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BatMUD Forums > Flame > Re: current reinc system

 
 
#1
28 Oct 2010 09:50
 
 
As stated many times, this current reinc system simply is not good.

Nowdays people reinc a lot less vs. old system. And what that partially causes
is that players get more frustrated with their slow/normal reincs. Not all of
us have hours to spent regaining your exps and especially those who have very
limited playing time. In long run this system only forces away those with
limited time to play. I have had conversation with many almost totally retired
players and they agree with me. They don't want to make "fun reincs" anymore
'cause simply if you mess it up you have wait for another, -what 3 months-,
for reasonable priced instant mode reinc. And by messing up I mean for example
these new exciting loc guilds: people more likely try it themshelves than
consider reading some player written websites for info first. One retired guy
tried kharim reinc and noticed he can't offspell at combat :D -ok thats some
selfstupidity but anyway he just went into that "fun reinc". They more likely
spent their time somewhere else and let this game decay.

So less reincing with higher reinc tax. What was purpose of these new system ?
Player exps raised and raised and had to something for it ? Anyone thought
about stats of total_player_reinc_exp_spent_OLD vs total_player_reinc_exp_spent
_NEW ? I bet there's no big difference if we just cut stats of Shar off from
this comparison. And if we talk about money part --> less reincs == less money
away from game == more unbalance

Less reincing also causes less selling/trading of equipment, less cash
parties, well less almost anything. Less and less this and that but MORE
unbalance.

Said many times but reincing is salt of this game, seriously. Why more
frequently reincing is made so pricy experience wise ? I'm not saying to take
old system back but something less pricy than this current system.

I'm waiting for some kind of a reply from administrators of this game (read:
archwizards). Thank you!

!"#ยค%&/()= Glacius

 
Rating:
25
Votes:
41
 
 
Glacius
1y, 173d, 19h, 53m, 58s old
Level:
100
 
 
#2
28 Oct 2010 17:59
 
 
Glacius wrote:
As stated many times, this current reinc system simply is not good.

Nowdays people reinc a lot less vs. old system. And what that partially causes
is that players get more frustrated with their slow/normal reincs. Not all of
us have hours to spent regaining your exps and especially those who have very
limited playing time. In long run this system only forces away those with
limited time to play. I have had conversation with many almost totally retired
players and they agree with me. They don't want to make "fun reincs" anymore
'cause simply if you mess it up you have wait for another, -what 3 months-,
for reasonable priced instant mode reinc. And by messing up I mean for example
these new exciting loc guilds: people more likely try it themshelves than
consider reading some player written websites for info first. One retired guy
tried kharim reinc and noticed he can't offspell at combat :D -ok thats some
selfstupidity but anyway he just went into that "fun reinc". They more likely
spent their time somewhere else and let this game decay.

So less reincing with higher reinc tax. What was purpose of these new system ?
Player exps raised and raised and had to something for it ? Anyone thought
about stats of total_player_reinc_exp_spent_OLD vs total_player_reinc_exp_spent
_NEW ? I bet there's no big difference if we just cut stats of Shar off from
this comparison. And if we talk about money part --> less reincs == less money
away from game == more unbalance

Less reincing also causes less selling/trading of equipment, less cash
parties, well less almost anything. Less and less this and that but MORE
unbalance.

Said many times but reincing is salt of this game, seriously. Why more
frequently reincing is made so pricy experience wise ? I'm not saying to take
old system back but something less pricy than this current system.

I'm waiting for some kind of a reply from administrators of this game (read:
archwizards). Thank you!
A conceptually simple fix (though difficult in implementation) would be to
have reincs be much cheaper, but have time/experience in reinc be more
influential on the uberness of the reinc.

What I mean is, make it easy for me to reinc mage (or whatever). Make it take
a few months of regular playing to be a good mage. That way, we can easily
get a taste for different reincs while encouraging people to stay in a reinc
for a while. Yes, I know several guilds are already setup this way to a
degree, but the effect could be a lot more drastic. Reaver comes to mind of
having a pretty good balance on progression. It's easy to get a good feel for
the Reaver guild -- new Reavers aren't quite crippled -- but it does take a
while to progress through the ranks and get good at it..

 
Rating:
-2
Votes:
6
 
 
Doot
292d, 0h, 28m, 50s old
Level:
75
 
 
#3
28 Oct 2010 19:32
 
 
Quote:
As stated many times, this current reinc system simply is not good.

Nowdays people reinc a lot less vs. old system. And what that partially causes
is that players get more frustrated with their slow/normal reincs. Not all of
us have hours to spent regaining your exps and especially those who have very
limited playing time. In long run this system only forces away those with
limited time to play. I have had conversation with many almost totally retired
players and they agree with me. They don't want to make "fun reincs" anymore
'cause simply if you mess it up you have wait for another, -what 3 months-,
for reasonable priced instant mode reinc. And by messing up I mean for example
these new exciting loc guilds: people more likely try it themshelves than
consider reading some player written websites for info first. One retired guy
tried kharim reinc and noticed he can't offspell at combat :D -ok thats some
selfstupidity but anyway he just went into that "fun reinc". They more likely
spent their time somewhere else and let this game decay.

