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BatMUD Forums > Flame > Re: global tune

 
 
#1
05 Feb 2009 15:16
 
 
Thanks for removing global (and personal) tuners for few days. How about
removing the global one for good? Why the ladybug do others get to suffer for
rapists' sins

I mean come on, the response that global tune makes you look for areas that
are in good tune is so bullshit that it even paints the face brown.

It's gay that the trend for eqmobs is that global prot is either removed or
lessened but for exp it's kinda the other way around.

Just make the personal tune more harsh so it would really mean the rapists
need to find more areas to rape and the rest can just go and kill one duz/day
and actually get something from it besides a wet spot in their pants.

kthhexitquitreal

 
Rating:
23
Votes:
37
 
 
Mahon
1y, 191d, 23h, 50m, 2s old
Level:
100
 
 
#2
05 Feb 2009 19:49
 
 
Mahon wrote:
Thanks for removing global (and personal) tuners for few days. How about
removing the global one for good? Why the ladybug do others get to suffer for
rapists' sins

I mean come on, the response that global tune makes you look for areas that
are in good tune is so bullshit that it even paints the face brown.

It's gay that the trend for eqmobs is that global prot is either removed or
lessened but for exp it's kinda the other way around.

Just make the personal tune more harsh so it would really mean the rapists
need to find more areas to rape and the rest can just go and kill one duz/day
and actually get something from it besides a wet spot in their pants.

kthhexitquitreal
Because that would trivialize exp even more than it currently is.
Nobody would bother to go to some distant areas because the tune
would be absolutely the same as with mobs in the main cities.

There would be no point in killing those extra hard mobs that
get killed less, and thus are in better tune, and the same
applies to the more complicated areas.

-Era of idling

 
Rating:
2
Votes:
17
 
 
Era
W i z a r d
8y, 286d, 3h, 59m, 5s old
Level:
55 [Wizard]
 
 
#3
05 Feb 2009 20:37
 
 
Era wrote:
Mahon wrote:
Thanks for removing global (and personal) tuners for few days. How about
removing the global one for good? Why the ladybug do others get to suffer for
rapists' sins

I mean come on, the response that global tune makes you look for areas that
are in good tune is so bullshit that it even paints the face brown.

It's gay that the trend for eqmobs is that global prot is either removed or
lessened but for exp it's kinda the other way around.

Just make the personal tune more harsh so it would really mean the rapists
need to find more areas to rape and the rest can just go and kill one duz/day
and actually get something from it besides a wet spot in their pants.

kthhexitquitreal
Because that would trivialize exp even more than it currently is.
Nobody would bother to go to some distant areas because the tune
would be absolutely the same as with mobs in the main cities.

There would be no point in killing those extra hard mobs that
get killed less, and thus are in better tune, and the same
applies to the more complicated areas.

-Era of idling
I'm speaking on my own behalf only, but here it is: I don't bother going to
distant areas anyway. Why? Because it takes so much time to get there that
it's just the same to kill mobs with shittier tune. Because there's no proof
that mobs are greener over the fence.
It would sound like there's poor placement of areas if what you say is true.
I don't know what you're referring to with extra hard mobs but I doubt anyone
with brains goes to an area where every 5k mob kc's, curses, banishes and just
fucks you up. I also know that usually if there's a stupid mob in an area, it
will not get killed. For example, sid is ok exp, but how many times a party
enters the area he gets killed?
Also, generally the global tune affects small mobs. Off-parties rape
clonemonsters that are small-big-enough and some regular soloers might do the
same dudes. Def-parties just kill few big monsters from an area and that's it,
they're pretty much always in lot tune.
Sadly, I guess, most of the players are incapable of soloing 150k mobs for exp
so the abovementioned is stuck with crapmonsters.
However, as I said in my first post, what you say about exp also applies to
eq. Why not make kizar drop +1wis,0-1spr ring if someone killed it a week
before. That was sarcasm for the humoristically challenged.

 
 
 
Mahon
1y, 192d, 2h, 32m, 32s old
Level:
100
 
 
#4
05 Feb 2009 22:10
 
 
Didn't quote whole previous thread for space reasons, but this is in response
to the point about removing general tune altogether...

The problem with that concept is you're confusing the difference between the
general exp tune and the personal tune.

The point of the personal tune is to prevent me from camping in smurfville all
day repeatedly killing smurfs and gaining a constant amount of experience,
from a gameplay standpoint this is bad because i don't explore any of the mud
and from a roleplaying perspective you could justify it and ask how much i
would actually continue to learn by just killing the same things repeatedly.

The general tune is a completely different beast. The point of the general
tune is really just game balance. The general tune kicks in for mobs that are
killed too often... If you have 2 mobs that both give 20k exp and one of them
is killed 50x in a day and another is killed just twice, there must be a
reason, and that reason is that for SOME reason the mob that is killed 50x per
day is "easier" to kill...

"easier" in this context could mean a great number of things, it could be in a
more convenient location, it might not cast spells, maybe it stands alone and
the other mob has 3 others in the room with it, etc. WHY it is easier is not
important, the fact is that for some reason this mob is easier to kill for the
general population and therefore it should not be as rewarding as the more
difficult mob, this is just simple game balance and it is necessary...

