Terulia Testing
FFO Classic
 
Welcome Guest ( Login | Register ) Browse | Search | Files | Chat  
Forum Home > Terulia Forum Service: Main > FFO/Terulia Suggestions > Dying and graving (pp 1 [2] 3)  
Dying and graving
deanbad 10:33 AM on January 05, 2010 (+0/-0)

Group: Members
Posts: 1224
Total: 2374
You're comparing apples and oranges bro.



_________________________________________
"Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
 
baram. 11:29 AM on January 05, 2010 (+0/-0)

Group: Members
Posts: 90
Total: 397
it made people not care in training parties when people get life too. any time i go out i just click a mob and alt tab and go do other stuff and check back every 10-15 seconds to make sure i'm not dying or that the party didn't run off. i'm sure i'm not the only one who does this either

_________________________________________
Flow is anthemic, dirty like it's plants in it
Sick, spit a pandemic, crack and Cancer mixed with cannabis
 
Stat 2:20 PM on January 05, 2010 (+0/-0)

Group: Members
Posts: 52
Total: 284
I know it not exactly the same but i thought it played well into the logic of complain abut something till it gets removed....

_________________________________________
 
deanbad 5:50 PM on January 05, 2010 (+0/-0)

Group: Members
Posts: 1224
Total: 2374
Stat wrote:
I know it not exactly the same but i thought it played well into the logic of complain abut something till it gets removed....


Or complain about something until it gets added? Like how Life got added to the game to start with like 4-5 hostings ago? Yeah? Weren't here? Cool.

_________________________________________
"Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
 
Lumino 1:42 AM on January 06, 2010 (+0/-0)

Group: Members
Posts: 109
Total: 296
For once I agree with Dean. The only people qualified to say if Life is a benefit or a detriment to the game are those who have played to the cap (Or close to) without it and with it.

Their numbers are few, but they are here. And most of us seem to think that the game was better without it.

Imagine it. You kill someone, and you know they are going to grave. PvP actually needs to be tactical (Of course this would also require domain warfare to be tweaked again, due to insane guard strength.) and PvE is actually dangerous in places other then the very end game dungeons. It's a level of excitement that the game just doesn't seem to have anymore.

_________________________________________
Great minds discuss ideas; Average minds discuss events; Small minds discuss people.
-Eleanor Roosevelt
 
Grameramera 9:46 AM on January 06, 2010 (+0/-0)
Group: Best Pony
Posts: 893
Total: 1255
Along those same lines... What if the following changes were made to Life?

1. mana cost cut in half
2. works 100% of the time
3. caster loses 33% of death experience equivalent
4. revived person loses 20% of death experience equivalent

i.e. Casting Life 3 times = losing as much experience as if you had died and received no prayers.

To address the first suggestion: I don't see any need to change graving or respawn timers in general at this time.



_________________________________________
ScouSin: Damn you Gaku! Damn you and your; "Be patient, and if you don't want to, tough, because I'm going to be all mystical about it!"
KingBlax: It's telling you to go outside, with no flash-light in the woods, and find a dead body, you eat dinner if you find 1. You die in the wilderness if you don't find 1 or at least bring something interesting back.
./personal_problem.sh -q > /dev/null 2>&1 &
 
Lumino 10:32 AM on January 06, 2010 [ edited by Lumino at 10:39 AM on 01-06-2010 ] (+0/-0)

Group: Members
Posts: 109
Total: 296
That's an EPIC change. It'll suck for White Wizards, but hey they aren't supposed to just be heal bots.

I approve this change to make Life more of a big deal to cast.

Edit while I think of it: But as I said earlier. Life is such a crucial spell, any change to it changes every part of the game. Most notably domain warfare. Are we ever going to find a happy median between sucky army and over the top army? Probably not, but it's important to acknowledge that while changing life is a good idea, it'll cause more problems if we don't have foresight.

