What should we do about solo TT Cap?

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Atlantis
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Re: What should we do about solo TT Cap?

Postby Atlantis » Sat Mar 06, 2010 9:05 pm

GMSignPainter wrote:
IOWA wrote:
GMSignPainter wrote:Hmmm, I was just thinking...
What about, removing TT Cap on solo BUT also removing the -%? That would be a mix between keeping it and removing it hmmm.

No. :hmpf:
Don't change anything about soloing tactics.


Well, if you look at the poll, the majority of the people want to keep the cap.
But there are still a lot of people that do not want it, that's why I had that suggestion. I can't do what the minority parts want if the majority. Also, I can't do what the majority wants if the minority is enough big. That's why I suggested that.

EDIT: @Elmy: The -% seems more likely to be bug, I don't remember I had removed that.
As for the cap, yes I planned on making it dynamic and bigger (will be able to get very close to 200TT before lvl 150)


I say go for it at least it will cut back on killing of noobs for your -exp. Thats a good thing in and of its self.

But you still need to be punished for killing people. So maybe let the nk drop your exp till it hits 0 then if you keep doing it instead of - exp you get deleveled.

OMG did he just say delevel? yes alot of games do this and it will make you think twice about killing people.
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Elmy
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Re: What should we do about solo TT Cap?

Postby Elmy » Sat Mar 06, 2010 9:07 pm

Well, if you remove -% but make party TT worth it, that should solve both problems. You can still solo, but party would be preferable in most situations. The only problem I guess is that people are worried about having to level at DB or Clops at higher levels since they'll still need skins from there.

So, to rectify this, you can make quests to kill X amount of DB / Clops (Like, large amounts, 100x+?), in return for one skin. This assures that they will have their skins before they outlevel the place. It also lets people get extra to sell or whatever.


Edit: Killing noobs in town is an easy solution. Makes guards hit for 100k. No one will bother if guards kill them in one hit.

EDIT2: Also, why can't I vote on that poll? =.=
Last edited by Elmy on Sat Mar 06, 2010 9:12 pm, edited 1 time in total.
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Atlantis
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Re: What should we do about solo TT Cap?

Postby Atlantis » Sat Mar 06, 2010 9:10 pm

Elmy wrote:Well, if you remove -% but make party TT worth it, that should solve both problems. You can still solo, but party would be preferable in most situations. The only problem I guess is that people are worried about having to level at DB or Clops at higher levels since they'll still need skins from there.

So, to rectify this, you can make quests to kill X amount of DB / Clops (Like, large amounts, 100x+?), in return for one skin. This assures that they will have their skins before they outlevel the place. It also lets people get extra to sell or whatever.


Edit: Killing noobs in town is an easy solution. Makes guards hit for 100k. No one will bother if guards kill them in one hit.


Who cares if the guard kills you? just have the near by priest revive you thats not a punishment.
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LOUHUI
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Re: What should we do about solo TT Cap?

Postby LOUHUI » Sat Mar 06, 2010 9:10 pm

Ah, ah....eh. I tried. Sign is right that a balance has to be made, because theres a big faction for both for/against it. Damnit, wheres Steven Hawking when you need him?! and deleveling? in DR? what are you going to do, take the points away? and i like Elmys thought on this. but 1 skin? thats kinda....harsh. 100+ bears for a skin? can it be concurrent with what skins DB drop as is? that sounds good. and gaurds hitting for 100k! HAHAHAHAHAHAHAHAHHAHHA, i like it!
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Hinder
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Re: What should we do about solo TT Cap?

Postby Hinder » Sat Mar 06, 2010 9:13 pm

Atlantis wrote:
GMSignPainter wrote:Hmmm, I was just thinking...
What about, removing TT Cap on solo BUT also removing the -%? That would be a mix between keeping it and removing it hmmm.


good idea but that might make people scared to party? since they will get more exp in a party and their new goal would be to get as little lvl exp as possible and get as many TT lvl as possible.


Set party to either weapon or spell to only get the exp from your blasts.

@ Sign, someone suggested making it where you can -% to 0. Good idea. While leaving the solo TT alone.

Also, if there is no penalty for pking in town, what's to stop someone from just going ape shit on everyone that passes? Not hard to bank good items in fear of dropping them.

+1 to -% to 0. +1 To leaving solo TT cap alone.

@ balzak, the deleveling wouldn't be an issue. I think if -% past 0 would lost quite a bit of TT exp, like in the past. But just make it where if you go pass 0. (Y)
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Elmy
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Re: What should we do about solo TT Cap?

