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In Topic: Balance On The 1a Server
29 June 2009 - 08:49 PM
As much as I'm for the fixing of 1a. Ya'll are wasting your breath. There have been countless threads on how to fix 1a. And 75% of those actually had good ideas in them. Problem is, is that no one gives a moose. So good luck.
In Topic: Fix For 1a
18 June 2009 - 06:54 PM
I will agree with Gareth. The main reason 1a is no longer fun is because the player base has slowly declined and now there is a stand still. The players who are currently playing can do nothing but grind for gold, but for what purpose? They grind for gold and pray that one day 10+ players (with the right classes) will get on and help them do there token runs.
I'll list the reason's I think 1a is in the slums, and then possible "quick fixes" for them. I'll leave out the class balance issues since those "can't be fixed with out a redo"
I.) Token Bosses - As we know, token bosses are set for 1-2 classes only. They cost 100k per token and you need 1+ token for each level. Right now, there isn't enough players with the right classes to do the token bosses. Not to mention that some token bosses are easier then others.
Fix - I believe Walt posted about a Generic token boss that all classes could enter but that costed 150-200k. I think that is a great idea, because you can choose to wait for the right classes to long on and take down the class specific boss for less amount of money, or not wait and take down the generic boss.
II.) Kill to pass - Kill to pass causes more problems then it fixes. We know it was placed because in the early stage of nightmist one or two players camped SS gates and leveled hella fast. But now its just a spot for pkers to camp and wait till some unfortunate soul passed by.
Fix - Get rid of kill to pass at gates and guilds all together. Honestly, who is going to gate train? Thats the dumbest training you could think of with pkers how they are now.
III.) Nightshades - The main problem with nightshades is the ability to spam drink them and have virtually unlimited stamina. This throws "balanced" out the window.
Fix - Raise the price to an unthinkable number. Or make them Craftable only. And remove the drops from the easy areas and the /examines. Or make a cool down between the time you can drink them (Coding).
IV.) The price to level past 35+ - It cose 5 tokens + 2m per each level after 35. To be honest that isnt really so bad seeing as one is becoming a GrandMaster and by the time they reach 35 (if they only play 1alt) they should have all the best gear for there 35 and gold should go soley to leveling. However, most people own more then 1alt mainly because of token bosses and such. Which makes them spend money on more then just 1 character. Making the 2m per level an insane price.
Fix - Make it 1m per each level instead of 2. That makes it to where its no "easy" task but its not something that takes millions of years to achive even after obtaining the amount of Exp.
Honestly, there are only a few issues with nightmist such as the ones above that make the game no fun. If staff would give a nuts and actually try besides throwing the "idc" card out there it wouldn't be hard to make fun. Which would lead to positive feedback from the players and then a fun and happy nightmist
I'll list the reason's I think 1a is in the slums, and then possible "quick fixes" for them. I'll leave out the class balance issues since those "can't be fixed with out a redo"
I.) Token Bosses - As we know, token bosses are set for 1-2 classes only. They cost 100k per token and you need 1+ token for each level. Right now, there isn't enough players with the right classes to do the token bosses. Not to mention that some token bosses are easier then others.
Fix - I believe Walt posted about a Generic token boss that all classes could enter but that costed 150-200k. I think that is a great idea, because you can choose to wait for the right classes to long on and take down the class specific boss for less amount of money, or not wait and take down the generic boss.
II.) Kill to pass - Kill to pass causes more problems then it fixes. We know it was placed because in the early stage of nightmist one or two players camped SS gates and leveled hella fast. But now its just a spot for pkers to camp and wait till some unfortunate soul passed by.
Fix - Get rid of kill to pass at gates and guilds all together. Honestly, who is going to gate train? Thats the dumbest training you could think of with pkers how they are now.
III.) Nightshades - The main problem with nightshades is the ability to spam drink them and have virtually unlimited stamina. This throws "balanced" out the window.
Fix - Raise the price to an unthinkable number. Or make them Craftable only. And remove the drops from the easy areas and the /examines. Or make a cool down between the time you can drink them (Coding).
IV.) The price to level past 35+ - It cose 5 tokens + 2m per each level after 35. To be honest that isnt really so bad seeing as one is becoming a GrandMaster and by the time they reach 35 (if they only play 1alt) they should have all the best gear for there 35 and gold should go soley to leveling. However, most people own more then 1alt mainly because of token bosses and such. Which makes them spend money on more then just 1 character. Making the 2m per level an insane price.
