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Upon the Length of Fight Rounds

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Posted by Kalyani on 02/25

Making fights last longer wouldn't affect non-PKillers much? You mention 2-round fights... these are not the norm for all character types. Plenty of characters have fights that take much longer than two rounds. These people would -surely- be affected by such a change. Extend the length of fights just to please those who PKill and don't code it specifically FOR PKill and you end up with rounds lasting longer across the board, regardless of level or skill/spell set. Don't newbie fights last long enough already? What about the mages (who have had their spell damage downgraded over the last few years, in part due to them being too powerful in -gasp- PKill) that take a good number of round slonger than 2 to kill a same-level mob? Increase the length of fight rounds indiscriminately for non-PKillers and the immortals are going to get deluged with complaints about how long it takes to level (as if they don't hear enough of that already - as insistent on instant-gratification as we all are)... With enough whining, the immortals will likely have to revisit the xp rewarded for a good number of mobs. Changing something mud-wide for something that is largely a PKill-only problem causes other balance issues, mainly for situations not regarding PKill (which umm... yeah, affect PKillers - you have to level first to become PKill and will likely end up killing mobs somewhere along the line). Are PKill fight rounds too short? Sure. You've provided enough evidence to convince even the most stubborn non-PKillers. Is the solution to implement a mud-wide lengthening of fight rounds? Highly unlikely. Like it or not, the PKillers are part of a community that is largely comprised of non-PKillers (I don't care if 70 percent of the players have a PKiller, only about 20% or less of the CHARACTERS played are PKill enabled, making PKillers a -minority-)... and the immortals are doing their best to balance what is, effectively, two separate games in the same space. Tweak something to meet the balance needs on one side and implement it in both is going to (undoubtedly, yes) throw off the balance on the other side. Your points have been well-made, from the side of PKill. but, to the great dismay of many, Legend is NOT a PKill mud, it -offers- the option to PKill. Keep that in mind when offering solutions to balance issues that affect only PKill but have been declared that they should be implemented in both aspects of the game. YOU, as a PKiller, WILL be affected by such a change at some stage in your character's PKill or non-PKill life. Kalyani, small in level but not in experience

From: Sammael Thursday, February 24, 03:25PM I personally don't care if or how its fixed, I'd just like to make a comment. The reason so few characters are pkillers are because we are forced. Trust me, when pkok goes in, yea right, your going to see a SURGE of people who are pk. I would assume at least half will be pk in someway, probably more. I'm not saying pk is any more important then the nonpk side of things. I personally think in reality, neither side has a majority. Both sides are equally important to different people, and I think that needs to be kept in mind. No one side runs this game, regardless of what we may want or what we may think. Chill out. The imms aren't going to imp this anyway, so theres no need to freak out. The answer to everything is skill trees, and I'm sure this problem is no exception. If an imm appends, perhaps we'll hear otherwise, but I doubt it.

From: Rufus Friday, February 25, 11:59AM You're right, as stated exactly in the posts above, I'm not going to imp this. I have, however, thought a great deal about this problem and have yet to come to a decision that is both fair and likeable (the easist one is dropping the # of attacks everyone gets in half, and adjusting everything based on that-- it's actually a much broader solution and very detailed, I don't have the time to go into it at the moment though, as my thoughts aren't totally formed on it). And no, the answer to this is not skilltrees. Sorry to disappoint. In the code I've done so far, and the code I'm about to do, I do not address this problem at all. I might, but it will be implementable separately from the trees themselves -- doesn't mean it won't be, but doesn't mean it will either. And there... You've heard otherwise. -Ruf

From: Sammael Friday, February 25, 03:28PM your message is applaudable. You keep impressing me every time rufus. When all other imms read it and ignore, or just don't read it, you save the day. The imms just might be lost without you, for you are the true link between us and them. Coding wise anyway. keep it up rufus, and keep us second guessing. -Me

From: Asterix Friday, February 25, 09:36PM Well, just a point, frankly, I don't see any problem in leveling since a fighter char can get to lvl 50 in 2/3 nights, a sniper in even less time due to certain stuffs. There shouldn't be any complain in getting xp, of cos making those high lvl mobs go above +29% normal xp would be nice -Ast

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