_________________________________________
Great minds discuss ideas; Average minds discuss events; Small minds discuss people.
-Eleanor Roosevelt
 
deanbad 12:12 PM on January 06, 2010 (+0/-0)

Group: Members
Posts: 1224
Total: 2374
Gakumerasara wrote:
Along those same lines... What if the following changes were made to Life?

1. mana cost cut in half
2. works 100% of the time
3. caster loses 33% of death experience equivalent
4. revived person loses 20% of death experience equivalent

i.e. Casting Life 3 times = losing as much experience as if you had died and received no prayers.

To address the first suggestion: I don't see any need to change graving or respawn timers in general at this time.



Sounds good, but I don't see any reason to cut the mana cost in half.

_________________________________________
"Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
 
Stat 10:43 AM on January 07, 2010 [ edited by Stat at 10:52 AM on 01-07-2010 ] (+0/-0)

Group: Members
Posts: 52
Total: 284
I dont see why the lifer gets penalized more then the jackass that died.... So while training in a party of say 10 people in ruins or irendi lifer loses a whole bar of experience or whatever it comes out to if 3 people die in the trip. **** that just take it out then

_________________________________________
 
Locke 11:25 AM on January 07, 2010 (+0/-0)
Group: Members
Posts: 732
Total: 1964
Just remove all of the unique spells. All x-magic has done is allow cheap kills, all scry has done is made griefing easier, all Life has done is turned pvp into a joke, from what I hear rage isn't that useful, and vanish sucks because it can only be used at night, and masters don't even get anything.

Remove them all. They were a novelty for awhile, but they've created more problems than they're worth.

_________________________________________
Signatures are SO last decade.
 
Stat 3:36 PM on January 07, 2010 (+0/-0)

Group: Members
Posts: 52
Total: 284
If one gets removed then they all should I agree with that. And here come the disagreements

_________________________________________
 
baram. 5:56 PM on January 07, 2010 (+0/-0)

Group: Members
Posts: 90
Total: 397
rage is actually pretty ****ing good because not only does it boost your damage output even more but it prevents people from using other status spells on you that'd be less beneficial like fear and prevents confuse which is nice in the WT

_________________________________________
Flow is anthemic, dirty like it's plants in it
Sick, spit a pandemic, crack and Cancer mixed with cannabis
 
Locke 6:08 PM on January 07, 2010 (+0/-0)
Group: Members
Posts: 732
Total: 1964
I forget who but I heard from a couple people that it wasn't that great. Regardless, yes they're useful, but I still think they should all just be removed. All they've done since they've been added is create balance problems.

_________________________________________
Signatures are SO last decade.
 
DeshTheWraith 6:10 PM on January 07, 2010 (+0/-0)

Group: Members
Posts: 341
Total: 963
Locke wrote:
Just remove all of the unique spells. All x-magic has done is allow cheap kills, all scry has done is made griefing easier, all Life has done is turned pvp into a joke, from what I hear rage isn't that useful, and vanish sucks because it can only be used at night, and masters don't even get anything.

Remove them all. They were a novelty for awhile, but they've created more problems than they're worth.


All but 1 of those is false. And that's the thing about Life.

I don't get why the lifer needs to lose experience though...?

_________________________________________
Haze wrote:
We can't all be Deshawns, Deshawn. We actually have to focus on PvP, we can't record it, take screenshots, smoke a blunt and bang our girlfriends all while killing people >=(

 
SnowmanXIV 6:31 PM on January 07, 2010 (+0/-0)

Group: Members
Posts: 7
Total: 12
DeshTheWraith wrote:
I don't get why the lifer needs to lose experience though...?


I don't get it either. The one they're Lifing is the one that died, and the Lifer not only survived but is also helping the entire party by using Life. And I assume all of you know I was not here before Life was added.

