Last night I was bored, and I decided towing some lowbies around valk was gonna be more fun than mindless lyme xp with my bigger characters. So I get a group started… and there are 4 of us all together. Group xp wasn’t on.
I had 80 levels total, next had about 35, next 15, and last about 10. So I take them up to Autumnal and we kill miki, harpy, cleric, elf, etc etc.
Now to slam Valk…
• The small guys were only getting 2.5-3k xp from all 4 of us killing the harpy which is around about an 80k mob… I may have been 8 times bigger… but they were getting 20 times less xp.
• It would be quicker to level these guys by morting them each a thug in the hideout. Even an elderly man is better xp solo.
• We ran for 2 hrs, I got about 8mill xp and I lost 20mill in a death…
Is this really the “shop front†that we want for new players?
Valk xp is a complete joke… the xp is unfair to small players and it’s completely anti grouping. The eq that pops on valk is practically useless (Juggles new inclusions and JDD aside). You could barely scrape together -6 there with good stats… and when you are forced to leave… -6 is barely enough to kill anything but a skeleton in catacombs.
Sure my valker runs a complete set of dam eq and stills runs at -7ac… but most of his eq was popped by my tard! These poor lowbies have no clue, and even if they did… they would die at mobs like Elena, and topiary dragon… and I haven’t checked, but off the top of my head I’d say Valk is also the worst cont for being biased to Wa Th Cl Ma in eq restricts!
Look valk isn’t such a bad place… I actually quite like it, but the maths is just all wrong! The xp splitting code is just brutal to lowbies… and the mobs are too thick for lowbie damage, and seemingly give half as much xp. (Another strange thing… I can do easier solo coin runs on valk than I can with my tard on lyme.)
I felt embarrassed! I was trying to help these new guys, and everything I did sponged half… for even LESS effort on my behalf… and to reward me even further… I got leader xp…
The xp splitting system may work nice at higher levels… but it works against those at lower levels… and totally discourages grouping. And with age xp being like it is… you just end up getting crapper xp from the crap you normally get.
And, and… that’s my gripe…! And it’s because I care about the game, and getting new players and flesh blood on the Mud. I think way too much tweaking has been done to the game, to adjust the game for mid to large sized players… and each time it happens the lowbies are getting shafted.
:evil:
Exp on and off valk is already easy enough. People make it to Quad 20 in no time at all.
Making it any easier on valk wouldnt do anyone any good.
If Valk needed anything it might be a handful of new areas. Big thanks to the clown area already just put in.
In general you rant too much. Take a deep breath and try to enjoy sloth as a game now and again. Would be good for you.
[quote:3od87hco]Exp on and off valk is already easy enough.[/quote:3od87hco]
Yeah… off valk is easy enough, but that wasn’t what I was talking about… was it.
[quote:3od87hco]People make it to Quad 20 in no time at all.[/quote:3od87hco]
Quad 20 is only 700k… now go make the 2+ mills for second 20 tickling in blasters temple… have a nice life… they don’t have the ac yet for catas/murkwood.
[quote:3od87hco]Big thanks to the clown area already just put in.[/quote:3od87hco]
Clown area is pretty cool, and the .5 neck and .7 arms are finally some good items to go with the JJD.
[quote:3od87hco]In general you rant too much. Take a deep breath and try to enjoy sloth as a game now and again. Would be good for you.[/quote:3od87hco]
Wow, Really? No one has told me this before… :shock:
When people used to come and whinge about my program everyday at work… I would write down there complaints and in time I’d look at it. I take a sense of pride in what I do, and I’ll never stop working towards the best. It’s taken years of work and refinement, but now people congratulate me for always going one better every single time. If your content to be crap all the time, well then that is your lot in life… enjoy. Each new improvement always gives way to the next… onwards and upwards. The enjoyment is in the journey not the destination.
Not to be the bearer of bad news, however, it is quite easy to get xp on valk, altho I would agree running variances in level sizes does kinda screw ya in valk, I ran with a lvl 20 18 on valk today in blasters temple I was lvl 17 and got probably 5k per kill on 28-38k xp mobs 2 man, I could have solo’d them and got the full xp but he was also running them and thought we could just 2 man them quicker, we could… however it shafted the xp :). Exp is fine on valk, solo, grouped, different story… Not that exp needs to be toned up just for newbies, but that it could just be calculated differently on valk per level…. shrug just my opinion never counts for anything anyways :)
gotta wonder, if the xp split obviously isnt based on quantity of levels, maybe it’s weighted based on the xp required for each level (and thus 20 18 would be worth far more than 17 15 would be)?
just a thought.
