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-   -   Reconfigure Base Player Level (https://forums.graalonline.com/forums/showthread.php?t=134269591)

Draenin 10-02-2014 05:35 AM

Reconfigure Base Player Level
 
Okay, I don't think this has actually ever been suggested before, but it might be possible to turn Enchant Armor flow back up safely while simultaneously limiting a player's power if their composite (base) level is reconfigured to be an average of all their levels. As it currently stands, your base level is determined by the first 110 levels you earn.

Since there are six leveling categories, we simply combine the player's levels together and then divide by six, probably going with integers unless an experience bar is added or something. (Hint hint.)

So if you have the following:

Agility 27
Magic 35
Mental 14
Physical 72
Personality 8
Wisdom 62

The player's composite level would be 218 / 6 = Level 36. Enough for +3 AC on 6 Slots, or +18 AC from enchantments.

This means they would be able to handle a maximum of 3 enchantments on any piece of their armor. With 6 enchantable slots (excluding bracers, which do not stack AC with chest pieces) that's around +18 AC max, which is reasonable for a Level 36 player to have. However, a player must be limited to equipping their maximum at any given time, similar to how you can't equip a sword that's prepped higher than what you can wield.

Now here's the same thing at much higher levels:

Agility 87
Magic 92
Mental 107
Physical 73
Personality 62
Wisdom 107

The player's composite level would be 528 / 6 = Level 88. Enough for +8 AC on 6 Slots, or +48 AC from enchantments.

This could potentially solve a major problem with power creep because as it currently stands, players can shoot up to their maximum base level quite quickly. Base level has no bearing on how much damage a player does with any given skill they're using, but it does determine how much they can enchant, so that could be used as the limiter for power from lower to higher levels.


Altogether, enchantment levels would look a bit more like this instead:

Level 1-60: +0 AC from enchantments
Level 61-121: +6 AC from enchantments
Level 122-182: +12 AC from enchantments
Level 183-243: +18 AC from enchantments
Level 244-304: +24 AC from enchantments
Level 305-365: +30 AC from enchantments
Level 366-426: +36 AC from enchantments
Level 427-487: +42 AC from enchantments
Level 488-548: +48 AC from enchantments
Level 549-609: +54 AC from enchantments
Level 610-642: +60 AC from enchantments

Since the max for enchantments is around 72 per player, the final +2 AC per armor piece could potentially come from Level 1 and Level 110, so as to provide players with a bit of AC to start with and reward them for maxing out their levels.



However, Enchant Armor scrolls would need to be much more freely available in this system, because it will actually turn armor into an important aspect of the game, and some monsters may need to re-tuned so they're fightable but difficult at those levels. Weapons are basically configured using a similar kind of scale, so I figured this kind of thing might work for solving the issue of players getting too powerful too fast without needing to sap the economy of EAs / IWDs to punish players for getting too strong too fast.

What do you all think? This could potentially open the door for dungeons that have been scaled better, more balanced PvP and PvE, and so forth.

The math has been there all along. It's just a matter of recognizing it. :D

Felix_Xenophobe 10-02-2014 04:22 PM

Pointless innit

Elk 10-02-2014 04:33 PM

sounds cool

but then again, it literally forces everyone to level everything in order to weild better gear, regardless of what it is for

Supaman771 10-02-2014 07:59 PM

Quote:

Originally Posted by Elk (Post 1731659)
sounds cool

but then again, it literally forces everyone to level everything in order to weild better gear, regardless of what it is for

Mostly this.
It would force players to level completely useless skills just to use the gear they paid for, or in extreme cases, earned.

If it was for iGK or was there from the beginning it would've been a good idea.
Not now that people already own maxed out gear despite not having enough levels to use it.

scriptless 10-02-2014 08:43 PM

Lol then people 107 would smash you so hard core. And those maxed out would just stomp you into the ground. It would be gg wp, or rage quit.

Draenin 10-03-2014 12:00 AM

Mostly this.
Quote:

Originally Posted by Supaman771
It would force players to level completely useless skills just to use the gear they paid for, or in extreme cases, earned.

True, but that's not to say they will remain 'completely useless' forever. And by the way, your base level can also be earned by doing 'useless skills' if you really feel like it.

Quote:

Originally Posted by Supaman771
If it was for iGK or was there from the beginning it would've been a good idea.
Not now that people already own maxed out gear despite not having enough levels to use it.

Well, that's one of the main drawbacks of it. It does mean that players who haven't maxed out their levels yet to wear better armor wouldn't be able to wear full pieces again until they get stronger, but they could still be sold or used. It also wouldn't mean the end of +12 armor, but instead that people with +12 armor would be guaranteed to always be high level players.

This idea is focused more toward future generations of players and could be very useful for making monsters more difficult and PvP more balanced, and I think that would be worth making changes for.

Quote:

Originally Posted by Scriptless
Lol then people 107 would smash you so hard core. And those maxed out would just stomp you into the ground.

They already do that to players. lol

One of the reasons why EAs / IWDs were made rarer was because a lot of people would just give a bunch of +12 gear to their alts right from the beginning of the game to make themselves nearly invulnerable to lots of monsters and other players. There was (and still is) no level-related limit to enchanting armor to its fullest other than your base level.

BigBear3 10-03-2014 04:10 AM

It's now impossible to tank monsters (at least the ones that matter) and players for that matter, really.

The rarity of EAs/IWDs is more annoying than neccesary. It was a nice idea, but it wasn't thought through.

Draenin 10-03-2014 04:45 AM

Yeah. One problem that GK has consistently had is a mix of very weak and very strong enemies in the same places, a lot of the time. And several of the enemies are made to be fought at the highest levels.


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