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Nm1a Balancing - Post Your Views Here


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#1 Pandilex

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Posted 04 July 2007 - 12:58 PM

What I want:





Bullet point comments stating :
  • ONE aspect of the game you feel should be changed.
  • WHY should it be changed. Logical arguments only.
  • IDEAS for HOW it might be changed, if you have some.
If you have more than one comment to make, about different aspects, and I hope you do, then seperate your sets of three bullet points with some kind of line!


If you agree with another player, then quote them, type I AGREE, and then explain why you agree. You have to prove you have you a good reason to agree!



If you DISAGREE with another player, then quote their post, and put bullet point comments like above:


  • The aspect of the game, and whether you feel it should remain the same or not be changed at all.
  • WHY it should remain the same or be changed differently.
  • Your ideas for HOW you think it should be changed (and obviously why, as stated in your 2nd bullet point).



What I don't want:


  • Pointless flaming.
  • People not listening to my guidelines
  • People getting angry or trying to stress their point. If you make a good point it will be considered, even if everyone on the entire post disagrees with you.



Okay, so with that, let's try to bring to light some of the issues and problems with the game. The final goal is for staff to be able to easily identify issues that people agree on, why they occur, and how we might best go about fixing them.



Contended issues will either be investigated further or we'll create our own compromise.
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#2 Autek

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Posted 04 July 2007 - 05:22 PM

A step in the right direction! Sounds like the public forum I had suggested a while back! :)

  • I haven't played 1a for quite some time now, but when I did play, a big issue that I had was with the healing bonus being removed from both clerics and paladins.
  • Clerics healing in the 100's still get great xp, even without the +20 bonus. So it hurts the clerics, but not that bad. Paladins on the other hand, have average melee at best, and I remember when they dropped the +20xp for Paladins, I was making more xp meleeing at the GSW than healing for xp. I was upset because the classes with the mass xp were the clerics, though there were three archmaster paladins from 250-275m xp, waiting at like 380m xp. I felt that Paladins were hit a lot harder than Clerics.
  • I had thought that paladin's healing bonus should have only been halved, to a healing bonus of +10xp/dmg, while clerics healing bonus be removed completely. And on a side note, I think that druids should maintain the +20 xp/dmg bonus for healing.

EDIT: Apparently the bullets are absolutely necessary and simply having different paragraphs is unacceptable lol.

Edited by Autek, 04 July 2007 - 07:54 PM.

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#3 JLH

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Posted 04 July 2007 - 05:32 PM

  • Autuk should learn to follow Pandilex's words of wisdom
  • Because Pandilex said that's how he wants it done
  • Learning to read lectures, with a whip :)

Anything i post on here is subject to change at any time without notification to the board.

#4 shigogouhou

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Posted 04 July 2007 - 06:25 PM

  • Kill to pass monsters outside of non-Nightmist towns.
  • Players get PKed outside of cities, and can't do anything about it because 1) they used their stamina up trying to kill the KTP monster, (especially players with less than 3 stamina, because these players usually don't do enough damage to quickly kill the KTP and are also pretty banged up by the time they get to it) and 2) they can't get to safety (they just have to run back and forth between squares hoping they don't die in the process)
  • If there's at least one other player on a kill-to-pass square, all other players can pass through freely (the KTP monster is "distracted" by the remaining player)


#5 Freek

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Posted 12 July 2007 - 01:49 AM

  • I think that Clerics/Pallys should get more exp for healing other users.
  • Right now there are fewer and fewer people willing to train Clerics because of the +20 bonus being gone, but thats not the only issue. Nightmist 1a has to have cooperation. The few who do train Clerics now don't like to help others train (I.E Berserkers, Fighters, Etc.) because they have to spend time training there character on something diffrent then what others need to train on. If they got more exp from healing others they would want to go help because it would be nice exp for them and they would be helping others.
  • I would suggest healing gives 40-55 pod on users. I know people would think then someone would get someone to go outside of town get hurt then come to town and heal for exp. So why not make healing not work in towns. Wouldn't be to hard since be almost same command for no attacking in town/nopk squares. No need for it when you have a pub/sauna. Would be just like training outside of town on vampire bats or demonics.
Just my suggestion
. :)

Edited by Freek, 12 July 2007 - 02:06 AM.

