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Forum Home > Terulia Forum Service: Main > Announcements > FFO pwipe, etc. (pp 1 2 3 [4] 5 ... 9 10 11)  
FFO pwipe, etc.
Professor 7:51 PM on June 16, 2011 (+0/-0)

Group: FFO Admin
Posts: 511
Total: 942
Grameramera wrote:
discuss:

either:
- global level cap limit removed
- prof cap at 1.25*level + 8
- decreased exponential health/mana stat gains
or:
- level cap of 30
- prof cap of 55
monster drop values -20%
exp gains -33%
eq-based fizzling -50%
MW for thieves only
Dean's anti spam-killing measures
all damage values -25%
PVP damage -10% (-35% total)
armor block rates -20%
fire/ice spell damage -20%
lit spell damage -25%
tier 2 damage -20%
tier 3 damage -35%
Argo shop value +50%


I say option 2 with prof cap 50 and fire/lit/ice not changed, and equipment not changed.

Also, why is MW being changed for thief only?

Edit: I also think that the PvP damage change will make people hide in argo more... :|

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Goddess 8:06 PM on June 16, 2011 (+0/-0)
Group: Limited Members
Posts: 645
Total: 1037
Re-consideration of Admins
Admin Re-Vote
Nerf Cure by 25%
Nerf Palisades(Ramparts whatever) by 50%

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Goddess 8:10 PM on June 16, 2011 (+0/-0)
Group: Limited Members
Posts: 645
Total: 1037
Dea wrote:
Re-consideration of Admins
Admin Re-Vote
Nerf Cure by 25%
Nerf Palisades(Ramparts whatever) by 50%


(option 2 along with these?)

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deanbad 8:27 PM on June 16, 2011 [ edited by deanbad at 8:37 PM on 06-16-2011 ] (+0/-0)

Group: Members
Posts: 1224
Total: 2374
Grameramera wrote:
discuss:
- level cap of 30
- prof cap of 55
monster drop values -20%
exp gains -33%
eq-based fizzling -50%
MW for thieves only
Dean's anti spam-killing measures
all damage values -25%
PVP damage -10% (-35% total)
armor block rates -20%
fire/ice spell damage -20%
lit spell damage -25%
tier 2 damage -20%
tier 3 damage -35%
Argo shop value +50%


Would it be possible to get this with the level cap at 20 and the prof cap in the 30-35 range along with a point system reduction? This means we'll have the same health/mana we had the previous hosting but the damage won't be nearly as high. This means people won't be dying so quickly which is more fair, in my opinion.

I personally like being able to cap out/finish a character with a relatively low time investment. Others may not agree. Some feedback, guys?

I think if the game is more 'casual player' friendly we might actually be able to keep some of the newbies who try the game out. Lack of players is by far the biggest thing sucking the fun out of the game.

EDIT: Actually, a level cap of 25 or 30 isn't so bad as long as the prof cap is like 35. The low prof cap is the important part.

_________________________________________
"Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
 
Professor 8:41 PM on June 16, 2011 [ edited by Professor at 8:48 PM on 06-16-2011 ] (+0/-0)

Group: FFO Admin
Posts: 511
Total: 942
reply to Dean:

I still think its pointless worrying about new/casual players at this point of FFO. FFO no longer gets advertisement on byond.com, so that really lowers the newbie income of FFO. Also, I'm assuming Gaku would want to leave FFO as is once its running again so Terulia can get some work done (I think that is what is implied by "FFO being taken down won't affect Terulia development"), which means more balancing would be a pain to deal with in the future. That is why I was suggesting as little changes as possible besides level and prof caps.
That is my opinion though, what does everyone else think?

Edit: Actually, after your edit I think level 30 cap would work with a 35-40 prof cap IF the damage reductions were removed. Still though, there's chance that this will just cause more needs of balancing in the future which is not good.

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deanbad 8:49 PM on June 16, 2011 (+0/-0)

Group: Members
Posts: 1224
Total: 2374
Tea wrote:
reply to Dean:

I still think its pointless worrying about new/casual players at this point of FFO. FFO no longer gets advertisement on byond.com, so that really lowers the newbie income of FFO. Also, I'm assuming Gaku would want to leave FFO as is once its running again so Terulia can get some work done (I think that is what is implied by "FFO being taken down won't affect Terulia development"), which means more balancing would be a pain to deal with in the future. That is why I was suggesting as little changes as possible besides level and prof caps.
That is my opinion though, what does everyone else think?


It's never pointless worrying about new players. Do you have fun sitting in a game with the same 10-20 active people on all the time doing the exact same thing over and over? Having the same enemies gets boring especially when it boils down to the whole game being just two sides.