The reason you don't get good exp for killing duzes is because they are too
damn easy... even in shitty tune people still kill them because it's an easy
area with tons of mobs, you should NOT get good exp just because you
personally didn't kill them in a month.

Val

 
Rating:
7
Votes:
21
 
 
Val
N e w b i e  H e l p e r
1y, 207d, 3h, 48m, 18s old
Level:
94
 
 
#5
05 Feb 2009 23:32
 
 
In a nutcase, what you're saying, is, some wizards can't code correct
expvalues for their mobs. Ok.
I guess you failed to understand why smaller mobs are killed more often than
bigger mobs and since global tune is based solely on how often a mob is
killed, your reasoning seems weak.
I have never killed duzes for exp, the last time I tested I could do better
rate in beastlands than in duzelton.
Since you've so wonderfully explained how it works, I've changed my mind.
Remove personal tune altogether, it's not important what you do, it's
important what others do. Because of this, the low-cap of exptune should be
removed, monsters should actually give 0exp if killed enough.

 
Rating:
-5
Votes:
24
 
 
Mahon
1y, 192d, 5h, 24m, 53s old
Level:
100
 
 
#6
05 Feb 2009 23:48
 
 
Mahon wrote:
In a nutcase, what you're saying, is, some wizards can't code correct
expvalues for their mobs. Ok.
I guess you failed to understand why smaller mobs are killed more often than
bigger mobs and since global tune is based solely on how often a mob is
killed, your reasoning seems weak.
I have never killed duzes for exp, the last time I tested I could do better
rate in beastlands than in duzelton.
Since you've so wonderfully explained how it works, I've changed my mind.
Remove personal tune altogether, it's not important what you do, it's
important what others do. Because of this, the low-cap of exptune should be
removed, monsters should actually give 0exp if killed enough.
It has a LITTLE bit to do with the fact that some wizards can't code correct
exp values and a lot more to do with the rest of the stuff you so nicely
pointed out for me...

I don't fail to understand why smaller mobs are killed more often than bigger
mobs, i understand that completely. In general it is easier to kill 10 5k
mobs than it is to kill 1 50k mob... you make my point for me... since this is
the case the 50k mob will be killed less often and thus worth closer to 50k
each time it is killed.

The 5k mobs on the other hand will quickly get tuned as people continue to
rape them until it gets to the point where it is just as cost effective for
them to go after the 1 50k mob. That was precisely my point.

And yes, from a logical standpoint your argument about the minimum cap
actually makes sense too... why not make it 0 exp? That would allow for a
better overall system of balance, unfortunately it would also make the game
suck hardcore for real newbies...

Your point about making better exp in beastlands proves my point entirely...
those little mobs are raped because even you at level 100 feel that it is more
worth your time to go kill them than to try to kill some 50k mobs for exp...
so obviously there is something about the game that makes it easier for you to
do that, and therefore the game will automatically adjust and make that less
profitable. The system is indeed working and you have proven it.

Val

 
Rating:
4
Votes:
10
 
 
Val
N e w b i e  H e l p e r
1y, 207d, 4h, 10m, 18s old
Level:
94
 
 
#7
06 Feb 2009 10:17
 
 
For starters, wizards dont code expvalues for their mobs. The expvalue
is automatically calculated based on several factors, including the
difficulty of the mob. The formula is by no means perfect though.

Also, the tune values are not tied to the handle of the mob (as was
claimed in a previous post).

The global and personal tune are meant to fix/promote two issues:

The _personal_ tune is meant to discourage a player from repeatedly
clearing the same area over and over. In many other MMOs, this isnt
necessary because the exp gained is tied to the difference in level
between the player and the mob, so eventually the player will be of
a too high level to gain anything by killing the same mobs over and
over.

The _global_ tune is meant to encourage and award players to do exp
in areas that are not frequently visited, and which might be a bit
more remote. I.e. someone visiting the long lost ruins of Nobody-ever-
comes-heristan will gain more exp with the same killing effort as the
dozens of players who kill duzes. Or that's the idea atleast.

The weighting of the global versus personal tune is ofcourse something
to be discussed, but the point is that without a major overhaul of how
exp is gained in BatMUD (and associated expcosts for guilds, skills and
spells, and a "conversion" of existing player exp), both tunes are
needed.

++ Gore

 
Rating:
15
Votes:
15
 
 
Gore
A r c h w i z a r d
10y, 186d, 14h, 26m, 14s old
Level:
600 [Wizard]
 
 
#8
06 Feb 2009 13:47
 
 
Sadly I have to agree with this bumbling moron Mahon. I primarily quit
playing as a combination of the travel situation and the exp tunes on
most of the areas that I enjoyed playing in. I also did not travel and
instead killed mobs normally in any area I felt like despite the tune. As
a matter a fact, im sure if you actually looked at the numbers you'd be
suprised in how many people really do visit a large portfolio of areas.

- blackstar -

 
Rating:
-3
Votes:
13
 
 
Blackstar
1y, 11d, 7h, 42m, 30s old
Level:
85
 
 
#9
05 Feb 2009 22:15
 
 

How about making global/personal tunes based upon short_description of
monster and not its handle ('guard', etc.) Many areas are coded with most
monsters sharing the same handle, for simplicity of coding, which ruins the
area for exp.



 
Rating:
15
Votes:
20
 
 
Chaste
266d, 0h, 36m, 47s old
Level:
90