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#6 Gaddy

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Posted 12 July 2007 - 02:06 AM

  • I think that Clerics/Pallys should get more exp for healing other users.
  • Right now there are fewer and fewer people willing to train Clerics because of the +20 bonus being gone, but thats not the only issue. Nightmist 1a has to have cooperation. The few who do train Clerics now don't like to help others train (I.E Berserkers, Fighters, Etc.) because they have to spend time training there character on something diffrent then what others need to train on. If they got more exp from healing others they would want to go help because it would be nice exp for them and they would be helping others.
  • I would suggest healing gives 40-55 pod on users. I know people would think then someone would get someone to go outside of town get hurt then come to town and heal for exp. So why not make healing not work in towns. Wouldn't be to hard since be almost same command for no attacking in town. No need for it when you have a pub/sauna. Would be just like training outside of town on vampire bats or demonics.
Just my suggestion. :)



I just wanted to say it is eally odd cause I posted a suggestion with not only this exact thing (more exp for healing other players)...but near that exact exp range.
Good suggestion. :-)

PS- Saying good idea, not suggestion you'd have any way of knowing I suggested it in sysops section.
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#7 Prophet

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Posted 13 July 2007 - 06:46 PM

  • Fighter's amount of damage that they do per a round.
  • Fighters are supposed to be the best fighting characters in game(hence their name), yet for some reason they don't do as much damage per a round as Druids, Rangers or even compared to Zerks.
  • There is a simple solution remove armor absorption against monsters, without armor absorption their damage will be comparable with the other classes as it is they do damage slightly less than druids and rangers atm, which I could understand as they have 6 stam but then they randomly have some of these hits cut by more than half, whereas if they hit just as they normally do without armor absorb they would be worth using in a party and would be comaparable with the other classes. I feel it should only be for pvm though as pvp they are fairly balanced with them beating some classes easily and being beaten easily alike by other classes.
(This idea is for both servers)

Edited by Prophet, 13 July 2007 - 06:54 PM.

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#8 joanna

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Posted 14 July 2007 - 12:59 AM

o Baby clerics unfairly discriminated against by removal of the +20pod

o One bad side effect of the removal of the healing bonus, is that since clerics 'heal' spell is so poor and they are stuck with it right up to l17, even pallys get 10 extra heal per click, clerics in the l15-l17 range are unfairly discriminated against versus those that levelled while the +20% was still in. L17 clerics heal for 10-20, while all other classes can heal/hit for much more

o Change the formulae for the cleric heal spell to add the level of the casting character to the amount healed. So if a cleric with a certain amount of wis/char healed/heal-damaged for 10-20 at lvl1, at l10 it would heal for 19-29, and at arch 39-49. Aid and DR would be unaffected, as would pally/druid heal spell since those 2 classes have other ways to train

#9 Woodstock

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Posted 20 July 2007 - 04:23 PM

im surprised no one has addressed the issue with it being impossible to level past 30 on 1a.
  • Make the boss needed for tokens to level past 30 a bit easier and actually killable solo.
more suggestions later, i just saw no one had mentioned that..
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#10 joanna

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Posted 21 July 2007 - 12:39 AM

im surprised no one has addressed the issue with it being impossible to level past 30 on 1a.

  • Make the boss needed for tokens to level past 30 a bit easier and actually killable solo.
more suggestions later, i just saw no one had mentioned that..


hehe never thought of that... whichever class it is that gets the gladiator (or whichever monster it is called that is a 1vs1 fight) is sooooo unfairly in favour of there will be hundreds of l31s of that class before a single alt of another class gets l31 ( not counting those that got l31 before the changes) )

#11 Freek

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Posted 24 July 2007 - 05:41 AM

im surprised no one has addressed the issue with it being impossible to level past 30 on 1a.

  • Make the boss needed for tokens to level past 30 a bit easier and actually killable solo.
more suggestions later, i just saw no one had mentioned that..



