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Topic: Higher Level

I have noticed that the weapons that are out now, arent made for the lvls that play today..
Stronger, higher level weapons?
Nor are the mobs, 1 hitting Bengal Tigers running with divine berserker.. theyre childsplay..
More EXP, More tough mobs?

And you might wanne change the stats max if that ever will be added..

I was thinking of a new town maybe, a lvl 300 or lvl 400 town? Can be an excisting town ofcourse..

Just throwing it out there~~

Evil Devil - Prometherion

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Re: Higher Level

One of the major problems is the % extra damage pre/suffs, if those are removed or weakened then it would no longer be possible (wel not as likely) to one hit all the major level mobs such as tigers and bengals.

I do agree, though, higher levels could probably use some monsters beyond bengals. We need more mobs suited for mage leveling too as there's nothing for them beyond dires. And we shouldn't forget the newbies, we could probably use some monsters between baby dragons and blues.

What would a level 300/400 town contain that a town, like say, Midgard doesn't have?

Last edited by Mr Spy (March 8th, 2010 11:02 AM)

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Re: Higher Level

Higher level quests? Stuff like that.. Its more of an achievement you get.. and id say an easier way to get to mobs? EXP Quests would be awesome in there..

Baby-Zombie-Hell Serpents-Holocausts ... pretty good actually.. hserps and holo's are just forgotten mobs... And rick.. the % extra dmg pre/suffs aint a problem.. the weak mobs are the problem.. and the low EXP gaining.. its ridicilious im still lvling on monsters i killed a lvl 120 as a lvl 400+ .. doesnt seem right... Id rather kill a 50k EXP mob which i actually need to hit 4/5 times then 20k exp at 1 hits...

And by upping stat points we can work to 2/3 hit 50k mobs which would seem better for lvl 400+s

and bout items.. like the toughest item to equip is a Knight Plate.. which you only need like lvl 150 to be able too... riiiight.. doesnt add up which the now-a-days levels.

Last edited by Mister Rob (March 8th, 2010 11:28 AM)

Evil Devil - Prometherion

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Re: Higher Level

You can't tell me more than doubling your damage with a few items items bought from NPC for a few k gp does not affect what little balance we had in Faldon. I see everyone leveling in mage robes and wiz hats (or other % stuff), instead of in gold plate and cb or similar.

It shouldn't be made easier to level really, that just makes sure everyone powerlevels to the 600s.

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Re: Higher Level

Im gonna have to say, when Gms add something or zer, u FAIL horribly at testing it, now ive seen people spend USD, mass gp, mass items on a simple pair of % boots, u remove/reduce and make % useless, u will upset more then half the people who pay for faldon to be up, i think you shouldnt punish players for your lack of testing the game and the things u add, like TO poeple who were 400ish level on TO and are now almost 600 in 1 month, that is ur failure, maybe change resist on high XP monster, so % gear doesnt work as great would be an option to fixing the problem, i think zer should seriously consider before destroying % damage gear, some of your most valuable C/reset buyers may become upset with the game, anyways thats my opinon and i think i speak for alot of faldon players, notice it went from 20 to 50+ players now, i think your on a good track, dont go messing things up , +.... who cares if someone has the ambision to level to 600, barbie is 1000 almost it doesnt change nothing?... maybe having abunch of 500+ would be good maybe it will make u wanna make more monsters and expand the game to a higher pace with higher levels, just remember when faldon is at its high, gms make a bad decision and brings it to rock bottom

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Re: Higher Level

The only thing worse than bad testing is not fixing obvious issues when they are found. I understand that changing the % damage will certainly piss off people who spent a lot of money on it, but it is just way overpowered. Much like when m16's were released (and duped), way overpowered, people paid tons for them but couldn't just keep them that way as they completely inbalanced the game.

And as far as I know there's only two touched one spawns, one in the mountains Julie made and one in GEG HP spawn, both of them spawn slow, you would level way more effectively using regular leveling spawns.

