What should we do about solo TT Cap?

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

Postby Elmy » Sat Mar 06, 2010 9:29 pm

GMSignPainter wrote: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.


I agree with this, so, can't argue. Though, even if the entire DR population stayed at levels 100-105, you'd still have a hard time filling all those spawn spots =P Except maybe VD1. Even so, I agree.

I still don't understand the people who are against this. Why would you rather be level 105 with 130 TT instead of 110-115 with 130 TT? The amount of time spent should theoretically be the same if it's done right. This is the only game where people actually hold their level back. And the reasons for holding it back are being fixed by the GM's.

@ Hinder, uniqueness of character... Don't want to argue this, but really how unique do you think a D1 char with high tactics are? Considering the large majority of people actually do this. I would say in fact that doing so makes you less unique, since it is more the norm to do this than actually level.

If you really want to make things noob friendly, just disable PK in main towns. Easiest solution without making things complicated. Would be boring, though.


I disagree with de-leveling for the same reason I disagree with -% period. It's not a solution to the issue at hand here.
Why should I fear Death? If Death is,
I am not, if I am, Death is not. So why
should I fear that which can only exist if
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Atlantis
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Re: What should we do about solo TT Cap?

Postby Atlantis » Sat Mar 06, 2010 9:30 pm

LOUHUI wrote: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.


dont accidently put pk mode on and punch noobs. And the delevel will be dependent on your lvl. If your a lvl 40 and you kill 1 person and your at 0 percent you will go down to say 39/ 90 percent. but if your a lvl 111 at 0 and you kill 1 person you go to like 110/ 99 percent.

It would help our nation get along better imo.
Last edited by Atlantis on Sat Mar 06, 2010 9:34 pm, edited 2 times in total.
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LOUHUI
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Re: What should we do about solo TT Cap?

Postby LOUHUI » Sat Mar 06, 2010 9:31 pm

Bah, Elmsters has a point. 1/2 point.
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-LOUHUI

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

Postby Maruzi » Sat Mar 06, 2010 9:33 pm

Like Hinder said, i really think it would be more Unique the way it was before, but anyway, i really find this new system better.
Most dr community doesn't know higher level areas, or hardly entered vd3 for example. The game has been reduced to vd1 and db basically, with TT cap, we may actually PLAY the whole game now :)

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

Postby Atlantis » Sat Mar 06, 2010 9:34 pm

I can agree somewhat to what elmy just said about disable pk in town. I say make it where you can turn town pk allowed on or off like duel requests. So say you and 5 others want to fight in town. Everyone does a /allow townpk and then you guys can kill each other all you want. And the noobs in the area with it disabled will not get murdered.
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Silencer
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Re: What should we do about solo TT Cap?

Postby Silencer » Sat Mar 06, 2010 9:38 pm

As a wiz, the main reason why I wanted to stay at 105 and lvl magery was because VD1 pit was the best. There simply was nothing better period. If VD2/3 is more accessible and has good pits (not to mention easier for wizzies) then I have no qualms about the tactic cap. And if you have pits for 125 + (I think vd3 mobs end at 120ish), then that is fine. If you only have single kill mobs for 125+, then that's a problem. If you're going to put tactic caps on, you better have the solutions for the reason WHY people stay at lower levels. Now a disclaimer, I didn't read through the whole topic nor did I play beta extensively so if these are addressed, then my bad.

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

Postby LOUHUI » Sat Mar 06, 2010 9:41 pm

+1 to Silencer.
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Maruzi
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Re: What should we do about solo TT Cap?

Postby Maruzi » Sat Mar 06, 2010 9:47 pm

true. after 125 there is no "pit" for tons of mobs like vd1/2/3. it used to have the succubus pit in Tynen, but its now removed afaik, and were only accesible by zyp wich was quite unfair.
The gms could create a new map, and add succubus pit, balrocs... etc.

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

Postby Elmy » Sat Mar 06, 2010 9:49 pm

Silencer wrote:And if you have pits for 125 + (I think vd3 mobs end at 120ish), then that is fine. If you only have single kill mobs for 125+, then that's a problem. If you're going to put tactic caps on, you better have the solutions for the reason WHY people stay at lower levels. Now a disclaimer, I didn't read through the whole topic nor did I play beta extensively so if these are addressed, then my bad.


Even so, it wouldn't be that big a of a problem with the ability to party TT's at higher levels. It's not like you would be soloing VD1+ anyway. By the time you reach levels where you are leveling on Dragons and Succubus, your TT party cap will be close to the actual max TT cap anyway.
Why should I fear Death? If Death is,
I am not, if I am, Death is not. So why
should I fear that which can only exist if
I do not?

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

Postby GMSignPainter » Sat Mar 06, 2010 9:50 pm

Silencer wrote:As a wiz, the main reason why I wanted to stay at 105 and lvl magery was because VD1 pit was the best. There simply was nothing better period. If VD2/3 is more accessible and has good pits (not to mention easier for wizzies) then I have no qualms about the tactic cap. And if you have pits for 125 + (I think vd3 mobs end at 120ish), then that is fine. If you only have single kill mobs for 125+, then that's a problem. If you're going to put tactic caps on, you better have the solutions for the reason WHY people stay at lower levels. Now a disclaimer, I didn't read through the whole topic nor did I play beta extensively so if these are addressed, then my bad.


Yes, we planned on puting better exp for those pits after lvl 105 or remake them, this was the condition to put the TT Cap. viewtopic.php?f=10&t=472


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