'I have a question' is a poor subject :-) (in General)


Vicious Cat December 27 2010 1:29 PM EST

I'm not after arguments, nor starting any kind of personal warfare, I just have a simple question that I have been wondering about for 3(?) years. In a 'normal' RPG there is some mechanism whereby it gets harder to improve the higher you get. We used to have some such, but ditched it to speed the training page up. Would it start *another* flame thread if I were to suggest that it might solve some of the problems in the afore-mentioned threads if we were to adopt some kind of similar system?
Seriously, please don't contribute to this thread if your finger even thinks about straying within 2.5cm(1") of the Shift or Caps Lock Keys.
Thanks for your time
VC

AdminQBnovice [Cult of the Valaraukar] December 27 2010 1:34 PM EST

I shouldn't share this opinion since it benefits me more than almost anyone else, but I think removal of the penalty for large attributes helps level the playing field between single minions and other teams.

Vicious Cat December 27 2010 1:38 PM EST

I was kinda assuming that it would be MPR-based, as we wouldn't be going back to the Stat-based penalty, being too slow...?

AdminQBnovice [Cult of the Valaraukar] December 27 2010 1:42 PM EST

I think Nat had a few ideas of how to make that work better...

So you're suggesting that the higher the char mpr the more it takes to raise any stat a point... that could be brutal.

DrAcO5676 [The Knighthood III] December 27 2010 1:48 PM EST

I think it makes it easier for the lower mpr chars to compete with the higher mpr chars with this sort of change to training. I am still a bit unsure why it was rescaled in the first place... But now that we are getting into the larger 10mil + stats it might make sense to bring this back.

Vicious Cat December 27 2010 1:59 PM EST

"that could be brutal."

It could be as brutal, or as soft as NS (I presume) cared to make it. It doesn't even necessarily imply a rescale, if the starting point were high enough...

AdminNemesia [Demonic Serenity] December 27 2010 4:23 PM EST

The reason why it was rescaled before was because the old version gave much more advantage to 4 minion teams. This change would work but I think that other changes first would require less work and have a better result.

AdminNightStrike December 27 2010 8:52 PM EST

To clear up some misconception, we changed from an e^x function of XP:level to a y=12x function for one main reason -- the speed of calculating Evasion on the fight page. Fights were taking way too long, namely in spawning tattoos. Tattoos underwent similar changes for similar reasons.

horseguy001 December 27 2010 9:35 PM EST

To clear up some misconception, we changed from an e^x function of XP:level to a y=12x function for one main reason -- the speed of calculating Evasion on the fight page. Fights were taking way too long, namely in spawning tattoos. Tattoos underwent similar changes for similar reasons.

Would it slow the fights down too much to add something like at every X of mpr the value of y would change? For example at 6 mil mpr y = 12x and at 1 mil mpr y = 10x or something like that. Not that the game does or doesn't need the change...I just like thinking about this kind of stuff :)

AdminNightStrike January 23 2011 3:13 PM EST

Yes, it would.
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