Nod, sounds right rr
i think newb xp is s serious incongruence on sloth
or maybe it’s incongruance I cant remember and am too lazy to check google
I don’t understand why people stay on valk as long as they do. I think getting quad 20 is a terribly inefficient way to level. It’s not the fault of the mud that theres a few obsessive compulsive people who are scaired to get level 21. Valk wasn’t intended to make newbie areas on other continents obsolete.
On the xp calculations, the xp for group is double what single is. So the most efficient way to get xp in the mud is 2 similarly leveled players in a group. I’m sorry if it’s difficult for you to level noobies by killing things for them with your quad 20 jingjitdisk while they stand around and watch. You really that generous to noobies? or u just showin off?
Quit complaining and put in an imm application already.
Be the change you want to see in the mud.
-Ghandi
Edit: the xp for mob varies on a lot of diff independent factors. This makes some mobs a lot better xp than others.
[quote:387b5iq9]I think getting quad 20 is a terribly inefficient way to level.[/quote:387b5iq9]
It’s pretty effective from frequent dying though.It’s kinda fun when you can shoot thru zone after zone killing and pilfering.
[quote:387b5iq9]It’s not the fault of the mud that theres a few obsessive compulsive people who are scaired to get level 21.[/quote:387b5iq9]
Not so much scared, but you can kill a dolphin at level 21…regen for 15 minutes and gain 400-500k exp and little coinage VS run 400-500k over a 15 min period…regen maybe 5 and then run again, all while gaining coins and eq…using dolphin as an example mind you, feel free to insert any other useless MOB in equation. Unless you can group exp to level 40/double 40..the climb solo is a long one and somewhat boring.
Quit complaining and put in an imm application already.
[/quote:3iis6mg9]
Not that it’s a good idea to immort with any ambition other than writing an area, considering how unlikely it is for people to reach the level where they have the opportunity to contribute in more meaningful ways
Although personally I’d be right behind drastic reductions in xp everywhere. The speed with which xp can be ran is reaching ludicrous levels. We frequently see who lists where half the chars are 5x40(or at least avatars), And any names that aren’t will probably be there sooner rather than later.
There used to be some feeling of achievement for levelling a char, it was a process that took time, during which there was still focus on other things. Now it appears that with xp flowing like water, there’s no reason to not rush to high levels and worry about everything else later.
Now to slam Valk…
• The small guys were only getting 2.5-3k xp from all 4 of us killing the harpy which is around about an 80k mob… I may have been 8 times bigger… but they were getting 20 times less xp.
• It would be quicker to level these guys by morting them each a thug in the hideout. Even an elderly man is better xp solo.
• We ran for 2 hrs, I got about 8mill xp and I lost 20mill in a death…
Is this really the “shop front†that we want for new players?[/quote:2zx6r91g]
As you seem to realize later in your post, this is not about VK, but about the exp split algorithm. The algorithm makes groups like yours unfavorable to the small members, independent of the continent.
The eq that pops on valk is practically useless (Juggles new inclusions and JDD aside). You could barely scrape together -6 there with good stats…[/quote:2zx6r91g]
True.
I felt embarrassed! I was trying to help these new guys, and everything I did sponged half… for even LESS effort on my behalf… and to reward me even further… I got leader xp… [/quote:2zx6r91g]
And, and… that’s my gripe…! And it’s because I care about the game, and getting new players and flesh blood on the Mud. I think way too much tweaking has been done to the game, to adjust the game for mid to large sized players… and each time it happens the lowbies are getting shafted.[/quote:2zx6r91g]
I do enjoy reading your commentaries; they usually prove thought-provoking. All of us have experienced the realization that a strategy we tried did not work, but reactions to this experience vary. You seem to jump on the notion that the weak strategy should change to become comparable in utility to the strong strategy. Is it so bad to have good and bad strategies available, and let players learn what works? You’ve learned that small characters get better exp alone or grouped with characters of similar level. You’ve also learned that one has to leave VK to really equip a character.
first off,omg its atwell :P
Quit complaining and put in an imm application already.