I AGREE

If not make them easier atleast make them not cost so much to get into. I mean on main to level you can go 1million gold as fast (if not faster)as you can make 100k on 1alt. I mean I would try harder to kill the boss if I didn't have to take a huge amount of time to make 100k + the cost for mana and potions. And then round up 15 users (that have the character that hurts the monster) then go in and attempt to kill it. I've been once with a group of 11 I think. We did fairly well until a main hitter died. Then couldnt get it past slightly, I think that trip cost me 200k. (Not to mention the location of the guilds are another reason to make it a little easier-less expensive to do.)

P.S. - I know the one alt server is to make people work together which is what people do but. Its hard to plan trips with fifteen different people with different life styles.

To joanna. -- Don't think anyone gets lucky enough to do gladiator to level :)
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#12 Ryuku

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Posted 24 July 2007 - 07:54 AM

  • Rangers hit rate at lower levels
  • The fact every class, even berserkers, hit more often. Does any other class at lvl 19 barely even solo a brown bear without any potions?
  • Increase the hit rate for dual shot for lvl 15-20, the damage for dual shot isn't that much at lvl 15-20, so increasing the hit rate for those levels doesn't seem unbalancing.


#13 Crane

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Posted 24 July 2007 - 08:09 PM

  • Rangers hit rate at lower levels
  • The fact every class, even berserkers, hit more often. Does any other class at lvl 19 barely even solo a brown bear without any potions?
  • Increase the hit rate for dual shot for lvl 15-20, the damage for dual shot isn't that much at lvl 15-20, so increasing the hit rate for those levels doesn't seem unbalancing.

I only half-support that one... my suggestion would be as follows...
  • Rangers' hit rate at lower levels.
  • Rangers are notoriously hard to train at low-levels because of their tendency to miss so often, meaning that even some of the easiest of monsters, may require the use of Healing Potions. Once the Ranger gains Rapid Fire this becomes less of a problem.
  • Increase the hit rate of the regular attack of Rangers so it is comparable to most other classes, but not Dual Shot. This helps lower-level training and offers a trade-off at the Adept levels... a regular attack that hits fairly often, or a high-damage attack (Dual Shot) that does not hit as often. This change, in my opinion, will help answer the call of allowing Rangers to be easier to train without risking them being overpowered in mid-levels, and also introduces some strategy into the class... after all, aiming a single arrow from the bow (or just clobbering an opponent with the bow itself!) is a heck of a lot easier than releasing a pair of arrows simultaneously and hoping that at least one meets its intended target.

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#14 Ryuku

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Posted 25 July 2007 - 03:06 AM

Or make dual shot do double damage instead of 1.7 (seems to be more than 50% but not double) like the name implies.

#15 Myrdon

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Posted 02 August 2007 - 01:15 PM

I disagree with previous posts on rangers' hit rate.
  • Rangers' lower hit rate should remain the same
  • The rangers' lower hit rate could be intended to balance the fact that their skill attacks can not be absorbed by armor, so in order for the hit rate to be raised another aspect of the ranger would have to be changed to keep it balanced.
  • There may be some room for tweaking with ranger accuracy while keeping it all balanced, but all in all I don't think rangers need any major changes. Yes they are hard to train at low levels, but to increase the accuracy for low level would likely mean increasing accuracy for all levels. The only suggestion I would make for a lower level solution would be to give them the ability to wield some melee weapons such as the Quarterstaff, Broad Sword, and Blade of Honor, at lower levels this would benefit but at higher levels the bow and their skills would be much better.

Edited by Myrdon, 02 August 2007 - 01:36 PM.


#16 joanna

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Posted 03 August 2007 - 01:07 PM

round 1, vs zerk with 0 armour

You fired a dual shot at Rachaelsbane with your Enchanted Bow for 73 points of damage.
You fired a dual shot at Rachaelsbane with your Enchanted Bow for 65 points of damage.
You fired a dual shot at Rachaelsbane with your Enchanted Bow for 77 points of damage.
You fired a dual shot at Rachaelsbane with your Enchanted Bow for 45 points of damage.
You missed Rachaelsbane.

round 2, vs druid with 244 ac

You fired a dual shot at Madrigal with your Enchanted Bow for 1 point of damage.
You fired a dual shot at Madrigal with your Enchanted Bow for 1 point of damage.
You fired a dual shot at Madrigal with your Enchanted Bow for 1 point of damage.
You missed Madrigal.
You fired a dual shot at Madrigal with your Enchanted Bow for 1 point of damage.