I think what Gaku was getting at is FFO doesn't affect Terulia development, period. IRL affects Terulia dev.

Same thing to Relleth or whoever said something about it earlier in this thread. It's not lack of people helping with dev that's slowing things down. Gaku just hasn't had any time to work on it.

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"Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
 
JeebsLuvsPie 8:56 PM on June 16, 2011 (+0/-0)

Group: Members
Posts: 245
Total: 786
My biggest concern is still garland farming. If that was nerfed and players obtained gear mostly from training in areas and exploring, that would promote groups to work together and enjoy the thrill of finding loot.

Ever since champs have been ramped up by 300% this version, it forced people to party if they wanted to obtain better gear. Oldbies, vets, and newbies would be seen in parties of 5+ so that champs would occur more often.

Garland farming only benifits few players.

About gm. The ability to spawn champs could be removed, or a sub gm command is another possibility.


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Shane 8:56 PM on June 16, 2011 (+0/-0)
Group: King of the Bidoofs
Posts: 1146
Total: 1856
I like option two, but I'd like to propose Level Cap 25 and Prof Cap 40 instead. This will cater easier for casual players who want a tangible finish and hardcore players who don't want to finish in 2 minutes. Also, it also benefits the classes whose only stat gains are after CCing, sup Ninja.

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SMUG.MOMENTAI
 
Shane 9:00 PM on June 16, 2011 (+0/-0)
Group: King of the Bidoofs
Posts: 1146
Total: 1856
Jeebs wrote:
My biggest concern is still garland farming. If that was nerfed and players obtained gear mostly from training in areas and exploring, that would promote groups to work together and enjoy the thrill of finding loot.

Ever since champs have been ramped up by 300% this version, it forced people to party if they wanted to obtain better gear. Oldbies, vets, and newbies would be seen in parties of 5+ so that champs would occur more often.

Garland farming only benifits few players.

About gm. The ability to spawn champs could be removed, or a sub gm command is another possibility.


There's a reduction on drops from monsters, so Garland farming will already be less of an issue, but it will always be an issue unless Garland is removed.

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SMUG.MOMENTAI
 
Professor 9:00 PM on June 16, 2011 (+0/-0)

Group: FFO Admin
Posts: 511
Total: 942
Shane wrote:
I like option two, but I'd like to propose Level Cap 25 and Prof Cap 40 instead. This will cater easier for casual players who want a tangible finish and hardcore players who don't want to finish in 2 minutes. Also, it also benefits the classes whose only stat gains are after CCing, sup Ninja.


I'd agree with this, and because the prof cap is only slightly lower than before I'd say slightly lower the damage reduction.

Edit: Also, garland level can go back to 25. And concerning Garland, remove the only going down once (that screws people over a lot and people can bypass it anyway), but lower the rewards of the drop itself by more.

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Rarity 9:27 PM on June 16, 2011 (+0/-0)
Group: Members
Posts: 670
Total: 1267
Grameramera wrote:
discuss:

either:
- global level cap limit removed
- prof cap at 1.25*level + 8
- decreased exponential health/mana stat gains
or:
- level cap of 30
- prof cap of 55
monster drop values -20%
exp gains -33%
eq-based fizzling -50%
MW for thieves only
Dean's anti spam-killing measures
all damage values -25%
PVP damage -10% (-35% total)
armor block rates -20%
fire/ice spell damage -20%
lit spell damage -25%
tier 2 damage -20%
tier 3 damage -35%
Argo shop value +50%


First please, tyvm

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Letha says: Mint is more of a man than me.
 
Cea 9:46 PM on June 16, 2011 (+0/-0)

Group: Not a Stupid Title
Posts: 850
Total: 1990
Grameramera wrote:

- level cap of 30
- prof cap of 55
monster drop values -20%
exp gains -33%
eq-based fizzling -50%
MW for thieves only
Dean's anti spam-killing measures
all damage values -25%
PVP damage -10% (-35% total)
armor block rates -20%
fire/ice spell damage -20%
lit spell damage -25%
tier 2 damage -20%
tier 3 damage -35%
Argo shop value +50%

If Argo shops increase why not PC Shops? Also I feel like all these nerfs compounding is a horrible idea. I mean, no one will be able to kill anyone. 35% decrease in PvP damage plus, like all spell damage reduced... And block rates are down. Let's all be masters.

Don't get me wrong I like the idea of not dying in three hits by mobs but with 10 CC levels I think that'd fix that problem a little bit. And the total damage nerf, too. Why nerf all sorts of magic and make mages weax?