[/quote:2yfhxelo]
Not that it’s a good idea to immort with any ambition other than writing an area, considering how unlikely it is for people to reach the level where they have the opportunity to contribute in more meaningful ways
Although personally I’d be right behind drastic reductions in xp everywhere. The speed with which xp can be ran is reaching ludicrous levels. We frequently see who lists where half the chars are 5x40(or at least avatars), And any names that aren’t will probably be there sooner rather than later.
There used to be some feeling of achievement for levelling a char, it was a process that took time, during which there was still focus on other things. Now it appears that with xp flowing like water, there’s no reason to not rush to high levels and worry about everything else later.[/quote:2yfhxelo]
i agree with u :) but on the other hand,it wont be fair for the lower lvl guys.
on the other hand, i like the current xp style :)
Although personally I’d be right behind drastic reductions in xp everywhere. The speed with which xp can be ran is reaching ludicrous levels. We frequently see who lists where half the chars are 5x40(or at least avatars), And any names that aren’t will probably be there sooner rather than later.[/quote:2hnvogmw]
I kind of agree… some weeks I’ve run 3bill xp solo, and it is LONG boring hours killing the same mobs over and over because they are the proven best xp mobs for me. The people who run 2 man stab come out with 3-4 times as much xp. I don’t believe the amount of xp we get is a problem, as much as this splorking business is completly over powered and class biased.
The only reason why I don’t flame them more is summed up in the old adage… if you can’t beat them join them… and I do. :D
I mean in combat… how much more deadly is a poke from a knife than a chop from a sword, or say a blast from a fireball? I know I’m pulling the realism card here… but… come on, this game is biased to thieves… they have clearly been the teachers pet of immortals for quite some time.
To lower xp across the board would punish non thieves too much. Fix the REAL problem there…
[quote:3feedzbp]this game is biased to thieves… they have clearly been the teachers pet of immortals for quite some time.[/quote:3feedzbp]
[img:3feedzbp]http://www.istockphoto.com/file_thumbview_approve/161739/2/istockphoto_161739_apple.jpg[/img:3feedzbp]
Yum
Thieves seem to be a difficult class to balance (for the record, I’m not saying they’re necessarially unbalanced atm). If they’re nerfed just a little, they rapidly loose their usefulness, while a small buff is enough to throw their xp runs into the stratosphere. Imo, it stems from the obvious “all or nothing” nature of stabbing.
Say for example a two man, thief/blaster group with no tank to absorb damage, if the mob splorks, it’s essentially a free kill. If the mob dies on blasting before the first round, it’s extremely good value. But if the mob lives to deliver hits, a run can be slowed down significantly.
Aside from all the suggestions of broken game mechanics. I’m tending to believe that the growing xp is due more to increasing refinement of playstyles than anything else. When I was levelling my first char, It was normal enough to top (or come close to the top) the weekly xp list with a 2b week, and those weeks weren’t easy. Arguably, few game mechanics have been drastically changed since then, and people are beginning to run xp near the tens of billions.
Perhaps Sloth needs a difficulty boost at a fundamental level?
And no, I have no idea how that could be done, but it’s a theory :)
[quote:3ji7prqn]Arguably, few game mechanics have been drastically changed since then, and people are beginning to run xp near the tens of billions. [/quote:3ji7prqn]
You mean Sa, and the reason is Cizin, Sneaky, Stormshadow and Ben (thieves). Yes, I don’t remember much changing with the thief class in my stay here, and I think 10bills is possible only because Sa plays probably 6-8 hrs a day. A “luxury?” most don’t have.
It’s too late to change some things about sloth… because nerfs tend to crush people’s spirits… however sloth IV is good cause for wide sweeping changes, bring it on :)
Here’s a radical idea… how about going open source with the sloth source code, keep the area files private… let people submit code changes for approval to our immortals, who seem to be around less and less. After a bunch of months… release sloth IV. Extend the life of this awesome game which is probably going to die with it’s current generation of players.
Who cares if people start there own server… no loss of revenue… and the idiots that do this, won’t have dedication to write good area’s anyways. (Highlighted by the fact, they stole code in the first place…)
Dreams are free, I know. I don’t have the dedication to write an area at the moment, although I have planned one… I would however fix those flaming shift bugs in hours… something with all due respect, is currently taking years.
chuckle
i rack up xp with a pal for playing long hours and we should get nerfed.
nice prospective :) however u want the mud to be nerfed, we would still be on the top of the xp list for playing a certain amount of hours.So i cycle most of my forges n eqs n get them in way shorter period than others because i play more often. nerf that too :)
i also rack the gold up for the week when i want to,nerf that too :)
i also top the death list,this i recon u shud nerf :)
if u guys want better results, just work for it. quit yer yapping and enjoy the game for gods sake…we play it cause we enjoy it. u want a perfect mud,go make ur own.
