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Perfect hunt asists for all


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AuthorPerfect hunt asists for all
No offence Robai, I don't think your "cap" idea is "perfect" for everyone,
It is only "perfect" for people with exact same combat level with major skill level, some minor skill in other factions, such as yourself:)
Or maybe it's only coincidence:)
As I said, you can change that table in the way you want.
Yes, it just a coincidence.
And you are wrong here:
It is only "perfect" for people with exact same combat level with major skill level, some minor skill in other factions, such as yourself:)
It is perfect for all (from my point of view).
I was new to this game (I didn't play in russian server). Believe me, I wouldn't have so little levels in other factions.
BTW, it is also a coincidence for 95% players, because most players have high level only in one faction.
I see one problem: Players might stop getting exp before combat lv5 to build up all their faction skills, to avoid the AP rule and save money on upgraded castles on higher levels.

Solution: Either make the experience distribution option avaliable only after combat lv5, or make the faction level caps stricter for players below combat lv5.
I see one problem: Players might stop getting exp before combat lv5 to build up all their faction skills, to avoid the AP rule and save money on upgraded castles on higher levels.
Good point, it is a problem of money, especially for high level players.

Hmm, I never liked that idea about requirement for AP, because it gives less freedom for players, i.e. less strategy.
Any suggestions?
A natural suggestion: remove that damned requirement for AP :)
(joke)

Maybe it would be wise to make a cap not only for faction levels, but also for FSP? Or better, for sum of FSP of all factions?

Ok, let's make this rule (feel free to modify it):
1) include the table I described
2) every faction skill points <= A
(A = skill points required for faction level if it would be the same as combat level)
3) sum of all FSP <= 3*A

It means this:
if your combat level is 6 then:
- every faction skill points <= 500
- the sum of all FSP <= 1500
(6th level faction requires 500 skill points)

For example, if your combat level is 3 and you are Elf then you can be
Wizard: 2 (90.00) + Elf: 3 (90.00) + Necromancer: 2 (90.00)
but you can't be
Wizard: 2 (90.00) + Elf: 3 (90.00) + Necromancer: 2 (90.00) + Demon: 0 (10.00)
because 90+90+90+10 > 3*90

It means that if you reached maximum FSP then you don't get any more FSP until raise your combat level (or switch to other faction if the sum of all FSP isn't too big).

If a player already has more FSP than required then don't delete surplus, only stop increasing it (but apply faction level cap from table).

A rule for high (9,10,11,12,13) levels:
A = 2900
- every faction skill points <= A (I'm not sure if this is needed here)
- the sum of all FSP <= (CL-6)*A
(so, only in combat level 13 you will be able to have level 9 in all 7 factions)

Actually we don't need that table anymore if we have such restrictions on FSP.

Solution: Either make the experience distribution option avaliable only after combat lv5, or make the faction level caps stricter for players below combat lv5.
I don't mind this, but for new players it would be a disadvantage (I mean hunt records on low levels).
Silence?
Does it really mean that you all agree with my last suggestion?
I can't believe it (too good to be true).
closed by Empire (2009-02-25 20:05:28)
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