Deleted
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Post by Deleted on Feb 8, 2015 18:36:21 GMT -5
One point many of us have bemoaned is the fact that the upper range of most weapon skills are set by the availability of agi monsters. This in turn leads to warriors twinking pretty hard in their first ten days of play to get to the point where their skill growth wont be strangled by rising base defense.
What if two more really defense monsters were added, one a "tier" above the others. They could still have scripts or high potential damage output, but I dare say that if warrior players knew they could relax a little, some of the twinking would be averted. The first would be as far above a sandy spider, as the spider is above a stilt lizard. The next would be the same increment up past that, or possibly more.
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Jeshin
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Post by Jeshin on Feb 8, 2015 18:41:20 GMT -5
The issue is more in the failure to improve system. IRL people can create an instrument, throw a football, write a functioning program, and they can do this successfully and still feel they failed or that they could improve and then they do improve in some cases. It is the ability to improve without a failure that would fix ARMs twink/metagame requirement to get decent combat powers.
EDIT - The details of such a system would require me to have a deeper understanding of the actual system in the back end and how much raise it gave for each failure and what the statistics were for a failure after a certain marker point in growth yada yada yada.
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Feb 8, 2015 19:10:53 GMT -5
Considering someone dodging your attack as only a fail is ridiculous and one of the most asinine systems I've ever seen. Parrying/blocking should be considered fails as well.
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Post by lyse on Feb 8, 2015 20:07:48 GMT -5
I think the parry/block thing would help and so would adding a couple more monsters in BOTH the north and south that were higher agi.
I feel like what they've done is actually make players plateau sooner, so wildlife isn't that much of a threat except for certain things that should be a threat. I'm not sure why or where they're going with this, but it definitely seems to be in play right now.
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Deleted
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Post by Deleted on Feb 8, 2015 21:24:20 GMT -5
Considering someone dodging your attack as only a fail is ridiculous and one of the most asinine systems I've ever seen. Parrying/blocking should be considered fails as well. I agree, but this system also serves a stated purpose of the imms; humanoids are not intended to be targets for any "skilling" activities.
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Feb 8, 2015 21:49:49 GMT -5
Excuse me? Have you ever heard of the Byn?
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Deleted
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Post by Deleted on Feb 8, 2015 21:52:01 GMT -5
Excuse me? Have you ever heard of the Byn? I'm referring to the hate Nyr (especially) has for acting on humanoid npcs, like gith, pah tribals, alley thugs in RS, etc.
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Deleted
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Post by Deleted on Feb 8, 2015 23:47:05 GMT -5
One of the worst things about Arm's code is the stat system. It's so awful, I'm not joking when I say it ranks in the top three of worst features I have ever seen in any game at all. The degree of randomness is ridiculous and strongly encourages repeat suicides. It also carries the risk of your sponsored/spec-app role being underpowered because of sheer bad luck, and generally just makes each character's potential a total crapshoot for no reason whatsoever.
There's a reason no serious game - and certainly no competitive game, which Armageddon ultimately is - has a system where a character's inherent prowess can vary by something like 50% depending on an arbitrary dice roll at creation. This is never overcome by skills, no matter how much people insist it on the GDB, and a poorly statted character is handicapped forever. Such a system belongs at the dawn of character-based gaming, with the older editions of D&D and other such relics of the past.
The worst part of it all is the degree of pointless head-in-ass stubbornness of the staff and GDB sycophants whenever this is brought up. They absolutely refuse to change the stat system, or even acknowledge that any of the problems exist. They'll swear that it's perfect and the best possible stat system to have, and anyone who criticizes it gets discredited as bad roleplayers and twinks while the backpatters spout self-glorifying stories about how their best characters are always the worst statted ones.
I have never heard any valid argument in favor of such a wildly random stat system. They always dredge up the old "people aren't equal in real life, either" nonsense, which is neither pertinent to a game nor a fact that warrants the current stat-rolling design. You don't give characters starting skills that vary randomly between novice and advanced, although that would have been better as such a thing actually *could* be overcome through play whereas a character saddled with bad stats is forever at a severe disadvantage.
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Post by sirra on Feb 9, 2015 0:06:29 GMT -5
If weapons were more like archery, where anything less than a critical hit counted as a failure, than it would be better, and you wouldn't see as much twinking.
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jkarr
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Post by jkarr on Feb 9, 2015 2:40:39 GMT -5
yeah or just treat parry and block like small percentage fails so theres still constant improvement at upper lvls, just a lot more gradual ur getting top tier
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Post by BitterFlashback on Feb 9, 2015 2:50:54 GMT -5
Arm is mostly fucked by makng skill gains on failures. it encourages people to disadvantage themselves or avoid necessties like using tools to craft. thats fucking ridculous. irl if you try to learn something new while at a disadvantage what you wind up learning is how to work around the disadvantage. Rather than learnng what to fucking do when youre not at a disadvantage.
In pretty much everythng you're taught how to do things the right way first. And later, whn you know what youre doing, it become safe to cut corners, break rules, or try things in poor conditions.
Arm would be better served by having skill gains on succss (and the chance of a vry minor gain on failure). But to work out a difficulty formula so you can't gain anything from somethng once it s no longer a challenge.
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Post by lyse on Feb 9, 2015 9:49:29 GMT -5
One of the worst things about Arm's code is the stat system. I just think it's funny when you describe a waif or a really slender person and then you roll AI strength. you end up joining a clan and when everybody wants to spar you to show you how it's done, you completely destroy the first guy because you land three crits in a row and you're trying to pose "The twiggy blonde woman waves her sword around helplessly with her eyes shut tightly." By the time you hit enter he already fled and cracked a piece of his armor. It's kind of hard to play the "I never held a sword before" angle when you two shot people after three days played. You really should be able to go back and change your desc after you roll, because that shit totally changes your character concept right out of the box.
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dcdc
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Post by dcdc on Feb 9, 2015 11:34:11 GMT -5
One of the worst things about Arm's code is the stat system. I just think it's funny when you describe a waif or a really slender person and then you roll AI strength. you end up joining a clan and when everybody wants to spar you to show you how it's done, you completely destroy the first guy because you land three crits in a row and you're trying to pose "The twiggy blonde woman waves her sword around helplessly with her eyes shut tightly." By the time you hit enter he already fled and cracked a piece of his armor. It's kind of hard to play the "I never held a sword before" angle when you two shot people after three days played. You really should be able to go back and change your desc after you roll, because that shit totally changes your character concept right out of the box. For some reason that made me laugh... and I like the stat system just because of that. Imagine an Army of F'me's with super power stats... YES.
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grumble
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Post by grumble on Feb 9, 2015 11:54:58 GMT -5
One of the worst things about Arm's code is the stat system. I just think it's funny when you describe a waif or a really slender person and then you roll AI strength. you end up joining a clan and when everybody wants to spar you to show you how it's done, you completely destroy the first guy because you land three crits in a row and you're trying to pose "The twiggy blonde woman waves her sword around helplessly with her eyes shut tightly." By the time you hit enter he already fled and cracked a piece of his armor. It's kind of hard to play the "I never held a sword before" angle when you two shot people after three days played. You really should be able to go back and change your desc after you roll, because that shit totally changes your character concept right out of the box. iv sene dis hapn 2 manee tymez. 2 funny.
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Post by Procrastination on Feb 9, 2015 13:02:54 GMT -5
Mmmm. The bitterness in this thread tastes delicious. In either case, I'm of the opinion that your in game activities, RP and such should have an effect on your stats. I don't think 'rolling the dice' should necessarily be taken out at the start for how crazy strong some characters do start, but I think that any character that spends their next in game life carrying logs in and out of Tuluk should get an extra strength increase. Or someone that really fights tons. Someone that isn't old (*glances sideways at a certain aged man*) stretching before their sparring or such and throughout their life keeping their agility up longer, or even getting a boost to it. People(everyone knows Sharps aren't people!) doing endurance runs on foot and repeatedly surviving extreme combat getting endurance boosts. This way, if the lifestyle supports it, even the weakest character will have slowly growing stats. And if your AIstr, AIagl, AIend f-me fucker keeps sitting in the damn bar, only ever going out to do something interesting once ever twenty five weeks, you'll see a decrease. Your wisdom might go up, sitting around, talking about bullshit, who knows. But certainly your endurance takes a hit if you just sit around all the time...I mean...not pointing at all the people that spend too much time in front of the computer or anything...but there -might- be a correlation.
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