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Streamlining The 1-alt Server


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#1 Crane

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Posted 17 March 2007 - 08:46 PM

In recent days, the Nightmist realm has been adapted to suit alt-classes a lot more; with the arrival of the new 1-alt server (*cheers loudly*), I feel some things need to be addressed...


- Magimoxes should be made slightly weaker, especially in attack strength - they are pretty tough for very-low-level crits, who will likely run into them, and while their attack strength is similar to Small Snakes, they have a spell that cannot be avoided, have much more HP and are dragged a lot more.

- Tirantek, Harabec Dungeon and the Pyramid of the Mortal God may have to be tested to see if single alts can survive there, since they were designed primarily for alt-users.

- Exchange the levels of the guilds of Blackthorn and Arilin, since the trial by fire is a little bit extreme for such a low level. Some of this has been started already with the moving of some items to the Arilin shops.

- Review the HP of the self-healing bosses, since it may be nearly impossible to defeat them now.

I would suggest lowering Ranger armour, since they're not meant to use heavy shields with bows, but I'm not expecting much support there.

EDIT: Removed Pacifist-oriented suggestions, since the class is being modified for 1-alt.

Edited by Crane, 17 March 2007 - 09:41 PM.

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#2 Jimbates

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Posted 17 March 2007 - 10:04 PM

One thing I noticed is that the macros for crits stay if you use the same name on both servers. The macros I have for jimbates on the main server copied to the macros I have on the one alt server. I don't know what could be done about that . . . but thats just something i saw.

Edit: removed question about reset, since I logged in and saw message.

Edited by Jimbates, 17 March 2007 - 10:05 PM.

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#3 Snoopy

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Posted 19 March 2007 - 02:50 PM

I think another idea would be to make the creation of a crafters ring much simpler. Crafting would be a very good part of the 1 alt system, but currently is next to inposible - no one will be able to kill the giant for quite some time and even when they do, i highly dowt any one will sacrifice 3 rings for a crafting ring considering most of the worth while stuff to make is out of reach for 1 alters to get. either make it shop buyable (cheap with no armour mods) or make it a 100 orso magimox kills to get one.
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#4 joanna

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Posted 20 March 2007 - 12:47 AM

yea the macro thingy needs sorting...

Moxes should really be removed from nm1a.... its damn near impossible on 20-alt to get the requisite number of kills, on nm1a all the moxes do is hurt characters as they try and get to forest

Dungeon is survivable as game is now, if 1 person can kill bd on 12 alts then 12 people can kill it on 1 alt... Tirantek probably could do with dropping in difficulty, but if the purpose of nm1a is to see how the current NM fairs with players having to co-operate...

If Pacis come back, it should be without the Greater Pact spell. It makes it far to easy to obtain certain items, dwarven pickaxe been the most common

As for crafters, id like to see it made easier to get in, mainly for the 124470's which would help low level alts a lot

Rangers to be nerfed????? Rangers need the *opposite* of what crane suggested, they are so unpopular now it is unbelievable..

Mainly because they miss so much at low levels..

What is needed is rangers (and possibly pallys too) hit rate increacing drastically, perhaps to twice what it is at the moment. Rangers were heavily penalised at one point in regular nm's life, at the time when most people used nothing but rangers, unspelled rangers could hit 500-rounds easy with an e-bow, and l23 rangers could round archmasters (Zerks didnt exist at this time, and noone used more than 4 alts)
They stopped this by weakening rangers, but as a consequence baby-rangers became utterly pathetic as a by product of the changes

And also, babyranger weapon base damage needs raising in line with other weapons of same level (/library short bow, /library long bow)

Thieves too could do with a boost, perhaps raising assassinate damage while covert, and/or giving them a much greater chance to dodge attacks

#5 Ryuku

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Posted 20 March 2007 - 02:31 AM

Uhh..ways to balance out the crits in a 1alt game..

Fighters need "peircing" weapons that have lower base damage but can go through anywhere from 20-80% of armor for those mages, druids, and clerics. As an example, a 20 base damage weapon for arches with 50% peircing. Basically a blade of honor on an arch fighter fighting attacking a mage that gets 70-90 armor with aop, would be an interesting fight since mage needs to carry mana and potions.

