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Re: Level Damage Adjustment

Posted: Wed Dec 25, 2013 10:35 am
by christmas
First off, Merry X-Mas to all all over the Globe...

now, today, after 1 month or so, i decided to play...

I encountered the following in these 2 maps:
AS-ForgottenFaneB3
and
AS-TempleRun-beta-6

it was impossible to kill even a krall.....

I mean, according to Level Limiter Mod, its purpose was to limit the damage output of high-rank players in low-rank maps which is directly related to character's weapon masteries % .....but keeping the low-rank players damage output equal to their wep masteries %....
In addition, it was said (Ant) that Monsters' resistances will decrease the proportional amount, so that, in conclusion, it will reflect the actual masteries ...
so....if a high-rank player's damage output was reduced to half, then the monster's resistances would reduce an X amount to require the same amount of hits to kill.
which in accordance, in-directly, increases the low rank players damage output (a.k.a. doubling their masteries for the current map)

First off:
1. its pointless to have the above Mod in a low-rank map in effect, if all players are high-rank. (beats its purpose, so simple)

[offtopic]in both maps I played, the Mod was in effect, except if these 2 maps where updated with monsters having 4x the resistance they had before....[/offtopic]

2. it was impossible to kill a wave of kralls and pupaes with infinite ammo in a narrow corridor, and end up dead after 2 mins, (it felt like my masteries were decreased by 70% or more, is that even logical?!?!?!?), which shouldnt be the case since monsters have a decrease in their resistances proportional to reflect my(and any high rank's) true weapon masteries %....

[offtopic]the same happened also in temple run, it took me ages to kill a group of mantas, when last time I remember they were all instant-killed with 1 single shock-combo....[/offtopic]

while, when in a high-rank map, that this Mod won't apply in my case, like in Acatana, I could kill double the monsters in half the time.....

To sum up:
since the result must be the same for high-ranks, while for low-ranks their damage output will be enhanced (increased)...why not do the following? bear with me, it provides exactly the same result, as specified from the other posts....
a. don't touch the Monster spawners (monsters have same lives, same HP, same damage, same resistances)
b. don't touch the weapon masteries % for high-ranks,
c. make a Mod to increase weapon masteries % for low-ranks,

with:
a. you get maps unharmed (no undesired results, no need to even edit a single thing in a map, map stays as is)
a + b. you provide the same outcome for high-rank players in a low rank map (like if you decrease wep mast % and decrease Monster resistances %)
c. you increase the weapon masteries % for low-ranks to the proportion that they become competitive to high-rank player's wep masteries

I am saying all this simply because:
1. that how I would do it,
2. its easier,
3. to avoid undesired results,
4. requires less time,
5. provides the VERY SAME outcome.

so, I'm saying, that if the 2 maps I played today were NOT updated with Monsters with increased resistances or HP, then the code of the Mod is flawed......

Re: Level Damage Adjustment

Posted: Fri Dec 27, 2013 4:21 pm
by DW_WailofSuicide
Was it literally impossible to kill a Krall? Or did it just require a lot of shots (20+)?

One thing I did discuss with Ant was situations where all the players on a map are high level.

I sort of agree with the idea of increasing weapon masteries for low ranks, in that I feel that there is too much differential between how much damage a Level 1 player can do and a Level 200. Does it make sense to give players a boost to masteries which would then decay as they gain masteries? (e.g. gaining masteries doesn't actually gain you anything)? That seems like it'd be quite silly.

I'm sure Ant can weigh in when he gets back from his Christmas vacation

Re: Level Damage Adjustment

Posted: Fri Dec 27, 2013 7:03 pm
by christmas
DW_WailofSuicide wrote: Was it literally impossible to kill a Krall? Or did it just require a lot of shots (20+)?
Annoyingly stupid is a more precise phrase....
because then, I tried a high-rank map (same people online), and I killed the same krall on less than half the shots.... DO THE MATH
DW_WailofSuicide wrote:One thing I did discuss with Ant was situations where all the players on a map are high level.
and I assume you agree 110% with what I said in my previous post, right? ....

btw, Did you ready any other posts by Ant of this topic....somewhere he refers that the Damage_reduction of a high-rank will be proportional to the Resistances_decrease so that..... = it will reflect HIS TRUE MASTERIES......
I didnt see anything like that.....
DW_WailofSuicide wrote:I sort of agree with the idea of increasing weapon masteries for low ranks, in that I feel that there is too much differential between how much damage a Level 1 player can do and a Level 200. Does it make sense to give players a boost to masteries which would then decay as they gain masteries? (e.g. gaining masteries doesn't actually gain you anything)? That seems like it'd be quite silly.
Right...so it is not silly (to your estimation), to take something off someone, especially something he earned, not handed over in s silver plate or under the fricking xmas tree????.....let me check, I might find some masteries down there!!!!

