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Posted

Currently GWI citizenship gives 500 defense and 0 attack.  There is also a 250 energetic immunity.

The only creature with normal attack they can initially afford is an Aramor, with attack 19, which faces defenses ranging from 4 to 15, so the maxium damage done is also 4-15.

With only 3% slider on defense, it is impossible for one newbie to do more than the 1% default damage.   Unless somebody sets a 0-2% slider on defense, advancement is at a glacial pace, and even then it is very, very slow.

I suggest that GWI citizenship should give a 250 attack bonus so that the slider has some impact on their attack strength.  I think 250 attack would not be unreasonable - it would mean a 100% slider attack would be matched by a 50% slider on defense.

Posted

Let me point out also that the majority of people reading about this on the forum came up in a group of people with which to train.  Today, a newbie is lucky to have even one training partner.  Some help to accelerate advancement is in order.

Posted

Just for clarity, could you explain what this is helping? I -think- you are suggesting this because mp3's on GWI probably struggle sparring each other since they have such high defence?

 

Though would object to +250 land bonus, that seems a bit much, Ely has 284 active days and her total land bonus plus permanant attack is.. Also 250. The number just seems a bit high to me there!

 

But from my experience as an MP4, sparring is not fun with so few players. There certainly needs to be something, if only a way to set yourself as attackable to lower MP levels.

Posted

This is aimed at increasing retention rate, at the point where they start experimenting with creatures and combat.

If they only do 1 damage per hit, it will seem to take forever for them to ever advance a creature (which takes many thousands) let alone hit the 6-digit MP4 advance target.  They might just give up and move on in frustration.

By having the possibility of an attack significantly higher than a (willing) defense, they might get 100's of points in a battle and so get a sense of progress.

Bear in mind, their attack and defense start out at ZERO!  With citizenship it becomes attack=0, defense=500.  Lopsided.

Posted

I think it'd be reasonable to make GWI give 100 attack and 100 defence, it's the stat imbalance that's the real issue here. This way you can learn plenty of things, ie two people using a 100% slider with one who has three aramors, and one who has a single aramor.. With the current setup this wouldn't work, but with a balanced territory bonus it would.

 

The reason I'm against the bonus being too high is that for one it'd stop people leaving GWI as it'd represent too much of a loss.. 100 is still a lot of stats! At least to someone under a year activity.

 

But, it feels like there's another issue here - if a newbie left GWI everyone is just stronger than them, getting wins would be very hard for the same reasons. Back in my day (hah, I'm old) we could use elementals to equalise that.. But MP3's have no such option now, and the environment is harsher.

Posted

I'm afraid just tweaking the land stats won't impact that much.

Indeed, anything that can help through the early days is good, but I think GWI should also be filled with attackable npcs. Sorry for being off-topic.

 

Posted
6 hours ago, lashtal said:

I think GWI should also be filled with attackable npcs. Sorry for being off-topic.

I welcome any idea.  I haven't "inventoried" what is in the cave - any idea how many of those npc's are "attackable"?  Or how many would be if the newbies had an attack bonus?

  • Root Admin
Posted
7 hours ago, Fyrd Argentus said:

I haven't "inventoried" what is in the cave - any idea how many of those npc's are "attackable"?

I don't think that should be set up to be used for newbies.

I think they are there for use elsewhere and just "live" there.

Posted
7 hours ago, Fyrd Argentus said:

I welcome any idea.  I haven't "inventoried" what is in the cave - any idea how many of those npc's are "attackable"?  Or how many would be if the newbies had an attack bonus?

 

33 minutes ago, Chewett said:

I don't think that should be set up to be used for newbies.

I think they are there for use elsewhere and just "live" there.

I just attacked a bunch of the MP2 NPC's with my 3 day old alt. They are weak enough for newbies. After I managed to defeat some of the weak ones and get a better attack stat, my win ratio against them went up. Heat gain is slow, but those NPC's would be a good alternative to fighting other players.

Posted
Just now, Else said:

Need MP2 NPC's in the mainland

Probably needs to create a separate thread. 

 

17 minutes ago, Invie said:

Heat gain is slow, but those NPC's would be a good alternative to fighting other players.

I believe that the mp2 are destroyed upon their defeat (for that player), but it should not matter, because there is a great amount of them in the cave. 

From what I know they were not created for the purpose of dueling, but it would help newbies to have someone to fight with. In case this would become their official function, it might be a good idea to mention the opportunity to train with them on one of the boards, probably the one in the cave. 

Off-topic: (By the way, I remember there was a npc on mainland some time ago, and it had multiple stages to it, some sort of battle master .. ? Wonder what happened to it. But again, that is another topic ..)

  • Root Admin
Posted
17 hours ago, jakubhi said:

I believe that the mp2 are destroyed upon their defeat (for that player), but it should not matter, because there is a great amount of them in the cave. 

If they are used on the mainland then you are going to be unable to fight them unless which will be a shame for you

any quest/etc using them would be inaccessible for you.

Posted

The stat buff they have is fine, I think it is an issue as described but not offered a proper remedy here. But the remedy is to offer a wider variety of creatures. To not spoil everything:

Spoiler

Aramors were meant to fight the shades, you often wont pick up a grasan to do so and barrens are not needed either. Without the stat buff, with enough aramors or patience, it is perfectly reasonable to advance to the MB shop guards. However from there you need more than aramors if you don't have any extra stats. The defense makes it much more possible for young players to attack these guards and advance if they have some strategy, even with only attacking creatures. Creatures that rely on power will also use the defense boost more efficiently than an attack boost.

New players attacking eachother with defense boosts will be able to figure out that if they needed wins, they can give eachother defenses that are not set to 100% slider, if they do not want to suffer losses they can use this defense boost to better protect against them.

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