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Author Topic: Buffing the dragon  (Read 3278 times)
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bwatford
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« on: March 23, 2004, 01:41:47 PM »

I think that with all the new add ons and IGM's that when a player does get to level 15 the dragon is a cake walk. Has anyone here really buffed up the dragon to make him alot harder to get by instead of getting to level 15 a slicing him up like shreded cheese. If so care to share what you did for the rest of us and what the results were on your server?
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Drenac
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« Reply #1 on: March 23, 2004, 01:56:30 PM »

If you're experiencing a problem where players at level 15 are defeating the dragon easily, then there are two things to consider:

1. Is the dragon too weak.  This is of course proportional...figure out the avg. hitpoints of players at level 15, determine the length of combat you'd like and the chance of victory, and scale the dragon accordingly.

2.  It may also be possible that your players are just too powerful.  This is something I've been considering lately.  At Farmboy status people seem to do well against the dragon w/o slaughtering him....but at higher levels, the players seem to own the dragon.

Some proposals may be to scale forest monsters a bit so the players are less likely to win so many forest combats.  As well, JT is testing a new combat system I implemented which should help balance forest fights at all levels.

Also, you may consider limiting the range at which people can player fight...right now 25 dk players can fight farmboys of the same level, and they receive the same amount of xp as other farmboys....By limiting who people can pk you'll slow down the rapid development of players to level 15.  Similarly, rather than limiting it, just divide the xp award by the difference in Dk's...this will make it so that people with 25 dk's wont even bother with the farmboys.

At any rate, look at the modules you have and see where the imbalance really lies, in the characters, or in the dragon itself.

Cheers! ~Drenac  Cool
« Last Edit: March 23, 2004, 03:44:18 PM by Drenac » Logged
Elessa
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« Reply #2 on: March 23, 2004, 03:33:02 PM »

interesting concepts. in legendgard, i am currently number 3 at 60 dks and in a holding pattern waiting for some events to occur.  the next highest player has 33 dks.

there are already adjustments made for those of us who are the strongest fighters for when we fight monsters in the forest or the dragon. what we face is far different an experience in stats than what the lower ranked players meet.

as for the pvp's, an agreement was reached between me and the other top three players to no longer participate in pvp'ng of rank 1 or 2 players.  and, myself, i don't pvp to make level whatsoever anymore.

i realize that this is an absolutely unrealistic on anyone else's server. but it does happen.
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Kendaer
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« Reply #3 on: March 24, 2004, 12:06:52 AM »

I think that with all the new add ons and IGM's that when a player does get to level 15 the dragon is a cake walk. Has anyone here really buffed up the dragon to make him alot harder to get by instead of getting to level 15 a slicing him up like shreded cheese. If so care to share what you did for the rest of us and what the results were on your server?

I would put forth that a lot of the problem here lies with the modules and IGMs.. specifically things like gem shops which allow you to spend non-permanent wealth (gold) to create permanent wealth (gems) which create permanent bonuses.

Also, quite a few of the mods/igms I've seen have offered way to much benefit for the players without suitable risk.

I'm running the stock 0.9.8-prerelease code on my main server and I'd wager to say that the dragon is not a cakewalk even for the high DK players, so I think that the issue can very neatly be lain at the feet of the modules.

Also, please don't take this as a condemnation.  it's not.. the game needs continual influx of areas and ideas or it becomes stagnant and boring.  This should just be a call to module developers to consider the effects of their modules not just on the immediate gameworld, but on the gameworld of the future.  Also remember that just because a player likes something (like gem shops) does not necessarily make it a good thing.  Similarly allowing players to bank gems (and thus not risk them) or to keep gold over dragonkills allows players to power up much more quickly.

As an idea on how I think a gem shops could be improved, imagine what would happen if 1 in 10 (or some reasonably frequent but not horribly so) times the gem merchant cheated you? either by giving you a bogus gem or by giving you counterfeit gold (which might not get caught until you tried to bank it or spend it -- would require some extra tracking fields, but...)
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lonnyl
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« Reply #4 on: March 24, 2004, 05:10:58 AM »

Ooohhhh...... I like that.... getting cheated.   A bit evil, but can quite easily happen in the real world.   I implemented evil points and the law a while back, and things like stealing and alot of the things you can do to buff up your character result in evil points which follow you around, even after a dragon kill.   You end up on the wanted list and if the constable catches you you spend a gameday in jail.  The potion shops etc..... do let a player buff up more, and yet contribute to a quicker game day.   As do 30 minute game days, etc...... One thing I have to say is that the Gem Store posted here at least does not introduce any new gems to the game, only in effect lets them trade them.  Balance is a very hard thing to accomplish, and I know I am constantly tweaking values to try and balance things.  Well.... off to tweak some more values, and maybe add some hoodlums to the gem shop...... say 2% change of getting mugged?
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bwatford
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« Reply #5 on: March 24, 2004, 02:49:58 PM »

Since your already running a jail script maybe you want to hop on board and help out with the COFD Pit which will be like a jail of sorts. PM me for more details.
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