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   Author  Topic: lvling mob  (Read 401 times)
Id
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lvling mob
« on: 01/10/04 at 00:59:21 »
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don't know if anyone suggested this, but here goes...
 
Monsters can level up after acquired a certain amount of exp by killing players.  The amount of exp the monster get will be (exp loss by dead player/2)
 
Monster can level up to 10(max).  With each level up, the monster's hp, abilities to dodge and hit, and damage will also increase (and maybe exp per damage will also increases).  At level 10, the monster get a new ability (who know..it might even drop a different upgraded weapon).
 
Don't know what would happen.  The game my be more laggy to remember which monster leveled.  Also this might be a bit hard to code ...but it will be a nice feature to put in.
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Re: lvling mob
« Reply #1 on: 01/10/04 at 01:26:54 »
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I don't think it will work. What you are suggesting would make level restricted areas like Natura, Swamps, etc. to hard for the levels it was design for.
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Re: lvling mob
« Reply #2 on: 01/10/04 at 01:38:50 »
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nothing a few more alts can't fix lol...
 
anyway..I'm just trying to add in some twist to the game...not just run to swamp, level then run back....days after days after days.   Tongue
 
anyway..also check out
http://www.nightmist-online.co.uk/cgi-bin/YaBB/YaBB.pl?board=Comments;ac tion=display;num=1047502140;start=20#20
solution for lvl 30 problem
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Re: lvling mob
« Reply #3 on: 01/10/04 at 07:26:49 »
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1) i see no lvl 30 problem. once you are lvl 30 you are lvl 30.. what would the difference being lvl 100 and not being able to lvl up? eos
2) that idea on the other thread? terrible. its been discussed before, staff and players didnt like it. not going to happen lvl 30=lvl 30 nothing higher is needed... there needs to be at least some challenges ingame doesnt there? otherwise there would be too many BoTs and CSoTWs running round because the bosses are easier to kill, more gold, quicker, more items.
imo, eos
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Re: lvling mob
« Reply #4 on: 01/10/04 at 07:55:20 »
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The problem with lvl 30 is that they're bored and nothing else to do except making more lvl 30 and selling them to noobs.
 
btw...I don't know if you read my post in the other post and understood them, but I didn't said anything about higher level...but instead it's a reset back to lvl 1..like any normal crit with the same hp as any normal crit just one random increasement in stat..could be intel could be str could be dex..who know...
 
...then why would this take away the challenge ingame?  resetting them back will letting them experience the feeling of getting pk by those that they killed when they were lvl 30.  If you're thinking about leveling back and forth hundreds of time to get crazy stat --unbalancing the game--.  Lol..yes LOL  you know long that will take.  I doubt there are any player in this game that leveled themself hundred of arch.  
 
There will also be the priceless moment of  an arch thief reseting back, spending 1mil gold and all their exp and get +1 in intel
 
..and what is this about too many bot or csotw ingame? no idea what you're talking about lol..sorry..might just be me being stupid.  Cheesy  wonder how many reset it will take to make a crit so powerful that it can solo cg ...or heck...solo a vinewhip troll.
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Re: lvling mob
« Reply #5 on: 01/10/04 at 12:35:11 »
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I don't like the idea.
For the little noobs, the monsters would be incredibly to hard  for first-timers. Then places like the desert would become so ridiculously impossible, it wouldn't be funny.
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Re: lvling mob
« Reply #6 on: 01/10/04 at 13:14:38 »
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Personally, i wouldn't see this idea working at all.. The number of times people would die by the same monster is very low. It'd affect bosses more then monsters. Think about it, how many people go to the desert (for example), and die, then another person comes, and dies by the exact same monster.. The chances are very very slim.
 
Also, the exp gain from the monster would have to go up, it's only logical. And in that case, people could buy a cheap crit with a ton of exp, get it killed, get a monster up to lvl 10, then kill it with another crit - Almost exp transferring.
 
It'd only have the biggest affect on the Forest, as that's where most newer players tend to level. In this case, it'd only open up a even greater rift between newer and older players.
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Re: lvling mob
« Reply #7 on: 01/11/04 at 07:14:05 »
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let's clear things up...
first, the exp player lost will only be use to level the monster.  That doesn't mean the monster will give the exact exp it gets.
(ie.  hydra has about 2.5k hp. In level up, let it has 3k hp., + 1-5 in damage, +1% chance to hit/dodge, +5exp per point of damage --so the total exp get will only  improve by 15k)
 
second, the harder the monster, the more exp it will require to level up.  For instance, if a leech kill a lvl 30 player(not likely)..it would go up a few level with that one kill. While a sand spider would only level up once when kill a llv 30 player (or maybe not at all -- might require 2 players kill to level up).  After it level up, the exp for the next level would increase (require 4 lvl 30 kills this time).  By the time it level up to 10(max level --could be set lower to 5 or even 3) the sand spider would require hundreds of lvl 30 players kill(the chance that this happen would be impossible --unless someone purposely doing this.) The improvements upon level up don't have to be a lot...which some of you somehow got that idea.  No, the monster only improve slightly each level...by the time it level to max (which is impossible since it will take many many player kill)...THEN it will be powerful.
 
the purpose of this is that by the time a monster kill enough players, it would become a "Mini-Boss" that drop a different item than the normal monster.  (Example: Barrack...there would still be the Demonic general -- the main boss--  but once in awhile, there would be a lvl 10 demonic soldier(turn into a demonic captain) which act as a mini boss and drop something different from the normal demonic soldiers,which drop gold.
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Re: lvling mob
« Reply #8 on: 01/12/04 at 02:06:03 »
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lets clear things up. the great idea to solve the lvl 30 problem was: kill people. it was not formally turned down and has absolutely nothing at all to do with this topic.
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