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Forum Home > Terulia Forum Service: Main > FFO/Terulia Discussion > Terulia Job Skills (pp 1 2 [3]) |
Terulia Job Skills, Pre-Game | |||
Draven | 4:12 PM on March 02, 2012 | (+0/-0) | |
Group: Draaaaaaaaaaaaaven Posts: 255 Total: 374 |
Large Stick
Keep it civil in TFS:Main. You can make points without having to flame/insult other players, do so or be removed. This still applies to everyone, not just the specifically warned party. Have a nice day. _________________________________________ |
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Shane | 4:38 PM on March 02, 2012 | (+0/-0) | |
Group: King of the Bidoofs Posts: 1146 Total: 1856 |
THIS IS FOR TERULIA YOU ASSHATS
The issue of focus: Allowances. A lot of people are voicing concerns regarding Allowances, and for good reason. Even though it is meant to be a system to prevent abuse, it is far from perfect and still has large flaws in it. So let's look at the whole system, for a moment. One large reason the natural proffing system was put into place was to reduce the amount of "AFK training" going on - in the past, you could simply auto-follow a person in the same party as you and, especially in larger, infinitely sustaining parties, come back with a stupid amount of spare EXP to dump. We do not want to return to this issue - make progress, rather than regress. However, with the implementation of the natural proffing system, we encountered a huge roadblock: there is nothing encouraging the creation of large parties as of now. While this can slightly be fixed by increasing the need to party for good items, there will be nothing quite as good as the base EXP system. It's a huge detriment that large groups is not necessary to efficiently advance in levels. So let's say we do revert to the EXP system. How do we make it so that there is minimal AFK following in parties? Furthermore, what about the fact that we're losing the unique system of "what you use is what improves"? I have an idea that just might allow the EXP system to exist while solving the above to issues: Have profs based directly on level. Remove the need to EXP dump, remove naturally proffing, just leave levels. As one levels up, all of their skills become better at a flat rate. Level 1? Congratulations, you have prof 1 Fire. Level 3? Prof 3 Fire. However... Upon level ups, stat gains are determined based primarily on what skills were used heavily. Did you use magic a lot? You'll have a hefty increase in magic that level. Did you tank a lot while beating stuff with blunts? Increase in defense, attack damage, and possibly dexterity. Did you move around a lot in combat? Have some agility. I'm thinking that for every level up, you get boosts to three stats based on the skills you used the most, then the amount of that can be anywhere from a "weak" boost to a "strong" boost depending on how often you used them. Did you get spoonfed all of your experience and used Water once that entire level? Congratulations, you gained practically no stats! Furthermore, level ups should take a bit longer - while we want to punish people who only gain EXP by afking in parties, we don't want someone's character to be crippled just because they needed to brb for like 10 minutes one time. Thoughts on this? _________________________________________ SMUG.MOMENTAI
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Draven | 4:44 PM on March 02, 2012 | (+0/-0) | |
Group: Draaaaaaaaaaaaaven Posts: 255 Total: 374 |
I like this idea, but make sure that the stat boosts from how one fights get capped at a certain point. We don't need people gaining 549853 attack/agility because they spent level 39 to 40 only killing imps.
It could even allow some minor variation in stats for mages depending on what elements they have (For instance, Air giving a tiny amount of agility along with magic power.) I'm all for more variation as long as it doesn't bring out crazy-broken combos. _________________________________________ |
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Void | 9:28 PM on March 02, 2012 | (+0/-0) | |
Group: Members Posts: 117 Total: 209 |
Wouldn't you want to solo more to get your build "perfect" with that sort of system? Seems like there'd be less incentive for party training again, although not as bad as it is now.
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Shane | 11:49 PM on March 02, 2012 | (+0/-0) | |
Group: King of the Bidoofs Posts: 1146 Total: 1856 |
reply to Void:
Make the effect increase based on how many active party members are around your location, then. _________________________________________ SMUG.MOMENTAI
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Rarity | 12:39 AM on March 03, 2012 | (+0/-0) | |
Group: Members Posts: 670 Total: 1267 |
Shane wrote:
THIS IS FOR TERULIA YOU ASSHATS Don't like it, reason being: terulia is going to have a tiny level cap, from what I hear that system grants miniscule stats and like prof 10-20 at most, and with the loooow stats already in terulia, and the fact you need like 10 tincs to replenish 50 mana mages would be useless even more since profs don't boost much it seems in terulia _________________________________________ Letha says: Mint is more of a man than me. |
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Void | 2:24 PM on March 03, 2012 | (+0/-0) | |
Group: Members Posts: 117 Total: 209 |
reply to Shane:
So long as there is a realistic cap to stat gains, that could work. Otherwise, you have the people with the most friends have the highest stats and the people with less friends having low stats. Although, the biggest problem with any system that isn't extremely simple like experience is that one portion of players will know mostly how it works while the rest have no clue. In this case it would screw players over permanently if they don't understand it, while the natural proffing system just inconveniences them. The difference between the two is that the natural proffing system would have been way better if NO ONE saw any of the values (although it would have been nearly impossible to get it to this point otherwise), while this idea (as it is) would require people to know how it works or they risk building stats they'd never use or barely getting any. _________________________________________ |
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Shane | 4:01 PM on March 03, 2012 | (+0/-0) | |
Group: King of the Bidoofs Posts: 1146 Total: 1856 |
reply to Void:
Not necessarily. The intent is that if you actually use stuff while you train, you will get your maximum potential growth based on what you use. For a lot of characters, this is going to be very straight forward - if you specialize purely in magic, it shouldn't be a problem to hit the cap of stat gains per level for magic. Its intent is to punish players who just want to AFK and get all their experience spoonfed to them. It is hardly even necessary to explain this system to them, since they are the ones trying to take a shortcut to save time or effort. If you play normally, you'll be fine. If you afk train, you'll be punished. Very simple system. _________________________________________ SMUG.MOMENTAI
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