Sa is indeed the most spectacular example, because he maintains hard xp runs longer than anyone else has. But on a per-hour basis, anyone that knows how to handle stab/blast can match it. Frankly, I should know, I’ve been taking advantage of high speed stab/blast xp for a long while.
Perhaps a point I should have made is that in the past, people (yes, including me) were playing for comparable periods of time, but still weren’t matching the xp, whether you look at it per-hour or total.
if u guys want more better results, just work for it. quit yer yapping and enjoy the game for gods sake…we play it cause we enjoy it. u want a perfect mud,go make ur own.[/quote:1rl83udl]
At the risk of sounding antagonistic, a discussion revolving around game balance does not equal complaining. And believe me, people have been “working for it” for a long time.
At the risk of sounding antagonistic, a discussion revolving around game balance does not equal complaining. And believe me, people have been “working for it” for a long time.[/quote:1drcmryq]
im sure ppl have been “working for it”, its all part of the fun id say:) well, if those complainin want better results,work harder
Chrome leads fast stab xps per hr,maybe faster than i do,but he does play way less compared to me.. im not out there to prove that i make the best use of my time..im just there to have fun.plus running fast is tiring
i like this mud cause u can work for something you want and earn it in a way.
some gets to play longer n some shorter,all in all its still fun
anyways how did this valk thing turn into top xp per week?:)
You mean Sa, and the reason is Cizin, Sneaky, Stormshadow and Ben (thieves). Yes, I don’t remember much changing with the thief class in my stay here, and I think 10bills is possible only because Sa plays probably 6-8 hrs a day. A “luxury?” most don’t have.
[/quote:2ghyptd9]
people reach 10bil a week coz they figure out how to play the game instead of crying to the board every other minuite about how the game isn’t fair to them. I reckoned if you use the time u spend posting crap on the crier, and actually played, u’d hit 50bil a week easy
Here’s a radical idea… how about going open source with the sloth source code, keep the area files private… let people submit code changes for approval to our immortals, who seem to be around less and less. After a bunch of months… release sloth IV. Extend the life of this awesome game which is probably going to die with it’s current generation of players.
Who cares if people start there own server… no loss of revenue… and the idiots that do this, won’t have dedication to write good area’s anyways. (Highlighted by the fact, they stole code in the first place…)
Dreams are free, I know. I don’t have the dedication to write an area at the moment, although I have planned one… I would however fix those flaming shift bugs in hours… something with all due respect, is currently taking years.[/quote:3ubinzoe]
problem with this. I doubt it would be too hard to write in some massive benefit to you or your buddies that could get missed by the reviewing imm, then all of a sudden you get a huge boost for free, plus, the imms like control of what fixes/changes are made (and I dont blame them).
as for alternate servers being set up by people, at this point, if they have the base code with all the areas, they’ve got one hell of a start. thus far, I dont think anyone has managed to keep a sloth clone running because their initial ambition is high but their dedication is not.
And finally, on the count of Sloth IV. I’d have to say, tha day that comes is probably the day I’m gone for good. I realize that I’m not here that often anymore but I just dont have the time or ambition to start fresh again. I’ve got 4 chars left, 3 are lymers and into avatar levels, Ana probably hasnt leveled in 2 years, Xander in over a year and for some strange reason I started another tank type that isnt even 2x40 yet (and may never get there for all I know).
As for fixing vk xp for groups. only way I know to fix that would be to make it based on straight levels. dont know if it could be done thaty if you’re on vk it works that way or not. best way to get a newbie xp is to get them into a large off vk xp group…sure, the per kill xp may not be spectacular but the long runs and volume of kills makes up for it.
