Kill History

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Is kill history to harsh?

Poll ended at Tue Oct 19, 2010 4:07 pm

1 Kill history should remain the same as it is
6
46%
2 Kill history should remain but should have less penalty than it does currently
4
31%
3 Kill history should be removed completely
3
23%
 
Total votes : 13

Kill History

Postby jezer » Tue Oct 05, 2010 4:07 pm

The kill history and age xp system effects soloing by 30-50% on the second run. I personally want to say this is too harsh considering players still undergo the already far to healthy failure rate in nearly everything we do. I crunched some numbers last night. I did a 75m hour run, followed by a second 45m hour, running 4 different areas. Maybe you feel I'm overpowered and 75m is a damn good run, or maybe I'm just not doing it right and your flaming awesome... but that's not the question.

I already believe there is too much failure in sloth... spell drops, you recast and loose con, so you recast, counterattack drops, you can't counterattack, you counterattack, you sing brothers, another spell wears, so you recast and sing brothers again... then you whiff, or slow shift... this is sloth, we hate it, but we love it. I think kill history and aging should only have the standard sloth failure rate of around 15%.

You may argue that 15% isn't bad... but do you realize most failures can accumulate? Take for example a deathgrip... 5% fail on the grip... 15% on barehanded accuracy... 15% on improved attack... 15% on crit hit and double attack. %15 on strike. It's not a true 15% failure rate, because skills work in conjunction with each other, and at some point they fail as well. It's actually RARE for everything to achieve total success, somewhere along the line there is nearly always a failure in one part that effects the outcome for you to do your optimum. But isn't this what the original dice is to decide? Not the fact a previous skill failed? Why are the failures accumulating?

There is a fine line between being challenging, and just being a pain in the butt. As stupid as it is to compare sloth failure with real life... do you have 15% chance of stubbing your toe on the way to the car, 15% chance to slam your hand in the door, %15 chance to hit the letterbox on the way out, 15% to have an accident? And even is this is only a game and can not be compared with real life (fair enough...) - should avatar players not be rewarded with new abilities to cut failure and lag rates? Do you know what it's like to be in a hurry and have failed frenzy lag 3 times in a row, followed by kill lag, followed by web lag, followed by order lag? Does it really take 5+ seconds for a peri to report it's health? What am I doing during this time, building a contraption to allow it to talk about it's health? Taking a leak on a nearby tree? Writing a new rant on the crier... probably.... :twisted:

Don't you think we fail enough each run to not fail getting a healthy portion of the same reward as last time? Do you think it's acceptable that we fail and then are setup to fail at failing (No that's not a double negative)? Could lag and skill fails be lowered with new avatar skills similar to the effect of max int and wis and or avatar skills/spells?

Anyways, Please cast your vote. Watch where you click... Statistics show 15% will miss... unless you have greater mouse click... but it's known to fail as well! :evil:
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Re: Kill History

Postby Tuck » Tue Oct 05, 2010 6:29 pm

i don't mean to be rude.. but leave as is.
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Re: Kill History

Postby Cizin » Wed Oct 06, 2010 2:10 am

i like it as it is.

What is next ? Mobs aging ? Better poprate ? ....
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Re: Kill History

Postby Dragoth » Wed Oct 06, 2010 2:14 am

Where is the increase penalty option ? This poll is biased
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Re: Kill History

Postby jezer » Wed Oct 06, 2010 2:34 am

Cizin wrote:i like it as it is.

What is next ? Mobs aging ? Better poprate ? ....


Probably mobs hitting me while incap. How the heck do you not gain experience from bloodloss? Why am I no longer hungry after eating a few assorted nuts? Why don't the nuts have the ingredients and preservatives on the packet? Use your imagination. :twisted:

Start your own poll if you want a moron option Dragoth.
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Re: Kill History

Postby Thraxas » Wed Oct 06, 2010 2:10 pm

jezer wrote:The kill history and age xp system effects soloing by 30-50% on the second run. I personally want to say this is too harsh considering players still undergo the already far to healthy failure rate in nearly everything we do. I crunched some numbers last night.

lost the will to carry on reading at this point :roll:
jezer wrote: ... but it's known to fail as well! :evil:


Sorry not going to vote cause I cant be arsed to read all your wall of text post, short concise point and an even handed poll and you'll get my opinion.

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Re: Kill History

Postby blackmore » Wed Oct 06, 2010 3:29 pm

You're confusing kill history with aged xp. Kill a mob the first cycle after the mud reboots, then kill them again on repop and report how much of an affect kill history has on the run.

I really dislike kill history, mostly because my solo runs suck hard as it is, and making them worse is the last thing I need - but I can pretty much guarantee kill history alone doesn't drop the xp of mobs by that much on the 2nd run.
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Re: Kill History

Postby jezer » Wed Oct 06, 2010 3:47 pm

blackmore wrote:You're confusing kill history with aged xp. Kill a mob the first cycle after the mud reboots, then kill them again on repop and report how much of an affect kill history has on the run.

