Shattered Kingdoms

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 Post subject: Idea to encorage groups
PostPosted: Sun Apr 08, 2007 6:25 pm 
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Joined: Sat Feb 28, 2004 5:14 pm
Posts: 819
More and more code changes are being put in to to encourage grouping while leveling. The problem is there is one massive disincentive to group familiarity XP code. I see and hear (with a little more RP, only a little).
"Have you been to X my next leveling ground. Ive already done Y so I cant level there with you."
"Damn because Ive been to X and need to level at Y."

So the idea is remove any negatives due to familiarity code so long as one member in the group has no negatives. (A greater incentive would be to give everyone in the group the bonus of the less familiar person, I think this might be a little to much)

Its not perfect. Twinks would likely use this to their advantage how ever, this will encourage such people to travel with new different people more often.


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 Post subject: Encouraging groups
PostPosted: Sun Apr 08, 2007 10:28 pm 
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Joined: Sat Apr 07, 2007 6:28 pm
Posts: 560
Location: Noir york city, New york
I dont meen to be a buzz kill but that sounds like your looking fo a way to stay at places that give good experience for longer. So what your saying is you can gain a good amount of experience from places you have been before... That meens under the right curcimstances you would be able to train at the same place indenfinatly... Get out and explore there are plenty of places to train.


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PostPosted: Sun Apr 08, 2007 11:29 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
If You want people to group more. Make the xp bonus for grouping larger. Much larger. It should easily be more beneficial to group and kill than solo killing. The system shouldn't be linear either. Just having two to three in a group should give a bonus that would make it easier to level. Then have it scale much higher as you go through the middle ranks and if you can get 7-9 in a group, the bonus should be huge


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PostPosted: Sun Apr 08, 2007 11:49 pm 
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Joined: Fri Nov 26, 2004 1:03 pm
Posts: 1593
Location: pyrathia
I like that idea... implement plzKthx


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 Post subject: encouraging groups
PostPosted: Sun Apr 08, 2007 11:59 pm 
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Joined: Sat Apr 07, 2007 6:28 pm
Posts: 560
Location: Noir york city, New york
I... I... I actualy agree with what Meztiso says, (sighs). I would rather have a larger experience gain in a group rather than the area experience thingy wangy. That way noobs can Role Play. :drunk:


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PostPosted: Mon Apr 09, 2007 12:09 am 
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Joined: Fri Nov 26, 2004 1:03 pm
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Location: pyrathia
if it makes you feel better you actually agree with muktar, it was his idea after all...


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PostPosted: Mon Apr 09, 2007 2:03 am 
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Joined: Fri Jan 17, 2003 5:21 pm
Posts: 1174
Location: Dänimarka
I definately agree that this would cure the problem... As it is now, imo it still does not pay off to group up to level... Unless of course you're the bspear/khopesh specced merc in the group, dealing 90% of the groups damage...


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PostPosted: Mon Apr 09, 2007 4:13 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
The main problem I see with grouping up for casters is that the group gold splitting can actually hurt more than not gaining any group exp bonus. With the inflation code, the average caster is going to be paying somewhere in the range of one and a half to two and a half plat per empty vial/blank scroll. The relatively minor penalty to exp gain per strike you take when leveling alone is made up for first in the fact that you're the only one gaining exp (versus the caster trying to sneak a couple of spell hits in between warriors getting 4ish hits a round) and that you can actually affored to practice skills like brew/scribe.


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PostPosted: Mon Apr 09, 2007 4:22 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Ohhh . .. I forgot to add something. This would given out not like normal (ie casting spells or damage). As long as the person is alive, participated in the fight (even if it was just healing or other group buff stuff but could not of done nothing at all), and in the room then each group member would get a flat xp bonus just for being in the group calculated based off of how much total xp the NPC is worth for the encounter.

This sort of bonus would encourage parties where healers (and alike) are valued and would still get xp for being in the group despite them not taking an active combat role.


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PostPosted: Mon Apr 09, 2007 4:48 am 
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Joined: Tue Feb 21, 2006 6:25 am
Posts: 211
The more you try force people to do something the more counterpressure it will create. I'm all in for using the carrot instead of the whip, after all the whip didn't seem to have the desired effect yet.

I think a lot of the code changes that has been made the last 6-12 months have drained the fun of playing this MUD. Perhaps its because I think that PK combined with RP is better than RP only...


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