Postby Elmy » Sat Mar 06, 2010 9:13 pm

Atlantis wrote:
Elmy wrote:Well, if you remove -% but make party TT worth it, that should solve both problems. You can still solo, but party would be preferable in most situations. The only problem I guess is that people are worried about having to level at DB or Clops at higher levels since they'll still need skins from there.

So, to rectify this, you can make quests to kill X amount of DB / Clops (Like, large amounts, 100x+?), in return for one skin. This assures that they will have their skins before they outlevel the place. It also lets people get extra to sell or whatever.


Edit: Killing noobs in town is an easy solution. Makes guards hit for 100k. No one will bother if guards kill them in one hit.


Who cares if the guard kills you? just have the near by priest revive you thats not a punishment.


You get to kill one newb every 20 seconds? And you have to drag your friend into ressing you every time? That's boring.

Edit: LOUHUI, if you think about how many you actually kill, it's not that bad. Also, can't forget the normal drop rate as well. And people who need Clops skin will be getting them too, so they can sell / give.
Last edited by Elmy on Sat Mar 06, 2010 9:15 pm, edited 1 time in total.
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Re: What should we do about solo TT Cap?

Postby GMSignPainter » Sat Mar 06, 2010 9:14 pm

Elmy wrote:Well, if you remove -% but make party TT worth it, that should solve both problems. You can still solo, but party would be preferable in most situations. The only problem I guess is that people are worried about having to level at DB or Clops at higher levels since they'll still need skins from there.

So, to rectify this, you can make quests to kill X amount of DB / Clops (Like, large amounts, 100x+?), in return for one skin. This assures that they will have their skins before they outlevel the place. It also lets people get extra to sell or whatever.


Edit: Killing noobs in town is an easy solution. Makes guards hit for 100k. No one will bother if guards kill them in one hit.


Someone already talked to me about his problem and I've thought about making quests ye ;p

Also, if I first put that TT Cap, is to avoid that kind of thing:
I'm a lvl 105 wizard, I -% and want to go lvling.
I go at VD, all pits with tanks are full, or all good pits if I have a tank, can't level there.
I go to Dark Bear, same
And I can't go to other places, I don't have the level.
What if there is TT Cap on Solo?
Players won't stay in VD1/DB, and also, amount of blasters in the parties will less matter so, I will be able to find easier a party in VD and there will be less taken pits because -> Ppl will get higher lvl, so they will go at higher places, so lvl 100-105 places won't be overfulled with people. This also goes for other lvls after lvl 105.

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Atlantis
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Re: What should we do about solo TT Cap?

Postby Atlantis » Sat Mar 06, 2010 9:15 pm

Well Delevel punishes you becaues you have to go back and get the lvl again. It can also help you if you really wanna stay at 105 instead of getting -exp witch we all know is faster then leveling. Make the person level again.

If you are at level 100/5 percent and you kill a few people say you delevel to lvl 99/ 94 percent. Witch will help you people wanting to stay at a lvl and will also punish the ones that dont.

And yes take away the most recent points you added. Alot of games use this system and i do mean alot. Hell some games even make it to if you kill someone you get some of their exp and they lose some so you can delevel someone just by killing them alot. (ofcourse we dont want this, grofire would shit)
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Re: What should we do about solo TT Cap?

Postby Atlantis » Sat Mar 06, 2010 9:22 pm

Also sign painter wheres that noob pk lvl cap? So no one over say lvl 60 can pk anyone under lvl 60? I really feel bad for those new people in town when they are getting pots or something at lvl 20 and a CC runs over and skull rapes them.

Then all the noobie sees is a guy LOL and some priest anthem him. He thinks its some kinda team work or something. Lets try to be more noob friendly and build our community with more noob friendly features.
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LOUHUI
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Re: What should we do about solo TT Cap?

Postby LOUHUI » Sat Mar 06, 2010 9:27 pm

Deleveling just sounds WAY too wrong. negative exp should be penalty enough, not losing the level you worked to get at. what if you accidently had PK mode on in town RIGHT after you level, you slap some level 10 and kill him? Walk around with 20 nk? let a guard kill you? drop items? or wait it out, because anthem will delevel you? Ever tried to sit out 20 nk going away? takes FOREVER. and you still have to escape guards.


Edit: yes, i like the noob PK cap, i like the sound of that. Maybe have it so only 1-60 can Pk each other and 61+ can Pk each other. that sounds good enough.
Last edited by LOUHUI on Sat Mar 06, 2010 9:29 pm, edited 1 time in total.
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