Silly, stupid, unfair, unjust, preposterous...... whatever phrase you can come up with....... would describe this situation, in which, any high rank player, can not make FULL use of his bought/hard-gained/cheat-gained (or whatever) weapon masteries.....[FULLSTOP]


so you are saying, if you give a noob +50% bonus masteries now, then when he gets R3, it will suck for him, because he will jump from the +0% masteries +50% bonus -> +50% masteries +0% bonus (same thing).....

or this MOD says, give a noob weak monsters now so he can kill them fast, so when he gets R3-R4, his weapon masteries will be penalised/cut in half..... and he will think "wtf,whats the point of leveling if I must make more effort now to kill the same fucking monster????"

same thingggggggggggg!!!!!!

Ant just didnt think of that since the beggining.....and he stood in 2-3 special instances (of high-ranks rushing) and he thought he should do something about that....simple-> penalise ALL high ranks and PROVIDE all for low-ranks

I could keep going on for decades.....I could, after that, smoke all the weed of the world, and yet, my brain-cells would not be as damaged as watching this travesty going on......

I will go on tomorrow, and cut off 50% of the salary of 2 of my committed, hard-working employees, and give bonus to all new employees, just because it makes more sense :scratch: :scratch: .....oh GOD :cheers: :cheers: :cheers: , this is insanely insane!!!!!!!!!!!

I'm off......this is worst than drugs...the brain damage I might get off this here.....I need theraphy

SOLUTION is SIMPLE
GAP between lvl1 and lvl200 is huge......in work-hours (as I say in my employees)
once server went live (wasnt around but I know all facts), it was 100-150h max to get to lvl200 (when maps were giving >5k to anyone,all maps), so assume 50h to R3, to enjoy the game fully....
nowadays,its impossible to get to lvl200 in under 400h, even, I repeat, even if you play SELECTED maps

Re: Level Damage Adjustment

Posted: Sat Dec 28, 2013 4:04 am
by DW_WailofSuicide
christmas wrote:
DW_WailofSuicide wrote: Was it literally impossible to kill a Krall? Or did it just require a lot of shots (20+)?
Annoyingly stupid is a more precise phrase....
because then, I tried a high-rank map (same people online), and I killed the same krall on less than half the shots.... DO THE MATH
DW_WailofSuicide wrote:One thing I did discuss with Ant was situations where all the players on a map are high level.
and I assume you agree 110% with what I said in my previous post, right? ....

btw, Did you ready any other posts by Ant of this topic....somewhere he refers that the Damage_reduction of a high-rank will be proportional to the Resistances_decrease so that..... = it will reflect HIS TRUE MASTERIES......
I didnt see anything like that.....
DW_WailofSuicide wrote:I sort of agree with the idea of increasing weapon masteries for low ranks, in that I feel that there is too much differential between how much damage a Level 1 player can do and a Level 200. Does it make sense to give players a boost to masteries which would then decay as they gain masteries? (e.g. gaining masteries doesn't actually gain you anything)? That seems like it'd be quite silly.
Right...so it is not silly (to your estimation), to take something off someone, especially something he earned, not handed over in s silver plate or under the fricking xmas tree????.....let me check, I might find some masteries down there!!!!

Silly, stupid, unfair, unjust, preposterous...... whatever phrase you can come up with....... would describe this situation, in which, any high rank player, can not make FULL use of his bought/hard-gained/cheat-gained (or whatever) weapon masteries.....[FULLSTOP]


so you are saying, if you give a noob +50% bonus masteries now, then when he gets R3, it will suck for him, because he will jump from the +0% masteries +50% bonus -> +50% masteries +0% bonus (same thing).....

or this MOD says, give a noob weak monsters now so he can kill them fast, so when he gets R3-R4, his weapon masteries will be penalised/cut in half..... and he will think "wtf,whats the point of leveling if I must make more effort now to kill the same fucking monster????"

same thingggggggggggg!!!!!!

Ant just didnt think of that since the beggining.....and he stood in 2-3 special instances (of high-ranks rushing) and he thought he should do something about that....simple-> penalise ALL high ranks and PROVIDE all for low-ranks

I could keep going on for decades.....I could, after that, smoke all the weed of the world, and yet, my brain-cells would not be as damaged as watching this travesty going on......

I will go on tomorrow, and cut off 50% of the salary of 2 of my committed, hard-working employees, and give bonus to all new employees, just because it makes more sense :scratch: :scratch: .....oh GOD :cheers: :cheers: :cheers: , this is insanely insane!!!!!!!!!!!

