Author Topic: Leveling in C-RPG  (Read 8046 times)

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Offline BlueKnight

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Re: Leveling in C-RPG
« Reply #30 on: June 13, 2012, 03:36:11 am »
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years ago ?

good this mod only exists for about 23 months ;)

Another man that doesn't know what exaggeration is...
Stop reading everything and understanding it literally.
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Offline ZigZag

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Re: Leveling in C-RPG
« Reply #31 on: June 13, 2012, 03:38:49 am »
-1
years ago ?

good this mod only exists for about 23 months ;)

just start getting skill and stop whining about other human beeings beeing better in a fucking game than you.

Another ignorant and idiotic approach to the subject, I understand there are a high number of immature and irrational people within this community to due reading other posts.

Skill does not equal balance.

After balance, comes skill.

Yet it is understandable that a high skilled player can take down an unbalanced player.

Offline Latrinenkobold

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Re: Leveling in C-RPG
« Reply #32 on: June 13, 2012, 03:39:47 am »
+1
Who cares about cosmetic stuff?

There is fun in progression of power /stats otherwise there wouldnt be those evil lame lvl 35 players  :rolleyes:

Quote
Just because they are hard to obtain, doesn't make it okay
Strange that in every RPG or atleast good online whatevers the Hard obtainable items are way better .

Everyone has the same chances,some play the game longer and they should have an advantage and this argument about 1 skill point blabla and another blabla multiplied by blablabla is just as stupid as you "sir" seem to be with your boring suggestions about cosmetics and titles no one cares about.

Offline Latrinenkobold

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Re: Leveling in C-RPG
« Reply #33 on: June 13, 2012, 03:41:04 am »
+1
And about your balance :

This is the most balanced mod/game you will ever find if you didn´t notice yet .

Offline BlueKnight

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Re: Leveling in C-RPG
« Reply #34 on: June 13, 2012, 03:45:18 am »
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And about your balance :

This is the most balanced mod/game you will ever find if you didn´t notice yet .

Ofc it doesn't mean the mod can't be more balanced. For example I would remove knockdown from wooden stick. In my humble opinion this would make mod more balanced. Also I have a few other strange ideas :D
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Offline Grumbs

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Re: Leveling in C-RPG
« Reply #35 on: June 13, 2012, 03:47:03 am »
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Its not such a big deal. The main benefit from going 30+ is to have a character thats never underlevelled, and for people who cba with feeling like they're grinding. The +3 attributes, +3skill points or so isn't going to make you a monster player. Thats like +1 powerstrike or athletics. If you sacrifice Weapon master points you can make silly high PS+ath characters with lots of HP that still attack fast, but thats more to do with WM needing some tweaks or WPF/level.

You effectively cost yourself 600k+ every 8.9 mil XP you get over 31 too. You can't haemorrhage gold on repairs like you can when you get a loompoint each 8.7mil xp . So you might find people over 31 actually use cheaper gear than people who retire every time they hit 31.

It takes a hell of a lot of game time to get those small bonuses over 30. 71 million XP to get 34 . Thats 8 times to 31, or 4.8million gold worth of retirements (at 600k per loom point).
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Offline ZigZag

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Re: Leveling in C-RPG
« Reply #36 on: June 13, 2012, 03:48:33 am »
-1
Ofc it doesn't mean the mod can't be more balanced. For example I would remove knockdown from wooden stick. In my humble opinion this would make mod more balanced. Also I have a few other strange ideas :D

Exactly my point.

Many people just take a lazy approach. "Eh why change it when it's been there for so long."

Why do you think chadz asks for suggestions on what to do next?

To help him and his development team to refine their mod.

Offline Zanze

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Re: Leveling in C-RPG
« Reply #37 on: June 13, 2012, 03:49:57 am »
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OH NO! OTHER PLAYERS WILL HAVE INFINITE POWER!

Good luck getting to 33-5 for another...5-10 health? 8-16% damage? 1-2 Athletics?


Offline MrShine

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Re: Leveling in C-RPG
« Reply #38 on: June 13, 2012, 03:51:00 am »
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No.

Compared to pretty much any other progressive character PVP game out there cRPG has virtually no downtime to be able to compete with other players.

Within like 2 hours I can go from a level 1 peasant with no chance to like level 15, where I at least can hurt & kill people if I pay attention.

Looms are a minor buff; you don't need looms to compete like in other RPGs.

Deal with it - 90% of the game is player skill & how you build your character.  10% is loom advantage.
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Offline BlueKnight

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Re: Leveling in C-RPG
« Reply #39 on: June 13, 2012, 03:51:45 am »
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Exactly my point.

Many people just take a lazy approach. "Eh why change it when it's been there for so long."

Why do you think chadz asks for suggestions on what to do next?

To help him and his development team to refine their mod.
But anyway if there is a problem it is not with a character development. Try to look for some strange features that stand out. for example 1h axe with 3,2 weight that is balaced despite you hold it in 1 hand and 2h axe that is unbalanced despite it has 2 weight wtf?
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Offline ZigZag

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Re: Leveling in C-RPG
« Reply #40 on: June 13, 2012, 03:53:35 am »
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Its not such a big deal. The main benefit from going 30+ is to have a character thats never underlevelled, and for people who cba with feeling like they're grinding. The +3 attributes, +3skill points or so isn't going to make you a monster player. Thats like +1 or 2 powerstrike or athletics. If you sacrifice Weapon master points you can make silly high PS+ath characters with lots of HP that still attack fast, but thats more to do with WM needing some tweaks or WPF/level.

You effectively cost yourself 600k+ every 8.9 mil XP you get over 31 too. You can't haemorrhage gold on repairs like you can when you get a loompoint each 8.7mil xp . So you might find people over 31 actually use cheaper gear than people who retire every time they hit 31.

It takes a hell of a lot of game time to get those small bonuses over 30. 71 million XP to get 34 . Thats 8 times to 31, or 4.8million gold worth of retirements (at 600k per loom point).

It isn't a big deal, it is a huge deal in terms of balance. 

1 extra point into athletics could mean you ran away from your enemy and saved your life, or 1 point into athletics can mean you pursued your enemy and sliced him down.

It is many of these "small differences" that add up overtime into eventually becoming a matter to deal with.

And as for gold, people have clans, people can trade, people can share.

I am generation 5 and have 23 heirloom points worth of gear without anyone actually lending me a hand, your point?

Offline Zanze

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Re: Leveling in C-RPG
« Reply #41 on: June 13, 2012, 03:57:04 am »
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GOOD. those "small" differences are the reward to dedicating yourself to get that extra 8 million experience, 16million, 64million.

Again, they are SMALL.

What you're saying is the equivalent of people complaining in MMO's. "OH NO! THAT GUY WITH FULL RAID GEAR IS BETTER THAN MY CHARACTER WHO JUST HIT MAX LEVEL." The difference here is, a level 15 player can EASILY defeat a level 35 if skilled enough. Heavens forbid the level 35 has a slight edge.

Offline BlueKnight

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Re: Leveling in C-RPG
« Reply #42 on: June 13, 2012, 03:57:15 am »
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ok we can have stf fight. I will have 1 less athletics and 3 less strength. I have no chance but we can duel anyway. (sarcasm)
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Offline ZigZag

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Re: Leveling in C-RPG
« Reply #43 on: June 13, 2012, 03:59:09 am »
-1
OH NO! OTHER PLAYERS WILL HAVE INFINITE POWER!

Good luck getting to 33-5 for another...5-10 health? 8-16% damage? 1-2 Athletics?

Exactly, I can't do it, you can't do it, the average player doesn't put that much time and effort into this game.

There are several level 35's besides that fact. They do have that extra health, extra damage, extra athletics.

And eventually a level 36.

Those are several people who a lot of time and effort to put into this game, they should be rewarded, but not with power, they are already skilled with having to put so much time into this game.

Many people ask "who cares about cosmetics?" yet there are people bidding millions of gold for a 30-day title.

Offline Zanze

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Re: Leveling in C-RPG
« Reply #44 on: June 13, 2012, 04:00:43 am »
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So...the person who does more than the average player should not be rewarded?

So... the person who works overtime should get paid the same amount for his extra time as the person who clocks in at 9am and clocks out at 5pm?