You mean Sa, and the reason is Cizin, Sneaky, Stormshadow and Ben (thieves). Yes, I don’t remember much changing with the thief class in my stay here, and I think 10bills is possible only because Sa plays probably 6-8 hrs a day. A “luxury?” most don’t have.[/quote:rglfmpfu] I’d imagine it’s a whole lot more than 6-8 hours a day.. try 15+.. at least it seems that way - I log on at very sporadic times, and I’ve never not seen Sa on, no matter what time of night or day it is. Sa you’re an extreme addict lol! Or else there’s more than one person playing Sa, but not that I’m aware of.
im in australia,i have no TV!
i just mud n mud n mud. im bored…
theres just 1 person playing sa 99% of the time :P
problem with this. I doubt it would be too hard to write in some massive benefit to you or your buddies that could get missed by the reviewing imm, then all of a sudden you get a huge boost for free, plus, the imms like control of what fixes/changes are made (and I dont blame them).[/quote:ogmz9qma]
Yes, releasing the source without the area files, and then having the team approve admissions… could EPICALLY fail. But it could also work… I mean go to sourceforge and freshmeat, community projects really can work. There is no reason either that sloth 3 couldn’t continue to run concurrent. I’m merely putting out there and idea that would keep sloth going longer. (The player base is in a small decline again… it’s been fairly ok though the past 2 months)
As for players putting in what they want to make them powerful… this is why the admin filter admissions. By the way… there is a bug that can get me a -13ac Piasa at 5x40… now combine that with wraithform… and 900 mana… you can be insanely overpowered in the current source. I’ve informed a bunch of immortals but the bug is still there.
People often say that if the source code is public, it can be abused… But it’s actually quite the opposite if you have keen people working with it, the bugs get found and fixed even faster. I know it’s hush hush, but it’s really no secret that old copies of the sloth source code are around… If this is the case, the possibility to abuse the code has already been around since the leak. So the “problem” is just as real now, and it’s obvious that it doesn’t have a huge effect.
I know it’s not going to happen… but it COULD be done and it’s success would be proportional to the ATTITUDE of those who make it happen. I know I’m a dreamer and a perfectionist… just like some others are scum and resistant to change/set in there ways. But lets keep it about the game, and it’s just an idea.
people aren’t resistant to change, they’re just sick of you thinking everything should be fixed to suit the way u want to mud
Who you calling scum, m0therfutter? :twisted:
You know who else likes change?
[img:2bte7os2]http://img408.imageshack.us/img408/5852/obamabidenom4.jpg[/img:2bte7os2]
atwell :}
I’m really not sure what you’re on about Jezer. But I think you’re talking about what a hard slow climb it is to quad 20?
One solution for that problem would be to make tri-tokens work until 40 prime. It used to be such that anyone could pick up a tri. But they added that proc to it and suddenly you have all these 20 20 20 x chars running around.
I thought the 4x20 chars were around because of Valk restricts, not tri tokens.. once they’ve got their stats anyway ..and actually there are (or at least used to be) the occasional quests restricted to those levels or held on Valk, which I would guess is why some people kept chars at that level. The sleeves forge recently added is another good reason for keeping a Valker char.
Who cares if someone wants to keep a Valker anyway, that’s their choice and wont effect your own play in any way whatsoever. Err.. I kind of went off topic I think.. The issue was what, exp bonuses? At those levels, seriously, who gives a toss? At higher levels it seems to level out, so no worries. Valk is about gaining experience as opposed to gaining experience [i:2j07enep]points[/i:2j07enep] I believe, so why worry, almost everyone seems pretty happy with it, so why mess with it? Worried about the diff between level 17 and level 20 prime in groups? Then level up - it doesn’t take long.
Who cares if someone wants to keep a Valker anyway, [/quote:112bs8jw]
I’m not against it. I’d just advise players who are new to the game to focus on getting stats and getting off vk because xp cap at level 20 stinks and the higher level skills/spells are better.
and because valk sucks
Rynquald wrote: Sa is indeed the most spectacular example, because he maintains hard xp runs longer than anyone else has. But on a per-hour basis, anyone that knows how to handle stab/blast can match it. Frankly, I should know, I’ve been taking advantage of high speed stab/blast xp for a long while.
Ya know Rynquald it’s a shame we never ran more often together. We would have been able to run maaaaaaaaaaassive amounts of exp. Err except you’ve got a 5x40 thief anyway. Wish I could still play sniff …this is a test to see how long it is going to take someone to go right onto the ‘being an asshole’ defense and begin calling me names. They’re jealous cause I got a better stab than Autolycos and he spent MONTHS trying to get 2 razors. Someone stole my eq, deal with it. :oops:
I’ve yet to see valkers run with razors, find a new thread poser
How did they steal your equipment when you quit! out? Did a mate come by while you were in a can and quit! you out and disconnect? I hope you do make it back. If you just make a new char, I can set you up with some newbie gear to help you get started.
