I gathered a bunch of problems up yesterday which included :
- quest pills being made available at low gamepoints
- gamepoints being obtained by afk noobs
- overstatted items droping that cannot yet be worn
- overstated items dropping that can be worn
- overstated items in files but not yet dropped (problems waitng to happen)
- afk levelling
and addressed these as follows
- Asked Dave to make a wide range of changes to Devil and other kit reducing stats and reducing levels. This will need further thought/work but his initial efforts have started the major rebalancing work that we have been talking about lately and my thanks to Dave for his hours of toil yesterday.
- Fate sword stats changed to much lower stats (as from now). They are storable but cannot be dropped or traded and therefore will only be able to be used by those who do quest and finally redeem the item.
- I intend to make the necessary level for this item high (maybe level 50 - 53, open to feedback) to stop noobs who got cheap pills from taking unintended advantage of this quest. This also means we can adjust stats, keep the level to wear high and let Tao and Wacey use the weps as was intended even thought the stats will be lower.
- Three additional class specific Fate swords have been created in the database (available after reboot) partly to split the DC from the SC but also to maintain the quest for under 50 players. These have been reduced to stats that are nice but more sensible for low rate. The quest is therefore still worth doing by lower levels and this approach will hopefully salvage the effort that some have made but still deal with the problems listed above. No 'necessary to wear' on these though.
- Gamepoints removed from ZT KR (after reboot) so no further incentive to afk there
- Game point scrolls to be created, added to boss drops (initially ZT but maybe others) and maybe scrap the room gamepoints system completely as it allows players to benefit in ways that are simply unfair to those who work for their gamepoints
- Game points left in other hard rooms for the time being. Will be reviewed when the scrolls are thought through.
- Afk levelling keeps coming up as an issue. Reality is that most afk levelling only offers a modest amount of benefit as you clear one area repeatedly but only get a fraction of the exp you would have got while hunting 'on the move' This type of levelling is directly related to the number and strength of pets you have so as the pets are linked to server income I see a logic in letting people buy some pets and go afk as the gain to the player is offset by the gain to the server.
Thoughts?
Penny
Edit - I am copying this to the end of 'Changes - Rolling list' where it belongs but posted it as a thread so everyone had a better chance of seeing it as it can get a bit buried on the main thread - Penny


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