More range! (Not marksmen)

Started by VanillaPudding, April 03, 2009, 05:37:36 AM

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Egon the Monkey

Hmm. Got a few thoughts on this.
It would work only IMO if everything else got shifted up, so it was easier to get to say, 8. Otherwise you end up with unstoppable powerquested high levels. As for what Caddies said, he didn't suggest a L5 mage could kill a L8 fighter. Casters are more reliant on levels to get spellslots whereas yeah, a fighter can just buff up that AB with stuff. Higher levels would lead to scarier mages not most people just playing buffers.

But, I think the most useful change that could be added would be to add quests with range X-10, that give no exp to a level 10, or negligible amounts, enough to make the odd wand but not enough to level off the quests.

That way we'd see more of PCs like Sky who can RP and explore, but can't replenish their supplies or make any money to do so from questing or crafting (no XP pool to draw from). That wouldn't affect a huge number of characters by any means, but it wouldn't mean that anyone who succeeds that far has to retire the PC from quests.

athousandyearsofpain

Strongly against this.
Speaking from past experience one or two level 12 caster-characters are strong enough to kill more than 30 other PCs which is under level 10 in just 1-3 rounds.

I think that would explain what great a difference level 11 means to a caster, even the "weak spells" at that level are strong enough to kill other characters in notime.
Not to mention if people would reach level 13.
I for one knew if my level 12 wizard on another server would have reached level 13, he'd be immortal to anything but the DM-kill-button.

-Akke

Pup

Yeah, the gap widens very quickly after lvl 10, and while it is attainable here, it is incredibly difficult.

Keep it as it is, pls.
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

spook_

commoners only, please.

tooh

Event Horizon.
As near you push it, fast a tale can be made.

Efu isn't a action server is a story server, with boards for tellers and criative players.

A Faerun social labs where with dense spice, some characters are immortals, been keeped into the Server Story.

Really, EFU players don't need powers to defeact a dragon or unbeatable pvp all.

A real sense of mortality, limits and duty is the wise spice for a server.

A bellow level 11 cap sustain the mechanics for a balanced server and caped +4 AB/AC/skill/damage and few feat stuff makes the tide in order.

For control, i suggest a brand of monthly statistical pages: levels, stats, feats, classes, HP, AB, AC and quests.

Is Efu becoming a high-HP/high-buff server ?

Snoteye

In case anybody's still wondering, this will not happen. In fact, one of the things we spent a lot of time discussing during the planning of EfU:A was when to hardcap quest XP and I don't see us opening that discussion again.

Caddies

Blood and Steel Island, plx.

Not.Him.Again

Anyway, if I am not mistake there is a certain quest that accepts up to Lvl 12s. I doubt you get much xp at that range, but it still allows you to go out and whack something when you want to.

N/A

In the end, BBRP is unaffected.

That is what matters.

Nihm

Plentiful potions (temporary level simulators) are good, levels are bad.  Attune your behavior to skimming, stealing, and ganking as many potions as you possibly can instead of grinding for levels.
 
And Cruzel, monks, as has been explained to me, are awesome.  Because they can drop 500 gp worth of potions per fight and sort of rock (until dispelled).  If you don't believe me about how good monks are, and how little they need some perks, just watch how monks are chosen over fullplate fighters to go on quests, and just watch how easily monks (the unarmed fighter class) can waste a barbarian in a bareknuckle, no-armor brawl.

Nihm

The higher levels of npcs has been mentioned, and on DM quests, it is common for a high level baddy with a few potions to make appearance.  Once inawhile it might be funny to have a low level elderly, diseased, crippled Kobold who has limitless potions of every type lay the smack on the heroes.

Egon the Monkey

This has happened to me once, sorta.
A certain DM may not have liked us getting out of an impossible choice hostage situation by simply KD ganking the crap out of his posessed monster (we had to log soon and decided to expedite the spice :D) He decided to finish up the trogs run he'd spiced by giving the King effectively unlimited Blurs, Speeds, Displacements and Shields. That was a LONG fight.

It was mean, but hilarious.

Howlando

I'm pretty happy with our XP system (basically PCs that are level 10 stop getting XP from monsters, but can still receive quest-completion XP as well as DM XP), so I don't see that really changing anytime soon.

However, I'm more than happy for characters to advance past 10 and into 11-13. They just have to earn it, which of course is very difficult and much more dependent upon major accomplishments than just hitting up some quests.

We do have quite a variety of 10+ quests in the UD, that as we've seen PCs can travel down to try their hands at, and I have some plans for some more quests on the surface too with a higher range.

We definitely do not want players to feel like they are stuck in a rut with their PC, or can't adventure because he's gotten too strong. But you're not going to be able to just quest-spam your way up into the super high levels either.

Relinquish

Imagine all the rescaling this would need for PvM and potentially new quests. It's simply too much work even if it has merit, the DMs have plenty of things to do then adjust the server in such a way IMO.

johanmaxon

I like low lvls. No higher cap plz.

Snot, that is a good idea. Would be good Rp, then people would go down in 2-3 hits, just as in rl. Perfect.... Or?