I noticed that the Nazareen's black and red griffons exp were halved this push, but the rakshashas in the scorching desert's exp stayed the same. Where I can kill the rakshasha ruhk in one round and get around 79k exp, it takes me 5 rounds to kill a black griffon for 63k exp. This is a major imbalance, since an easier area (in terms of monster HPs) enables a much higher exp rate than Nazareen, which in my opinion, should wield a greater exp rate gain due to the monsters being harder to kill, giving a major advantage to the 2 people that script it. The 2 people in question have the top spots on the top list despite just scripting day and night, while people who actually kill bosses in addition to scripting don't get nearly as much experience.
I propose either lowering the exp of the rakshashas, or raising the griffons exp to make it even.
griffons vs rakshasha exp
Re: griffons vs rakshasha exp
So script raks or kill the people scripting raks.
Premise #1: griffons are harder to kill than raks.
Premise #2: griffons are worth less exp than raks.
Conclusion: scripting griffons won't get you as much exp as scripting raks.
How does this effect a game change? Maybe griffons just aren't a good spot to script. LOTS of exp was changed, and I don't think it's appropriate to say that toughness = value. Some stuff is harder than others. Some stuff is worth more than others. Some areas are better for scripting than others. These are not mutually exclusive or necessarily overlapping ideas. Also, we've already learned that roomers are the superior exp makers in Mudrev. So, did you play a roomer? You're all going to end up maxed out, anyway. What's the hurry?
I think I've normally supported the changes-that-benefit-Savage b/c they've usually identified some sort of genuine improvement that could be made to the game. The whole point of changing monster exp was to slow down the exp/hr rate so we didn't all max out right away (like last time). If some people are charging up that ladder because they've found a great spot... you're in the PvP real... That's kind of up to you to regulate. If the exp changes have further widened the gap between melee and rooming classes, then I think that's something to talk about, but these are changes to be made next push. Use this experience to document these desired changes, and we'll have a decent platform for creating better balance in the next game. Maybe it's still early enough in this push to do it, and maybe there aren't any people actually objecting. I'm trying to be objective. I don't want to see exp changed because, right now, we're all making decisions and progressing on the same field of play.
I just spent the last 33 levels using the same attack spell. Maybe that's not intentional and should be addressed, but I'd like to see how the character fleshes out before demanding the game be changed. It's on my list, though.
Also, I killed a red griffon and it was worth 122k. Is your realm different? Isn't that normal exp?
Premise #1: griffons are harder to kill than raks.
Premise #2: griffons are worth less exp than raks.
Conclusion: scripting griffons won't get you as much exp as scripting raks.
How does this effect a game change? Maybe griffons just aren't a good spot to script. LOTS of exp was changed, and I don't think it's appropriate to say that toughness = value. Some stuff is harder than others. Some stuff is worth more than others. Some areas are better for scripting than others. These are not mutually exclusive or necessarily overlapping ideas. Also, we've already learned that roomers are the superior exp makers in Mudrev. So, did you play a roomer? You're all going to end up maxed out, anyway. What's the hurry?
I think I've normally supported the changes-that-benefit-Savage b/c they've usually identified some sort of genuine improvement that could be made to the game. The whole point of changing monster exp was to slow down the exp/hr rate so we didn't all max out right away (like last time). If some people are charging up that ladder because they've found a great spot... you're in the PvP real... That's kind of up to you to regulate. If the exp changes have further widened the gap between melee and rooming classes, then I think that's something to talk about, but these are changes to be made next push. Use this experience to document these desired changes, and we'll have a decent platform for creating better balance in the next game. Maybe it's still early enough in this push to do it, and maybe there aren't any people actually objecting. I'm trying to be objective. I don't want to see exp changed because, right now, we're all making decisions and progressing on the same field of play.
I just spent the last 33 levels using the same attack spell. Maybe that's not intentional and should be addressed, but I'd like to see how the character fleshes out before demanding the game be changed. It's on my list, though.
Also, I killed a red griffon and it was worth 122k. Is your realm different? Isn't that normal exp?
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We AllShallDie
Re: griffons vs rakshasha exp
He probably killed it with two people and doesn't realize how that affects exp/kill. Keep in mind that he is borderline retarded.
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DeathCow
Re: griffons vs rakshasha exp
Quote from: Accolade on Today at 03:55:21 AMHow does this effect a game change? Maybe griffons just aren't a good spot to script. LOTS of exp was changed, and I don't think it's appropriate to say that toughness = value. Some stuff is harder than others. Some stuff is worth more than others. Some areas are better for scripting than others.
Its a matter of design, a more difficult monster should have greater reward. The reward doesn't have to be exp, as a monster could have cash reward and experience together in order to balance out its difficulty. However, his argument begins to fail when the purpose forks from being about game dynamics to being about two other players making more per hour than he does. This could have been used as a supporting point, and if that was the desired effect it failed. That said, it doesn't really change the fact that there is no semblance of balance within Mudrev and there should be more consideration put into balancing areas. There really isn't any reason for roomers to be the ultimate exp makers other than the editor/sysop's fiat.
If whoever is in charge of the master mudrev files at this point want to make an overhaul I'd be happy to help organize the effort. My first suggestion if you really want to lower the exp/rates would be to clean up the quality of the custom areas.
Its a matter of design, a more difficult monster should have greater reward. The reward doesn't have to be exp, as a monster could have cash reward and experience together in order to balance out its difficulty. However, his argument begins to fail when the purpose forks from being about game dynamics to being about two other players making more per hour than he does. This could have been used as a supporting point, and if that was the desired effect it failed. That said, it doesn't really change the fact that there is no semblance of balance within Mudrev and there should be more consideration put into balancing areas. There really isn't any reason for roomers to be the ultimate exp makers other than the editor/sysop's fiat.
If whoever is in charge of the master mudrev files at this point want to make an overhaul I'd be happy to help organize the effort. My first suggestion if you really want to lower the exp/rates would be to clean up the quality of the custom areas.