Someone stole my eq, deal with it. :oops:[/quote:32rlvg36]
Boo-hoo. Quit your bitching and just leave already instead of teasing us with your empty promises and whiny posts. Between you and Yasik, I don’t know who is worse for posting inane, off-topic crap on every thread you can get your dirty little hands on, regardless of what the topic actually is about, while Yasik apparently posts as many times as he possibly can simply to get his numbers up. What matters is that it winds up being all about poor pitiful you. Apparently, neither one of you can read, otherwise you would start your own Yasik and Polk Whines about Sloth thread and leave all the other topics alone. Maybe then your posts would be on topic at least some of the time. In fact, I will even start it for you so that you two can troll and flame each other all you want.
As for your “missing” eq, Polk, either shut up and pop more or follow through with your threat/promise to leave. Here is the bottom line: you quit! out. Plainly and simply put, the imms are NOT going to reimburse your eq. Period. YOU were the one who screwed up, so suck it up and chalk it up to bad experience or…..leave. Quit!ing is not accidental. In fact, I seem to remember you bragging that you were going to quit! out and sit there and wait until game either crashed or reset so that you could “be sure the eq poofed.” Well, you got what you wanted. It poofed. Now shut up about it. No one sympathizes with you in the least, and your oh-so-wise decision to log in and firestorm that group and kill people the other day was another nail in your coffin. What was the point of that, anyway? “I’m not getting what I want, wah-wah-wah so I am going to take out my temper tantrum on people who have no relevance to the problem to punish you imms.” Really smart there, Darwin. If before anyone had considered having pity on you and helping you out, now for sure they won’t bother. And if you think anyone is threatened by your “threat” to email Jake to try to get him to do whatever it is you want, think again. Jake doesn’t look kindly upon someone intent upon disrupting the harmony of his mud. Jake is not on your side, kiddo.
In the immortal words of Tap: MAKE A NEW CHAR.
They’re jealous cause I got a better stab than Autolycos and he spent MONTHS trying to get 2 razors. [/quote:1lg5dm2d]
only stab better then mine is Vaire.
In the immortal words of Tap: MAKE A NEW CHAR.[/quote:261vd1c9]
:shock: ack! one brad is enough on this mud. we don’t need two! hell, brad’s chars comprise at least one-half of the current playerbase as it is
“28 days… 6 hours… 42 minutes… 12 seconds. that… is when the world… will end.” -frank –>donnie darko
I used to power-level people on Valk. Its actually very easy. I watched the shops and bought up greenish rings, the kobold helms and other equipment without restrictions and mailed them to a character on Valk. Transferred the stuff over whenever I made a char. You can run AC 2 with a level 1 character without too much trouble. Send yourself about 50k gold, and run 2 man.
The trick is, if you’re the same level as the person you’re leveling, you each get 50% of the xp. And if you know how to play the game, you can make up a level 1 warrior with double attack and wreak havoc. Set the other guy up with a holy sword or dagger to collect work xp and you’re off like a shot.
A quick note on power leveling. Get them to level 1x20 as fast as possible. At level 20 the xp cap is 800k. At 19 prime, its 350k. Lower levels give less. Unless its a quick level to pick up the armor spell or double attack, concentrate on getting to 1x20. Once they’re at max Valk cap they can benefit quite a bit from joining the random xp group or at least deflect a bit of the power-sponging that your 4x20 will do if you decide to break them out.
Second trick… stay a few levels behind them. Once they’re higher level than you, they get most the xp. You can get someone to 1x20 very rapidly. Hit the auction house in BH and get them equipped on the cheap.
The trick with xp is that all the areas in the game are have a formula. Elders in Newbatia are cake with AC 6, a red potion and holy sword. Bugbears in Blasters AC 4, a red potion, holy sword. Autumnal, AC -7 for everything except warty, dragon, kender and hunter. Ersa is -7, curse, blind (poison if you have it). Catacombs, AC -6, curse, blind, holy sword. Stalkers, AC -8, curse, blind weaken. Theris, AC -9, damn, blind. Upper Cano, AC -9, damn, blind weaken. Lower Cano, AC -10, damn blind weaken. MH, -10, curse/damn, blast. Dmount…
I can do this all day. Once you know what you need in each area its just a matter of getting it and running the area. Running 2-man stab/blast is like showering in XP. If the blaster is any good you’ll get raised when you die and you don’t have to sweat shocking much.