Mages could use some slightly less mana consumption for beam, blast is 8 mana for 55, and 15 mana for 85, proportionally beam should cost 12 mana, adding on either 1 or 2 mana for convinience (more damage for same stam), so lower beam mana by 1 or 2. In a 1alt sceneario where most people without mana will be carrying potions, and once the mage runs out of mana, he's done for the rest of the trip unless people are willing to donate mana.

I also agree with rangers lower levels hit much more since damage is low anyway, and also that thieves should have the ability to dodge like a 26 dex paladin, since their armor and damage is low.

Berserkers are just terrible now on their own, maybe lower zerk hp drain to around 15-18? One advanced healing potion is only 4 zerks, not counting the damage the enemy is doing.

Edited by Ryuku, 20 March 2007 - 02:36 AM.


#6 joanna

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Posted 20 March 2007 - 07:48 PM

another few suggestions:

Make clanhouses movable after fewer rooms. Clanhouses are never goin to be as big as regular nm's.....

Lower cost of basic/normal/advanced pots

Have a '/party sharegold' option

#7 Alchemy

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Posted 20 March 2007 - 09:01 PM

If bossing//crafting//item obtaining is made easier...
People shouldn't be able to trade from server to server...
Just my opinion...
Than again, I guess you risk a lot depending who you trade with anyway...
Since there isn't a trading system implemented...

I support the idea of /party sharegold...
And the lower gold for pots...
But think mana should be lowered also...

There are a lot of balancing options that I like...
Considering it is 1 alt now...
And people have to work together...
Having a mage w//o mana...
Is rather useless...

And Pacifists ARE being put into the NM1a?
Got a bit confused there with the...
"Removed Pacifist-oriented suggestions, since the class is being modified for 1-alt."

Edit :: [I think that all made sense...]

Edited by Alchemy, 20 March 2007 - 09:03 PM.

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#8 Autek

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Posted 21 March 2007 - 04:05 PM

Leave things as is? The whole point of this was to force teamwork. . . If you mage runs out of mana, have a friend give you some. . . If your zerk is losing too much hp alone, train with a cleric. . . Thats the point. To go with friends and other people when you do something and enjoy teamwork.

EDIT:
Thats as far as classes go. . . They are fine as is.
With other commands like the gold command, that's not a half bad idea.
Also with clan room stuff, it's fine as is also. There is a clan with 3 rooms like 4-5 days into the new server. It will be a much better accomplishment to be able to move the house after having everyone work together to get that amount of gold. When there are higher level parties training in the dessy and zeum, the gold will start to come in.

Edited by Autek, 21 March 2007 - 04:09 PM.

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#9 Freek

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Posted 21 March 2007 - 09:57 PM

I agree with Autek, And would like to shoot down Ryuku's idea seeing that Mages getting AoP are going to be Rare and uncommon unless Gc is lowerd. :)
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#10 MessiahX

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Posted 22 March 2007 - 06:41 AM

zerks can't always just train with a cleric. Small adjustments do need to be addressed. Most of the above stated I think are fairly reasonable.

#11 Snoopy

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Posted 22 March 2007 - 01:31 PM

Dont agree at all with removing Hit and run ability from boss's

Realisicaly once the novelty wears off this 1 alt thing it will slow down to only a few people moving again, then make it even harder to kill anything heh
That and aint it getting reset in the not so distant future any how? why make it hard for people to have a laugh at the moment
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#12 Raylen

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Posted 22 March 2007 - 02:39 PM

Yeah. You only hit and run right now because that's what you need to do. Fairly soon there'll be a couple of arch clerics around and HL/DG will be fairly easy again, so no need to hit and run. CG/SK/TK you can't do it anyway...

Training a zerker sounds FUN
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#13 Snoopy

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Posted 22 March 2007 - 03:53 PM

No the excess gold came from a game running for many years and people running around on 20 spelled up arches killing everything in site in a mater of moments.

Its not needed KTP is fine the way it is, the monsters and boss's that you cannot run from should remain. Leave it the way it is and deal with the real issues first... crafting.. tirentek.. etc right now tirentek is inpossible to do.. i mean really inposible lol
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#14 Freek

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Posted 22 March 2007 - 09:35 PM

<3 Ryan, but you know as well as I do <3 mages more.. A Fighter with you shield bash would not be a good idea. Seeing as mages will be 10x easier on this server for fighters because of the RARE AOP.. <3 though :)
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#15 Penguin

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Posted 25 March 2007 - 08:17 AM

That and aint it getting reset in the not so distant future any how? why make it hard for people to have a laugh at the moment

It's getting... reset.... soon?