And please note I play a Knight okay so I'm not trying to SAVE MY CLASS FFFFFFFFFFFF

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A good player knows how to play his class. An elitist knows how to play everyone else's class.
 
Lards Pingas 10:08 PM on June 16, 2011 (+0/-0)

Unregistered
Option 1 sounds pretty hilarious, lets DO IT

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Keepin on peepin!

 
Zeno 10:11 PM on June 16, 2011 (+0/-0)
Unregistered
Xalb Dratsab wrote:
Option 1 sounds pretty hilarious, lets DO IT


This.

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Rainbow Dash 10:49 PM on June 16, 2011 (+0/-0)
Group: Members
Posts: 122
Total: 133
I like option 2 but the only change i would like is if shops would get even the further in you go in each continent.

So I guess make gsh, tristram and sankora shops the same as argo but make the shops in places like diadel and igh that require you to be much stronger to reach on your own to have even better shops

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Darlute 11:49 PM on June 17, 2011 (+0/-0)

Group: FFO Admin
Posts: 194
Total: 552
Let me break down the two options for ya.
Option 1: is nuts and totally fun imo. It's for people who could care less and just want to play the game and seems like less work for gaku ;p

Option 2: is basically organized play haha and annoying play at that. as cea said with all the nerfs it just seems utterly ridiculous that all these nerfs would need to occur for certain people to have "fun" Stop breaking the game ya jerks and torturing gaku with all your wants!

I'm all for option 1 but I'll play either or

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Corporate D.M
Killing FFO, one quack at a time ;)
 
Hazedreamfreysaraboy 11:53 PM on June 17, 2011 (+0/-0)

Group: Members
Posts: 391
Total: 1095
Both option 1 and 2 sound interesting. At this point any change is welcome. FFO is dry dusty and stale and needs something drastic if it's going to be returning.

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Huckey168 (ffo): Your a idiot beyong all imagining.
 
PcP 2:48 AM on June 17, 2011 (+0/-0)
Group: Members
Posts: 118
Total: 214
Okay I'm just gonna say it because SOME LORDS OF PHEONIOXES ARE BEING DUMB. Wizard classes get a lot of their power from profs, melee classes get a lot of their power from raw stats, lowering prof cap will therefore lower wizard damage and healing by a decent bit, while hardly touching melee classes, thereby actually putting them on level footing.

just sayin

also, i dont care for either option, option 1 i dont have the time for anymore and if instituted, i simply won't play. option 2 is just going to lead to a server that's full of knights, AGAIN, because apparently gaku just outright ignores the fact that knights are overpowered in the fact that they get the most possible defense and can almost tie masters in damage (OH NO MASTERS CAN DO 20 MORE A COMBAT ROUND WHAT DO) also that whole more lowered damage in pvp thing is just going to..make it so *** with the way things are now -and- with options 1 and 2. Seriously, make beefup defensive, or make d-hit require a dual wield prof, use the suffix on a weapon only one time, or not at all.

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Professor 7:40 AM on June 17, 2011 (+0/-0)

Group: FFO Admin
Posts: 511
Total: 942
Previous changes:
restored all of the "lost" updates o
- minus a few internal optimizations o
200% prof effect on confusion hit resistance *o
monsters previously over level 25 scale down o
- with the exception of bosses o
anything dense on top of body => Life fails o
reduced rewards of certain quest monsters o
NPC stats scale with max level cap *o
130% equipment shop inventory value o
reduced military/guard unit costs *o
a few monster stat/spawn changes o
reduced cost of travel to Irendi o
200% apparent NPC population *o
max level for newbies = 9 *o
removed sewer-IGH linkage o
200% resource production o
120% dropped EQ quality o
triple stat gains on CC o
removed "siege mode" o
increased prof cap o
max level = 20 *o
300% champ prob o
160% prof rate o
200% experience gains o
300% PLC rate o
150% mana
o


I don't know if all of this is being taken into account, but some of these things will need to change along with other changes for option 2.

Monsters scaled down need to go up a bit.

Shop value was already raised enough, it definitely doesn't need to go any higher (coming from a frequent shop camper).

You probably already thought of this but the triple stat gains on CC should go if the cap is going up to 30, or maybe make it double if its going to 25.

The increased prof rate, experience gains, and PLC rate help with catching up, so level and prof caps don't need to be TOO low.

And the additional mana gains might need to be toned down since we get more level gains again.

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Grameramera 10:08 AM on June 17, 2011 (+0/-0)
Group: Best Pony
Posts: 893
Total: 1255
You guys didn't read my post properly. Only the indented stuff is optional. Everything below it applies to both options (1) and (2).

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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.
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