Shattered Kingdoms

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PostPosted: Wed Oct 25, 2006 6:57 pm 
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They are not talking about 5 level before the first penalty it is 5 levels then it is not worth training there any more.

I have never seemed to get any where from 3.5 to 4 levels before I use up an area.

I would hope that D can just add in something that an area should decrease the more time that you have not been there. Like a area level every ten IC years


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PostPosted: Wed Oct 25, 2006 8:02 pm 
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Drewbag wrote:
seriously, who is getting five levels? I get to the first penalty within 2.5.

If your talking first change then you are going from a bonus to normal not to a penality.

My two cents is that when you are raised dead or Edrained or some other way to lose XP other than curse your familiarity should be knocked back for all areas the same notch you have lost the experiences you gained. At the moment it is possible to exhaust all high level leveling areas because of raise dead, reincarnate. Considering you have to get the experience you lost back this isnt going to be able to used by any twink to level quicker than before but will help out those who use a number of areas at each status because you may have a reduction in two useful areas rather than just one. It also makes raise dead and breath of life a better option that it has been before seeing as you will most often get more in depth RP from them over rez it makes me like this idea even more.


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PostPosted: Wed Oct 25, 2006 8:10 pm 
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Location: Florida Atlantic University, Jupiter
silmar wrote:
Drewbag wrote:
seriously, who is getting five levels? I get to the first penalty within 2.5.

If your talking first change then you are going from a bonus to normal not to a penality.


Im talking first penalty, not first change. Good points though, I hadn't even thought of that.

And I know you can get like two more levels out of it after the first penalty, but I had a hard enough time getting two levels out of an area before there was a penalty. It just seems like the system should prevent 15 levels in the chancel or 10 in the circles, not 5 in goblins, 5 in the temple/roaring lion, etc, etc.

I'd even be in favor of a shortened bonus period along with a shortened penalty period(s) in exchange for a broader "no difference'' middle ground.


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PostPosted: Wed Oct 25, 2006 8:43 pm 
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Let it be said that I don't have a whole lot of experience with the familiarity stuff.

The little I've done, and the lot I've heard seem to point to a very easy change.

Two steps.

For leveling grounds where it makes sense, split it up into two seperate areas for that purpose. Last I heard, that's already being done.

For all leveling grounds, make it so some number of ticks equates a near across the board familarity drop. Also add in an age ticker as well. For example.

You're in leveling area A, you stay there til it's maxed out. Then you go to leveling area B. If I'm thinking right it's bonus -> norm -> small pen -> large pen. So lets say for every 3 ticks it lowers the rest of your list by one tick. So if you go to leveling area B and go ape [REDACTED], you're now at small pen in leveling area A, if you go do the same in leveling area C, you'll be be at small pen in B, and norm in A, and if you go do the same in D, you're now at bonus in A, norm in B, and small pen in C.

The more you fight elsewhere, the more the specifics of mundane battles (NPC) of the past fade from mind.

This would solve SOME of the issues, as well as give a decent amount more leeway to builders. You could have a low level leveling ground in the same area as the high level, without arbitrarily segmenting an area into extra areas to escape familiarity.

Also, although it'd still be very painful you could go eek out that last level in some place you set to small penalty instead of continuing to slog along in the one you're at.

It's still meet the purpose of encouraging exploration, and discouraging leveling in the exact same spot from 1 to 50, however it'd still give you the ability to revisit an old hunting ground a bit later if need be.

TLDR
-----

Continue segmenting areas up that make sense to segment, and then implement a penalty regression system tied to accumulation of penalties elsewhere.


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PostPosted: Thu Oct 26, 2006 12:47 am 
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Great idea that both serves the need for exploration and doesn't turn things into grinding, IMHO.


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PostPosted: Thu Oct 26, 2006 1:53 am 
this is a problem . . .

