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BatMUD Forums > Ideas-wanted > Re: Merchant Low exp_total discrimination

 
 
#1
20 Feb 2009 11:13
 
 
Hello all merchants and everyone interested in merchants.

I know this could be considered a whine and i apologize in advance to all who
think so.

I have discovered that beginning a merchant character with a low EXP total is
almost impossible because of the restrictions to gathering experience is hard
for a non-fighter. and the amount of exp needed for decent must have skills and
spells is massive.

As a merchant we have very good possibilities of making Huge amounts of money
and materials.

But we can only benefit from these things by hard work and tedious repetision
and search of materials.

What i am suggesting that we ad a very small experience to say cutting trees,
mining minerals, Creating .

Both require skill from the user and you would think that this could create
some experience for the user.

I can understand that the skill would increase with use but i also think the
user could get some experience. A little at least.

Here is my 2 cents on the idea.
I hope no-one bites my head off for this.

By.
Mikee the small merchant.

 
Rating:
4
Votes:
11
 
 
Mikee
47d, 4h, 29m, 0s old
Level:
40
 
 
#2
20 Feb 2009 11:18
 
 
Here's another suggestion. Might seem like a bit of a artificial fix, but
could the rate of MIP be dependent on your totals? The totals of the recipient
of the cast, that is. This way newbie merchants could get more use out of it,
while highbie merchants can't "abuse" it.

CM

 
Rating:
3
Votes:
13
 
 
Crawe
N e w b i e  H e l p e r
2y, 201d, 16h, 50m, 55s old
Level:
87
 
 
#3
20 Feb 2009 11:24
 
 
Crawe wrote:
Here's another suggestion. Might seem like a bit of a artificial fix, but
could the rate of MIP be dependent on your totals? The totals of the recipient
of the cast, that is. This way newbie merchants could get more use out of it,
while highbie merchants can't "abuse" it.
Noo, that's just horrible. I'd hate to see rebirthers mip away 50M exp and
gain back all the power they recently lost. We could tune out rebirthers from
that formula, but somehow I just don't see that as being any more fair.

MIP already has a lot better ratio when cast on yourself, it is quite enough.
And if you need more, you can always pay some bored highbie in gold to take
you exping.

 
Rating:
4
Votes:
5
 
 
Nerya
C o d e s l a v e
27y, 265d, 9h, 24m, 9s old
Level:
25 [Wizard]
 
 
#4
22 Feb 2009 18:27
 
 
Nerya wrote:
Crawe wrote:
Here's another suggestion. Might seem like a bit of a artificial fix, but
could the rate of MIP be dependent on your totals? The totals of the recipient
of the cast, that is. This way newbie merchants could get more use out of it,
while highbie merchants can't "abuse" it.
Noo, that's just horrible. I'd hate to see rebirthers mip away 50M exp and
gain back all the power they recently lost. We could tune out rebirthers from
that formula, but somehow I just don't see that as being any more fair.

MIP already has a lot better ratio when cast on yourself, it is quite enough.
And if you need more, you can always pay some bored highbie in gold to take
you exping.
Well Nerya being a wizard you should already be aware of the decreased
alchemy-discovery bonuses that reberthers get. So I guess I don't have
to mention that do I?

- blackstar -

 
Rating:
-3
Votes:
5
 
 
Blackstar
1y, 13d, 6h, 42m, 34s old
Level:
75
 
 
#5
20 Feb 2009 11:19
 
 
Mikee wrote:
What i am suggesting that we ad a very small experience to say cutting
trees, mining minerals, Creating .
I see the veins on Ulath's and some other wizzes popping. You have no
idea how many abuse possibilities this idea has, and I tell you bat
players are very good at finding them. Hell, if even half of the creativity
of bat players' would be implemented in rocket science, we'd be already
colonizing Mars and flying with warp engines and shit.

Anyhuu, I tend to agree that it would be nice to get something out
that tedious grinding. And we do: material masteries.

I'd say increasee the amount of exp MiP gives if you cast it to yourself
instead of opening a black hole to the universe.

~/A

 
Rating:
3
Votes:
9
 
 
Acidia
1y, 219d, 21h, 7m, 33s old
Level:
91
 
 
#6
20 Feb 2009 11:34
 
 
Mikee wrote:
Hello all merchants and everyone interested in merchants.

I know this could be considered a whine and i apologize in advance to all who
think so.

I have discovered that beginning a merchant character with a low EXP total is
almost impossible because of the restrictions to gathering experience is hard
for a non-fighter. and the amount of exp needed for decent must have skills and
spells is massive.

As a merchant we have very good possibilities of making Huge amounts of money
and materials.

But we can only benefit from these things by hard work and tedious repetision
and search of materials.

What i am suggesting that we ad a very small experience to say cutting trees,
mining minerals, Creating .

Both require skill from the user and you would think that this could create
some experience for the user.

I can understand that the skill would increase with use but i also think the
user could get some experience. A little at least.
Well, being a non-combat guild, starting as a merchant can indeed be a tedious
process. But the same really does go for blasters, and healers to a lesser
extent. They have the same problem of being unable to solo.

In parties, the blasters and healers roles are quite straight forward. But
merchants can find their places aswell. Some starting merchants have even
gotten parties in exchange for plastic surgeries, prots, repairs, and
similiar. In newbie parties, you'll have lots of time to service them while
they regen, it's not even that bad for the party, even less so, if exploration
is a part of the formula.

Granted, compared to the fighting guilds, the merchants are quite lacking in
some parts, but the merchants guild really is unique in its way to self-tune
itsself. No other guild can dictate what they gain from their doings. If a
merchant is not getting enough income, he can raise prices, thus tuning the
skills to better fit the current balance of the game.

Of course people will always undercut your prices, but as of late, I've seen a
lot of talk about not getting services in a timely fashion, perhaps people
would be willing to pay a bit more for getting the job done sooner. This of
course only applies if you have enough experience to get the spells needed to
service people.

For the really lowend merchants, perhaps experience from cutting trees and
such would be in order, but for people with a few megs of exp, it's not really
needed, as they do have other means of providing themselves with experience.

 
Rating:
2
Votes:
2
 
 
Nerya
C o d e s l a v e
27y, 265d, 9h, 34m, 30s old
Level:
25 [Wizard]
 
 
#7
20 Feb 2009 13:51
 
 
Thank you for your quick posts.

I do agree that the idea of abuse for a merchant gaining experience by botting
and other abuses is extremely high.

I was thinking more in the lines that Solo merchants should have a way of
contributing to the newbies or there general castles/areas for exchange of a
small amount of exp. instead of selling there skills and spells to the highest
bidders that newbies could newer compete with.

by.
Mikee the small merchant

 
Rating:
2
Votes:
2
 
 
Mikee
47d, 4h, 29m, 0s old
Level:
40