Game balancing suggestions.

HumanSteak

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There are some things that are kind of annoying or exagerated in MSC that I'd like to see a bit more balanced to make the game more enjoyable. So I'm gonna make a list of them in case Thothie would agree to fix them :wink:.
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Annoyance : (The major annoyance in MSC is the constant total loss of control)
1-The Petrified blademasters "throw" is waayy too uber, it should be about like Venevus's repel imo. And the inevitable stun that follows the epic flight should be avoidable or something.

2-Stone massons and Greater stone mason's stuns lasts way too long, around 15-20 seconds , and if you resist the stun, it rolls a second time just to make sure you have to waste 15-20 seconds waiting. Many other monsters rolls more than once for stuns.

3-Marogar ice shaman's kicks stuns you without even rolling for a chance to resist, wich is really annoying since it lasts something like 5 seconds.

4-Still talking about stuns, but it would be nice if most monsters had some kind of stun roll cap, like I'm sick of getting stunned by a 25hp boar while wearing a stability helmet :wink:. (For example, ferocious boars should be able to stun only those who don't have more than 30% stun res, roll from 0 to 30.)
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Exp : (Suggested exp values are reasonably and honestly following the current usual exp rewards)
1-Giant polar bears are meaner than 500 exp Kodiaks and are worth only 200. I'd suggest at least 500.

2-Marogar ice warriors are much harder than flayers, yet are worth less exp (unless that was fixed), I suggest they give around 150 exp.

3-Marogar ice archers have more hp than elite blackhand archers and can freeze you with every shots, thus they should give a bit more than elites, like 120.

4-Ice skeletons at ms_snow are the same as in Lodagond but they give only a fraction of Lodagond's. For example, Ice bone warrior gives 210 at Lodagond, wich seems reasonable while the very same monster gives only 120 at ms_snow. Same with the ice orcs and elementals.

5-Poisonous guardians takes much, MUCH longer to kill than any other poisonous skeletons, yet are worth the least exp of them all. I know that is due to exp passing fix so that's why I'm just pointing it out.

6-B_castle's animated armors are really a pain to fight and my main reason is because they really give crap exp. I might play this map again if they gave 500 a piece, like they did before the fix. Same goes for bludgeons.

7-BANDITS! The bandits should really give at least 80 exp for regular ones, 100~120 for trained ones and 300-400 for elites. That would still not be enough to make me want to go there but at least it would be a bit more decent :).

8-This slot would be reserved to talk about how I used to love old_helena above any other map and how this map is only played by pissed off players that just want the items so they can gtfo of this map asap :wink: But I'm not here to complain since I can see some reasons why you did it but I think there should be some way to make it less of an exp bag for newbs.
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Everything I listed here are things that make some parts of this game really boring and make some people want to boycott some great maps, or some monsters that make people be like "awww dammit not this monster again...".
I might add more as I remember or notice some other things.
 

Belmont

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Good points - I'd like to also point out that the Drunk effect is even more annoying than the 20 second stuns (IMO) and hope a item gets added to resist it or just change Drunken effect for something less... annoying.
 

CrazyMonkeyDude

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Also, why is it that no matter what, Runeghar manages to notice when you clip one of his LS's and throws a tornado at you that's SUPPOSED to throw you across the room, and makes it look like it does, but then sucks you back in to do another 10000 damage? That's happened to me a few times fighting the bastard, and it's a PITA. Maybe it's just a glitch? It looks like I'm thrown across the room (as in in FPV I fly across the room) and then I'll fly right back into it for an instant death. :|
 

brian4

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Off topic - Tornado would be a cool spell, maybe a new type of magic - wind? :idea:
 

CrazyMonkeyDude

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Well, the magic system is still... Buggy. Very buggy, or at least last I heard. When that gets all sorted out, then we can start adding more to it/messing with it.
 

Aische

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for the old helena part id suggest just to get rid of the low level orcs in the beginning instead of halving exp
as the map is intended for at least 25+ chars it could start with flayers and champions maybe less of em as in the later waves or just stronger ones in the later waves
so the map would be played even if all players got the items

same could be done with orc_arena caus i think a map without exp sucks or maybe changing it into a low level siege map only with 10 to 35 exp orcs and less of em maybe scaling the number with the number of players and adding an npc that is thrown into the arena that u have to save from the orcs maybe with some low level rewods like in gertenhalt cape
 

Gurluas

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in the 1.4(old ms before msc died out at 1.4) beta, there used to be a staff firing earth magic.
 

Thothie

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1-The Petrified blademasters "throw" is waayy too uber, it should be about like Venevus's repel imo. And the inevitable stun that follows the epic flight should be avoidable or something.
Tis what they are there for, indeed, the map they were designed for.

2-Stone massons and Greater stone mason's stuns lasts way too long, around 15-20 seconds , and if you resist the stun, it rolls a second time just to make sure you have to waste 15-20 seconds waiting. Many other monsters rolls more than once for stuns.
5-10 seconds, tops. Totally resistible. I think there’s a bugger with effect/heavy_stun that makes it look like you make two separate resist rolls, but only one of them does anything, and ends them both.

3-Marogar ice shaman's kicks stuns you without even rolling for a chance to resist, wich is really annoying since it lasts something like 5 seconds.
Resistible. Lasts 3 seconds.

4-Still talking about stuns, but it would be nice if most monsters had some kind of stun roll cap, like I'm sick of getting stunned by a 25hp boar while wearing a stability helmet :wink:. (For example, ferocious boars should be able to stun only those who don't have more than 30% stun res, roll from 0 to 30.)
Defeats several dungeon designs.

Exp : (Suggested exp values are reasonably and honestly following the current usual exp rewards)
1-Giant polar bears are meaner than 500 exp Kodiaks and are worth only 200. I'd suggest at least 500.
Kodiaks are usually setup in boss situations, save on Skycastle, where they have the same xp as polars.

2-Marogar ice warriors are much harder than flayers, yet are worth less exp (unless that was fixed), I suggest they give around 150 exp.
Twue that…

3-Marogar ice archers have more hp than elite blackhand archers and can freeze you with every shots, thus they should give a bit more than elites, like 120.
Twue that… Snipers hit harder – but it about evens up.

4-Ice skeletons at ms_snow are the same as in Lodagond but they give only a fraction of Lodagond's.
Everything in Lodagond has inflated XP, as you tend to get nailed by a flood of mean stuff all at once. Location and arrangement is sometimes taken into account for XP values, rather than just the difficulty of the individual beastie.

5-Poisonous guardians takes much, MUCH longer to kill than any other poisonous skeletons, yet are worth the least exp of them all. I know that is due to exp passing fix so that's why I'm just pointing it out.
Twue that… They are not a threat individually, just designed to slow you down, but they are undervalued, currently.

6-B_castle's animated armors are really a pain to fight and my main reason is because they really give crap exp. I might play this map again if they gave 500 a piece, like they did before the fix. Same goes for bludgeons.
Twue that…

7-BANDITS! The bandits should really give at least 80 exp for regular ones, 100~120 for trained ones and 300-400 for elites. That would still not be enough to make me want to go there but at least it would be a bit more decent :).
I believe this was originally instated by the old team due to the fact that they shell out a lot of gold, and that the level cap was originally much lower… Could adjust somewhat, until we get an economy reset or some such.

8-This slot would be reserved to talk about how I used to love old_helena above any other map and how this map is only played by pissed off players that just want the items so they can gtfo of this map asap :wink: But I'm not here to complain since I can see some reasons why you did it but I think there should be some way to make it less of an exp bag for newbs.
old_helena is all about the items. Still the most popular map of the year on my server (by the gawds, I’m sick of it.)
 

Shurik3n

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Well the push of the blademasters can sometimes add velocity for both of their hits, and being a skeleton they swing twice very fast then stop. If you get hit by both of them its friggen rediculous how far you fly. For example on lodagond you're very likely to end up on one of the ice troll ledges. The same double swing crap might be there for the mason's stun as well, I don't know.
 

Thothie

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Nah, the stun attacks on the masons use the overhead swing - and stun effects, unlike velocity, do not stack. The Petrified have seem the height and distance intended - supposed to be "far enough that ye think about using air viscosity to guide your fall". I think Foamy wanted a guaranteed shot across his entire arena, but I figure 50/50 is good enough.
 

Shurik3n

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I wasn't suggesting the stun stacks, but rather thats why it rolls twice if you resist it? but you've already said thats the effect so I'll take your word for it.
 

Thothie

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Well, it's because heavy_stun is made up of two effects, effect_stun+effect_drunk, it's a bug that it reports both rolls, but only one of them counts.
 

!=-PhoeniX-=!

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Wait what about the metal boars? i mean you can barely hurt them and they give about 9 xp when i fought them. I mean they are a pain to fight if you dont have a good weapon
 

Thothie

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Thought we fixed that. :\
 

Conker6

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Well, If your going to fix some things... Id say fix the magic system. As it stands its only really usefull at high SC, which requires a lot of trainging, and atleast remove the 2 hidden classes (Protection and Summoning) so that you actually have the SC you should. Overall, SC should be as good of a class as any, there are 0 people who have SC as there highest skill. You should be able to specialize in SC. As it stands there are no wizards or warlocks.
 

Shurik3n

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Theres a few wizards, I have one in the 20s and Blasto121's main character is a wizard. The discussion of making SC only use the 5 trainable skills has been talked about a few times. It basically comes down to making SC crappy, like fireball doing 1/4 the damage and becoming available at level 18 or some such.
 

HumanSteak

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Another annoying thing, no matter your SC level, you can still fail preparing rejuv sometimes 5 times in a row. Without mentionning how bad volcano is.
I hope a new fail~success system will be implemented with the magic revamping :wink:.
 

Conker6

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Dont tell me that it comes down to it sucking, there is no reason SC should suck, it would be completly fine if it was the 5 magic system, and if SC gave you mana upon leveling. That would balance it out a bit. Unless thothie feels like redoing it to be your specific skill determines what spells you use, like you need 7 fire to use fireball, instead of 7 SC, and when you have all your skills at a certain level, that determines your mana, like 20 mana per sc level, so if all your skills are 10, you have 200 mana, so something like that, maybe 30 per SC level.
 

Blasto121

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I don't really see whats wrong with the magic system, I have no issues with it. Sure it would be nice if I could do more damage, however as a pure magic user I relish in the fact I can attack many targets. Of course because I set myself as a wizard I am no where near as strong as someone as of my level, and the equipment I use is sub par compared to most people. However the method I play and the style match up with me quite well, magic in this game is more for support than anything. With high divination I can assist the stronger characters with health regeneration so they can better protect me, I can cast blizzard not for the damage but to slow the targets down.

its all a matter of style.

Besides not everything in this game needs to be super powerful.
 

HumanSteak

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I'm not complaining about the current magic system, but Thothie said he'd release many new spells and sweet stuff once the magic system is remade :).
The only thing I don't like about the current one is that no matter your level you can fail casting basic spells many times in a row, wich is just annoying.
 

Thothie

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Personally, I think I'd drop spell failure entirely, and work it instead so your Concentration score determined the likeliness of spell failing when you take damage, with each spell having a seperate difficulty for maintance.
 

Tentadrilus

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Having your rejuvenation fail 5 times in a row in front of several cold ladies at 1 health sucks.
 

FER

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*poof*

getting electrified should cause a random slap effect on yourself when you attack, also cancelling you attack, instead of the drunk effect.
 

DarkTerror

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Oh yeah, fighting Keledro has been a pain because of this.

I would like to be able to kick enemies over an edge since they can do this with me but I can´t do this with them (I JUST CAN SAY METAL BOAR ON KELEDROSPRELUDE).
 
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