Reading the forums lately, I've noticed that there are a lot of suggestions and critiques floating about. I've decided to roll the ones I think are best into one thread, so here goes.
Alright, first off is: The Problem
We all know what this is: Joftar decided to implement a different LP system. A bunch of people have complained about this, because we have to wait to long for LP, they had fun enjoying the game the way it was, etc. Others have complemented it, saying that it leads to more time for exploring and stuff. I for one support all these valid ideas, and think that it could be a good system, but needs major tweaking. Which leads us to:
My solution(s):
1. I propose that Jorb and loftar keep the system as it is, for the most part. However, they should also blend part of the old system into this. We should get LP for building some items, such as houses and cupboards, and for activities such as mining. We should definitely not get LP for buckets, clay, soil, etc. We should also get a certain amount of LP for hunting large animals (fox and up), that slowly decreases with each animal of that type we kill until we reach a base LP gain. We should also keep curios, but they should have a slightly reduced LP gain.
2. We keep the current system, but reduce skill costs by say 1/2 or 1/3.
3. We go with the old system, but send players who've been on for more than 3ish hours straight are sent an automatic personal system message, which is a simple math problem, and if they don't answer correctly within 10 minutes, they are either logged off or banned from the server (idea by Overlordror).
Also, any mix or mash between these ideas works too.
Thank you, and happy non-trollish posting!
List of useless posts:
1. Awaiting trolls...
List of useful posts:
1. Sabinati
2. Jackard
3. Danno
4. Sacredoom
5. Sean Pan
6. Sordo
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DaMaGe
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3 Ideas and a critique rolled into one
Last edited by DaMaGe on Wed Mar 16, 2011 11:26 pm, edited 3 times in total.
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Danno
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Re: 3 Ideas and a critique rolled into one
4. There are just as many players playing now as before, so there is no real problem. People are just afraid of change, especially when it makes them think they're gaining less than they did before. It's only been a couple days; it's too soon to critique the new system. Ironically, maybe it's just a little tough getting started. Wait until people have built villages so we have a better idea of how this new system unfolds. A simple math problem (or even an incredibly complex one) could be solved easily by a bot.
RIP
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DaMaGe
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Re: 3 Ideas and a critique rolled into one
yes, this change is actually good. After about 40 minutes of play total, I'm almost at archery, which is way faster than it was last world. My solutions were only suggestions that I think they should take (1, and 2 for some skills), and another idea (3) which, as you pointed out, may or may not work. My favorite would be 1, if I were Jorb and had to choose.Danno wrote:4. There are just as many players playing now as before, so there is no real problem. People are just afraid of change, especially when it makes them think they're gaining less than they did before. It's only been a couple days; it's too soon to critique the new system. Ironically, maybe it's just a little tough getting started. Wait until people have built villages so we have a better idea of how this new system unfolds. A simple math problem (or even an incredibly complex one) could be solved easily by a bot.
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babyhero09
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Re: 3 Ideas and a critique rolled into one
I like number 3....
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sabinati
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Re: 3 Ideas and a critique rolled into one
the problem with giving LP for actions is that it then becomes exploitable again. especially mining, that was one of the most used ways to get LP.
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Jackard
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Re: 3 Ideas and a critique rolled into one
One, I think its safe enough that some animal products are curios.
Two sounds alright at a glance, but I'm still not sure of the payoff from advanced curios. Better instead to look at skills individually and judge whether or not their cost is unreasonable.
Three is impractical and obviously not going to happen.
Two sounds alright at a glance, but I'm still not sure of the payoff from advanced curios. Better instead to look at skills individually and judge whether or not their cost is unreasonable.
Three is impractical and obviously not going to happen.
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DaMaGe
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Re: 3 Ideas and a critique rolled into one
my thoughts exactly, sorry if intent was unclearJackard wrote:look at skills individually and judge whether or not their cost is unreasonable.
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Jackard
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Re: 3 Ideas and a critique rolled into one
Did you have any examples of unreasonably priced skills in mind?
I will share them with the devs.
I will share them with the devs.
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SacreDoom
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Re: 3 Ideas and a critique rolled into one
I think the crime skills should stay the way they are, the high LP req will make less thieves, murderers, etc. However, skills such as prospecting and steelmaking could use a.. say.. -700 LP-1,5k LP reduce.Jackard wrote:Did you have any examples of unreasonably priced skills in mind?
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DaMaGe
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Re: 3 Ideas and a critique rolled into one
I was thinkin maybe reduce rage by 5k and murder by 10k, give or take a few... And sacredoom's suggestion about prospecting too. Also, any one the Devs deem necessary after trying it themselves