is changing and will continue to change if people are going to be stuck on doing things the "old way" when they first played, when Trepors took the place of some of the new mobs now then yeah you are going to think the new system stinks. If you play around with the newer mobs and find out what they are good for in terms of advancing your weapons skills and earning PPs then I think the new system isn't bad just different than before.

And regular Ulbers can now be hurt again with at least maxed sword and high Q swords. They are tricky to kill but it can be done. and Tefs and Trepors were downgraded in terms of strength and how hard they are to kill a while ago
Title: Re: Your opinion
Post by: Knightspark9 on January 15, 2011, 06:05:09 pm
Rats and clackers. Great; pricing is still low.

Ulbers should NOT be that hard to kill. RP wise someone could still kill them another way or damage them easily.

Trepors: Still overpowered.

Not overlooking anything; these mobs are just to overpowered.

And no I'm not talking about replacing the mobs. I'm talking about making them actually killable. It's to hard and annoying for people to powerlevel their stay at PS. Leave some room for RP; make it easier. The only mobs that are in the least easy for new players are rats.
Title: Re: Your opinion
Post by: BoevenF on January 15, 2011, 06:21:32 pm
If I were you, I'll submit a bug report with complete infos about char skills and weapons, damage, hits and so on. If I remember correctly, damage system changed recently, so there's surely a weapon tailored for each monster. Doing this we can help settings department to fine tune the game. I'm sure they need numbers, as well as opinions.  :sorcerer:
Title: Re: Your opinion
Post by: Minks on January 15, 2011, 07:06:45 pm
Knightspark, you are simply not informed.
Arangmas and Tlokes. Easy and great pricing.
Get your facts straight before complaining.  ;)
Title: Re: Your opinion
Post by: Knightspark9 on January 15, 2011, 07:15:03 pm
Knightspark, you are simply not informed.
Arangmas and Tlokes. Easy and great pricing.
Get your facts straight before complaining.  ;)

I do have my facts straight; they're not at all easy. Except for tlokes. Arangmas are more in the middle though.
But I've gotten their drops, and they rarely drop anything; but when they do It's a very low price.
This is something people need to work on; it is my opinion and I believe it should be respected.
Title: Re: Your opinion
Post by: Minks on January 15, 2011, 07:31:58 pm
Funny, I get several thousand tria from a two-hour session with any of those species. Maybe they just don't like you.  :P
Title: Re: Your opinion
Post by: Sarva on January 15, 2011, 07:54:16 pm
Forest Arangmas are just a bit harder than one eyed rats so hardly a midde level mob.  I think the forests are maybe even a tad easier than the Tloke drones.
Title: Re: Your opinion
Post by: weltall on January 15, 2011, 08:20:59 pm
also you aren't talking of mechanics but balancing. mechanics has to do with engine, balancing with rules it's two whole different worlds and the only change to mechanics is the one i've cited above
Title: Re: Your opinion
Post by: novacadian on January 15, 2011, 08:26:31 pm
This theme seems to pop up on many different threads at different times. This one is a bit unique; in that it is alluded that if it were easier to level then there would be more rp.

What is needed for good balancing (if it does not exist already) is hard data. Things can be very different depending on how one has chosen to develop their character. Only recently, it seemed unimaginable to me how anyone could amass 120 million tria for GH bidding. A couple of friendly PMs informed me that my character had simply not yet developed the right skills to do so and provided some hard facts of how things could have been approached differently. For RP, and infrequent visits to PS, reasons my character is not likely to take advantage of the advice. However at least the mystery was explained.

So my suggestion to those that think things are too hard is that they should supply hard data. Provide the skill levels involved, time taken and loot and experience gained. Then someone who has figured it out might be kind enough to enlighten you as they did with me in the case of the 120 million tria.

As a side note, the link between levelling and rping is not a given.

- Nova   
Title: Re: Your opinion
Post by: Knightspark9 on January 15, 2011, 09:53:47 pm
You used to make money a lot easier.
Title: Re: Your opinion
Post by: scotty110 on January 15, 2011, 10:05:18 pm
my two tria? i always figured mobs like tefus and ulbers were more of the "should be fought by a group of players" type instead something that can be soloed, every MMO has these mobs and it's a good thing, it provides a challenge to players and RP-wise well, it's perfect for groups to RP "hunts"  as i've part of such groups on occassion, one should never be able to kill all mobs easy even at max stats and skills, eventually the devs will add magic resistances to the game and then even magic skills won't be as effective, yes it will make the game even harder but it shouldn't lose any RP value. as it is though, when dealing with ulbers and tefus as a group, magic tends to take a back seat anyway because of the lag it causes for everyone.
Title: Re: Your opinion
Post by: Vakachehk on January 16, 2011, 02:40:56 am
also you aren't talking of mechanics but balancing. mechanics has to do with engine, balancing with rules it's two whole different worlds and the only change to mechanics is the one i've cited above

Yes that's what I thought, I was thinking is he asking us if we want no mechanics like back in 0.1 or whaaat?

