1

Topic: gym

how about an area that you can spend actions at many at a time to just train up that last little bit of experience needed...just have it give your current level for each adventure or something...that'd be slightly less than you could be getting but would be faster if you don't have a lot of time to play or are tired of just killing deer till you're level 4 or something...

2

Re: gym

Maybe a better solution is better "legit" ways of getting toxicity in those first few levels. Are the rabbits/rats in Casa Vista North combined with low-level quests just too little?

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3

Re: gym

I don't know, it's just getting kinda boring killing the same thing over and over when each fight takes so long

4

Re: gym

Have you tried comping at spencers?

http://www.atomicmonks.com/sig.php?a=av&pname=Phreak|http://www.atomicmonks.com/sig.php?a=av&pname=Ruunof%20the%20mill
<-<-~-~-~-~-~-{The youngest of the content creation brothers}-~-~-~-~-~->->

5

Re: gym

yeah it's just become kinda boring...

6

Re: gym

I hate grinding, its the worst aspect of the game.

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7

Re: gym

AirRid wrote:

I hate grinding, its the worst aspect of the game.

<shameless plug>
Then buy some Uber Tokens, and gain 5 levels the quick and easy way! :-)
</shameless plug>

Right now, there's content for lower level characters.  Once more people reach the "higher" levels (Phreak's at 10 and I'm at 9) then more content will be released.  I was just in a fight that had 42 levels of enemies.  The higher level fights are coming.

The percentage of bears that has appeared in the hunting grounds seems to have gone up recently.  Maybe that's because my character has gone up in levels, or maybe the percentages changed...I'm not sure.  If you can kill them, they're worth 8 tox each.

I think I've experienced this deja vu before...
http://www.atomicmonks.com/sig.php?a=av&amp;pname=Todd%20Lope  http://www.atomicmonks.com/sig.php?a=av&amp;pname=sambrookjm http://www.atomicmonks.com/sig.php?a=av&amp;pname=Lisa%20Bailey

8

Re: gym

yeah but if a free game requires you to donate to avoid boring grinding stuff then it's not really all that free and then what's the point...if there were a gym l'd at least log on to burn my turns there and then check out new content when it was released and that'd allow for me to get hooked, but...l feel like l'm gonna have to just come back in like a year or something when l need a game again....

9

Re: gym

Well, there's at least three quests you haven't done, some maps you haven't explored, plus crafting and hunting to do. Is there something besides questing, combat, crafting, and exploration you want to be doing and can't? Is burning points in a gym all you want to do right now?

I'm not trying to tease/annoy, but am genuinely curious.

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10

Re: gym

I don't want exploration, I want more story, I want better low level items and some more puzzles to solve. If I need to be level 10, I'll happily burn all my points in a gym.

PREPARE TO BE...TURDINATED
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11

Re: gym

What sort of "Better low level items" are you looking for?  More weapons?  More armor?  More one-time-use items (like stims, bandages, etc...)

One thing that makes the game worthwhile is that a lot of suggestions made by the users are implemented.  If you want something in the game, go ahead and mention it.  Some of the other users can make a graphic for the item, and one of the Monks can put the code in.

I think I've experienced this deja vu before...
http://www.atomicmonks.com/sig.php?a=av&amp;pname=Todd%20Lope  http://www.atomicmonks.com/sig.php?a=av&amp;pname=sambrookjm http://www.atomicmonks.com/sig.php?a=av&amp;pname=Lisa%20Bailey

12

Re: gym

I enjoy exploring and questing, problem is that l seem to need to level up just to do some of the quests...and it takes so long to level and there's none of that random positive reinforcement while doing it...
(most of this is rambling but...if you're interested ...)
there just isn't enough stimulation...when crafting is cool, but pretty hard to just guess at stuff...exploration is cool...when l first started there was a lot of walking around and talking...l think that the more you could add with talking with people and connecting people the better... walking and talking with people is now fast, battles still take many loads, l dunno if you can do anything about that but if so that'd be cool...maybe load all the data for the monster you're fighting when you encounter it...level grinding plus lag makes it boring though...one problem with combat in my opinion, is that there's not much thinking involved...you enter combat then either just walk up and kill it, or hide past a corner where they can't follow, or you trade hits back and forth till one of you hoping they die first, or they just kill you...more combat items might make the close fights at least a little more interesting... l like the way hunting works, except that l often have to walk a lot before the real combat starts...maybe a solution to this would be monsters always start either withing a few squares or with a line of sight, doesn't make sense that you'd be fighting them otherwise anyway. ...l suppose humans could communicate and send in others to fight for them... but yeah...also, loading up on ammo sucks if you don't have enough for 100...

