Current thread: Mythic forums > General > Before implimenting new dangers to lower levels.
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Dragon Masters 4/17/2012 12:36:20 PM | Before adding more things like the randomizer for the normal start button, please start a new clan and use it without any bonuses. Hate to say it, but when you start with characters that have only 1 stat below 10 and level 2+ for skills, it does not give you an idea of how things are working for those that are new, not memebers, or have a large financial pool for the clans. It will also show some of the issues for new players that dont know the game inside and out on things like making money or even keeping an item past 3 or so combats. |
Legion 4/17/2012 2:23:06 PM | Gladly. I'll put updates here. Membership, by the way, does not affect character quality or initial skill points, but only the number of skill points you get at level 2+. So it really has no bearing on starting clans. But I'll leave my new clan Storm Crows a non-member anyway.
I'll try to update this pretty often, so it might serve as a sort of starting guide for players who have played enough to know the game, but might still be looking for startup strategies.
My first character was a yeoman with 4 hp and 7 str. I went on 4 adventures with him, but he only did d1 damage and I didn't like my chances with any monsters I met. I was able to wait on one until the monster went up a side passage then run to the end room. The next three I just stepped onto the monster then moved off past him (same turn) to get to the end room. On the final (4th) adventure I got hit for 4 (down to 1 hp, since I had my newbie knife). All 4 adventure had no treasure in the treasure room so I was still broke. With just 1 hp left, it wasn't worth continuing so I dismissed him and started again.
Second starting character was a shaman. No useful skills obviously, I never expect new characters to have useful skills. Same thing with him .. he did a three adventures and ran past a couple monsters but never found a single coin of treasure, so when he got hurt I just sent him home too (dismissed) and tried a third.
Third was an elven fighter. 10 str, 7 con, he had some skill choices so I took knife initially to use his newbie knife. Only 6 hp (7 with knife) so I had to still be careful. First adventure was a spider I probably could have killed, but I didn't want to risk it so I ran thru him for yet another empty treasure room. 2nd adventure was 2 groups of 1 bones each. Moved thru them too, still no treasure. 3rd adventure was 1 restless bones, he had bad combat stats and just 4 hp so I killed him. Sold everything I found for 16 coins and ended my first clan day.
Note that I did 10 adventures before deciding to fight something. Basically I was treasure hunting, and was only going to fight something I know I can beat. Took long enough, but I finally killed something and got some treasure and recruited a new character. He is an elven cleric with 9 hp, 3 strength, 9 con, and no useful skills. But 2 items that give +1hp so 11 hp total.
Day 2, didn't like a d4 bandit so I took an early exit. Second adventure I did 2 encounters, a gnome (only lost 1 hp) and then a d2 bandit, but he had darts, so I charged on top of him and he had no chance to hit me. Kept a couple cheap items this time so start building up my equipment, iron bracelet, loincloth, moldy cape, etc., but sold enough to have money on everyone for another recruit. We're not really hurt (6/7 and 11/11) so I'm ending the day here since we have money for a new recruit. With no healing its dangerous to be hurt so I'm going to try to get as big as I can before I start losing people to bad injuries. I suppose someday someone will die too, but I try like hell to avoid that!
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Legion 4/17/2012 3:05:59 PM | 3rd character can be elven fighter again, wizard, or yeoman. Usually I really try to keep a balance of character classes, but I know elven fighters aren't too common so I'm going to grab another here even though her strength is just 9. 9hp (10 with newbie knife) and no useful skills.
1st adventure was just the 3-str cleric (move rate 2 btw .. hard to work with that). I just fled before even looking around. A solo guy with 2 mp who does d1 but won't ever hit anyway isn't even worth trying to adventure with. Hopefully in the next few levels he'll unlock increase strength and it'll be cheap. btw -- I'm doing random adventures. I don't really care how hard they are, and I don't even care what the teams are. Money and skill points are what I'm after and you get 2x skill points and 7x treasure chest sizes on randoms so I'm just using those. For people who die a lot, it can be helpful to pick a team and do easy adventures, but for players who know how to run away I believe the rewards of randoms make them the obvious choice.
2nd adv same thing (solo cleric, fled before exploring). 3rd adv cleric and newbie. We both do d1 and we met a 5hp bones, so I just switched to fists (also d1, but full damage) and slugged it out. He did 9 total damage to us, which is just horrible. First real setback. he had just 3 iron coins, and no treasure chest. Now the fun begins I guess. Real trouble! 3rd adv was my leader, Bay, (the only one not hurt) since randoms will not take hurt people -- and I wouldn't want to anyway. Using hurt people without healing is a mistake, since the more hurt they are the slower they heal naturally. Until you get at least 1 life magic guy, you absolutely must make sure no one ever gets to red hp, or preferably even orange, since it takes so long for them to heal. Anyway, another disaster. It was a level 0 and there was one 9hp spider. Bay was still at 6hp but he does d3 and had room to manuever, so I figured I could keep the spider at range and pick away at him with a nice edge. Unfortunately a restless bones showed up too, so I had to run thru them to the exit. Lost 2 more hp (yellow now) and still no treasure. Ending the day.
