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Levelling up and the importance of being wealthy  XML
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Lisa Chau



Joined: 2003.06.02 00:00:00
Messages: 415
Location: Kalaheo, Kauai, HI
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I think we've gotten to where we're talking past each other. What I'm saying is that I think the proposal is worse than the problem because it makes characters too much alike.

As a total aside, because I think we're confusing things by discussing/debating two separate issues in one thread. I have 9 warriors and 2 thieves and my advice to the newbie warrior with only 200 energy is to check out the ebony/ivory/titanium rings and bracelets. They'll fix that energy problem right up.

Chiensha, Moorea, Vicodin, Xanax, Zoloft.
Sascha Lecours



Joined: 2003.10.24 00:00:00
Messages: 446
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If you feel that the system I suggested makes the characters too similar - that's fine. I'm not hell-bent on having that system - what I want is to correct the current imbalances. So fine, if you must, then pretend that I hadn't suggested removing gear from levelup calculations - but would you then acknowldge the existing problems wherein certain players are at huge disadvantages due to poverty? and in reply to your suggestion re: ebony/ivory/titanium items:
1. if the newbie could somehow afford them, I doubt that they would lack a suit of whatever to wear at levelups.
2. Even if a weak player did wear such items, it hardly corrects their inherent disadvantage, as their total is still far lower than if they had had tons of cobalt at levelups. sure, they go from pathetic to less pathetic, but then the player with 600 extra energy still trumps them significantly, and what's to stop the higher-energy player from acquiring energy boosting items themselves and preserving them imbalance? The issue here is a character's basic stats without equipment, not temporary boosters.
Lisa Chau



Joined: 2003.06.02 00:00:00
Messages: 415
Location: Kalaheo, Kauai, HI
Offline

I know I'm frustrating you but I really do see the circumstances differently than you.

I don't agree there's any issue with characters' basic stats. It makes no sense to me to worry about that. All that matters to me are characters' overall abilities. How they're arrived at is a matter of individual play style.

Re #1, we weren't talking about newbies, we were talking about Warriors at high enough levels to have peers with 800 energy. I've explained how to correct the "imbalance", although I don't personally consider it to be much of one, simply because it's so easy to correct.

Re #2, their "disadvantage" at what? Characters don't fight each other. I just don't get what you're on about. Really.

I'm going to start a new thread about "rich versus poor", which I also think is kind of an odd way to look at things. This thread's too deep to be useful any more.

I'm sorry I'm upsetting you! I just disagree. I don't want my characters held back by some kind of artificial ceiling simply because somebody else doesn't play the same way I do.

Chiensha, Moorea, Vicodin, Xanax, Zoloft.
Sascha Lecours



Joined: 2003.10.24 00:00:00
Messages: 446
Offline

Sorry to put another post on this old thread, but in reply to your closing comment that you don't want your characters held back by an artificial ceiling just because others won't play the way you do, couldn't all other players make the same claim, in reverse? Their characters are being held back by a ceiling right now because they don't play the way you do - i.e. they don't own a hoard of jewelry and throw it on at levelups. All viewpoints but that one are currently suffereing a HUGE penalty as compared to those who embrace the jewelry system - what imposed ceiling could be more artificial than that?
 
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