Promotion, playerbase, grind areas, cloning and restoration

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Arcon

Re: Promotion, playerbase, grind areas, cloning and restorat

Post by Arcon » 11 Jun 2011 17:28

Uther wrote:
I am not sure I can post this OOG note inside the game. What do you others think ? I guess there are more players in the
game that are not registered here.
You have two different boards in Sparkle where I think this note would fit. Suggestion board and Advanced board.

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Iliana
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Re: Promotion, playerbase, grind areas, cloning and restorat

Post by Iliana » 11 Jun 2011 17:42

I will only address the parts of Uther's note that I have an opinion about.

Powerplayers - How bout getting a wizard to code a myth level area called the Plains of Invasion. This is a solo area only, no teams allowed. The area is invaded daily, ogres, giants, raging minotaurs, elven bowmen, trolls, hobbits, etc. In each invasion there is one or two prime pieces of gear, lots of coins, gems, etc. Each new invasion occurs when the last mob of the previous invasion dies. All these npc's could be neutral or near neutral with some variance in each direction. The area does not need to be really fancy or anything, just big.

Levels - I think there are plenty of levels now, but for those who want more challenge or goals, how bout things connected to actual xp or age. Maybe if you are myth and a half, you get a letter saying you can choose a mount, or maybe after a certain number of days you could get a nice robe or cloak, some item that stays with you. Maybe have a contest to submit suggestions for items.

Cloning - Not sure I fully understand this one, if I get it, it means you get to make a second and register it to gain a certain amount of quests done. If so, I like the idea and agree it should be kept to one character. Now people should have the option to unregister a character and all that quest xp would be removed. They could then register a new character, but only one at a time.

Roleplayers - How bout an option at the eating places around the realms to ask "do not interupt" which would place an invisible bubble over those sitting at the table. You could speak freely and only those at the table would hear you. Your actions would be visible to all but not words. Others entering the pub/tavern would only see "Three patrons quietly talking at a table". To many times good rp chats are disturbed by someone coming in and talking ooc or just being intrusive.

End two coppers.

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Kas
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Re: Promotion, playerbase, grind areas, cloning and restorat

Post by Kas » 11 Jun 2011 17:48

I'll throw in a few bones into the mix regarding restoration/death.


Being an Eve player, I see a similarity in how losses in pvp
in both games are. But in Eve you can insure your ship and save your
precious skillpoints (think stat average) in a clone that grows
more expensive the more points you have. This means, if you are
destroyed, or outright ganked, you aren't set back for weeks or
months since your wallet(unless you are broke) mitigates most of
the blow.

In Genesis, you are set back quite some time that possibly many
can't afford to put back in a short period of time. An analogy
in Eve would be something like: Jump into your most expensive
ship(that you really can't afford to loose), don't insure
it and don't buy yourself a clone, and then get killed.

"Don't bring stuff you can't afford to loose", they say... and
in Genesis, there is really no such option, beside gear.

In gameterms, I think this is a weak link, and particulary
for any new players that enters the fray in the nextcoming
months.

What do we regulary see when someone is killed for x reasons in
Genesis? AoP seems to always be involved under the threat of
a restore or loose a player, others simply stop playing for
x time regardless of what happens, and some do the famous
'ragequit', which is actually quite unecessary.

I sit with the impression that this model no longer works well
due to the toll of dying (despite the recovery). Everytime someone
dies we loose players...

May I suggest a few alternatives? "eve-based playerclones", or
paying some NPC a hefty sum for: Full recovery/timed recovery (
think in terms of days, like 20 to 3 days), or 10x xp multiplier
while in recovery that endures for x hours, or days.

The options are endless, and with such an alternative, we put
even a new costly moneysink into the game in conjunction with
the more will to make conflicts and wars(which is good), and you
save the prolly overworked AoP (and Gorboth) alot of work and
fustration.

Some guilds even have their own additional penalties for dying
(such as MM) integrated in their code, which is also a good thing
and would love to see more guilds with similarities.
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Nomm
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Re: Promotion, playerbase, grind areas, cloning and restorat

Post by Nomm » 13 Jun 2011 07:47

Im not that fond of having clones, such as Uther suggest. It just sounds dangerous, there would be to many huge seconds all of a sudden.

But perhaps the wizards could offer a name change for returning people
that wish a fresh start. Then you keep your stats and quest, and can
just begin to roleplay what you want.

Zar
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Re: Promotion, playerbase, grind areas, cloning and restorat

Post by Zar » 14 Jun 2011 05:39

nomm wrote:Im not that fond of having clones, such as Uther suggest. It just sounds dangerous, there would be to many huge seconds all of a sudden.

But perhaps the wizards could offer a name change for returning people
that wish a fresh start. Then you keep your stats and quest, and can
just begin to roleplay what you want.
Why You consider seconds such a bad thing?