(read this part)
something l want to do in but can't really in this game yet...playing the market...buy low sell high...all that jazz...maybe you could make some random stuff that we could trade between towns like the guy in the cart must be doing... a little bit of randomization in prices would be cool... so that if prices in bread varied at casa vista, and the price it would be bought for varied slightly also (along with other items) then turns could be used quickly to make money, (though there's still the problem of stats) and if you also sometimes added expensive items that were good...like they did in diablo I...that'd make money worth having, and towns worth visiting every day...and it might encourage player interaction...

Last edited by LOTE (2008-06-18 14:27:51)

13

Re: gym

Let me try to address/clarify some of what you said (always looking for ideas!):

1. Crafting is fun, but recipes are too hard. Maybe books or bits of conversations that give out some recipes or partial recipes?

2. You've run out of people to talk to. I'm also reading this one as "I want more story from the game, but the NPCs aren't giving me any more." Conversations are a little trickier to put together than you think, but it can be done. What about more books that give glimpses into the history of the area? The log book in Tinker is an example that people seem to really like...I can try to plant more stuff like that around the game.

3. Combat is still a bit slow. Unfortunately, with the leaderboards and the bounty hunting/PvP planned, moving combat "offline" like movement isn't an option. Probably the biggest rule of any online game is never trust client data. If the combat were handled in the browser, it could be hacked and cracked any way somebody wanted, meaning the results of any combat could be completely invalid. Success or failure in combat is by far the biggest factor in advancement in the game, so that has to stay secure.

That said, I can take a look at ways to make it run faster. The server response is pretty darn fast, but maybe the data I send back and how your browser handles it can be tweaked.

4. More combat items. As mentioned earlier, I'm always open to suggestions for items. Open the contributions tool and go to town. As more areas open, there will also be more items to go with them.

5. You want to "play the market" by buying low and selling high at the stores. Sell prices are always base cost of the item, mostly to prevent exploits. Some of the others can tell you about some real doozies that happened in the original version of the game. The auction house was originally meant to fulfill this "play the market" thing, but it doesn't really work that way until you have enough people using it.

Perhaps a compromise could be individuals you can talk to that on each day want a different item at a better than usual price?

Further discussion!

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14

Re: gym

So A really long quest with little incentives at various stages, (NPC says "thankyou for returning my dog, here's 100 peices of gold. Oh yes, and to find that cave you're looking, go east of ______... etc.) and a big Tox bonus at the end of it all? That would keep you busy over several days/100's of actions but all at the same level? For instance, "Bears are attacking the Children/goats/supply stores/etc., go and kull the population a bit. Bring me 5 bear claws as proof." That way, grinding doesn't seem so pointless.

I think the big thing here is that leveling up doesn't seem to affect your game too much, and levels are hard to get. I've been playing this game for how many months now? 3? 4? 5? In any other MMORPG I've played, I'd be around level 50 in that amount of time. Level 10 is fine, but at least 80% of my game has been relentless grinding.

Remember, this is not a complaint, we all know that it is still early stages. Open beta with 5-6 players smile

Would you ever consider a partnership with another programmer?

http://www.atomicmonks.com/sig.php?a=av&amp;pname=Phreak|http://www.atomicmonks.com/sig.php?a=av&amp;pname=Ruunof%20the%20mill
<-<-~-~-~-~-~-{The youngest of the content creation brothers}-~-~-~-~-~->->

15

Re: gym

So you're saying a bunch of little "Kill x of y" quests with a tiny bit of backstory...to make the grinding more interesting?

I would consider it, but I'd have to teach any new programmer what the 1,000,000 lines of code do. If the new guy is the best in the world, it's still going to take him/her a long time to be ready to work. smile

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16

Re: gym

l suppose l can do more with the contribution stuff...
yeah some little quests to make grinding not so bad would be good...
and maybe if some days bread wasn't sold but it was purchased at maybe 1bit higher than normal...with a couple items like thta and the cap of items it shouldn't be too buggy, you could even have it 1/20 a bit higher so you have to use a full slot to get it, seems like a bit much but yeah maybe that and some toxicity... as long as we didn't know when the shortages would occur it should be fine...

17

Re: gym

I just submitted a few new item/graphics and another perk...  If the Monks like them, they'll get put into the game.  If not, then all I did was lose a little bit of time making the graphics.  See what you come up with!

Interesting idea on the shortage/glut for price fluctuations.  Maybe the prices could be

1.1 * Normal price - (.2 * Normal price * Random fraction)

rounded to the nearest bit?  So if the normal price of something were 10 bits, you'd have a price that ranged from
1.1 * 10 - (.2 * 10 * Random), or 11 - 2*Random, so it could either be 9, 10 or 11 bits.

Just a thought.

I think I've experienced this deja vu before...
http://www.atomicmonks.com/sig.php?a=av&amp;pname=Todd%20Lope  http://www.atomicmonks.com/sig.php?a=av&amp;pname=sambrookjm http://www.atomicmonks.com/sig.php?a=av&amp;pname=Lisa%20Bailey

18

Re: gym

If I'm going to go to the trouble to dynamically adjust prices, I should do it based on actual market forces (IE: the number of an item bought or sold would indicate demand, and thus prices). The trick is to set it all up to stop blatant exploits.

Maybe what I should be doing is tracking the quantity of items bought from and sold to stores, then adjust prices based on that (during NiMROD, most likely). More purchases drive prices up, more sells drive prices down (affecting both selling and base costs).

This would also let me throw in "events" that really jack with the prices for particular items:

"Trader Vic arrives in Choctaw with a huge load of grenades. Prices plummet!" or

"Famine strikes the Dakotas. Demand for bread and cheese soars!"

Really it should be done by region too (IE: Oklahoma City, Broken Arrow, Meers).

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19

Re: gym

Brother Erryn wrote:

If I'm going to go to the trouble to dynamically adjust prices, I should do it based on actual market forces (IE: the number of an item bought or sold would indicate demand, and thus prices). The trick is to set it all up to stop blatant exploits.

Ummm....I'm not sure that's such a good idea.  Otherwise, Arrows and bullets are going to see their prices go astronomically high.  I can't be the only one that buys 100 at a time to fill up an inventory slot.  (Or maybe I am???)

What you may want to do if you implement this is to have a set number of each item that can be bought/sold without changing the price.  Anything greater than that, and the price goes up.  Anything less than that, and the price goes down.  For some items, the number sold can be quite low....maybe 5 or 6.  This would probably be for non-disposable items, such as bows, leather armor, etc.  For other items that are disposable (ammo) you could have the base number be 200-300 or so.

The lowest the price of each item can go is a couple of bits higher than base price (so the merchants can still earn a profit.)  The highest it can go?  No clue.

Just a thought on how to implement this without prices going nuts.

I think I've experienced this deja vu before...
http://www.atomicmonks.com/sig.php?a=av&amp;pname=Todd%20Lope  http://www.atomicmonks.com/sig.php?a=av&amp;pname=sambrookjm http://www.atomicmonks.com/sig.php?a=av&amp;pname=Lisa%20Bailey

20

Re: gym

I would think the quantity would be based on the "base cost" as I enter it in the database. All ammo is at one, so it would take a LOT of ammo to raise the price.

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21

Re: gym

Something I really like is perks gained form quests, can we have more of those?

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22

Re: gym

I could do a few more of those.

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23

Re: gym

This is great - Lote and I have used our power as players, and got stuff done! This is why I love this community...

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24

Re: gym

yeah...l still hold that a gym or some other really fast way to burn adventures for a few stats is good

25

Re: gym

The Job Corps isn't doing it? So what you're wanting is something to burn actions without actually playing?

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