beyond gen 10 skills | |
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Frostflower | Posted 21 Jan 2008 I was thinking..(scary thought I know hide the kids!!) since now players can go beyond gen 10..I was thinking is there any possibility that each class can have access to certain skills or spells to kind of give some reason to remort (well besides the 1 qp). Or better yet gain some access to zones that only are allowed by a gen 11 or beyond. I don't know if it was ever considered or not, but it would give some incentive to go past 10 besides being cool to say I'm gen 15. |
Frychu | Posted 22 Jan 2008 sanctuary could be a gen10+ good knight remort skill… |
Tower | Posted 22 Jan 2008 Pardon me for asking but what is the point to going beyond gen 10? Is it just so you have a record of how many times someone has remorted for comparison purposes or is there some other benefit? |
Deneb | Posted 23 Jan 2008 That just means creating more skills/spells like the ideas that have been considered recently and in the past (or moving skills/spells around). But you're right, there are very few incentives to remort a character past gen 10. I'll tell you the ones I can think of:
Oh yeah, there's a negative side too. Everthing that normally continues to increase or decrease as you gen up from 0-10 stops at gen 10 even if you go beyond that mark; with one exception, you still get even less experience. So, yes, there aren't many reasons to continue remorting once you reach gen 10. I feel a bit skeptical about gen 11+ skill/spells, but I'm all for zones only accessible by certain gens. Also, a real incentive for me to remort my current gen 10s past that point would be to increase the damage cap and hp and that sort of stuff. |
Frostflower | Posted 23 Jan 2008 Everything you mentioned I agree with, but I think if the exp cap can be adjusted to make it worthwhile and the hp/lp/mana etc is changed, I don't see it as a problem. The damage cap to skills I'm kinda leary about. Unless there are some types of natural saves and natural defense is made for high gens, it can be a problem. Think of a gen 15 stun/back stab or a gen 12 bard scream. There will be almost nothing that would stop that. Even if you are both same level/gen. But if there cap is somewhat raised and balance is kept, I say go for it. But the high gen zones is a good idea..sure there are places in the game that are considered high gen - Cybertech Heaven Abyss, Wish's house. But, I think the builders say make the zone. Give them a challenge! |
Tower | Posted 23 Jan 2008 I agree that zone rights for those that pass gen 10 would at least make it worth leveling your character past the normal stopping point, but why punish the other characters on the mud who already weighed the pro's and con's of the 1 QP and hours of re-49ing their already good character and now can't even go to some of the most entertaining zones on the mud (Abyss, Cybertech, Heaven/Hell, etc). |
Deneb | Posted 23 Jan 2008 Damage cap: Most people do not reach the gen 10 damage cap against players. Yes, that includes backstab and scream. Hell, most players don't have more hp than the damage cap itself. But for mobs it's a different story. Increasing the damage cap doesn't increase the damage itself. Zones: To be honest, I think some places are too good for leveling. For example, I made a mort and within an hour or so I was level 40 and within another half hour I was ready to remort. Yes, I'm exaggerating a little but not by a whole lot. Now, because of this fact, leveling any slower is blasphemous! I was able to level so fast because my mort was able to access a high gen zone. |
Frostflower | Posted 26 Jan 2008 Well I wouldn't put a "bouncer" on the established zones. But, I was thinking any new zones. But, it was just a thought to get some uber-remorts a challenge to keep their boredom down. Cause bored remorts are violent remorts. I would believe you if you said you can get a mort up to 49 in less than 2 hours. I have seen it done many times over. But, when you know where the best zones are or get help from others, it's greatly possible. But as many said gen 10 is a nightmare since you gain probably 1⁄10(or somewhere around that) the exp you would normally get |
Ecstacy | Posted 3 Feb 2008 Mortals who level fast have a lot more access to just high generation zones. A matter of fact dynamic zones are split and built as sections, often these sections combine themselfs into a zone. I don’t expect players to understand this concept in less you have immortal experience. My point is, a high generation zone often will have small mobs that are great experience for lower generation players. It just so happens that the zone is built more towards high generation. Small sections also hold mobs that are meant for lower generation players. To limit travel by your generation or level would absolutely do more damage then good. Excluding players from zones should only be considered if its to protect the newbie community from danger or to keep higher level players from taking the lower level zones with nothing left for newbies. . Getting back to mortals leveling fast, like I said before. Just because you have access to higher generation zones is a horrible way to try and justify why the specific character leveled fast. Spam leveling is the major factor in leveling quickly. Players who have been here long have groupies to join and help them level. Other wise the only other way to level swiftly would be to own perfect sets of eq. Eq is more important to personal power on characters, combine this with a great knowledge of how experience caps work create a leveling machine, even for a mortal. . Now, back to the main point of this thread. Generation 10, or now generation 10+ benefits and incentives. This was never a problem before. When tempus player base was abundant, no one worried about generation 10 benefits or remorting past gen 10. Mainly of course because it was not possible. The main focus of tempus and the direction it needs to travel in my opinion would be survival. The survival of new players is a lot more important then generation 10+ benefits and incentives. Player base alone fixes a lot of problems we currently have here. Let me explain: . When the player base thrived, there were enough players to always be competing for power. You had a lot more important things to worry about, such as being pkilled. Clans would hunt each other and the tempus economy flourished. In tempus current times a very select few have all of the power. These players have no competition from others and are free to roam without danger. You either have very powerful players, or players who stand no chance what so ever. This is reason enough for those high generation powerful players to have nothing to do. . I’ll keep it short and sweet for damage caps. Pointing out that most players will never even obtain higher hit points then most damage caps. That in itself would show raising damage caps is also a horrible idea. If anything, players gaining more hit points would make greater sense. Increasing the damage cap would indeed increase the damage delt for those who can hit the cap. Right now tempus is just very unbalanced in many ways. Almost all of the problems point to the player base. The benefit in being gen 10 in itself is being more physical fit to play in combat and quest. Combat quest rarely happen now a days and again point back to the player base. . End of Book =O |
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