Nope, Dual Shot does not ignore armour. Dual Shot is in fact greatly affected by armour

#17 Myrdon

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Posted 03 August 2007 - 01:22 PM

You misunderstood, Dual Shot and Rapid Fire do not get partially absorbed by armor, like Berserk for example, I wasn't trying to say that those attacks completely ignored armor.

You attacked a Lion with a Fangs, but the Lion's armor absorbed half the blow for 27 points of damage.

That is the type of absorb I meant, which doesn't happen with those skills.

#18 Crane

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Posted 03 August 2007 - 01:28 PM

You misunderstood, Dual Shot and Rapid Fire do not get partially absorbed by armor, like Berserk for example, I wasn't trying to say that those attacks completely ignored armor.

You attacked a Lion with a Fangs, but the Lion's armor absorbed half the blow for 27 points of damage.

That is the type of absorb I meant, which doesn't happen with those skills.


It's not always easy to tell if armour absorbs with those attacks or not, because unlike regular attack, it won't say if the armour blocked the blow - it will only give a lower number. Joanna, can you confirm the effects on monsters known to have very low and very high armour respectively?
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#19 Myrdon

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Posted 03 August 2007 - 01:33 PM

Monster armor has no significant effect on ranger skills, the Crystal Giant for example, my druid often has its normal attacks absorbed, but my ranger hits its normal damage which is usually 42-86 with the Spirit Bow. Player armor on the other hand, will diminish attacks greatly but will not absorb like in my example above.

#20 joanna

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Posted 03 August 2007 - 03:42 PM

Anyone know of monsters with exeptinally high/low armour? From what i remember CG, Scarabs and Bunnies have pretty low armour, while silversail defectors are above average. I tried a fighter and ranger vs them, 40 hits each, all stat mod eq left at home:

Fighter, vs rabbit, average hit 48, range 30-70 (40 difference)
Fighter, vs defector, average hit 30, range 0-69 (69 difference)
Ranger, vs rabbit, average hit 67, range 43-79 (36 difference)
Ranger, vs defector, average hit 59, range 46-77 (31 difference)

This ignored misses, but counted 'blocks' as a hit of zero for the fighter.
Anyone tried with the Ceramic Javelin? this weapon has a text as if it was a rapid fire type attack (ie no blocks) yet it uses standard attack...

#21 Prophet

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Posted 03 August 2007 - 06:12 PM

Ceramic Javelin does the armor absorbed and blocked the same as any other weapon in terms of damage, but it just isn't displayed on screen that it was partially absorbed all you see is a much smaller hit in terms of damage.
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#22 Snoopy

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Posted 07 August 2007 - 10:49 AM

Yea, for example you hit a drow mage, you might hit 110 105 100 50 0 100

The 50 is in effect a partial armour absorb, and the 0 is in effect a miss/full absorb but the custom message dosnt show this up, just says you stab out for 0 points of damage.

Same with other customes, happens with kiss of north, eternal nights, arctic cutlass etc
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#23 Throwback

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Posted 27 August 2007 - 07:44 PM

im surprised no one has addressed the issue with it being impossible to level past 30 on 1a.

Make the boss needed for tokens to level past 30 a bit easier and actually killable solo.

more suggestions later, i just saw no one had mentioned that..


now that i have learned that the fighter token boss is not only non heal, but that 2 archs a master expert and 2 adepts can drop it, i believe that making coliseum bosses the lvling bosses is absurd. Infedel is non heal damage cleric only ( wont happen) demilich heals itself and is magic only(need 3 healers 9+ attackers on a 1a server, rare to happen anymore) the thief token boss was nearly dropped( rangers/thieves only,heals itself), i believe a party of 10 went....so why not just eliminate the coliseum as the token grounds, and make one boss, one boss called say the Judge of Character, make it a healing boss, that all classes can go to make it at least obtainable, or make all bosses damage, hit, and heal rates the same. It doesnt seem right a 6 person fighter party just owned the token boss when 10 thieves and rangers only got theirs to mod

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#24 Woodstock

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Posted 27 August 2007 - 08:17 PM

im surprised no one has addressed the issue with it being impossible to level past 30 on 1a.