In short, levels are quick once you learn the game. If more people are learning it, that’s a good thing because the big complaint before was that too many people were botting in groups and had no idea how to play the game.
The trick with xp is that all the areas in the game are have a formula. Elders in Newbatia are cake with AC 6, a red potion and holy sword. Bugbears in Blasters AC 4, a red potion, holy sword. Autumnal, AC -7 for everything except warty, dragon, kender and hunter. Ersa is -7, curse, blind (poison if you have it). Catacombs, AC -6, curse, blind, holy sword. Stalkers, AC -8, curse, blind weaken. Theris, AC -9, damn, blind. Upper Cano, AC -9, damn, blind weaken. Lower Cano, AC -10, damn blind weaken. MH, -10, curse/damn, blast. Dmount…[/quote:3r80h30y]
Good to see you around, 12354 :). Sage advice.
My somewhat limited experience leads me to agree with 12345 in that gaining levels is not a problem.
However, there is one aspect of this game that I believe could be tweaked to make it a bit more newbie-friendly…and what is the point of VK if it is not a newbie-friendly starting area where new players can learn the ropes of this rather challenging MUD?
This aspect is EQ. 12345 mentions that each area has a formula…each requires a certain amount of AC and a basic strategy for general success. However, if there isn’t enough AC to be had, success is a bit difficult. And at the moment, AC is difficult to find because there is a lack of information in-game, and newbies haven’t memorized EQlist just yet.
I propose the following system for increasing the amount of information available to newbies:
Make notes drop randomly on mobs newbies can kill, informing them of the location of items or spellbooks which are going to be very useful in the near future, and which they can also pop by themselves or with a peer.
example:
note found on the corpse of an elderly man
Dear Grandpa,
It’s terrible! That mean old stone fish snuck up while I was playing on Aisholm beach and stole that nice orange spellbook you bought me! Maybe when daddy gets back from Castle Black he’ll help me go teach that stone fish a lesson.
Katie
I think something like this system would keep newbies interested in the game long enough that they could start to enjoy it, while also encouraging safe exploration of other areas. By all means, keep it tough to get equipment, but at least give them a reasonable starting place.
My somewhat limited experience leads me to agree with 12345 in that gaining levels is not a problem.
However, there is one aspect of this game that I believe could be tweaked to make it a bit more newbie-friendly…and what is the point of VK if it is not a newbie-friendly starting area where new players can learn the ropes of this rather challenging MUD?
This aspect is EQ. 12345 mentions that each area has a formula…each requires a certain amount of AC and a basic strategy for general success. However, if there isn’t enough AC to be had, success is a bit difficult. And at the moment, AC is difficult to find because there is a lack of information in-game, and newbies haven’t memorized EQlist just yet.
I propose the following system for increasing the amount of information available to newbies:
Make notes drop randomly on mobs newbies can kill, informing them of the location of items or spellbooks which are going to be very useful in the near future, and which they can also pop by themselves or with a peer.
example:
note found on the corpse of an elderly man
Dear Grandpa,
It’s terrible! That mean old stone fish snuck up while I was playing on Aisholm beach and stole that nice orange spellbook you bought me! Maybe when daddy gets back from Castle Black he’ll help me go teach that stone fish a lesson.
Katie
I think something like this system would keep newbies interested in the game long enough that they could start to enjoy it, while also encouraging safe exploration of other areas. By all means, keep it tough to get equipment, but at least give them a reasonable starting place.[/quote:oaahgp0k]
Can someone make Poggle a coder? Thx.
That’s a pretty neat idea. It’s almost “questish” in newbie form with the reward being something a newbie could use immediately. Good Job.
brilliant idea
love it! poggle, send an email to kjartan@slothmud.org with that idea.
“how can you read this? there’s no pictures!” -gaston –> beauty and the beast
the trouble with valk is that you have to be a newbie to play there
and playing a newbie isnt fun because the spells and skills are shitty
What about some message at starting screen in huge ascii letters
telling peeps not to make wa/ba/th/mo (just an example).
rly, sloth needs classo guides.
- also will be very helpful to show stat order after choosing classo/
What about some message at starting screen in huge ascii letters telling peeps not to make wa/ba/th/mo (just an example).[/quote:rmph8lfv]
:lol: