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BatMUD Forums > Ideas-wanted > Re: party tune

 
 
#1
26 May 2004 23:02
 
 
More likely than not this is a stupid idea, but I will put it out there and
some wizard or mortal with more knowledge than me can critique it.

A lot has been put out about tunes, hp tunes, guild tunes, balance, etc. One
of the issues, from what I can gather, is that certain guild combos make for
rocking eq/regular parties.

What if you tuned parties?

An evil religious partying with a good relig, each would take 10% reduction of
sp/ep. Or X guild partying with Y guild might be a hp reduction. Or 2+ from
same guild might get increases of some sort. Perhaps nomads might cause no
reductions or increases, but other backgrounds and guilds would have more
implications. I haven't thought of every combo and every way to tune it.
Things that could be affected: hp/sp/ep, avoid, casting chance, luck

Just a thought, trying to look at the problem from a different direction.

-boot

 
Rating:
-3
Votes:
7
 
 
Boot
N e w b i e  H e l p e r
149d, 7h, 40m, 55s old
Level:
84
 
 
#2
26 May 2004 23:14
 
 
I think you just made every single evil relig tank type guild into a solo
guild. :(


Quote:
---> Robinhood <---<<
 
Rating:
1
Votes:
1
 
 
Robinhood
1y, 33d, 2h, 18m, 40s old
Level:
88
 
 
#3
26 May 2004 23:25
 
 
Robinhood wrote:
I think you just made every single evil relig tank type guild into a solo
guild. :(

It wasn't my intention to screw evil relig. I hadn't thought out every
specific. An example might be that a primarily evil party will hurt good
memmbers more than evil. Though the fact that the primary party healer is
currently good relig is a dilema in how to implement it.



 
 
 
Boot
N e w b i e  H e l p e r
149d, 8h, 40m, 58s old
Level:
84
 
 
#4
27 May 2004 01:55
 
 
Boot wrote:
Robinhood wrote:
I think you just made every single evil relig tank type guild into a solo
guild. :(

It wasn't my intention to screw evil relig. I hadn't thought out every
specific. An example might be that a primarily evil party will hurt good
memmbers more than evil. Though the fact that the primary party healer is
currently good relig is a dilema in how to implement it.

The main problem with your proposed solution is that it addresses the
"problem" at the end of a chain of variables that produces the problem. It
would be the equivalent of just saying you can only make X exp per hour no
matter what, or to address eq specifically, that your party could only kill X
monsters per T time or something.

That being said, I think it is a bad idea because it is way too arbitrary and
the number of permutations is quite large. Do you factor level in? is it that
good religious of level X in gets the penalty only when partying with evil
religious of at least level X? how does the tune get applied? what if you
just disband the party at critical moments to avoid the tune...

Anyways, I do agree the very first part of your idea though:

"More likely than not this is a stupid idea" :)

 
Rating:
2
Votes:
2
 
 
Duke
A r c h w i z a r d
1y, 96d, 3h, 50m, 32s old
Level:
420 [Wizard]