_________________________________________
 
Locke 7:10 PM on January 07, 2010 [ edited by Locke at 7:25 PM on 01-07-2010 ] (+0/-0)
Group: Members
Posts: 732
Total: 1964
DeshTheWraith wrote:
Locke wrote:
Just remove all of the unique spells. All x-magic has done is allow cheap kills, all scry has done is made griefing easier, all Life has done is turned pvp into a joke, from what I hear rage isn't that useful, and vanish sucks because it can only be used at night, and masters don't even get anything.

Remove them all. They were a novelty for awhile, but they've created more problems than they're worth.


All but 1 of those is false. And that's the thing about Life.

I don't get why the lifer needs to lose experience though...?


Feel free to elaborate and contribute to the topic and actually provide some sort of a counter argument instead of "you're wrong".

Also removing them would remove the need for topics such as this one. We wouldn't have to worry about trying to balance them anymore if they were just removed. I'm sure a lot of players can agree that before Scry, X-Magic, and Life are acquired after a pwipe, the pvp is much more interesting. Once the PLC is high enough to get them, pvp becomes a sort of cruel joke compared to its former self. Fights go from tactical to revolving around Scry your opponent>hunt them down>have lifer sit in the back>get a life if dead>repeat.

Generally X-Magic is either used to cheaply win a one on one duel or blast the other team once and run. Obviously, even if Rage and Vanish are useful, they would have to be removed too to make it fair, and the lack of either one is not going to ruin the class that gets them. If anything, it will improve pvp, because it will create more synergy between classes. Black wizards use berserk on knights, white wizards use conceal on ninja, and you get almost the same effect.

_________________________________________
Signatures are SO last decade.
 
SnowmanXIV 8:18 PM on January 07, 2010 (+0/-0)

Group: Members
Posts: 7
Total: 12
Locke wrote:
white wizards use conceal on ninja, and you get almost the same effect.


I do agree that it's almost the same effect, but even for the WW's who do have Conceal, why use it on a Ninja? I'm no expert on anything RPG-related, but I think a Concealed Knight would be more effective than a Concealed Ninja of the same level, assuming Vanish was not available.

_________________________________________
 
Locke 8:21 PM on January 07, 2010 (+0/-0)
Group: Members
Posts: 732
Total: 1964
It was just an example to show how you could substitute conceal for vanish. It wasn't meant to argue tactical advantages concerning other classes.

_________________________________________
Signatures are SO last decade.
 
SnowmanXIV 8:35 PM on January 07, 2010 (+0/-0)

Group: Members
Posts: 7
Total: 12
Locke wrote:
It was just an example to show how you could substitute conceal for vanish. It wasn't meant to argue tactical advantages concerning other classes.


Okay, so Vanish can be substituted. What about Life, Scry, etc.?

_________________________________________
 
Grameramera 10:41 PM on January 07, 2010 (+0/-0)
Group: Best Pony
Posts: 893
Total: 1255
DeshTheWraith wrote:
I don't get why the lifer needs to lose experience though...?
because Life should be something that makes a WW think "is this person worth it?"
Instead of randomly lifing every player they see, they'd actually value the ability.
Right now, Life is cheap in every way.

_________________________________________
ScouSin: Damn you Gaku! Damn you and your; "Be patient, and if you don't want to, tough, because I'm going to be all mystical about it!"
KingBlax: It's telling you to go outside, with no flash-light in the woods, and find a dead body, you eat dinner if you find 1. You die in the wilderness if you don't find 1 or at least bring something interesting back.
./personal_problem.sh -q > /dev/null 2>&1 &
Forum Home > Terulia Forum Service: Main > FFO/Terulia Suggestions > Dying and graving (pp 1 [2] 3)  
Color Scheme:
   
 
1 forum user ( 0 registered, 1 guest, 0 bots ) currently viewing this topic.
 
This page was generated in 0.3 seconds.
Terulia forums are hosted for free at www.terulia.com [ Terms of Service: Updated 4/28/2011 ].