I really dislike kill history, mostly because my solo runs suck hard as it is, and making them worse is the last thing I need - but I can pretty much guarantee kill history alone doesn't drop the xp of mobs by that much on the 2nd run.


Nah Blackmore, I stated both kill history and age xp contribute, not just one. I don't get the logic of having these two systems "stacking" on top of each other and lashing the player a double whammy the second run. Why double penalize the player the second time?

I mean... if you want people to run other areas... why not make them worth running as they did with hive, under dark and others? I guess coding broad sweeping penalties is easier than making improvements. But why double them up? Bit dumb, ya think?

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Re: Kill History

Postby *Splork* » Wed Oct 06, 2010 8:48 pm

Actually aged exp can not be, or rather should not be considered a penalty.

At one time mobs were all worth the same amount of exp rather the game was up for an hour or 100 days. We never DECREASED the value of mobs, we only added to the experience points a creature yields as its life increases ingame. Calling this a penalty is either asinine or simply uneducated about yet another change that was made to improve the game.

Enjoy,
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Re: Kill History

Postby jezer » Wed Oct 06, 2010 9:26 pm

I can not find the post anywhere. I thought it was actually Jake who posted it. I'm pretty sure it read that mob xp had been lowered, but as a counter, if the mob had been standing around longer it would actually be worth more. Does anyone else recollect that? So for example if a mob had just repopped 0.85 * XP or if it had been standing 1.15 * XP. Was it posted or gossiped?
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Re: Kill History

Postby *Splork* » Thu Oct 07, 2010 1:17 am

Nobody will find the post and I am pretty sure will not remember the gossip( if there was one), as the initial change occurred on May 6th of 1997 and was coded by Jake himself. The initial change only increased the experience points by 15%. Since then we have increased this several times and now aged exp can grow by nearly 50%.

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Re: Kill History

Postby jezer » Thu Oct 07, 2010 3:19 am

*Splork* wrote:Nobody will find the post and I am pretty sure will not remember the gossip( if there was one), as the initial change occurred on May 6th of 1997 and was coded by Jake himself. The initial change only increased the experience points by 15%. Since then we have increased this several times and now aged exp can grow by nearly 50%.

Splork


So when you kill a brand new un-aged mob, it gives 100% of it's xp and no less... ?

It's not how I remember it, but if I'm wrong on aged xp, I'm wrong. Target kill history! Why will nobody find the post? Did you delete it? :twisted: I had a good look this morning, and I agree about the date, it was around this period where I was looking.

I distinctly remember the gasps when we learned mob xp was going to be lowered, but the *somewhat* relief when it was announced it would balance out if it was aged. My memory is normally pretty good on these things. I remember I was playing that day and heading to the catacombs... don't ask me how I remember that, but I do. Maybe it's my uneducatedness as you put it. :wink:

In any case so far... 40% think the 30-50% difference isn't fair. Of course ya gonna get the cizins and dragoths who don't agree cause they are so awesome and hardcore, good for them. Have you voted Splork? :twisted: Are you one of the six?
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Re: Kill History

Postby *Splork* » Thu Oct 07, 2010 11:06 am

As I tell my two year old son, you can ask the same question 100 different ways, my answer is not going to change.

While you believe your memory is irreproachable, myself and many others will beg to disagree, especially since may of 1997 was the beginning/early stages of S3. The change was the wipe:)

I guess one could say I deleted every post of our original website, as I was the one of the Immortals who worked on the website which replaced it. I don't ever recall seeing a post but then again my memory isn't what it once was. If I had seen it, I'm sure it would of said something like, "Mobs are now worth more exp as they stay alive, happy hunting!"

Aged exp has been increased several times in the last few years and kill history has been reduced drastically from its inception. Raising aged exp has significantly increased the difference in a creature's original exp and plays a major roll in players having very little knowledge on what a mob's exp is actually worth. Combine kill history with this and it leads to the original post above. Ive seen this very same argument without including kill history, simply stating all mobs should be worth their aged exp, its not fair when you kill it on repop and its worth half less, so on and so forth.

Honestly, as we are seeing, there can be screams for changes with everything in this game and claims made in one or another direction. Some people would be happy with the Sloth of 1992 and others are happy now. Improvements to one player are downgrades to another. There are very few, well thought out, universally liked and enjoyed changes made to any game, SlothMUD included.

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Re: Kill History

Postby Thraxas » Thu Oct 07, 2010 4:39 pm

*Splork* wrote:As I tell my two year old son, you can ask the same question 100 different ways, my answer is not going to change.


and with that point the win goes to Splork! Congratulations!

honestly this seems to be a non issue to pretty much everyone who managed to wade through Jezers long pointless and rambling psuedo logic masquerading as reasoned argument.

I like a lot of Jezers posts, I even agree with some of them but this one just makes him look like a dog worrying at a dead rat ... just drop it already.

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