Aurum KodEXo

Mod

Total Posts: 2,573
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Thu Oct 25 1:39:44 EDT 2012

Quote from Maddox
Quote from Aurum KodEXo
Quote from Maddox
EXP system also needs a revamp. Getting 1k exp per day from equipment is ridiculous.

Lots needs to be changed 


Ridiculous in which way? Too less? Too much?

Waaaay to little. 


Well it's not like one is supposed to level up by standing idle, so reasonably it should take very long time to lvl up. If increased then only to 10k at most (mine is about 5k atm).
Their main function is to prevent one from having neg exp anyway.


¯\_(ツ)_/¯

Dekcah

Half Mod

Total Posts: 337
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Thu Oct 25 2:15:34 EDT 2012

Yeah but what the heck is the point of labeling something as a "set" if there is not even a bonus to it?

Set bonus should be 15% +




Aurum KodEXo

Mod

Total Posts: 2,573
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Thu Oct 25 2:29:33 EDT 2012

Quote from Dekcah

Yeah but what the heck is the point of labeling something as a "set" if there is not even a bonus to it?

Set bonus should be 15% +



Well there used to be bonuses, but it was removed during the coming of WB due to item stat changes, not sure why there still isn't any though.


¯\_(ツ)_/¯

Cyberkilla

Admin

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Thu Oct 25 9:00:21 EDT 2012

Quote from Aurum KodEXo
Quote from Dekcah

Yeah but what the heck is the point of labeling something as a "set" if there is not even a bonus to it?

Set bonus should be 15% +



Well there used to be bonuses, but it was removed during the coming of WB due to item stat changes, not sure why there still isn't any though.

Yep, I just need to add them back. When I released the WB, there was a problem with set bonuses and I have to disable them.

Now, it has been fixed for several months, and should be reinstated. The original bonuses were too much though, as it stopped ANY item from being worth breaking the full set for.

I love threads like this. I need to know what you don't like, or I won't know that it needs fixed. (smiley)

Currently, the mechanics of items works as follows:

- Every account has base attributes, based upon their level. Every time you level up, you get more.
- Items attributes are bounded by a number of calculations, with the main one being this:
    - The MAX power of an item is determined by the difference between the base attributes of a player at level X and level X+25. This MAX for each attribute is then divided up between each slot, with stuff like Attack being concentrated more on the Weapon slot, etc.

The issue here is manifold:
- The theoretical MAX is unattainable, because you'd need a set of items all set to 100% power allocations, which is unlikely and would also require the items to have a magical quality level way above Rare.
- You can't get the MAX in some attributes without having that attrib's max allocation in every slot. For stuff like Crit Strike, or EXP/hr, you'd need every item to have it's max before you got the global MAX for your level.
- Because it's bounded by the difference between the min equip level of the item, and 25 levels above, the items are only relevant within the range they were designed for, and start to become useless very quickly as you level up (arguably right, but annoying). It also means that they are WAY too powerful to give to people many levels below the item's min level.


What has happened here is that I've made the system too safe. It's impossible to overpower the items, which is nice for me, but also boring. They need to be way stronger, which either means we need to do them all as percentages/ratings that can be scaled behind the scenes for each level, or we need to severely boost the X+25 thing to X+50 or more.

Another thing to bear in mind..........

When we recently tried a new item system, many people complained. What we did was make the stats you get as base attributes on level up a much less steep line. This reduced the effectiveness of power-by-level alone, so players could beat people at higher levels than themselves. If you had no items equipped, you were much easier to beat by someone levels below you, who had items equipped.

Perhaps we took it to the other extreme, and there's some middle ground we're yet to attempt.

There will be winners and losers in any changes to the item/level system, and it's usually the high levels that suffer, whilst the low levels benefit. (smiley)


Invisible War ][

Detective Jake Peralta

Member

Total Posts: 798
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Thu Oct 25 9:26:37 EDT 2012

The bottom half of your post, CK, is what I think would work best. Make power based more on items, rather than level. This is the first game I've played where being level 72 will practically always beat a level 70 (unless you're unfortunate enough to get blocked). The calculation system (x+25 - 50) can work, so long as the equipment and stats system go through a revamp. 

The only reason, I'd think, that people would complain about the new system you tried out is because they have been accustomed to successfully defend lower levels.

 I can be a black belt in karate, but if a white belt comes at me with a gun, I'm done for. I don't think this should be any different. 


Edited 2 time(s). Last edited by Detective Jake Peralta @ Thu Oct 25 9:31:41 EDT 2012

Kamikaze

Member

Total Posts: 205
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Fri Oct 26 13:33:09 EDT 2012

Quote from Maddox
Quote from Kamikaze
i like the idea. but i think once there are more official FRP sets along with the user made ones that the idea should be already in.

like right now sets imo are good but there should really be more items in the game when you to higher levels that are better than the set items until you reach the set lvl requirement.

Set bonuses are awful. We don't need more sets so much as just more items in general. Make it a difficult call to either choose a set or break it up for stronger items.



when did i talk about set bonuses?


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