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Tarax the Terrible
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Re: Promotion, playerbase, grind areas, cloning and restorat

Post by Tarax the Terrible » 14 Jun 2011 20:50

I think the clones with quest exp shared across all chars is an interesting idea.
Up to the current quest exp brute cap of course. (Love it that came into affect)

The plus of being able to do restricted quests with a different char is a very strong one.

Also I would say that without having done the quest with a character that you only get 80% of the experience benefit. Because some people enjoy repeating the quests, so do not make it pointless to do so.
You also get no combat exp on the clone.

So I would say for most people a new clone with 80% of their qxp and no combat exp would be a veteran or expert. Who could grow very fast to hero/titan.

I think a lot of people want to try different guilds etc.
So this change would probably create a large explosion in active players for a month or two that would drop off after a while.
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Tarax the Terrible
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Re: Promotion, playerbase, grind areas, cloning and restorat

Post by Tarax the Terrible » 14 Jun 2011 21:25

On the grind areas I would say keep a lot of the existing ones as they are.
Especially in Krynn!
IMO Krynn bent some unwritten rules back when it set-up the uber areas.
And the players loved it ;)

Looking at Krynn it has 3 of the team top grinders Ice,Quali & Mithas.
Plus centaurs for solo.
And war plains for vast numbers of enemies, relative safety to flee and decent exp.
And haven dwarf camp. (protected?)
And Kalaman for solo. (protected)
And Neraka for solo. (protected)
Plus lots of new weapons etc
I like to see all this in Krynn but it sure left a lot of other domains behind.

If a Krynn grind train has downtime between areas too bad.
Go and clear a plain, attack Neraka. Etc


Let some other areas balance out the Krynn curve and align themselves by balancing exp they offer.

I don't think for example Mithas offers a team any better experience than they would get killing bicorns (given how fast a Mithas team would slay bicorns).
It is just the fact that Mithas respawns fast enough to keep them busy for an hour or two. Bicorns is a dangerous area given the holm is free for all. But if it reset fast it would be a great choice for all willing to risk the holm.

Ogre caves is good, but a bit more difficult than enter room kill all next.
Good! Make that type of killing worth a lot more exp.

I don't think anyone every goes to the albus level of those caves.
Its like a smaller ogres fight.
Not sure how it rates in exp compared to gont guards.
Its cool check it out.

Raumdor forest is a big area that is a little challenging given the debuffs.
But no one ever goes there.
Maybe if through preparation they could protect from the debuffs they would.

Revert Trollshaws back to pre nerf, same with Edoras.
(Why nerf them in the first place given what Krynn offers)

Up Kabal exp to match Gont.
Make Kabal elite guards auto hunt again, not inescapable, just enough to get your blood pumping. Fighting these guys in darkness (so you cold manage because they were so tough) was the uber exp back then.

Make the North Gont Karg Caves npcs about 2 x bigger give the boss npc an upgrade from the unholy halberd + golden armours.

Change all the harradrims camps (there are 3) to match the exp of the of the newest south camp. (It not like we are being small player friendly to have sucky harradrims because it is still an area protected by MM and AA)
Make the Ithilien ranger/orc camp bigger and on a par with harradrim exp.

Have a look at Isengaard a huge existing area and see why people are not going.
Moira could go deeper, would be code could be written where you could just keep going deeper without end until you were finally forced to flee. Deeper levels more exps, but trolls hunting you ramdom attack etc
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OgreToyBoy
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Re: Promotion, playerbase, grind areas, cloning and restorat

Post by OgreToyBoy » 14 Jun 2011 21:59

If you want to keep questxp onto a new character then accept have your old character deleted.
Could be a one time offer everyone gets, if you want to start fresh. It has to have a price and that
could be it.

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Re: Promotion, playerbase, grind areas, cloning and restorat

Post by Booger » 15 Jun 2011 00:31

Tarax the Terrible wrote:So I would say for most people a new clone with 80% of their qxp and no combat exp would be a veteran or expert. Who could grow very fast to hero/titan.
Just want to point out, that IF something like this was added, there is no need to hand out the actual xp for the quests, just use it when calculating the brute level. So a new character would still start out at the bottom, with no xp.
Booger/Cindy/Enigma

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Tarax the Terrible
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Re: Promotion, playerbase, grind areas, cloning and restorat

Post by Tarax the Terrible » 15 Jun 2011 00:45

Booger wrote:
Tarax the Terrible wrote:So I would say for most people a new clone with 80% of their qxp and no combat exp would be a veteran or expert. Who could grow very fast to hero/titan.
Just want to point out, that IF something like this was added, there is no need to hand out the actual xp for the quests, just use it when calculating the brute level. So a new character would still start out at the bottom, with no xp.
Well that makes sense, but would make them considerably smaller (until they did all those quests themselves)
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