Making fights last longer wouldn't affect non-PKillers much? You mention
2-round fights... these are not the norm for all character types. Plenty
of characters have fights that take much longer than two rounds. These
people would -surely- be affected by such a change.
Extend the length of fights just to please those who PKill and don't
code it specifically FOR PKill and you end up with rounds lasting
longer across the board, regardless of level or skill/spell set.
Don't newbie fights last long enough already? What about the mages (who
have had their spell damage downgraded over the last few years, in
part due to them being too powerful in -gasp- PKill) that take a good
number of round slonger than 2 to kill a same-level mob?
Increase the length of fight rounds indiscriminately for non-PKillers
and the immortals are going to get deluged with complaints about how
long it takes to level (as if they don't hear enough of that already -
as insistent on instant-gratification as we all are)... With enough
whining, the immortals will likely have to revisit the xp rewarded for a
good number of mobs.
Changing something mud-wide for something that is largely a PKill-only
problem causes other balance issues, mainly for situations not
regarding PKill (which umm... yeah, affect PKillers - you have to level
first to become PKill and will likely end up killing mobs somewhere along
Are PKill fight rounds too short? Sure. You've provided enough
evidence to convince even the most stubborn non-PKillers. Is the solution
to implement a mud-wide lengthening of fight rounds? Highly unlikely.
Like it or not, the PKillers are part of a community that is largely
comprised of non-PKillers (I don't care if 70 percent of the players have
a PKiller, only about 20% or less of the CHARACTERS played are PKill
enabled, making PKillers a -minority-)... and the immortals are doing
their best to balance what is, effectively, two separate games in the
same space. Tweak something to meet the balance needs on one side and
implement it in both is going to (undoubtedly, yes) throw off the balance
on the other side.
Your points have been well-made, from the side of PKill. but, to the
great dismay of many, Legend is NOT a PKill mud, it -offers- the option
to PKill. Keep that in mind when offering solutions to balance issues
that affect only PKill but have been declared that they should be
implemented in both aspects of the game. YOU, as a PKiller, WILL be
affected by such a change at some stage in your character's PKill or
Kalyani, small in level but not in experience
Thursday, February 24, 03:25PM
I personally don't care if or how its fixed, I'd just like
to make a comment. The reason so few characters are pkillers
are because we are forced. Trust me, when pkok goes in, yea right,
your going to see a SURGE of people who are pk. I would assume at
least half will be pk in someway, probably more. I'm not saying
pk is any more important then the nonpk side of things. I personally
think in reality, neither side has a majority. Both sides are
equally important to different people, and I think that needs to
be kept in mind. No one side runs this game, regardless of what
we may want or what we may think. Chill out. The imms aren't going
to imp this anyway, so theres no need to freak out. The answer to
everything is skill trees, and I'm sure this problem is no exception.
If an imm appends, perhaps we'll hear otherwise, but I doubt it.
Friday, February 25, 11:59AM
You're right, as stated exactly in the posts above, I'm not going
to imp this. I have, however, thought a great deal about this problem
and have yet to come to a decision that is both fair and likeable
(the easist one is dropping the # of attacks everyone gets in half,
and adjusting everything based on that-- it's actually a much broader
solution and very detailed, I don't have the time to go into it
at the moment though, as my thoughts aren't totally formed on it).
And no, the answer to this is not skilltrees. Sorry to disappoint.
In the code I've done so far, and the code I'm about to do, I do not
address this problem at all. I might, but it will be implementable
separately from the trees themselves -- doesn't mean it won't be,
but doesn't mean it will either.
And there... You've heard otherwise.
Friday, February 25, 03:28PM
your message is applaudable. You keep impressing me every
time rufus. When all other imms read it and ignore, or just don't
read it, you save the day. The imms just might be lost without
you, for you are the true link between us and them. Coding wise
anyway. keep it up rufus, and keep us second guessing.
Friday, February 25, 09:36PM
Well, just a point, frankly, I don't see
any problem in leveling since a fighter char
can get to lvl 50 in 2/3 nights, a sniper in even less
time due to certain stuffs. There shouldn't be any
complain in getting xp, of cos making those high
lvl mobs go above +29% normal xp would be nice