Author Topic: Current Player Levels  (Read 11347 times)

Eonwind

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Re: Current Player Levels
« Reply #15 on: October 25, 2013, 01:12:44 am »
I know Rigwyn, and that's why I wrote the post. I understand the point of view of who want to see his character maxed-out but it must be clear they're going to face a lot more work than expected, just like if you want to reach level 100 in a game where the limit is 80.
In the previous case it's simply impossible, you can't; with planeshift you can reach 200 but beyond a certain level it becomes incredibly difficult.
If I could I would lower the cap to 100 for skills and 200 for stats.
It was like that long time ago but then it was raised because players (if I'm not wrong) asked for them to be increase.

Illysia

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Re: Current Player Levels
« Reply #16 on: October 25, 2013, 01:26:02 am »
I'll admit I skimmed here but that bit of skimming did give me one idea. How about halving(or more) skill bars, leave stats the way it is, and introduce a system for combat comparison counters?

Rather than skill bars representing how good the character is in executing that skill let it represent coming to an amount of knowledge in the skill area. So that, when a character maxes a level, it is a reflection of having learned all that is taught by the available trainers rather than being super good in that skill. A skill number alone won't necessarily give a good comparison between characters in terms of skill, especially for the purposes of RP. But it is good for telling whether or not you know enough to complete a given item in crafting.

The combat comparison counter is a bit harder to work the technical details out for since it would need to work in factors aside from just skill number. But, It would be nice if you could target another player then open something similar to the skills window and get a rough comparison. For example, maybe the system will look at equipped weapons, their quality, run comparisons on skill level completion and stats, and maybe toss in some race based modifiers, and then it kicks out some numbers. Now that doesn't mean that one character will inherently beat the other but it will give a unbiased estimate on who's more likely to be better. It should also vary a little more in the future if those race based limitations are ever introduced.

Volki

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Re: Current Player Levels
« Reply #17 on: October 25, 2013, 01:43:13 am »
The maximum level for skills was raised because players wanted to be powerful enough to take on mobs on their own. The mobs were (and still are) too powerful.

I keep hearing that PS developers don't want to make the game more complicated. But then they go and make it more complicated by "fixing" problems, creating more problems. This is the single most complex game I have ever played. Out of every online, single-player, FPS, or RTS game.

It's actually hilarious. Hilariously bad.
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Rigwyn

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Re: Current Player Levels
« Reply #18 on: October 25, 2013, 01:54:21 am »

To be fair, I think the game has improved significantly from a mechanics point of view. Its a lot more balanced than it used to be. There are more things that would make it better, but its definitely on its way.

Think about what it was like back when tlokes could own you, or when people went around one-shotting ulbers. Recall how magic was useless unless you had flying stones...



tman

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Re: Current Player Levels
« Reply #19 on: October 25, 2013, 02:00:44 am »
I keep hearing that PS developers don't want to make the game more complicated. But then they go and make it more complicated by "fixing" problems, creating more problems. This is the single most complex game I have ever played. Out of every online, single-player, FPS, or RTS game.

Go play Dwarf Fortress.
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cdmoreland

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Re: Current Player Levels
« Reply #20 on: October 25, 2013, 06:14:54 am »
When you view a character's description, it gives you a relative comparison to you own fighting abilities. Poor little Waesed has maxed stats and lvl 150 LA, 106 Sword, and a CW master. Lots of hard work went into it. Some of the resent changes have made me want to quit, but I have toughed it out. They have made it where a new player cannot gain levels very quickly, except some crafting. But even wit that, they cannot get enough PP and tria to keep training without doing the quests and they cannot do the quests without help with the way the mobs attack now.

tman

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Re: Current Player Levels
« Reply #21 on: October 25, 2013, 06:48:13 am »
They have made it where a new player cannot gain levels very quickly, except some crafting. But even wit that, they cannot get enough PP and tria to keep training without doing the quests and they cannot do the quests without help with the way the mobs attack now.

This has not been my general experience at all.  I haven't done a lot of smithing, but with cooking, herbal, and alchemy I've always made enough PPs and tria to pay for my training.

The thing is, you need to make finished products.  You can't pound the same pieces of metal into sword handles and expect to be able to pay the trainer.  You need to make finished swords.  Same with cooking/herbal/alchemy.  You need to make and sell the finished product.  Intermediates won't make you anything substantial.
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Eatuck

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Re: Current Player Levels
« Reply #22 on: October 25, 2013, 08:36:17 am »
Tman wrote,
Quote
You know all of these things can be done without being maxed out, right?

Yes. You could role play but some players aren't into that, including myself. In my current state as a HA user, I would have to spend a ton of potions to kill the monsters that give me adequate pp. Even ulbers hit me pretty hard with max in HA while a crafted MA user can get hit and have barely a sliver taken off their health.  Also a max in a weapon will give me the most survivability because I can kill the beast faster than it kills me.   

Tman wrote,
Quote
The thing is, you need to make finished products.  You can't pound the same pieces of metal into sword handles and expect to be able to pay the trainer.  You need to make finished swords.  Same with cooking/herbal/alchemy.  You need to make and sell the finished product.  Intermediates won't make you anything substantial.

I agree, but doing so would require a ton of material to make all these finished products you are talking about with blacksmith skills. So basically this means buying ore/hides (need tria, so grind), or mining/hunting (grinding) then doing crafting. In the end it would take even more time to level because you have to constantly seek out materials. To give you an idea of the amount, a full suit (6 pieces) of chain mail armor requires 19 stocks (25 with 6-1 patterns) to complete. Armor making is one of the skills where you have to complete something because it is a one way trip. Blades and shields are less resource needy because of recycling. Overall both ways take forever to gain one level but it is quicker to recycle.

I know a player with max in all armor and most weapon skills (think all but one) as well as max in a way (and really high in the rest). They still play the game and still enjoy it as well. I just want to get my player to the point where I can be self sufficient. To me this means maxing a weapon, armor, and a way. I also don't think that asking to not spend years in the game doing so is not a small request.   
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Lumi

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Re: Current Player Levels
« Reply #23 on: October 25, 2013, 08:46:13 am »
They already made most of the crafting faster (except shield making, why???). I wont start on the Mental and Physicall Stamina point :@#\ .

I am not judging, i am curious. What could it give you exactly to be a super maxed personn in no time ? I know how much frustrating and long can be the training sometimes, but it's always the same : The reward is even more enjoyable.

Do we want a complet community of maxed people running around PS ? Or do we prefer to keep a relative hard to get skills to keep the interaction between player, necessary? I am not so sure of the answer honestly. We aint that much already, are we going to finish all alone in our corner, auto-sufficient ? ;-o
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Eatuck

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Re: Current Player Levels
« Reply #24 on: October 25, 2013, 09:27:22 am »
Lumi wrote:
Quote
What could it give you exactly to be a super maxed personn in no time ?

I am not saying to make it so someone can max a skill in a day. From your post, it sounds like you think my wish is to make players max immediately when they enter the world. This is far from the truth. What I am saying is the game is currently a huge grinding session and, do to this, players can't be retained. I believe if the mindset was to make the game fun to level instead of grind to level then players will stay. There is many solutions to this but the main one, in my opinion, is to make levelling significantly easier.

Lumi wrote:
Quote
Do we want a complet community of maxed people running around PS ? Or do we prefer to keep a relative hard to get skills to keep the interaction between player, necessary? I am not so sure of the answer honestly. We aint that much already, are we going to finish all alone in our corner, auto-sufficient ? ;-o

It shouldn't matter if there is a lot of max players in the community. I believe the community would benefit from players that don't spend all their time grinding skills up so they can kill the next beast. They would interact more frequently with other players.
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tman

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Re: Current Player Levels
« Reply #25 on: October 25, 2013, 09:41:16 am »
I disagree.  There doesn't seem to be enough activities in the game right now.  The goal, at least it seems to me, is that the fun comes from the leveling up specifically.  All of the other "fun" stuff that maxed players can do (helping new players, holding events, role playing) can be done just as easily without being maxed.  If they're not doing these things now, what's going to make them suddenly start when they hit the level cap?

Also, the game is primarily about character development.  If maxing out is easy and a whole bunch of people do it, then we have the "Mary Sue" problem where all the characters are basically overpowered copies of each other.  No need to work together, not a lot of variety in skills or abilities.  Makes the game pretty bland.

Maybe it's just me, but unless you're doing a lot of PvP I don't see why "maxing" is important at all.  Differences in various skill levels are what make a character unique.  Since things take a long time, it forces you to specialize in a few skills, or be moderately skilled in a whole bunch.  Very few people max out a wide range of skills.  Which is how it should be.  If maxing becomes easy enough for most people to do it, everyone can cast all of the spells and use all of the armors and there's no uniqueness to characters anymore.

Now I admit the case can be made that NPCs are too hard to fight currently.  Sure.  Maybe.  It is a multiplayer game.  Challenges lead to cooperation.  Which is a good thing.
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Pakarro

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Re: Current Player Levels
« Reply #26 on: October 25, 2013, 09:50:59 am »
Let me repeat myself for another time. This is a game, and it does not make a game better to make it easier. To achieve things easily makes it boring....

What would the good thing to have tons of maxed out characters running around?

The skill system is ok as it is. Hard work for success, and well earned success afterwards. For each rank :)

Just my 2 cents....
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Lumi

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Re: Current Player Levels
« Reply #27 on: October 25, 2013, 11:13:03 am »
I am not saying to make it so someone can max a skill in a day. From your post, it sounds like you think my wish is to make players max immediately when they enter the world. This is far from the truth.

I wasn't implying anything Eatuck, i maybe makes it look "big" just to go more directly to the point  ;)
I recall when i started PS, i took herbal and was so proud, starting to imagine selling my potions on markets, training leatherworking and planing on doing the same. I very soon discovred that most of the current players were level 464894849 in both of those Skills, able to craft 300Q goods. I was completly discouradged by this for a long time.

You do are right on that point : "Players can't be retained"
The tutorial makeover is maybe a step toward a better already.

But honestly, in each and every MMO of this planet, the grinding do is boring most of the time. But once again it's a game, with more or less goals to achieve (goals that YOU and only YOU fix).

All of the other "fun" stuff that maxed players can do (helping new players, holding events, role playing) can be done just as easily without being maxed.  If they're not doing these things now, what's going to make them suddenly start when they hit the level cap?

Exactly, that's the point.
I don't know if you would enjoy more the game beeing 200 in a Magic Way or in a combat skill. But if yes then it's your goal and work hard to reach it ? And i can assure you that i am the first to grumble and sweat while training lol

If you want more RP, create it! If you want more events, the same. That's my opinion.  :P
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Eonwind

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Re: Current Player Levels
« Reply #28 on: October 25, 2013, 12:17:50 pm »
Tman wrote,
Quote
The thing is, you need to make finished products.  You can't pound the same pieces of metal into sword handles and expect to be able to pay the trainer.  You need to make finished swords.  Same with cooking/herbal/alchemy.  You need to make and sell the finished product.  Intermediates won't make you anything substantial.

I agree, but doing so would require a ton of material to make all these finished products you are talking about with blacksmith skills. So basically this means buying ore/hides (need tria, so grind), or mining/hunting (grinding) then doing crafting. In the end it would take even more time to level because you have to constantly seek out materials. To give you an idea of the amount, a full suit (6 pieces) of chain mail armor requires 19 stocks (25 with 6-1 patterns) to complete. Armor making is one of the skills where you have to complete something because it is a one way trip. Blades and shields are less resource needy because of recycling. Overall both ways take forever to gain one level but it is quicker to recycle.