#16 Sourcream

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Posted 30 March 2007 - 12:58 PM

There are allot of area's in this game that i Feel you cant doo without a effcient party.

Training Thieves in this Scenario takes allot longer than on multi because we cannot survive in Swamps from 10-26 without having a cleric hold our hands. I was Training my Thief, Fengachi, and Barely assassinating for 20's-75's while hitting for 10 - 25 normal attack at lvl 15 which is kinda low, and is less than rangers do a round. Im not saying it Cant be done. But it takes AGES on this server. Is there anyway to improve classes that cant train by themselves without needing a party or some sort of healing source? or make it to where they can train at a descent pace without a sucnificant loss of Hp's?

Is there anyway to increase Thieves PvM? without changing PvB or PvP?
Or maybe you can allow ONLY ON THE 1ALT server
Gold Stealing to be increased for them. Not to a huge ammount but more than 5 gold at a time

And maybe we can Decrease the number of Mutant rats/Giant Leeches in Sewers to compensate 1alt purposes?

Just a few thoughts

Edited by Sourcream, 30 March 2007 - 01:10 PM.


#17 Crane

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Posted 30 March 2007 - 06:58 PM

I would like to suggest swapping the guilds and some of the shop items around in Blackthorn and Arilin, since the latter is far easier to reach yet has higher-level guilds - I can't find the topic where I originally posted the suggestion though... watch this space.
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#18 Gaddy

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Posted 31 March 2007 - 08:20 AM

Trevayne has already sorted out re-arranging the guilds....they simply haven't been implemented yet.
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#19 eclypse

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Posted 02 April 2007 - 01:08 PM

the game is not being reset ive spoken to JLH many many times about this.

as far as improvments go. the game is almost perfect. the 1 alt thing forces people to work togeather.

but, some area's and bosses need to be fixed for example the pally area, no one will be able to take that for

years. as long as bosses are handled and adjusted for the 1alt style of play without causing any dammage to

the server then rock on!!!!

the game is not being reset ive spoken to JLH many many times about this.

as far as improvments go. the game is almost perfect. the 1 alt thing forces people to work togeather.

but, some area's and bosses need to be fixed for example the pally area, no one will be able to take that for

years. as long as bosses are handled and adjusted for the 1alt style of play without causing any dammage to

the server then rock on!!!!
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#20 THC

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Posted 04 April 2007 - 08:07 AM

NM1a reminds me alot of when i first started. I think monsters should not follow you anymore... Like it was back in the day. It would be alot more one alt friendly. Would somewhat stop gate training, and make gate trainers more apt to be pk'd.
As for Mal's Ktp suggestion, I agree and Disagree at the same time.
But some bosses should be made Ktp in my opinion. Not mentioning any names... but they do seem to be too easy hitting and running them. Just takes alot of time.

Edited by THC, 04 April 2007 - 08:29 AM.

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#21 Crane

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Posted 06 April 2007 - 08:07 PM

but, some area's and bosses need to be fixed for example the pally area, no one will be able to take that for years.


In my opinion, I think the Paladin area will be more popular than it is on the multi-alt server because Paladins are more appealing on the 1-alt server. It may take time for people to obtain the necessary keys, but once they start obtaining them, the Paladin area will be a great team play area.
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#22 vex

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Posted 06 April 2007 - 09:19 PM

I see people talking about alot of areas that need to be changed or modfied to suit the 1 alt version but i see no mention of the coliseum in arilin the only thing that id like to see changed there is the entry prices the rest of it make it a real challenge forces temwork to the max and is a hella fun place to kick back and get an item or 2 that different from the rest of the community
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#23 Redheart

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Posted 07 April 2007 - 01:40 AM

Quote from Adultery " the game is not being reset ive spoken to JLH many many times about this. "

When you log in it states "This is still in testing and could be reset at any time!"

It wouldnt say that if it was not true, keep that in mind people :)
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