Now I understand and I vote yes, it was much better back then, I could start an alt easily and train Strength to max in two hour, training weapons was free of charge as the amount you got out of looting was HUGE I remember getting sometimes more than you needed for a weapon which was very handy, being a noob and things being quite hard. I also miss the old mining anyone could mine and no levelling was needed.

Ulbernauts are completely needing a re-look, their claws would take a few seconds to hit someone not a mini-second and if the did manage one in a few mini-seconds then it wouldn't take half the health of someone with max HA. I could run straight pass an ulbernaut the last time I played without getting hit. It's rather annoying and the whole balancing needs a re-look and needs to become a priority.


But to top this all off what really get's the new players is they have no idea the difference between a Trepor here and a Trepor there. What we could get is like on WoW you target a mob and you see it's level. But in PS we should just have a Green dot, Yellow dot, Orange dot, and a Red dot. Green meaning easy to kill, Yellow meaning you shouldn't die but you will loose plenty of health, Orange you will die unless you have ninja skills, and Red meaning dead in one hit type mob.
Title: Re: Your opinion
Post by: neko kyouran on January 16, 2011, 02:46:11 am
But to top this all off what really get's the new players is they have no idea the difference between a Trepor here and a Trepor there. What we could get is like on WoW you target a mob and you see it's level. But in PS we should just have a Green dot, Yellow dot, Orange dot, and a Red dot. Green meaning easy to kill, Yellow meaning you shouldn't die but you will loose plenty of health, Orange you will die unless you have ninja skills, and Red meaning dead in one hit type mob.

read through the hundreds of posts on these forums about how your comparison between a level based system used in WoW doesn't work when you try to port that to a skill up based system used in PS.

its not such as easy as you think it is.
Title: Re: Your opinion
Post by: Earowo on January 16, 2011, 02:49:24 am
But to top this all off what really get's the new players is they have no idea the difference between a Trepor here and a Trepor there. What we could get is like on WoW you target a mob and you see it's level. But in PS we should just have a Green dot, Yellow dot, Orange dot, and a Red dot. Green meaning easy to kill, Yellow meaning you shouldn't die but you will loose plenty of health, Orange you will die unless you have ninja skills, and Red meaning dead in one hit type mob.

read through the hundreds of posts on these forums about how your comparison between a level based system used in WoW doesn't work when you try to port that to a skill up based system used in PS.

its not such as easy as you think it is.
That might be true, reading a monsters skills, when targeting them, would have to be similer, to the comparison in a persons description, the paragraph about how skilled they are compared to you, its better then before, but with each skill being its own trainable thing, i think it would be near impossible, to get a system to read and compare skills, that would be IC enough to not be like the natures intuition spell.
Title: Re: Your opinion
Post by: Vakachehk on January 16, 2011, 07:46:58 am
But to top this all off what really get's the new players is they have no idea the difference between a Trepor here and a Trepor there. What we could get is like on WoW you target a mob and you see it's level. But in PS we should just have a Green dot, Yellow dot, Orange dot, and a Red dot. Green meaning easy to kill, Yellow meaning you shouldn't die but you will loose plenty of health, Orange you will die unless you have ninja skills, and Red meaning dead in one hit type mob.

read through the hundreds of posts on these forums about how your comparison between a level based system used in WoW doesn't work when you try to port that to a skill up based system used in PS.

its not such as easy as you think it is.

I never said it will have the number, just a coloured dot, that dot will resemble the mobs ability, but if they want to get snotty about it, then the green ground circle of a targeted mob just full the centre with a dot (Green, Yellow, Orange, or Red)


@Earowo I am guessing you are saying it is almost impossible (you might be talking about something else I don't know) well adding a score to everyone mob to player shouldn't be too hard if it's just 1 point per level/stat they are higher and every 25 points to a new colour (or something), then there we go.
Title: Re: Your opinion
Post by: RlyDontKnow on January 16, 2011, 05:49:27 pm
@Earowo I am guessing you are saying it is almost impossible (you might be talking about something else I don't know) well adding a score to everyone mob to player shouldn't be too hard if it's just 1 point per level/stat they are higher and every 25 points to a new colour (or something), then there we go.

that's pretty much what the good old "impossible to defeat", "about as strong as you", etc. is and guess what... it never worked in a way that really reflected the targets relative strength to you.

some "impossible to defeat" are the simplest targets around and the other way round - it's simply not that easy.
Title: Re: Your opinion
Post by: Knightspark9 on January 16, 2011, 05:52:00 pm
We're talking about balancing; this game needs more of it.
Title: Re: Your opinion
Post by: Minks on January 16, 2011, 06:02:38 pm
Ever tried to season a stew to taste when the ingredients were still raw? It's difficult, let me tell ya.  ;)
Title: Re: Your opinion
Post by: MishkaL1138 on January 16, 2011, 06:53:23 pm
I want the older fighting mechanics, now it seems like mosters have no attack delay, they just hit whenever you get close, its like their attack gets ready, and they hold it until you get in range, why cant we do that?

Untrue. I can tell rats use melee, with 1.5s delay. Consumers are 2-3 secs, and ulbers are slower (got killed for this >.<), for example. My guess is, bigger the mob, slower the attack.

also i think its unrealistic how fast they turn around..