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Re: Higher Level

Dude it would be awesome for Faldon if we had 15-20 players with 600 on... And as imwhite said.. barbie is almost lvl 1000 .. sure she has put work into it.. but don't you also agree with me that she had to put WAY to much time in it.. It would also make the ladder more fun... just saying

Oh and rick, leveling on the TO AFK is a great way.. (like the HP one) ..

And adding resists to mobs would be a nice option.. or make other mobs with higher HP
What i also was thinking about..

What if a monster, when he levels, gives more EXP/gets more HP (certain mobs then)
That way you could for example make the Arems mobs level 25/30 or w/e.. And get more difficult spawns.. You advice a lvl 250 to level there.. While you can level there with a lvl 150, easily.

Evil Devil - Prometherion

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Re: Higher Level

Getting to the level where Barbie's at requires serious dedication, it should not be easy to get to such levels. I really don't see the point in having a load of level 600s. And for the ladder to mean anything the levels must mean something.

And well yeah, I suppose AFK leveling on touched ones would be somewhat effective but it doesn't mean it should be removed just cause some people want to cheat their levels. It just means I have to do more macro checks and log on at times when people don't expect me to be on =p

As for the monster levels, are you suggesting they spawn with a certain level? I like the idea of having more variation in a single type of monster (perferably something visible too, like slighty bigger, but that's not going to happen in the current client, but ofcourse, we do have the name changes on monsters as they level). It would, however, require some work on Zer's part, I have no idea how hard it would be to add something like that in the server and contraints of the current client.

@Zer, perhaps 'abuse' the Flags field in spawn editor? (What is that used for anyway =p)

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Re: Higher Level

i abused the drag elec gear to power lvl faster then a lvl 600 when i was lvl 180.
way to powerful. i know it, you know it, they know it, it needs to be changed for faldon to be balanced again-
i can do 2.4k hits  and 3k hits on undead, way to balance a game

Last edited by Judy (March 9th, 2010 6:46 AM)

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Re: Higher Level

Mr Spy wrote:

And well yeah, I suppose AFK leveling on touched ones would be somewhat effective but it doesn't mean it should be removed just cause some people want to cheat their levels. It just means I have to do more macro checks and log on at times when people don't expect me to be on =p

way to fight afk lvling is to let the mob spawn on different places..

Evil Devil - Prometherion

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Re: Higher Level

Whipe?

Evil Devil - Prometherion

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Re: Higher Level

A wipe wouldn't do any good unless the game content is changed. Just slow bug patching, like always =p

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Re: Higher Level

Make it work then! fatteh

Evil Devil - Prometherion

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Re: Higher Level

WIPE ZOMG!

I think time will tell what will happen and what not.

Evil Devil - Prometherion

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Re: Higher Level

i think u should leave it all alone remove monsters who wanna give 100k xp < kinda stupid.. but maybe for levels 700+ could have it since they need like 10mil+xp, other then that i dont think a 180 should be able to even come near a 100k+xp monster, 2 poeple and a GM think % isnt good, and now everyones talk is its being bitched about , 2 poeple mean nuttin, considering judy is complaining but now is 400+ levels on everyone else, of course he would say its ignorant, remove the TO's use better judgement on who can get to wut spawns..

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Re: Higher Level

Master Wu wrote:

Well this is usually how it goes, "fixing" things causes problems. People complain that prefix & suffix bonuses don't work, we fix them, and it turns out it em-balances damage quite significantly. Sure, if we had the time and decent dev tools & resources we could have looked into the impact of the change. In this case it was: if the item says it results in +% damage, then it should do it.

Faldon is too fragile to change in anyway it seems, the smallest adjustment with good intentions has huge repercussions.

So what to do? I think we need an entire redesign of the game content. Sometimes its actually easier to start over with a whole new approach with balance and logical progression in mind. There is massive gaps between monsters to level on, spells to cast/raise skills, items that are worth using, etc. We even have worthless stats...

That makes more sense than I'm used to seeing on these forums, Wu.  Also, I've been saying that since the beginning of this client.