Make the boss needed for tokens to level past 30 a bit easier and actually killable solo.

more suggestions later, i just saw no one had mentioned that..


now that i have learned that the fighter token boss is not only non heal, but that 2 archs a master expert and 2 adepts can drop it, i believe that making coliseum bosses the lvling bosses is absurd. Infedel is non heal damage cleric only ( wont happen) demilich heals itself and is magic only(need 3 healers 9+ attackers on a 1a server, rare to happen anymore) the thief token boss was nearly dropped( rangers/thieves only,heals itself), i believe a party of 10 went....so why not just eliminate the coliseum as the token grounds, and make one boss, one boss called say the Judge of Character, make it a healing boss, that all classes can go to make it at least obtainable, or make all bosses damage, hit, and heal rates the same. It doesnt seem right a 6 person fighter party just owned the token boss when 10 thieves and rangers only got theirs to mod

we had a party of 8. 3 arch, 1 master, 2 expert, 2 adept for fighter, and just lots of pots.

-NOTE. i do agree, it should be a test of 1ALT, not of a PARTY. if its going to party, the bosses need balancing, or all on 1 boss.

Edited by Woodstock, 27 August 2007 - 08:32 PM.

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#25 Throwback

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Posted 27 August 2007 - 08:37 PM

i didnt mean to aim directly at the fighter boss but it still helps my reasoning a little bit, 8 fighters compared to the 15+ clerics needed doesnt seem right,

New idea:maybe the boss should be the lvl, defeat the boss u are granted ur lvl, fail and u are not granted further experience, truly test what a character is made of and if it is worthy, sorry to those with poor stats and equip :S

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#26 Ryuku

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Posted 28 August 2007 - 02:03 AM

It's possible to 1a Guruk, probably would just need 2500 potions :)

And there were 13 crits at Gristle, not 10.

Also, maybe if we're lucky, Cinder Stave's monster damage multiplyer is against Infidel

#27 Throwback

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Posted 28 August 2007 - 02:12 AM

even if we are lucky, i aint paying 100k to test the theory w/o at least 14 other clerics there

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#28 Throwback

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Posted 10 October 2007 - 01:49 PM

  • I think that Clerics/Pallys should get more exp for healing other users.
  • Right now there are fewer and fewer people willing to train Clerics because of the +20 bonus being gone, but thats not the only issue. Nightmist 1a has to have cooperation. The few who do train Clerics now don't like to help others train (I.E Berserkers, Fighters, Etc.) because they have to spend time training there character on something diffrent then what others need to train on. If they got more exp from healing others they would want to go help because it would be nice exp for them and they would be helping others.
  • I would suggest healing gives 40-55 pod on users. I know people would think then someone would get someone to go outside of town get hurt then come to town and heal for exp. So why not make healing not work in towns. Wouldn't be to hard since be almost same command for no attacking in town/nopk squares. No need for it when you have a pub/sauna. Would be just like training outside of town on vampire bats or demonics.
Just my suggestion. :)


I more and more feel inclined to support exp for healing to be boosted enough to make it worthwhile. I am told you get around 20 POD for heals upon other players which if worse than healing skels. I understand that nopk squares may be abused (getting exp in town or rl etc etc), so maybe any nopk square could be made non healing exp)....if someone can find a nopk square that warrants exp if this change were made i encourage you to speak now.

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#29 Crane

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Posted 10 October 2007 - 04:09 PM

Personally I do not really think it can be easily abused; running outside or even into an arena to get harmed by a monster is an unwise and risky move should it actually kill you, plus most cities have kill-to-pass monsters at the gates now. Not to mention, I cannot imagine a friend wanting to just run back and forth for 20 minutes, getting harmed, so the Cleric can heal them, especially if they can instead go to the Orc Caves or the Illuminated Tunnel together and both gain a lot more experience from Vampire Bats, say.

If the nopk/noXP rule is followed though, then arenas should allow healing experience so very-low-level Clerics training with friends in an arena can get experience for healing their comrades, going by the assumption that their strength and hit rate at this time is absolutely pathetic (meaning they get very little out of hitting the monsters).

Edited by Crane, 10 October 2007 - 04:11 PM.

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