Much more than agreed.

my two tria? i always figured mobs like tefus and ulbers were more of the "should be fought by a group of players" type instead something that can be soloed, every MMO has these mobs and it's a good thing, it provides a challenge to players and RP-wise well, it's perfect for groups to RP "hunts"  as i've part of such groups on occassion, one should never be able to kill all mobs easy even at max stats and skills, eventually the devs will add magic resistances to the game and then even magic skills won't be as effective, yes it will make the game even harder but it shouldn't lose any RP value. as it is though, when dealing with ulbers and tefus as a group, magic tends to take a back seat anyway because of the lag it causes for everyone.

I do this. Raid plz? XD

I picked pure RP, but… I love dueling xD I think it's good the way it is now, but I'm just a newb here  :whistling: 7 months!  :sorcerer:
Title: Re: Your opinion
Post by: Knightspark9 on January 16, 2011, 07:06:30 pm
Ever tried to season a stew to taste when the ingredients were still raw? It's difficult, let me tell ya.  ;)

Not for those of us who'd actually eat the stew raw.  :D
Title: Re: Your opinion
Post by: Vakachehk on January 17, 2011, 01:35:25 am
@Minks nicely put, but really the stew was well seasoned, then they went a little over board, now we are talking about changing the stew back  ;)

@RlyDontKnow honestly it doesn't sound hard nor does balancing so really either I am just mistaken that it is easy when it is extremely hard, or the devs are just lazy and keep saying it's hard, when it's just a little harder than implementing new skills and making Shaders better.

We're talking about balancing; this game needs more of it.

 :thumbup: second!
Title: Re: Your opinion
Post by: weltall on January 17, 2011, 04:58:23 am
try writing a formula for it then if it's so easy :)
Title: Re: Your opinion
Post by: Vakachehk on January 17, 2011, 12:55:14 pm
try writing a formula for it then if it's so easy :)
/me opens C++  ::| hands computer to Weltall and runs off  ;D
Title: Re: Your opinion
Post by: weltall on January 17, 2011, 02:32:31 pm
/me wonders how vaka could open a language... wonders also if it can be done with English....
Title: Re: Your opinion
Post by: scotty110 on January 17, 2011, 04:02:59 pm
i think thats how internet speak was created
Title: Re: Your opinion
Post by: Knightspark9 on January 17, 2011, 04:59:31 pm
Just a reminder guys; keep it civil, Thanks.
Title: Re: Your opinion
Post by: neko kyouran on January 17, 2011, 09:59:46 pm
i removed the poll, as they are supposed to be used for more official/useful fact finding for the devs' eyes types of threads.

as your poll response of just don't care was well ahead of all our options, and the subject of the thread discussion hasn't proved to provide any new an useful insights, i stripped the poll out, since that moderation action is now working properly.

feel free to carry on your topic none the less.
Title: Re: Your opinion
Post by: Knightspark9 on January 17, 2011, 10:05:47 pm
Thanks neko.

Ok. this game needs more balance yes or no is alright; we're now doing this manually folks!
Title: Re: Your opinion
Post by: Firke on January 24, 2011, 06:11:43 pm
Maybe the easy versions of mobs, like say, the tefusang and ulbernauts should use the old style fighting technique of slow turns and "on attack" once in range.  Then progress to the almost instant turns and attack always on for marfusang and mulbernauts.  Concerning the always on attack, it becomes hard to time mobs attacks over time and they may sometimes seem to have instant attack as they approach you with the right timing.  As for the faster turning, I think most players, me included, would wind up looking at the ground or sky if they attempted to turn as fast as some of these mobs.  It was a lot of fun to practice staying out of mobs front and spinning around mobs like rogues and gobbles when I was a new hunter.  Maybe many mobs should drop the turn rate to 50 to 90 percent and reserve the full speed for the camp.

I also miss the occasional mob or mobs that would come after you without provocation.  This could be even better if it was made more random and would be more of a surprise.

I'm high enough level that I can hunt whatever game I want now or buy crafted weapons, but when I was young I liked to hunt game that would possibly drop weapons and items I could use.  I liked rogues and gobbles for this.  I couldn't afford high priced, high quality crafted weapons.  It was really nice to find f###, d### and f#### weapons.  They only offered 2/3 the damage of equivalent 300q but had the fastest time in the game.  It took a broadsword to do more damage than a dagger (I'm assuming dagger users frowned on the speed of these items).  Using looted weapons like these is how I learned weapon repairing and enabled me to take on tougher mobs to find more of the same type weapons.  Their does not seem to be many rogues anymore, especially in the countryside.  Maybe gobbles aren't supposed to have weapons, I can live with that.  If we can't attack rogues(fields of rogues), maybe we can have traders and guards to raid for loot:)

Finally I think magic is way easy to kill anything in the game with pretty much no risk to ones self.  I hope anti-magic (resistance) is soon to come or better yet mobs attacking back with magic.

I think these changes would make for better roleplay and more fun for people who want to play a hunter fighter type character.  Skilled players without such high stats could still help other players on quest collecting items from Tefus and Maulbers.