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Sumac
Post subject: RE: @ Octar  PostPosted: Jan 31, 2012 - 03:06 PM
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For non-magical creatures, have each death of a player equal:

* Fighters worth 4 kill points
* Rangers worth 3 kill points
* Rogues worth 2 kill points
* All mages worth 1 kill point

A non-magical creature will not level until it has amassed 5 (or 6) kill points. This way, a creature will not automatically level on first kill. And will not level quickly if it happens to wipe out the mages early on.

---
Reverse it for magical creatures:

* Wizard worth 4 kill points
* Clerics worth 3 kill points
* Druids worth 2 kill points
* Plates worth 1 kill point

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Octar
Post subject: back to dungeons...  PostPosted: Jan 31, 2012 - 07:35 PM
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I think that an idea to change the leveling up of creatures warrants its own thread.

On dungeons then:

1. The main point is for people to want to hunt a greater variety of dungeons.

2. Artificially increasing the difficulty of the ice dungeon seems an unsatisfactory solution.

3. My original suggestion was to tone down the spawns and increase the rewards in one or more of the (relatively) unloved dungeons, but it seems agreed the ideal solution would be for an additional dungeon between aborek and the ant cave in difficulty.

4. It's granted that there ought to be places like Crausaars that are like Everest in 1924.

5. I'm not suggesting wholesale changes, a few tweaks are probably all that's needed (a good example would be to improve the rewards in the first few levels of the tower).
 
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Shayde
Post subject: Re: RE: @ Octar  PostPosted: Jan 31, 2012 - 08:37 PM
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Octar wrote:

It's probably not "my issue" though - for clarification, it wasn't me making a spirited attempt to take low-level characters into the ID.....


Just a note that nobody in the original hunting party complained that the ID was too hard - they were all happy that they got the experience, and spent their time as ghosts planning how to do it better next time. The issue wasn't being low level, it was lack of experience. Experience that can only be gained by trying new (and sometimes dangerous) things.

I like the idea of dragons not leveling each time they kill a cleric though - that would have helped keep things manageable. We don't want to be limiting hunt parties because the dragon might level too high if things go wrong.

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Last edited by Shayde on Jan 31, 2012 - 08:41 PM; edited 1 time in total
 
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Octar
Post subject: back to dungeons...  PostPosted: Jan 31, 2012 - 08:39 PM
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A different thread for leveling monsters perhaps?

I think we all agree the ID should stay as it is.


Last edited by Octar on Jan 31, 2012 - 08:46 PM; edited 1 time in total
 
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Sumac
Post subject: RE: back to dungeons...  PostPosted: Jan 31, 2012 - 08:46 PM
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Regarding the @ Cave (I cannot call it Craussars' Decent because it sounds like Crapper's Decent, which sounds like a story about the journey of a piece of poop flushed down a toilet), the reason most people refuse to hunt there is that you lose everything. Some of the items sure to be lost are expensive (mana rings, rogue rings, greater protection rings, dragon teeth, magic weapons, charms, regents, robes). Most people cannot afford to hunt it often. It is a matter of economics. For plates, the GPRs are not that easily replaced. Most will save a set or two that are only +2 or +3 for such hunts. But, it is not like there is stash of those laying around for everyone. The alternative is to go less well-quipped, but that only makes a nearly impossible hunt impossible.

Beyond the cost, there are those that do not want to hunt it due to the multiple deaths that will occur, too. To only die twice is to be fortunate there.

Given the limited number of people willing and skilled enough to hunt there, it is not easy to coordinate a time where an appropriate sized hunting party can go. And, then there is the idiotic politics of people refusing to hunt with others, which only serves to shrink the pool of people willing to hunt there.

--

I would hate to see tweaks made where the difficultly levels of the various dungeons all regress to the mean ability of Oberin. The tweaks made to dragon area of ID made hunting there enjoyable again, where a decent risk of death exists. An adventure game without and risk of penalty (in this game death) is not much fun.

I am with Hania. It is a game of role playing and adventure, not a game whose primary purpose is to level a character.
 
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Octar
Post subject: RE: back to dungeons...  PostPosted: Jan 31, 2012 - 08:57 PM
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I'm not sure why I am being continuously misread, or how more clearly I can express myself.

I am **not** suggesting that all dungeons should be easier, just that there should be some more middle grounds between very easy and very difficult, and that the rewards should be spread out a bit more.