Fix - Make it 1m per each level instead of 2. That makes it to where its no "easy" task but its not something that takes millions of years to achive even after obtaining the amount of Exp.
Honestly, there are only a few issues with nightmist such as the ones above that make the game no fun. If staff would give a nuts and actually try besides throwing the "idc" card out there it wouldn't be hard to make fun. Which would lead to positive feedback from the players and then a fun and happy nightmist
In Topic: Hitting And Running
05 June 2009 - 10:09 AM
We'll to but insight on the topic. I assume your talking about someone making Tirantek kill to pass to get back to town. As it's "logical" because all towns are kill to pass to get into, except nightmist of course, I believe that the mob chosen to be kill to pass is not right. You shouldn't add a spawn thats not "common" throughout the area. It should be something like a rattlesnake or bear, main reason being is because there a multiple kill to pass monsters on the way to and surrounding the area.
Also, I think the main problem is staff chosing to change small things that really do not matter, and not focus on the big problems.
Example: Two or three people start using an area to train and use it to there benifit, and staff go and change it.
However: There are larger unbalanced things, such as a class getting a vamp weapon at lvl 25 for 350k. That has been called unbalanced by many of the staff team already, and yet it still goes on,
I don't see the reason on why certian things are changed anyways. I know that Tirantek has many mobs, but the highest pod is only a meer 70. The reason a certian amount of players use this area is because it wasn't/isn't a high traffic area. So they choose less exp for safety, fair trade off. Everytime a certian area is changed, a select few dedicated players go and explore to try to find something that is better or almost as good as what they had. However, after a little while of using it and it being "unbalanced" staff change it. Eventually there will be nothing left. Hell at this rate they will probably remove Rangers double hypno from mobs.
Furthermore, I don't see why there are still kill to pass monsters at gates. They were put in place early on after a certian one or two players used it to there advantage to level faster then anyone else. Now, gate training would be the worst idea imaginable. Your really going to tell me that someone would opt to hit and run from a gate when a druid/mage/thief are going to be there invisible and holding macros for when they leave town? All kill to pass is now, is a spot for people to camp for when someone trys to get into town they can pk.
In short - I think that kill to pass at entrances to towns and guilds should be completely removed, as it has no purpose now.
Edit: In Bold.
Also, I think the main problem is staff chosing to change small things that really do not matter, and not focus on the big problems.
Example: Two or three people start using an area to train and use it to there benifit, and staff go and change it.
However: There are larger unbalanced things, such as a class getting a vamp weapon at lvl 25 for 350k. That has been called unbalanced by many of the staff team already, and yet it still goes on,
I don't see the reason on why certian things are changed anyways. I know that Tirantek has many mobs, but the highest pod is only a meer 70. The reason a certian amount of players use this area is because it wasn't/isn't a high traffic area. So they choose less exp for safety, fair trade off. Everytime a certian area is changed, a select few dedicated players go and explore to try to find something that is better or almost as good as what they had. However, after a little while of using it and it being "unbalanced" staff change it. Eventually there will be nothing left. Hell at this rate they will probably remove Rangers double hypno from mobs.
Furthermore, I don't see why there are still kill to pass monsters at gates. They were put in place early on after a certian one or two players used it to there advantage to level faster then anyone else. Now, gate training would be the worst idea imaginable. Your really going to tell me that someone would opt to hit and run from a gate when a druid/mage/thief are going to be there invisible and holding macros for when they leave town? All kill to pass is now, is a spot for people to camp for when someone trys to get into town they can pk.
In short - I think that kill to pass at entrances to towns and guilds should be completely removed, as it has no purpose now.
Edit: In Bold.
In Topic: The New 1a
02 June 2009 - 07:19 PM
or just ditch 1-alt and work on main more 1-alt was tried and its failed unless u have a theif u pretty much not going any where
Lol... There are plenty successful races on 1a. Ranger/Druid/Mage etc. Just because thieves is the easy road doesn't mean its the only road.
In Topic: The New 1a
02 June 2009 - 06:42 PM
IF it happens 1a will more then likely be deleted. The question you should be asking is "Are you 100% sure your going to have 1a2 ever up and running?". Also, I probably wouldn't stop playing because what would probably happen then is, you will stop playing so you don't "waste" your time, but then 1a2 for some reason will never exist and then you would of "wasted" your time not playing the current 1a but instead waiting for 1a2.
If you think you are wasting your time by playing 1a right now. Then you are wasting your time playing Nightmist in general. I wouldn't hold my breath.
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