8 x sqrt 5 = 17.9 to be precisePotjeh wrote:The 500 guy will still get 8% defence for your every move while using oak stance, so I wouldn't bet any money on you.
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Dataslycer
- Posts: 1420
- Joined: Sat Jan 30, 2010 5:06 am
Re: Scant regard for stats
If you keep focusing on the shadow behind, you will not see the light in front of you.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Scant regard for stats
potjeh and dataslycer with 200 each could beat my 500 i think 
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Scant regard for stats
Nah, I calculated for 200 (sqrt 2.5). And isn't base gain 5%?Dataslycer wrote:8 x sqrt 5 = 17.9 to be precisePotjeh wrote:The 500 guy will still get 8% defence for your every move while using oak stance, so I wouldn't bet any money on you.
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Scant regard for stats
He will get +7.9% Defense per move.
Oak Stance is +5% * DELTA defense. delta = sqrt(500 / 200) = 1.581139
5 * 1.581139 = 7.9
Oak Stance is +5% * DELTA defense. delta = sqrt(500 / 200) = 1.581139
5 * 1.581139 = 7.9
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Dataslycer
- Posts: 1420
- Joined: Sat Jan 30, 2010 5:06 am
Re: Scant regard for stats
Never calculate something late in the night :/
If you keep focusing on the shadow behind, you will not see the light in front of you.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
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Negatron
- Posts: 28
- Joined: Tue Jan 04, 2011 5:04 am
Re: Scant regard for stats
Well I just read all of that. Wew, took a while.
Anyways, I bet someone has come up with something like this before (monuments I think?), but...
If the Devs eventually put in something like characters having visions from the ancestors every now and then. About some far off ancient treasure, or monster that needs killing, or any other of a million ideas you could come up with, and a direction + clues (along the way..?) etc. The character/village that finds it could gain some kind of great advantage for a period of time (crops grow 500% faster, blacksmiths become much better at making items and have a chance to create and 'artifact' of thier own (which everyone else might get another vision about...)) then it would give the players something else to do but grind, and also, people would be likely to bump into people along the way on the ancestral quest.
The implementation I really don't know about however.
Anyways, I bet someone has come up with something like this before (monuments I think?), but...
If the Devs eventually put in something like characters having visions from the ancestors every now and then. About some far off ancient treasure, or monster that needs killing, or any other of a million ideas you could come up with, and a direction + clues (along the way..?) etc. The character/village that finds it could gain some kind of great advantage for a period of time (crops grow 500% faster, blacksmiths become much better at making items and have a chance to create and 'artifact' of thier own (which everyone else might get another vision about...)) then it would give the players something else to do but grind, and also, people would be likely to bump into people along the way on the ancestral quest.
The implementation I really don't know about however.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Scant regard for stats
Sounds a lot like RoTMG you're thinking of there.Negatron wrote:Well I just read all of that. Wew, took a while.
Anyways, I bet someone has come up with something like this before (monuments I think?), but...
If the Devs eventually put in something like characters having visions from the ancestors every now and then. About some far off ancient treasure, or monster that needs killing, or any other of a million ideas you could come up with, and a direction + clues (along the way..?) etc. The character/village that finds it could gain some kind of great advantage for a period of time (crops grow 500% faster, blacksmiths become much better at making items and have a chance to create and 'artifact' of thier own (which everyone else might get another vision about...)) then it would give the players something else to do but grind, and also, people would be likely to bump into people along the way on the ancestral quest.
The implementation I really don't know about however.
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: Scant regard for stats
Long thread, I generally agree with Dan, grinding should be avoided as much as possible and it IS possible to have compelling game play without it.
With regard to characters advancement, one of the big issues that your discussions reveal is that the 'elite' players are elite mostly because they grind more but also grind more EFFICIENTLY. While the raw LP:Power ratio may be a square-root the process of grinding has a whole bunch of positive feedback which the elites optimize the the extreme such as village and item support networks, non-combat alts and the use of tradition to 'ratchet'. The cumulative effect is that the GrindTime:Power ratio is far from a square-root relationship, it's probably in the range of ^1.5 or something when the elites are doing it. But the none elites being in smaller groups or even alone feel the full force of the square-root power curve and are advancing much more slowly for the same time investment.
If I had my druthers I'd move to a system ware a character has an actual finite lifespan of a few months. The player follows a power-curve that's got a roughly parabolic shape (advance fast, peak, decline rapidly), how high the curve goes can depend on player performance or grinding time but it will eventually come down, inheritance would be retain a decent amount of skill points for everyone and tradition based 'ratchet' would be eliminated, but the inevitable deaths act as a long term 'tax' that prevents a never ending rise in skill.
With regard to characters advancement, one of the big issues that your discussions reveal is that the 'elite' players are elite mostly because they grind more but also grind more EFFICIENTLY. While the raw LP:Power ratio may be a square-root the process of grinding has a whole bunch of positive feedback which the elites optimize the the extreme such as village and item support networks, non-combat alts and the use of tradition to 'ratchet'. The cumulative effect is that the GrindTime:Power ratio is far from a square-root relationship, it's probably in the range of ^1.5 or something when the elites are doing it. But the none elites being in smaller groups or even alone feel the full force of the square-root power curve and are advancing much more slowly for the same time investment.
If I had my druthers I'd move to a system ware a character has an actual finite lifespan of a few months. The player follows a power-curve that's got a roughly parabolic shape (advance fast, peak, decline rapidly), how high the curve goes can depend on player performance or grinding time but it will eventually come down, inheritance would be retain a decent amount of skill points for everyone and tradition based 'ratchet' would be eliminated, but the inevitable deaths act as a long term 'tax' that prevents a never ending rise in skill.