So less reincing with higher reinc tax. What was purpose of these new system ?
Player exps raised and raised and had to something for it ? Anyone thought
about stats of total_player_reinc_exp_spent_OLD vs total_player_reinc_exp_spent
_NEW ? I bet there's no big difference if we just cut stats of Shar off from
this comparison. And if we talk about money part --> less reincs == less money
away from game == more unbalance

Less reincing also causes less selling/trading of equipment, less cash
parties, well less almost anything. Less and less this and that but MORE
unbalance.

Said many times but reincing is salt of this game, seriously. Why more
frequently reincing is made so pricy experience wise ? I'm not saying to take
old system back but something less pricy than this current system.

I'm waiting for some kind of a reply from administrators of this game (read:
archwizards). Thank you!
I am not sure if this possible, but could a personal XP TAX be applied to the
person's xp rate instead. If a person reincarns under the 2mths or whatever the
set min time for lowest instant is then they get a minus applied to there XP
rate for this reincarn, the penalty is culmunitive if they dont spend a set min
time in the reincarn and reincarn out. So if the penalty was a -10% xp rate for
the reincarn early option, but after a week they reincarn again then they would
get another penalty + the current penalty so then could be at a -20% xp
rate....etc. Penalty would be worked off by some combo of time and xp made.
This would be a reincarn option added to the choices available now, but if
taken they must keep along this path for there next reincarn UNTIL there
initial XP RATE penalty has been worked off to 0%

This way those who like the current system and dont mind waiting etc, continue
to use the old system. Those players of gobs of xp that dont care about making
more xp really now have the option to be able to dance about and try other
reincarns. I suppose a cap would need to be in place so that once the penalty
to xp rate is like -50% or something they could not reincarn until bringing it
down to -40% via time/xp making combo.

I dunno, food for thought. I am sure i glossed over it but i think the premise
for the idea is there.

Thanks

 
Rating:
-3
Votes:
5
 
 
Smash
1y, 79d, 22h, 5m, 50s old
Level:
100
 
 
#4
28 Oct 2010 22:01
 
 
Smash wrote:
Quote:
As stated many times, this current reinc system simply is not good.

Nowdays people reinc a lot less vs. old system. And what that partially causes
is that players get more frustrated with their slow/normal reincs. Not all of
us have hours to spent regaining your exps and especially those who have very
limited playing time. In long run this system only forces away those with
limited time to play. I have had conversation with many almost totally retired
players and they agree with me. They don't want to make "fun reincs" anymore
'cause simply if you mess it up you have wait for another, -what 3 months-,
for reasonable priced instant mode reinc. And by messing up I mean for example
these new exciting loc guilds: people more likely try it themshelves than
consider reading some player written websites for info first. One retired guy
tried kharim reinc and noticed he can't offspell at combat :D -ok thats some
selfstupidity but anyway he just went into that "fun reinc". They more likely
spent their time somewhere else and let this game decay.

So less reincing with higher reinc tax. What was purpose of these new system ?
Player exps raised and raised and had to something for it ? Anyone thought
about stats of total_player_reinc_exp_spent_OLD vs total_player_reinc_exp_spent
_NEW ? I bet there's no big difference if we just cut stats of Shar off from
this comparison. And if we talk about money part --> less reincs == less money
away from game == more unbalance

Less reincing also causes less selling/trading of equipment, less cash
parties, well less almost anything. Less and less this and that but MORE
unbalance.

Said many times but reincing is salt of this game, seriously. Why more
frequently reincing is made so pricy experience wise ? I'm not saying to take
old system back but something less pricy than this current system.

I'm waiting for some kind of a reply from administrators of this game (read:
archwizards). Thank you!
I am not sure if this possible, but could a personal XP TAX be applied to the
person's xp rate instead. If a person reincarns under the 2mths or whatever the
set min time for lowest instant is then they get a minus applied to there XP
rate for this reincarn, the penalty is culmunitive if they dont spend a set min
time in the reincarn and reincarn out. So if the penalty was a -10% xp rate for
the reincarn early option, but after a week they reincarn again then they would
get another penalty + the current penalty so then could be at a -20% xp
rate....etc. Penalty would be worked off by some combo of time and xp made.
This would be a reincarn option added to the choices available now, but if
taken they must keep along this path for there next reincarn UNTIL there
initial XP RATE penalty has been worked off to 0%

This way those who like the current system and dont mind waiting etc, continue
to use the old system. Those players of gobs of xp that dont care about making
more xp really now have the option to be able to dance about and try other
reincarns. I suppose a cap would need to be in place so that once the penalty
to xp rate is like -50% or something they could not reincarn until bringing it
down to -40% via time/xp making combo.

I dunno, food for thought. I am sure i glossed over it but i think the premise
for the idea is there.

Thanks

(*==-- /\/ --==*) BatMUD Council Representative (*==-- /\/ --==*)

 
Rating:
-2
Votes:
2
 
 
Nazrix
2y, 89d, 16h, 16m, 1s old
Level:
90