Download Game! Currently 96 players and visitors. Last logged in:GoodgulfWolttiUglinessSwing

BatMUD Forums > Bs > Re: broken

 
 
#1
30 Apr 2019 21:06
 
 
Bullshit of the day is broken things..

Whats the most broken thing in game right now? In chatting with Ewige about
why he hasnt played.. he replied that there's no point to it. I definitely
feel it when the grinding becomes too much of a grind but i'm still trying
to build up my character to something.. get somewhere.

With currently Infinzinity level scaling.. highend players have very little
incentive to go past a certain point, not to mention impossible past level XV
or so.

Considering that infinity orbs are also generally monopolized by the highbie
crowd, maybe offer the chance to invest a certain number of orbs to break
the level requirement down a bit? To make it at least feasible to attain XXX
or whatever milestone you want.

Let's say 10 orbs to reduce cost by.. a certain percentage..?

 
Rating:
-4
Votes:
6
 
 
Roak
1y, 134d, 2h, 11m, 27s old
Level:
100
 
 
#2
04 May 2019 20:13
 
 
lots of down votes!

So i decided to rethink the method of improving Ascension levels. My
original thoughts were along the lines of.. super highbies are the ones
abusing inf orbs so they might as well put them to use.

Actually i think the 2nd solution is bit more elegant. Origo drops a half
cost ascension orb when killed. This can stack so you can potentially
reduce the cost of a level down to very reasonable. If this reduction
of price should hold over reincs is up to .. whoever. I have no experience
with Origo apart from assuming it's very very hard to kill. Orbs should
give a benefit for a limited number of infinity levels.. lets say I-XV..
and at XV you have access to Origo's bigger brother. Rinse and repeat
the idea until you get to level C or 100. If Origo is too crazy hard
to kill. you could potentially allow 2 or 3 high end mobs .. tiamat ex
that drop it too.

This is just a off the top of my head thing.. I've noticed a couple
Ascension level players just.. not caring about losing xp because theres
not a lot to do with it.

 
Rating:
-3
Votes:
3
 
 
Roak
1y, 135d, 19h, 42m, 6s old
Level:
100
 
 
#3
06 May 2019 11:38
 
 
This is a pretty fundamental game design issue. Basically do you design
the game around the topmost players and give them the possibility to
accumulate linearily (or even worse, exponentially) growing power, or do
you design the game so that there is some cap on the power a highend
player can obtain.

If you select the former, then either the game needs strong catch-up
mechanics (which in turn cause inflation - case in point World or
Warcraft where every new dungeon tier renders previous gear useless)
or it will demotivate anybody but the topmost players, as normal
players have no chance to catch up or be even remotely useful in the
game balance.

If you select the latter, there is a risk that it demotivates some of
the high-end players who feel they have already obtained everything, but
the game remains playable for everybody else. This frustration can be
lessened by not having a hard cap but instead require an expontentially
increased effort to obtain further power. But even then there will be
some highend players who feel the increasing grind becomes demotivating.

So for us it has been a design choice that past a certain point, the
effort required to obtain more power increases exponentially. Using orbs
to reduce the cost would defeat that design choice.

There are of course other things to do in the game then to grind exp
and levels, but naturally someone who has spent literally many many
years in the game might rightfully feel they have done it all and that
it's time to take a break :)

 
Rating:
9
Votes:
9
 
 
Gore
A r c h w i z a r d
18y, 361d, 1h, 4m, 46s old
Level:
600 [Wizard]