Author Topic: A level playing (fighting) field  (Read 805 times)

Arka

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A level playing (fighting) field
« on: May 11, 2005, 01:01:20 am »
As you progress in axe or sword or melee skill you become able to fight the more \'challenging\' monsters. However it becomes ridiculously easy to kill lesser monsters. This means that new players with less skill get crowded out of the easy areas (like the Tef arena) by more able players.

My idea is this. Make the less strong monters sensitive to the power of the attacker. This means that instead of attacking they run away. The threshold could be set to different levels for different monsters so that (for example) everything but the most powerful monsters run away from a player fighting at level 70.

Hitting a moving target takes more skill so more experienced players would have more difficulty attacking an easy target than a new player. This would encourage them to take on creatures of a higher power, leaving the easier ones to newer players.

In a group, the monster would react to the player with the highest skill so run away from him/her. This could make for interesting tactics when fighting in groups!
« Last Edit: May 11, 2005, 01:02:03 am by Arka »

buff minner

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« Reply #1 on: May 11, 2005, 01:14:53 am »
i like............they have this (kinda) in another game im alpha testing

Darkblade

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« Reply #2 on: May 11, 2005, 03:06:57 am »
But in retropect, high level players can use this to grief lower level players, chasing away the monsters from the area.
Makes it even harder to gain levels that way...

Also, things that have animal intelligence or less should fight to the death (due to them being territorial and less... intelligent).

Eg: Rats shouldn\'t run, clackers... maybe. Teffusang? Probably not.
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Kannen

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« Reply #3 on: May 14, 2005, 08:00:08 am »
i could be on both sides, but i would to say that you are right and wrong, yes it would be good for noobies but also bad for experts, for example it would make the game to boring for the good players to just play certain monsters which could be hard to find. Now would you want to do that if you where a high leveled player, just put yourself in their shoes and think about it.
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Arka

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« Reply #4 on: May 15, 2005, 10:11:27 pm »
Quote
Originally posted by Darkblade
But in retropect, high level players can use this to grief lower level players, chasing away the monsters from the area.
Makes it even harder to gain levels that way...

Also, things that have animal intelligence or less should fight to the death (due to them being territorial and less... intelligent).

Eg: Rats shouldn\'t run, clackers... maybe. Teffusang? Probably not.


Good point - to prevent \'griefing\' lower level players, a monster under attack would not respond to a high level player, just as the situation now where a monster under attack does not move towards another player. After all you cannot attack the monster unless you are grouped with the player already attacking. Once you join the group then the monster would run away. If experienced players adopted this tactic maliciously, they would soon find themselves not being invited to group.

Not sure about your point on animal intelligence. In RL animals (even rats!) will run away 1st and only fight if cornered unless they are faced with an obviously weaker attacker.
« Last Edit: May 15, 2005, 10:12:09 pm by Arka »

Arka

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« Reply #5 on: May 15, 2005, 10:14:25 pm »
Quote
Originally posted by Kannen
i could be on both sides, but i would to say that you are right and wrong, yes it would be good for noobies but also bad for experts, for example it would make the game to boring for the good players to just play certain monsters which could be hard to find. Now would you want to do that if you where a high leveled player, just put yourself in their shoes and think about it.


Thanks for this. As a more experienced player I would value the added challenge of trying to corner a less powerful monster or chasing and casting spells, rather than just slaughtering one after another.