Quote:
oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo
o [Scores] UBERNOOB,. o
o===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===o
o Status: Amateur(1) Race: Human Class: Bard o
o Kingdom: Zhenshi Cabal: Independent o
o===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===o
o Coins: 9 gold, 1 silver, 6 copper o
o Carrying: 4/10 items Load: 45.6/141.5 pounds o
o===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===o
o Health: Wounded Mental: Pulsating Physical: Fresh o
o Attribute points: 0 Wimpy: 0 percent Mode: Kill/Aggressive o
o===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===o
o You are standing. o
o You have just begun your second-half journey to the next level. o
o You have played 0 hour(s) so far. o
oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo

[HP: 42%] [ME:100%] [PE:100%]
> l

Proving Grounds
The walls of granite have been worn smooth to about human high where the
Zakami Beasties have rubbed against them with their stiff, thick hides.
They reach past the height of a giant, curving inward as they reach for the
sky. A thin layer of sand covers the hard packed, slightly irregular ground
within this area. Vibrations can be seen jostling the sand now and again as
Zakami Beasties rumble about the area.
Obvious exits: e s w ne sw se
The corpse of a zakami beastie is lying here.
A zakami beastie is busy marking territory here.
A zakami beastie paws at the ground here.
A zakami beastie wanders within the area.

[HP: 42%] [ME:100%] [PE:100%]
> worth
Coins carried: 9 gold, 1 silver, 6 copper.
You have just begun your second-half journey to the next level.
You have become familiar with this area.

[HP: 42%] [ME:100%] [PE:100%]
> sk

Amateur - dagger (good) staff (not learned)
sword (fair) whip (fair)
dance (not learned) zhensh tongue (mastered)
zhensh writing (mastered)
Novice - dodge (not learned) trip (not learned)
haggle (not learned) sneak (not learned)
Initiate - dirt kicking (not learned) tumbling (not learned)
second attack (not learned) pick lock (not learned)
Apprentice- crossbow (not learned) parry (not learned)
self defense (not learned) endurance (not learned)
Journeyman- disguise (not learned) disarm (not learned)
fast healing (not learned) lore (not learned)
Veteran - brawling (not learned) third attack (not learned)
Expert - enhanced damage (not learned) plant (not learned)
scrolls (not learned)
Mentor - persuade (not learned)

[HP: 42%] [ME:100%] [PE:100%]
> songs

Your pulse slows to normal.

[HP: 56%] [ME:100%] [PE:100%]
>
Amateur - songs of protection (not learned)
songs of war (not learned)
c major (not learned)
Novice - songs of healing (not learned)
Initiate - songs of death (not learned)
Apprentice- f minor (not learned)
songs of antimagic (not learned)
Journeyman- countersongs (not learned)
Veteran - songs of dancing (not learned)
Expert - b augmented sixth (not learned)
songs of magic (not learned)
Mentor - songs of sleep (not learned)
Master - songs of silence (not learned)


Three skills trained in a newbie area and already familiar with it without one level gained at all. . . . Heaven forbid I should want to train with C major and dancing.

:cry:


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PostPosted: Thu Oct 26, 2006 1:59 am 
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Joined: Wed Aug 07, 2002 11:54 pm
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Location: Pyrgos, Greece
First of all, if this bard has like 8 INT it will cost him a lot of XP to learn these three skills at level one. Enough XP to be a full level, and that's when you become familiar.

But don't worry.

Newbie areas won't go past familiar, you'll never have a penalty as a newbie.

After novice start the problems.


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PostPosted: Thu Oct 26, 2006 2:02 am 
Dark-Avenger wrote:
First of all, if this bard has like 8 INT it will cost him a lot of XP to learn these three skills at level one. Enough XP to be a full level, and that's when you become familiar.

But don't worry.

Newbie areas won't go past familiar, you'll never have a penalty as a newbie.

After novice start the problems.


his int was good, and his cha was influential.


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PostPosted: Thu Oct 26, 2006 2:47 am 
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Joined: Wed Aug 07, 2002 11:54 pm
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Location: Pyrgos, Greece
CHA means nothing in familiarity. You get familiar at the same amount of XP, even if it took you 10 mins or 3 hours to gain them through grinding.

Anyway, since you won't have a penalty as a newbie, what is the problem?


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PostPosted: Thu Oct 26, 2006 2:57 am 
there isn't one. aerlyn was created before this all started, and i've not dabbled in it on the ultranewb end. you answered my problem in the begining.

k thx. bye.


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