I'm off......this is worst than drugs...the brain damage I might get off this here.....I need theraphy

SOLUTION is SIMPLE
GAP between lvl1 and lvl200 is huge......in work-hours (as I say in my employees)
once server went live (wasnt around but I know all facts), it was 100-150h max to get to lvl200 (when maps were giving >5k to anyone,all maps), so assume 50h to R3, to enjoy the game fully....
nowadays,its impossible to get to lvl200 in under 400h, even, I repeat, even if you play SELECTED maps

#1. Tone done the rhetoric, it's more effective if you're presenting your points in a clear and analytical manner rather than an exaggerated emotional tone.

#2. "Silly, stupid, unfair, unjust, preposterous" - Doesn't sound too silly, stupid, unjust, preposterous to me. In fact it's common in games that have leveling mechanics that sometimes you just don't get to use certain things, or there's penalties for using them.
I think it's a bit of a hack, and unfortunate to have such a thing. I'm not sure I agree with Ant's decision here either. Ultimately to me this is a flaw that relates to the overall structure of the RPG and the degree of difference between low and high rank players. Not only does a higher level character have more base stats but they have more abilities that function to amplify their stats and make them more powerful in other ways.

Re: Level Damage Adjustment

Posted: Sat Dec 28, 2013 7:51 am
by christmas
DW_WailofSuicide wrote: #1. Tone done the rhetoric, it's more effective if you're presenting your points in a clear and analytical manner rather than an exaggerated emotional tone.
its these days of the year, that make me emotional... rofl...

Start over, by reading from post #1 of this topic.....
1. I stated that I find a Mod like this un-just / un-fair (plain and simple)
and
I stated the resons why....
and then
I was re-assured that although MY(and every high-rank player's) wep masteries % in certain maps*, in certain occasions* (like 10% or less) will be decreased, will still be fullly reflected by the decrease in the resistance of monsters....
where:
certain maps* = low-low-rank maps
certain occasions*= low-rank and high-rank players active on server at the time
well, if you wanted to give it a feel of fair-ness, just a little, so it wont feel abusive, you should have also add the variable: specific condition*
where:
specific condition* = 1 high-rank(or more) is rushing BIG time in expense of low-rank players

and since, I have over-played these maps in the past, it doesnt take for me over 5 mins to realise the %/degree of adjustment that took place....

btw, also the other 2 high-rank players online at the time, were highly annoyed, in the degree that, 1 disconnected with the message "I will be back when this shit is fixed"
and the other was rushing as in like, "lets rush objectives, screw the monsters, it will take 30 mins to clear them", not killing a single monster, as he considered it pointless, just speed the Objectives....
and I was like astonished, by how my weapon masteries failed me, it was like shooting monsters that had GOD mode on.

and in case you ask me, do I blame them?
my reply would be "NOT even 1%"

and also:
the maps were random-voted (we didnt vote)...but after them we did vote a map of our liking

but here is the deal:
the conclusion to all this is that
you make specific maps * unwanted for high-rank players

unwanted as in "I aint gonna vote for these maps ever again"
unwanted as in "I would vote any other map but these maps, even if other players wish to play these maps"
unwanted as in "I would rather disconnect but play these maps"
unwanted as in "I wouldnt care at all playing these maps, meaning I would go afk or fuk around until I die, since you strip away any value this map might had for me before"

so, I, that like to see things from an "objective angle"
I only see that, more problems arised than solved
re-playability value for many maps is lost
motive is lost
fun is lost
and I havent seen (ok, i have been off server for some time), or other frequent active online players havent spotted any new-comers
so, in conclusion, what did this Mod fix after all?

its purpose was:
to give a greater chance to low-ranks....
and not to penalise a high-rank for being....high-rank

and when you have a problem, you come up with a solution that:
1. would fix this problem to a degree (or fully), as in a positive degree
2. wont cause other direct/indirect problems or side-effects

and in my opinion, using all the above statements, and statements in previous posts:
that Mod was a failure !!!!!
and it caused more problems than it solved..... (read 10 lines above)

ps: just imagine this
maps that are not in the low-rank range (and neither in the high-rank range), meaning maps that the Mod will not be in effect in these maps for a high rank player,
like maps that dont give win-XP to high-ranks,
or maps that give disproportional/very low in-game XP to high-ranks,
or even maps that dont give in-game XP to high-ranks,
for me (subjective) have a GREATER value that the low-rank maps, simply because I know where I stand.
DW_WailofSuicide wrote: #2. "Silly, stupid, unfair, unjust, preposterous" - Doesn't sound too silly, stupid, unjust, preposterous to me. In fact it's common in games that have leveling mechanics that sometimes you just don't get to use certain things, or there's penalties for using them.
I think it's a bit of a hack, and unfortunate to have such a thing. I'm not sure I agree with Ant's decision here either. Ultimately to me this is a flaw that relates to the overall structure of the RPG and the degree of difference between low and high rank players. Not only does a higher level character have more base stats but they have more abilities that function to amplify their stats and make them more powerful in other ways.
first off, cRPG and RPG have at 99% bought the weapon/damage masteries skills
but, ONCE you acquired them, its yours and its in effect
UNLESS, the evil witch casts a spell which will reduce your damage in half (but this will apply to all players)
OR, it will increase its resistance against your damage (but this will apply to all players once again)
this is not called HACK (using the RPG terms), this is a boss skill.....

also, in RPG games, we have witnessed specific player skills( like spells) to have no-effect to some bosses or certain enemy types, but this, still it applies to all players with that skills...