I know a player with max in all armor and most weapon skills (think all but one) as well as max in a way (and really high in the rest). They still play the game and still enjoy it as well. I just want to get my player to the point where I can be self sufficient. To me this means maxing a weapon, armor, and a way. I also don't think that asking to not spend years in the game doing so is not a small request.

tman is right! you're doing it wrong: and you need to make finished product. intermidiate items costs are very low and you will not earn enough trias to pay for your next training, other than that I always found it boring to hammer and re-hammer the same sword handle... this kind of grinding can't surely be anything but boring, try completing a few product maybe you'll gain ranks faster and with less boredom!

About self sufficiency: this is multiplayer game, some challenges are especially designed for player's grouping. Albeit there are tons of challenges you can defeat single handedly there will be some you won't. Another point: if every player is self sufficient in not time what would be the point of markets, players helping other players and such.
I think sometimes players have the false expectation to reach self sufficiency very early on in every aspect of the game: asking for help to other players is not a crime, many people will be very happy to help ICly and OOCly.

Now a few suggestion on how to train more efficiently.
Combat:
- seeks the most powerful creature you can beat without loosing too much hit points, when you kill it too quickly switch to another more powerful one: it gives you more experience and more valuable loots
- use the arena: in a single map there is a broad range of different challenges, from newie (rats, clackers, ...) to maxed people (try challenging 2 dlayos at once).
- Don't use training dummies for exp!! Training dummies are there so you can safely test your attacks, your weapons, your spells without risking to die, you can even gain practice trough them but they will not give you any experience (on purpose!)
- Armor: always use armors! if you're a mage leather is your best friend, MA is the best choice for a fighter unless you have truly high STR stats, but when you train with the dummies your armor is useless and will only drain your stamina, put it off.

Crafting:
- even when you plan to grind a skill try to finish your product: you will maximize the tria, the experience you gain (and thus the practice you gain) and maybe you'll be less bored in the end
- the longer it takes for a process (the red/blue bar that pops up when crafting): the more experience and practice you gain!
- if you want to maximize your tria gain craft whatever you're able to get the highest quality, if you want to maximize the practice ponts (less training time) you have to craft the latest product your skill level allows you to craft. Example: if you keep hammering sword handles above 50 it will take forever to raise a level because it will give you few to non practice. Either way (if you finish the product) you should have enough exp to raise the skill to the next level.

Mining/Harvesting:
- to begin with look for a safe spot to dig harvest: there are many and even when dangerous NPCs are nearby they are usually programmed not to roam outside their given hunting field
- look for the "hot spot": the nearest you are to the field center the higher your chances to get the reward
- every field has a difficulty set, when your skill reaches past the point it's over the given diffculty you'll get less practice (or better get get the normal practice as you get a bonus each when your skill is lower than the difficulty)
- best way to gain tria is digging/mining until your inventory is full, don't run forth and back just to train!

On travels between cities:
- follow the track, it's safe from wandering monsters
- when you're spotted by a monster he turns to face you: get away from it and you won't be hurt.
- it you don't watch where you go you run the risk of running past a field full of ulbernauts: it's your fault!

Now I admit the case can be made that NPCs are too hard to fight currently.
Really, is that for real?  :)
I keep hearing from a lot of people NPCs are too easy to fight, others complain the opposite :)
Mobs stats are the same since ages, the only thing that changed lately is their AI, I agree it can make things more challenging but well it was the purpose afterall :)
We have some problem in the lower end of the mobs' range of challenges because there is some power 'gap' that make it difficult for new players to find challenges that are not too hard for them but it's been like that since ages.

miadon

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Re: Current Player Levels
« Reply #29 on: October 25, 2013, 12:51:42 pm »
MAKE THE GAME FULLY OPEN SOURCE! 

and that's been my opinion for years..

The problem is the game is years old now and although a lot has changed, a lot hasn't.

Personally I don't think Planeshift will ever go back to the days of 200-300 people online at once.. unless something radical happens..


Graph from Dec 2011-Nov 2012


Graph from Nov 2012-Oct 2013

The amount of new accounts is ever decreasing due to the fact that there are now far more free/better games avalible  and the fact that PS is years old now many people already have opinions on it.


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