Lower the Server Item Magic Level and other misc suggestions



  • I think we have gone a bit too high of item magic level for the server's current intent. As of right now it takes about 3 days to get some very potent loot and we give out even more powerful loot quite frequently. I would recommend the following:

    Reduce the power level of entry-level faction gear. Remove the +1 universal AC from rank 2 faction items and lower the +2 vs specific to a +1 vs specific. The Tier 2 faction gear should be the first to get +1 universal and +2 specific.

    Keep full-plate out of the general marketplace

    Change up armor crafting a bit. As of now you can skip to crafting iron which gives you +1 AC armor items. The old crafting system pretty much required you to be able to craft the first material before you could even move on to the second. Armor smiths have been able to skip copper and bronze and jump straight to Iron fullplate. It should take approximately as long to get +1 gear from crafting as it would to get it from serving a faction.

    Weapon smithing seems to be ballanced but exceptionally hard. I've fudged up a ton of basic level 1 equipment to my ultimate frustration. +1 acid damage would be nice except it's pretty much a garbage benefit for the amount of work it takes the way the spawns in the server are. Would recommend adding additional damage and attack vs specific enemies for each tier geared mainly towards the most common enemy of each quest level.

    Look at re-ballancing the level 7 and up quests for the average player to complete without having the local powerhouse player in their party. The powerhouses will always murder everything but they also usually push most of the plots and create fun. Let them steamroll stuff and gather supplies but just make them have more responsibility for using said supplies, gold, and power to increase fun for the rest of the player base.

    Overlap the quest tiers a bit more. As of right now if you are under level 7, you are pretty much trapped in lowbie zone. If you are level 7, you can't do anything unless several people level 8+ are logged in. Have some quests be 4-7 or 4-8 as previous versions were so more new players can interact with higher level characters without a DM needing to be on.

    There needs to be more to do when there are only 2 or 3 people online that are mixed levels. Exploration to anywhere outside the main hubs is deadly without an optimized party. Maybe we need to open up quest levels a bit and just kill XP after a certain level? Maybe a level 8 can go on a quest with a level 5 but get no XP? Just hard when our max player counts are between 5 on average and 15 or less during events.

    Obvious this is just personal opinion but it's based around making time and effort more worth it.



  • @DarkDecay said in Lower the Server Item Magic Level and other misc suggestions:

    I think we have gone a bit too high of item magic level for the server's current intent. As of right now it takes about 3 days to get some very potent loot and we give out even more powerful loot quite frequently. I would recommend the following:

    Reduce the power level of entry-level faction gear. Remove the +1 universal AC from rank 2 faction items and lower the +2 vs specific to a +1 vs specific. The Tier 2 faction gear should be the first to get +1 universal and +2 specific.

    Whilst I agree somewhat what my concern here is that people will just customize their fav armour to look like faction gear and just wear that instead.

    Keep full-plate out of the general marketplace

    Acceptable

    Change up armor crafting a bit. As of now you can skip to crafting iron which gives you +1 AC armor items. The old crafting system pretty much required you to be able to craft the first material before you could even move on to the second. Armor smiths have been able to skip copper and bronze and jump straight to Iron fullplate. It should take approximately as long to get +1 gear from crafting as it would to get it from serving a faction.

    To get +1 gear means being in a faction for up to five days as rank 2 is easily obtainable with a little effort, rethink this point for a bit.

    Weapon smithing seems to be balanced but exceptionally hard. I've fudged up a ton of basic level 1 equipment to my ultimate frustration. +1 acid damage would be nice except it's pretty much a garbage benefit for the amount of work it takes the way the spawns in the server are. Would recommend adding additional damage and attack vs specific enemies for each tier geared mainly towards the most common enemy of each quest level.

    Asking for clarification;

    • You want weapon smithing to have weapons tiered to specified quest enemies?

    Look at re-ballancing the level 7 and up quests for the average player to complete without having the local powerhouse player in their party. The powerhouses will always murder everything but they also usually push most of the plots and create fun. Let them steamroll stuff and gather supplies but just make them have more responsibility for using said supplies, gold, and power to increase fun for the rest of the player base.

    I have only seen Mortui have a massive inventory but he robbed people so he has the gold. I have never seen these ghost boogeyman mass consumable hoarders in my entire life. Therefor I have against or for this suggestion.

    Overlap the quest tiers a bit more. As of right now if you are under level 7, you are pretty much trapped in lowbie zone. If you are level 7, you can't do anything unless several people level 8+ are logged in. Have some quests be 4-7 or 4-8 as previous versions were so more new players can interact with higher level characters without a DM needing to be on.

    Please dear god YES

    There needs to be more to do when there are only 2 or 3 people online that are mixed levels. Exploration to anywhere outside the main hubs is deadly without an optimized party. Maybe we need to open up quest levels a bit and just kill XP after a certain level? Maybe a level 8 can go on a quest with a level 5 but get no XP? Just hard when our max player counts are between 5 on average and 15 or less during events.

    To go on a quest that already cost more then they give and not gain experience is not going to give higher level players incentive to aid lower ranking players. Quests currently are not being done simply because almost none of them are worth doing because a phantom group of players have apparently millions of gold pieces.

    Currently the biggest enemy of exploration is gold. Consumables have to be used constantly because of the enormous frequency of poison and disease using mobs making Exploration fall in the category of So-Not-worth-It. You are literally Punishing exploration. Snakes and other mobs spawn with such frequency that I am down right just frustrated and don't explore anymore because of it.


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