Ideas to encourage groups

Please post your ideas to improve our mud.

Re: Ideas to encourage groups

Postby *Splork* » Sun Apr 24, 2016 9:45 pm

We have enjoyed watching this thread and the many opinions within.

We will not change gem pop rates.

We are open to increasing the chop percentage and xp rate of chop.
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Re: Ideas to encourage groups

Postby cyprimus » Mon Apr 25, 2016 1:51 am

any chance of opening valk?
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Re: Ideas to encourage groups

Postby *Splork* » Mon Apr 25, 2016 7:18 pm

We are not actively discussing opening up Valk to all players.

The better solution would be to move Valk or all of Valk's content to BH but we are not currently discussing that solution either.
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Re: Ideas to encourage groups

Postby Teron » Mon Apr 25, 2016 7:49 pm

Why not increase the valk limit to 30 or 40 prime, so players pop/forge the stuff they need then? Hardly all newbies know that they can't go back to valk after leveling 21 to complete autoquests, do eq and do coliseum.
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Re: Ideas to encourage groups

Postby *Splork* » Mon Apr 25, 2016 8:08 pm

Understood. The simple answer is that we are not opening up level 20 areas to be annihilated by higher level characters.
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Re: Ideas to encourage groups

Postby zenoko » Mon Apr 25, 2016 9:24 pm

personally I love to group but it is almost impossible to find someone to group with due to levels

and this isn't just for people pass 2x40/3x40,,,

a person who focused on 1x40 and didn't level his other classes too much grouped with one of the valkers who went past 4x20 (lets say 6x20) can easily get less than 25% of the exp as well as the reversed a 1x40 who is trying to do the coliseum and levels all his other classes really high could also easily steal all the exp from a fellow 1x40

I think if grouping in small groups was more rewarding more people would do it.
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Re: Ideas to encourage groups

Postby Teron » Tue Apr 26, 2016 5:25 am

The problem with Valk is that I and everyone else have to tell all real newbies that get to 20 to stay on valk, finish quests, eq and coliseum. And when I or anyone hadn't told them, they have to ask to be deleveled to 21, because they had already missed a significant chunk of gameplay and a limited, highly guarded, resource.

It really needs to be plastered across all relevant helpfiles, autoquests, leveling21 off-valk (require an informed consent to do it), signs, etc.
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Re: Ideas to encourage groups

Postby zenoko » Tue Apr 26, 2016 2:25 pm

I wonder if there could be an option to skip valk and start as a level 20 with free rerolls and the drachma...

however start them as unarmored and only give them the skills up to level 3 (sorta like skipping the tutorial) that way more people will worry less about trying to achieve everything on valk and actually experience the actual game.

this will still leave valk relevant due to people wanting valk only eq like the jing jit disc and sleeves of the clown lord marshall etc. (other stuff can be added as well to make the valk start more appealing)
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Re: Ideas to encourage groups

Postby Teron » Wed Apr 27, 2016 3:43 am

1. Create a 20 valk character with 130 drachma.
2. Buy 32 oct tokens.
3. Pass tokens to your alt or buyer.
4. Create new character.
5. Repeat.

There's no way there's gonna be a way to create 20 lev chars with drachma.

It'll only create players, who don't know how to play, but already don't have immune to aggro (1-15lev), the hometown command and stuff. There's no way it'll help.

Also, it'll leave 20s out of grandmaster thug groups, pretty much the only groups we are seeing on Valk.
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Re: Ideas to encourage groups

Postby Ker » Wed Apr 27, 2016 3:46 am

Token method doesn't work anymore unfortunately.

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Re: Ideas to encourage groups

Postby *Splork* » Wed Apr 27, 2016 2:09 pm

We have increased the following spec weapons damage:

1) macu from 1/7 total damage to 1/6
2) spec from 1/7 total damage to 1/6
3) triblade from 1/7 total damage to 1/6
4) sacrificial knife from 1/9 total damage to 1/7

Any weapons currently in-game will have old statistics, players will need pop new weapons for the newly created stats. We will not be replacing the ones currently in-game!
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Re: Ideas to encourage groups

Postby *Splork* » Fri Apr 29, 2016 8:40 am

Somebody sent me an email asking a good question: Why hasn't the ID on specs changed since the stat changes?

Specs work because of a Vorpal proc which gets added to the weapon. This proc controls things such as how often it triggers, how much damage per chop can be done, how often the weapon chops group members, and on and on. This information is not seen with the identification spell.

I have just changed the scimitar chopper to do more damage per chop. It used to do 1/8 of a creature's total hps. I've increased it to 1/6.

We did not change the ratio per which chops happen, we have changed the total percentage done per chop which should clearly increase the rate at which mobs die. Again, only newly loaded and popped items will have new stats. I am going to reboot this morning so that only new weapons will be in-game.

Here is my stat of the item:

statpr chopper
CONFIG_ID[0] Type: PROC[3] - vorpal
PROC_EDITED_BY="Splork";
chop_value="6";
CFG_ID="1";
PROC_NUM="3";
PROC_ENABLED="1";
group_chop_adjust="12";

1024rm 0wz 514sv>
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Re: Ideas to encourage groups

Postby Teron » Fri Apr 29, 2016 2:46 pm

I've tested a large curved scimitar after reboot.

It dealt about 7-8% of mob hps, which isn't 1/6 (16.66%). The mob wasn't sanced: a beast-headed giant in the valley of dust and fire.

I have a log, if needed.
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Re: Ideas to encourage groups

Postby *Splork* » Sat Apr 30, 2016 2:24 pm

I logged in and checked and for some reason the procs are not adjusting to the new rates. When I set the proc % to be higher, I can kill a mob in 6 chops, like it should. When I keep the proc % default, it takes way more than it should.

I will try to find time tonight and see what I can find out.
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Re: Ideas to encourage groups

Postby *Splork* » Sat Apr 30, 2016 3:05 pm

After doing some testing, there was indeed a bug in the vorpal proc. There are different rates for Lyme and off Lyme chop and everything was defaulting to off lyme rates.

I have fixed this bug and because of it set the choppers mentioned above to rate of 1/7. Please test these rates and let me know how the exp is. Remember, before the rates was 1/13 or 1/15 so by going to 1/7 the rate should be incredibly faster.

Thanks Taron for the above post, it made me dig deeper and find the issue.

I need to reboot to get the change live.
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