We are all with Hania! Roleplaying and adventure - yes and yes. I agree that leveling a character for the sake of it is intrinsically tedious - it's not the loss of successes that I care about when dying, just that (for the most part) roleplaying things properly somewhat requires you to care about dying. Of course there is RP of a ghost etc. (hat tip to Cadwallader), but that should be the exception rather than the rule.
 
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Gawr
Post subject: RE: back to dungeons...  PostPosted: Jan 31, 2012 - 10:44 PM
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Octar wrote:
I am **not** suggesting that all dungeons should be easier


You are suggesting, less spawns and better loot from what I can tell.

Octar wrote:
My original suggestion was to tone down the spawns and increase the rewards


Wouldn't that make it easier?

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Octar
Post subject: RE: back to dungeons...  PostPosted: Feb 01, 2012 - 02:33 AM
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Hum.... the secret word is "all".

The idea would be to get a better spread of difficulty and reward. Let me say it again with different emphasis:

I am not suggesting that **all** dungeons should be easier.
 
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Bittel
Post subject: Re: RE: back to dungeons...  PostPosted: Feb 01, 2012 - 02:53 AM
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Octar wrote:
Hum.... the secret word is "all".


The secret word is popcorn Wink

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Hania
Post subject: Re: RE: back to dungeons...  PostPosted: Feb 01, 2012 - 03:21 AM
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Bittel wrote:
The secret word is popcorn Wink


Cna I have some BIttel?! O.o

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Gawr
Post subject: RE: Re: RE: back to dungeons...  PostPosted: Feb 01, 2012 - 07:40 AM
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No one has mentioned the tunnel that connects Lizard Isle and Mirith Mainland. That's a lot of fun for lower to mid-range skill levels and a good place to learn team work in tight spaces.

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Cassandra
Post subject: Re: RE: back to dungeons...  PostPosted: Feb 01, 2012 - 12:18 PM
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(
Sumac wrote:
Regarding the @ Cave (I cannot call it Craussars' Decent because it sounds like Crapper's Decent, which sounds like a story about the journey of a piece of poop flushed down a toilet) (...)


Maybe that's because it's "descent", and not "decent". In either case, I think that the name that people use more often is "Crausaar's", rather more IC than an @.)


Organising trips to Crausaar's is hard, but for a while it was relatively guaranteed that it would be possible to get a party. I think we also got stuck in a point that discouraged many. For example, we took two or three trips to learn how to cross the portal, or how to go past the magma golems. However, the two massacres at the lich+golem area might have been a bit too much for people to believe it is doable.
At least from what I've heard afterwardsÖ Then again, that's what everyone says when the party is wiped, and change their minds the day after. Wink
Maybe it's time to try to go again.
 
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Crom
Post subject:   PostPosted: Feb 01, 2012 - 01:49 PM
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Quote:

Could I propose instead that the other dungeons are made more accessible and rewarding for mid-level players?

Quote:

There just isn't any point in having a bunch of complicated and no doubt interesting dungeons that nobody ever goes into.

What about Lizard Fort? I have always thought it was a great place for mid-level players and I still enjoy it when I am there. Bolts give good exp and 3 FHPs for 10 bolts is not to bad of a reward. I think one of the chests in there has a weapon of speed. That place provides a nice challenge for mid-level players.
 
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Octar
Post subject:   PostPosted: Feb 01, 2012 - 02:39 PM
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Like all fighters I love lizard fort, spent an enjoyable hour or two in there fighter/fighter/cleric/rogue just yesterday. Sickles of speed and bolts - yum.

In contrast, the Lizard fort could do with a "bosssss" in the room at the back past the forge to spice things up a bit for parties that wanted to go there (maybe the best loot would be in those chests). That would still leave the rest of the fort as a training ground. My favoured bosssss would be a Lizard wizard, comparable to a bone mage in power with more HP but unable to spawn skellies.
 
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Gawr
Post subject:   PostPosted: Feb 01, 2012 - 03:04 PM
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From a similar post:

Charnath wrote:
... a problem with a specific named leader monster is that it will keep respawning, and since this is not World of Warcraft (in which, so I gather, very powerful named entities return from the dead all the time) it would be rather odd. Much as the druid Semris says; if this why not a respawning King Galandir?

What I'd like to see are Lizard Shamans with a staff with feathers on it instead of a sickle, and maybe some kind of headgear: * bol flassss *

Although veteran lizard men (maybe with armour from that forge they conveniently have but only use to make sickles) would be interesting too. The whole island is somewhat samey as it is.

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