Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Wed Jan 15, 2025 2:36 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next
Author Message
 Post subject: Re: Familiarity
PostPosted: Thu Dec 14, 2006 2:38 pm 
Offline
Mortal

Joined: Sun Dec 18, 2005 5:43 pm
Posts: 266
buxtehude_sorethumbe wrote:
Certain areas span a couple level sweet spots. Morea, for example, is profitable around veteran level, and then again around mentor, depending on what you fight there. It'd be great if one could rediscover an area and profit from it again, after either a period of time, or a number of levels, or based on a certain amount of XP gained elsewhere. Familiarity could slip away for a number of reasons: Haven't been there in a while, details growing hazy. Never explored this new part of this area, the one with the bigger NPCs. Etc.


I hate the new familiarity system, but I have to say this is the one gripe I've griped over and over and might help the whole thing substantially and even make me quit griping.
Teron, I think someone already mentioned it, is the source of this complaint for me, or at least how I first noticed. We're talking about an area where alot of people get from amateur to apprentice, then come back again numerous times at other levels. But after you've exhausted the goblins, and know the area like your hand, or god forbid live there...


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Thu Dec 14, 2006 2:40 pm 
Offline
Mortal

Joined: Sun Dec 18, 2005 5:43 pm
Posts: 266
Jardek wrote:
The system just needs to become a bit more complex. For example, the more time you spend in area X, the less familiar you become with areas Y and Z. That way if you spend a lot of time RPing, you can go back to leveling at a place you used to level at and not remain nonsensically penalised.


yeah.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Thu Dec 14, 2006 2:42 pm 
Offline
Mortal

Joined: Wed Sep 08, 2004 12:28 pm
Posts: 709
Location: Nederland, CO
The most popular idea stemming from this thread seemed to be having familiarity lapse over time, an idea I still support. I can't recall if Dulrik ever commented?

Peace,
Bux


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Dec 15, 2006 1:39 am 
Offline
Mortal

Joined: Tue Feb 17, 2004 7:20 am
Posts: 471
Location: Gloucestershire, UK
I really am not a fan of the familiarity system. It's essentially put the grind back into levelling; ironic, given that I thought it was supposed to do the reverse.

In the last x months, I've levelled two characters up into the upper 40's. The first was pre-familiarity, the second was post.

Yes, my most recent character has probably discovered more new areas than any single character I've had previously. But set against that, he's taken significantly longer to level, which has meant that I've had to keep half an eye on keeping some momentum on the process at all times, typically to the detriment of other activities, whereas with previous characters "levelling" has always been something that I've used to fill in the gaps when nothing else is going on. That's now been reversed.

But more significantly, levelling has become positively anti-social.

The playerbase is spread out over a much wider area, spending less time in any given spot which means you're much less likely to form an opportunistic group from a chance meeting, or meet anybody else at all, in fact. And from about Apprentice through to Mentor the typical response to a suggestion to form a group and go and explore somewhere is "Oh, I'm saving the Orc Hive for later" or "No, I've already exhausted Morea" or "You're not Champion yet? No, you don't want to come with us and waste the Outer Planes too early or you'll never GM". And so on.

And with good reason.

The consequences to the levelling process of "using up" an area too early or leaving it too late is to add dozens and dozens of hours to the necessary grind required to progress.

And this is the experience of a player that's been around a while now and has a reasonably adequate feel for the mechanics of the game. I can't help but feel a degree of pity for anybody truely new to the game.

The idea of having familiarity lapse over time, whilst it wouldn't address all of these issues, would help considerably I suspect. At the very least it would reduce the impact of having a flawed out of character levelling strategy that resulted in your wasting an area too soon.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Dec 15, 2006 2:37 am 
Offline
Mortal Contributor

Joined: Tue Sep 14, 2004 1:02 am
Posts: 1585
Location: Over the hills and far away.
SK Character: Elriorith/Enfaustina/Nimolthar
I could not agree more with Area Familiarity gradual decrease.

There are more than enough areas that have NPCs to fight at two or more different level status. You go to kill the smaller ones, then when you return for the bigger ones 11 levels later, you are still penaltized.

I think area familiarity should slowly but steadily decrease.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Dec 15, 2006 3:48 am 
See? Even Nimolthar agrees with me.


Top
  
Reply with quote  
 Post subject:
PostPosted: Fri Dec 15, 2006 6:38 am 
Offline
Newbie

Joined: Fri Nov 10, 2006 4:28 pm
Posts: 5
<FLAME REMOVED>


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Dec 15, 2006 6:52 am 
Offline
Mortal

Joined: Fri Sep 15, 2006 8:46 am
Posts: 386
Location: Aludra's Heart
Maybe I am too niave to see what the big deal here is.

The point is to go out and explore areas, not level in the game in the fewest number of areas. I type area and there are dozens of places out there to train. I've gone to a few that I haven't ever seen anyone at, and I have gained my levels. There's not been a point I'd say 'the grind' has been too slow/difficult. I think I'd be incredibly bored if it only took 3-5 areas to reach GM. In fact, if that was the whole concept behind levelling each character - the same limited number of places, hours and hours to get to GM without knowing the game, I'd say that was a broken (and exceptionally unbalanced/boring) system.

The only point I've seen the familiarity go a bit awry is if those on the game in my level range have exploited an area I'm not yet familiar with or vice versa. It makes people a tad bit more reluctant to stay in a group and level in a place if they have nothing left to gain. Still, even knowing things like that back of your hand isn't the largest of penalties.

I am satisfied with the system overall. With the group thing, just keeps me out there looking for new places. I just hope there is some more inidication of where some of these places are. The game has a lot of areas, but not a lot of history/direction in finding them. Maybe that would help.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Dec 15, 2006 7:23 am 
Offline
Mortal

Joined: Thu Sep 02, 2004 7:36 am
Posts: 1471
Gnome4life wrote:
<FLAME REMOVED>


First of all, I work in the in Construction industry so I sort of know what the hell I am talking about. I am speaking of the overall learning curve. A new person is going to learn how to build a house X100 faster then that of a person that has already build one. The person who has experience is set in their ways it takes a lot more effort on the experienced person to change but if you are new then it is a lot easier to changed because you are not set in your ways. You cant teach teach an old dog new tricks. You are mistakening the gerenal stuff with more techical items. Sure a person with experience knows more, but a young person can learn the gerenal stuff and more techical things faster.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Dec 15, 2006 9:25 am 
Offline
Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
Instead of familiarity fading, how about making the experience check proportional? If you've 10,000 total experience, 5,000 from a single area is sure to get the penalty. But by the time you're up to 50,000 experience, 5,000 is a much smaller proportion, and likely only at the familiar level.

Time-dependent familiarity just sounds so awkward. Does that mean if you make one visit to an area, you reset the timer? That'd do more to stop group adventuring than what we have now.

That said, I think concerns about group adventuring are overblown. First, the familiarity penalty isn't that big in the first place. Second, don't forget the grouping bonus, which I'm confident is bigger than even the greatest penalty.

I grant though, that you're less likely to find a spontaneous group if you visit a zone. I'm not sure what can be done about that, except suggest a little more time in the inns meeting people.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 66 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 35 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group