I said it before, I believe, from what I experienced and from my conversations with other players, who have been on server since its birth, the GAP from lvl1 to lvl 200 is huge....
reduce the GAP
server is hard for new-comers (R1 players)
not only in the lack of knoledge of the RPG system,
not only in the lack of knoledge of the maps and objectives and traps etc,
but also in the lack to do decent damage to monsters,
so a R1 will be discouraged to go on and stay online
unless its an old player building a new character
and, for me, who I am an old player, every attemp to build a new character of another class, I finally gave up, I was discouraged, because its hard to start over fresh and weak, having de-javu, dying all the time
but its not that the main dettergent,
the main problem is the hours it requires to get to a decent level (level 100, R3), it is just too many....
and if you reduce that hours to half......
this will both encourage old players having new characters, and newcomers having a greater chance of sticking around, since server will re-populate with low-ranks.....and this, in respect, will add to the re-playability value

Re: Level Damage Adjustment

Posted: Sat Dec 28, 2013 5:14 pm
by Markmis1
Greetings,

Monster Evolution has, as it has been stated, lost its replayability and also has become at times tedious to level up.

Due to the time it takes to level up (sometimes only 1 level per day) it has become painfully dull and boring to me, I remember on some maps such as Torlan you could easily rack up 1500+ exp however now it has become lower and as such it is difficult to get above 900-1000, If leveling became easier I would most likely play frequently and for longer periods of time.

Re: Level Damage Adjustment

Posted: Sat Dec 28, 2013 8:34 pm
by DW_WailofSuicide
I agree with the perception that levelling speed is too low past a certain point. It's too accelerated in the beginning (or at least it CAN be), and too slow later on. I don't like grinding excessively for levels.

Re: Level Damage Adjustment

Posted: Wed Jan 01, 2014 6:29 pm
by DW_Ant
Hello, I'm back from vacation.

Earlier in December, I've already decided to remove the level adjusting damage modification, and to increase the experience reward by 25% (perhaps more based on the results). However several players demanded that I should stop making updates to the server. They do not like the adjustments to the server based feedback I receive from E-mails, pms, forum posts, or vent conversations.

It's clear to me that this topic is definitely a greater demand, and I'll be making another update. I'm not disregarding the discussions I had with the other players that demanded me to stop making updates. Instead, the updates will become more rare.

Re: Level Damage Adjustment

Posted: Wed Jan 01, 2014 7:56 pm
by christmas
DW_Ant wrote:Hello, I'm back from vacation.

Earlier in December, I've already decided to remove the level adjusting damage modification, and to increase the experience reward by 25% (perhaps more based on the results). However several players demanded that I should stop making updates to the server. They do not like the adjustments to the server based feedback I receive from E-mails, pms, forum posts, or vent conversations.

It's clear to me that this topic is definitely a greater demand, and I'll be making another update. I'm not disregarding the discussions I had with the other players that demanded me to stop making updates. Instead, the updates will become more rare.
whoa, someone has a good time in xmas-break vacations......
welcome back.....

first off,
1. removing the level adjusting damage mod must be priority #1...although....it wont affect players, since they are not even bothered to play maps that affect them in a "negative" way regarding this mod, as we speak, right now, that the mod is in effect.

2. +25% XP......you seem in mood!!! did you get a promotion? did you win the lottery? is your woman pregnant? did you win a dinner with anjelina jolie?
ps: I consider as a good idea, to make a special event, as in, e.g. +50% during weekends or something....just an idea

3. I didnt understand and I dont know the story behind map AS-Abyss-Lite....but I suppose you could put it back online....its better to have an extra map, as an extra choice, no matter the flaws...and it simply wont hurt anyone, and from my angle, i dont expect any negative comments, on the contrary.....
and....
to inform as regarding the AS-DragonTower....I mean, i was expecting the map to be online by now....


and....Happy new year!!!!

DW_Ant wrote:They do not like the adjustments to the server based on feedback I receive from E-mails, pms, forum posts, or vent conversations.
:cheers: :cheers: :cheers: :banana: :banana: :banana: :banana: :banana: :banana: :cheers: :cheers: :cheers: :cheers: :cheers: