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Ideas for Changes to game (combat, grinding, etc)

Unstructured ideas, requests and suggestions for the development of the game.
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Lavic
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Ideas for Changes to game (combat, grinding, etc)

Post by Lavic »

I'm not exactly sure where to post these concerns of mine, however I'll give it a shot here. I have been playing for a relatively short time compared to some of these other players, maybe a couple months tops, however I have some concerns. I do love this game, it is by far the best RPG that I could find and is exactly what I was looking for. I also like that it's open code and will continue to expand and it is possible that I may have a hand in it's development.

I really like the idea that we are still trying to expand the game and "Make it more awesome," however I believe the expansion of the game can be accelerated if we had a better review and player base. Part of what I think is highly detrimental to that cause is the unbalance in the game. I have noticed it has been brought up here and there but never given much merit. I think if we do try to balance out the game a little more we will expand quicker in ideas. I know the coders are here voluntarily and the progression of the game is highly dependent upon them, but a good player base and reputation is just as important as their time.

I believe we would do much better if we had a better formula for combating mobs, I find that the game is a roller-coaster, in the sense that it starts off very hard, eases off a bit, and when you try to explore further it becomes nigh impossible to even move at times unless you just 'grind' somewhere to gain levels and plan your character very carefully. Planning of your character should be crucial, but sitting in one area for weeks on end trying to get an item or just killing easy stuff long enough to get your character some stats to try to move on is highly boring. I remember a post that said something about people appreciating the quests/story a lot more than running around and killing. I find that to be quite true, I like hunting and exploring, but I also don't want hunting or 'grinding' in the same area over and over again to be a intricate part of the game. I understand the developers wanted to make it tough to play, which I'm all for, but not like this. The other concern I have is the drops, I have seen people complain about it and probably quit playing because of it. I also understand that if an item is 'legendary' you want either Lady Luck to shine on a hero or only a very persistent hero to have such items. That is great, but for me I found myself in the Khazuul shrine for a month of my gameplay going from level 20-38 in there just to get my RoL. I am in a time in my life where I have a retarded amount of extra time and feel that I would have never even gotten close to getting this item if I didn't have this ridiculous amount of time. I find this drop rate goes for even quest items, such as white claws from Blackwater Mountain. In my opinion the drop rates should be a little more generous in general.

Maybe I'm just not as big of a gamer as I used to be and don't have it in me anymore to play these times of games and my balance is off balance :?: Thoughts?

Khazuul Xenocide, Lavic, Shadow Walker
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Meirerion
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Re: Andor's Trail Priority Survey

Post by Meirerion »

Lavic, i'm not going to quote what you said because it's going to take half a page but it's exactly what i think.
Another example for your point of view is what i do when im lower level: i grind at the snake cave for an hour and then sell half of the meat droped, buy some new stuff and go questing and exploring then grind another hour and then explore etc...
Realy there should be money, items and xp awards by questing, dungeoneering and exploring than just grinding. +1
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Pyrizzle
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Re: Ideas for Changes to game (combat, grinding, etc)

Post by Pyrizzle »

[Gave post it's own thread]

Lavic: Great posts with very valid points. I agree that there needs to be some evening out for grinding. Right now the game is still a work in progress, and it is something we have planned on fixing. It's just going to take time.

Happy hunting, -Pyro
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Xero
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Re: Ideas for Changes to game (combat, grinding, etc)

Post by Xero »

+1
Again, these ideas combo with a new game + where the same character may play through a different story line while retaining previously acquired items..hence..you keep playing story..less grinding overall...
pair this with the blacksmith idea where you may continue to upgrade your equipment at a steeper cost per upgrade. This keeps your equipment on par with character advancement.
Combine these ideas with revamped weapons/armour Skill system for further customization.
Increase the difficulty of the game by giving mobs their own set of similar skills. This keeps the game more balanced so that no character build is the best (paper rock scissors)
The weapon you use should be strong against another weapon type when engaged in battle, but weak against another.. For those of you who have played fire emblem series (sword <spear <axe <sword)

As lavic stated, we need to improve the player base. Lets work towards improving the game, do away with monotony, and with the same goals we can move in the same direction and accomplish greatness together!
Pyrizzle
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Re: Ideas for Changes to game (combat, grinding, etc)

Post by Pyrizzle »

Fire emblem is an awesome game.

you guys have great points here, the only thing is that it will take time to balance out the game.
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Player Name:Pyro
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IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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fiernaq
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Re: Ideas for Changes to game (combat, grinding, etc)

Post by fiernaq »

This doesn't necessarily apply to the game per-say but just like Dark has a pet peeve about rouge/rogue, I have a pet peeve where it comes to realistic weapons and fighting styles. My brother is a blacksmith, swordfighter, and tactician for mock battle groups so I have some idea of what I'm talking about here. The advantages and disadvantages offered to users by their weapons are not static. They depend severely on the skill of those using them. A skilled swordsman has little to no disadvantage against a spear wielder. A spear provides reach but a sword provides mobility.

If both the swordsman and spearman have little training and experience then the fight usually boils down to environment. If they're fighting in a building or cave or among foliage that limits movement then the sword will have an advantage. On an open field or rooftop or plaza square, the spear might very well have an advantage. Change both the swordsman and spearman to experts, however, and the game changes entirely. One on one, the swordsman will usually win because spears require formations to become truly powerful weapons.

The same idea is true of most weapon comparisons. At low skill levels, the environment generally plays a much more important role in the battle whereas at higher skill levels the fight usually devolves to either physical ability such as reflexes, quickness, strength, and sometimes endurance or they fall in the same category as the spear where something besides your own skill is required to provide the advantages that your weapon offers.

In other words, the whole "sword < spear < axe < sword" concept and others similar to it are about as far from realistic as you can get. Again, I'm not saying they shouldn't be used in a game, just that whoever came up with them has obviously not had any tactical weapons training or experience using multiple weapon types.
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Xero
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Re: Ideas for Changes to game (combat, grinding, etc)

Post by Xero »

While I agree with practically everything you said, I think the concept was for balance which is exactly the reason why I suggested it too
Wyrmspawn
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Re: Ideas for Changes to game (combat, grinding, etc)

Post by Wyrmspawn »

The difficulty is why save-cheating exists. If you use save-cheating more often, you will soon find that the game becomes easier by 50%. I used flagstones pride and hit-and-run tactics along with save-cheating, and I got along pretty quickly. Entered Blackwater Mountain at lv 8, for my record. I must have died a million times, though, and by the time I got out I was lv12. I dont think the game is too difficult, for now, as You only need to use hit-and-run and save-cheating to become a god in the game, and these two require no gold or experience points.
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buddyCasino
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Re: Ideas for Changes to game (combat, grinding, etc)

Post by buddyCasino »

But do you think it is a good idea to require save-cheating for quick progress? The game really has some phases where grinding is almost essential to be able to progress. Which is not desirable. We should find those phases and insert some quests there.
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