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BatMUD Forums > Ideas-wanted > Re: rapeprots mk 3

 
 
#1
28 Sep 2004 11:09
 
 
How about new type of rapeprot - make a formula which increases the mob
level/hps/whatever by from the last date of killed, for example one person has
"rapeprot" and prot is 3 months, he comes back after one month, 66% of
rapeprot left, mob gets +10 levels. (Assuming you make 15 lvl/15000 hp/what
ever max boost, and 66% of that would be 10 level/10000hp etc) so the mob is
killable but a lot harder :)

Again, you figure the formula :)

\o/

 
Rating:
-3
Votes:
10
 
 
Cilwand
88d, 10h, 55m, 22s old
Level:
97
 
 
#2
28 Sep 2004 14:58
 
 
Cilwand wrote:
How about new type of rapeprot - make a formula which increases the mob
level/hps/whatever by from the last date of killed, for example one person has
"rapeprot" and prot is 3 months, he comes back after one month, 66% of
rapeprot left, mob gets +10 levels. (Assuming you make 15 lvl/15000 hp/what
ever max boost, and 66% of that would be 10 level/10000hp etc) so the mob is
killable but a lot harder :)

Again, you figure the formula :)
Personally I'd like to see more style in rapeprots. Tuning mobs to make them
harder/adding rape prot generally doesn't show a lot of imagination, imo.
Tuning them to make them harder generally just tends to make certain players
want to kill them more because now that mob is a "challenge". Let's see more
devil monkeys. The ultimate rape prot is making player just not want to kill
it.

--Mali

 
Rating:
5
Votes:
13
 
 
Malicat
197d, 9h, 26m, 23s old
Level:
80
 
 
#3
29 Sep 2004 13:01
 
 
Cilwand wrote:
How about new type of rapeprot - make a formula which increases the mob
level/hps/whatever by from the last date of killed, for example one person has
"rapeprot" and prot is 3 months, he comes back after one month, 66% of
rapeprot left, mob gets +10 levels. (Assuming you make 15 lvl/15000 hp/what
ever max boost, and 66% of that would be 10 level/10000hp etc) so the mob is
killable but a lot harder :)

Again, you figure the formula :)
Things similar to this are what i've been testing of late. Monsters increase
in difficulty for only the person who has killed it multiple times. If that
person is in a party with people who haven't killed it before, it will still
be extremely difficult for THAT player to injure, and THAT player will take
exponentially more damage than party members. It's still in the extreme beta
stage until I have time to tweak it a bit. But, it'll be around someday.

+/- Hackop

 
Rating:
-3
Votes:
5
 
 
Hackop
C o d e s l a v e
1y, 14d, 17h, 5m, 24s old
Level:
31 [Wizard]
 
 
#4
29 Sep 2004 13:01
 
 
Quote:
Things similar to this are what i\'ve been testing of late. Monsters increase
in difficulty for only the person who has killed it multiple times. If that
person is in a party with people who haven\'t killed it before, it will still
be extremely difficult for THAT player to injure, and THAT player will take
exponentially more damage than party members. It\'s still in the extreme beta
stage until I have time to tweak it a bit. But, it\'ll be around someday.

Sounds very very good to me.. I hope that this has some positive effect on those players, like myself, who have very little time (cannot play every day, and usually only 30mins - 1hour at a time) to play this game. We take the most damage from the current \'general tune\' system, which lessens the already small amount of exp we can make in comparison to those who play several hours daily.

Please emphasize the affect of this new system so that current general tune can be taken less into account when exp is beeing calculated.

I can see how one could end up in a conclusion that I\'m only asking to get more exp from this game than I\'m currently getting. That is only part of the truth, please consider the fact that it is not fair that highly active players\' doings affects so much to the gaming experience of those who only play rarely and who cannot do anything about it.


--Samil

 
Rating:
-4
Votes:
9
 
 
Samil
36d, 18h, 34m, 8s old
Level:
47