Author Topic: I hope this is changed  (Read 1376 times)

Gentar

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I hope this is changed
« on: March 22, 2006, 10:51:06 pm »
I hadnt played the game in sometime and when I started up again recently, I was impressed at how much more smooth the game is now versus its condition only a few months ago. The subject I\'m trying to bring up however is combat. I was killing a few rats and clackers and tefusangs here and there while questing, and noticed that the experience, and loot for them seemed very balanced. Then I noticed a small group killing this same rogue over and over again. I took a turn at it and noticed it was quite feeble, yet it gave 5 times the experience as the tefusangs that I almost die fighting, and somewhat valuable loot. It allowed fighters to stock up on many prog points a swell without taking any damage. Im sure there are other monsters that are like this. I assume that it is just unknown or untweaked work, but all of the fighters were telling me that progression points arent supposed to be a problem, the difficulties in leveling come from the money. Of course this is somewhat true, but its ridiculous that you can hit this virtual punching bag without any effort and reap wonderful rewards. I hope this is intended to be changed and blanced for everyones sake.

Choren

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« Reply #1 on: March 23, 2006, 12:54:21 am »
Do you mean the one up the path.  Most roges are stronger then that one.
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DaveG

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« Reply #2 on: March 23, 2006, 01:01:30 am »
Things have been balanced somewhat, yes, but it\'s not perfect.  It\'s not that big of a deal, really.  I\'d much rather focus on getting new things to work, than balancing a system alot, and most likely changing it later on.  ;)  If you really want things to get tweaked now... go pester Xordan.  :D

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Pestilence

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« Reply #3 on: March 23, 2006, 01:03:38 am »
Wich one he means doesn\'t really matter I think. The point is that if it\'s easy to kill you should get less then when it is hard to kill. You should not have easy to kill NPCs that give more then hard to kill NPCs.

*EDIT*
Dave do agree that it isn\'t the first thing on the to-do-list but think that is kinda becoming a standard answer. Without balancing some things how can you be sure it work and move on to the next? If you do this to often I think balancing will be one hell of a big job. Seems more prudent to do it now and then so you don\'t get it all at once in the end and perhaps find out that it can\'t work the way you had in mind.
« Last Edit: March 23, 2006, 02:25:21 am by Pestilence »

Gentar

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« Reply #4 on: March 23, 2006, 03:53:06 am »
Precisely both of you. and DaveG i know its not perfect, im very aware of the earliness of this project. I just dont want it to be left at its not perfect and try to balance the thing out. But you are right, It is nt important at the moment anyway, with many more updates and wipes along the way its irrelevant. I just want balance to occur sometime, and it wouldnt be a bad idea to fix it before it gets lost among the many new bugs that will arise when new quests and skills and objects arrive.

And yes choren, the one up the path. Though i think the mercenaries in the arena are very similar although i would have to check. As far as monsters like rats and tefusang go, i think they are perfect.

DaveG

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« Reply #5 on: March 23, 2006, 04:45:45 am »
The next wipe won\'t be for balancing, or adding new features.  It\'ll be because the DB is full of gibberish from long since fixed bugs.

At this point, everything (but magic) is balanced \"acceptably\".  (and magic is being worked on)  We finally, got those better categories like I wanted, so things actually look decent now, in my opinion.  There\'s plenty more to do, but it\'s not a big deal.  We have other plans, and they will get done.  Until then, things are fine.  Some stuff may be tweaked here and there, but don\'t exepct too much.  And, again I say, if you want tweaking, go poke Xordan.  :P

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Nikodemus

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« Reply #6 on: March 23, 2006, 10:32:37 am »
Quote
Originally posted by Gentar
I just dont want it to be left at its not perfect and try to balance the thing out.
I\'m sorry, It can\'t be balanced due to nature of the problem.



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_marinus

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« Reply #7 on: March 23, 2006, 11:38:29 am »
Anyway, the rogue gives, (compared to the points it gives), not enough loot to sell so you can buy training with the points you\'ve earned.

SO you\'ll always have more progression points, and not enough money to spend the points (that\'s my experience)

minetus

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« Reply #8 on: March 23, 2006, 11:47:29 am »
the problem is that, this monsters should have a small diference in theyr type of dificulty and rewards, like the base for a rogue could be 200hp + dmg10/ + 10def and the variation would be like +25% or -25% ofcoarse this would reflect the reward..

but right now there are monsters that have too weak forms and have another same type that is extremely hard.

ex. the tefusangs in arena.. the lonely one is very weak and the 2 that are together are extremly hard compared to the other one

zanzibar

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« Reply #9 on: March 23, 2006, 12:09:25 pm »
Quote
Originally posted by _marinus
Anyway, the rogue gives, (compared to the points it gives), not enough loot to sell so you can buy training with the points you\'ve earned.

SO you\'ll always have more progression points, and not enough money to spend the points (that\'s my experience)




There\'s a good reason for that.  Progression points are a real pain to get early on, and also it leaves room for seeking a \"patron\".
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Zan

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« Reply #10 on: March 23, 2006, 01:30:59 pm »
I agree with DaveG, that I\'d much rather see new content than perfect balancing. Any balancing done now might prove to be \'useless\' when new things are added anyway.

However one remark I\'d like to make is that I understand the problem with easier and harder monsters. If there are 10 rogues that give the same experience and 2 of them are quite a bit easier to defeat than the other 8, most players will be after the two and leave the rest be. Now if you give those two good loot as well then everyone will be on them and the other ones are basically a waste of coding and bandwith.

I do like the idea of having varying difficulties among the same monster type but it obviously needs to be made less predictable. The problem now is not that there are \'better\' monsters to kill and worse but that everyone quickly knows where the \'better\' ones are. A simple fix for this is to randomize a monster\'s strenght, life and loot when it is spawned. That way one spawn point doesn\'t always spawn easy to defeat monsters with a good chance on loot but sometimes it spawns a tough one with no loot.

Right now every experienced player knows where they have to spawn camp for the best results.
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Pestilence

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« Reply #11 on: March 28, 2006, 01:43:23 am »
Indeed I think what Zan says is basicly the problem.

At the moment the world has few monsters. If the monsters then aren\'t balanced you get the crowding of certain monsters.

Ideally the stronger monster will give more and better loot so people who can kill something new move on and so the people are spread more evenly over the monsters. Only the tops ones might have some problems then, but hey they are the top and they should have it hardest ;)

Also ocourse make sure the top is really the top and not at sword skill 30 when that not even nearing the top in training ;)