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Legion 4/17/2012 3:17:47 PM | Recruited another 0gp guy and only lost 0.002 gold to 0.011 for my clan, though no one has coins on them now. Bay and Low (the fighters) eached healed 1hp and Bay is green again thankfully so I'll be able to adventure today. New guy is Forth (how apt, my 4th guy), a yeoman (only choice) with 3hp (4 w/knife), 7str, 6dex, 7int, best stat willpower of 11. No useful skills. Lovely. Still, we use what we're given! 1st adventure of the day is Forth vs an equally bad bandit. 3hp, d1, tho he hits 44% to my 39%. This could really go either way. I'll try it, I'm willing to kill Forth I guess, he is exceptionally terrible. I kill him with a crit hit, but he got me with an open wounds. That puts me to 1 hp so I'll have one chance to flee. Luckily he makes it out. Go go newbie ring of fleeing! I sell everything for 8 coins. That should help a lot keeping the clan above water while people heal. Hopefully I'll have enough guys soon that every day one or two will come back online (i.e. green hp) and I'll be able to make the clanday payments without needing to worry anymore.
2nd adventure is Bay vs a 6hp d3 rat. I could probably win (2 atks/turn vs his 1) but why risk it. There is an exit near so I take it. 3rd adventure also a d3 rat, 9hp, but low A/D. Still not worth it, I don't like those high hp. I could run thru him but why risk a hit, I have room to back off and flee so I do that instead. 4th adv is a d1 6hp rat with -20A/50D. Its also a mythic level 4. I kill the rat (lost 1hp) and find a 34-coin bracelet. Woo! I'll look around some more in case I find an exit or something. Find 2 monster groups, 2 imps and 2 bones .. easy choice, back off and flee. Sell the bracelet. Things are looking up!
Next day is a grunt/wizard/yeoman. 5 dex, so obviously he needs to be a grunt to even have a prayer of living. But a sick 16hp (18 w/gear!). He'll be useful for sure. 1st adv is Finlae (new guy) vs a d7 bandit. By the time I run past him and the gnome behind him I've lost 5hp. I find a very easy -5s kobold guarding the exit room (no chest) and kill it. Tempting to go back for the gnome, but the bandit is int he way now, so I just exit. 12 coins of kobold loot (sold all, even the 8 coin weapon). 2nd adv is Low vs a 4hp -10A/40D bones. Lose 1 hp killing it. No loot. Then a -30/66/d1/-2s/9hp kobold. Too scary, I run thru it. Lose another hp, and not even worth it since still no treasure chest. Bay is full hp but everyone else hurt now, and Bay has 33 coins still, and already 8xp vs the others at 4,2,1,0 so stupid to send him out. End day. |
Legion 4/17/2012 3:55:58 PM | Forth runs out of money this dc (daychance), and still showing 0/3 hp. He'll be a drain on the clan for a long time now. Its tempting to dismiss him but I'm a soft touch and like every character to succeed. I'll hang onto him as long as the clan stays profitable, and so I've been able to stay afloat np and it gets easier every clanday as I add characters. Speaking of which, this new one kicks serious ass. 13/15/11/15/13/13 stats (so sick for 0gp recruit!!). Tons of choices for character class. I guess it still seems like I need more survivability insurance, so its too soon to start trying to develop spellcasters. I go with gladiator, although I'm sorely tempted by fighter (more hp and better chance of usable skill) and archer (starts with a ranged weapon!) as well. Klossuch starts with 13 hp (no knife) but after taking light weapons for 7 he uncovers two insane skills, sword for 9 and spear for 3 (!!!!). I'm going to load up on spear and he will be a beast. In fact he'll be almost too dangerous, I'll have to be careful to only get him javelins and other low-capped damage spears to make sure he doesn't have the capability of killing his friends by accident. He learns spear level 3.
1st adv: Klossuch + Finlae vs a 6hp 80D spider. Thats a tough call. Easy to kill, but I'd lose some hp. I try to avoid it. I see a kobold now too. I let him get close enough to scout safely and he is a killer d5 7hp with a wooden 2h sword I'd love to get my hands on. But why risk a 5 pt hit, that is silly. I back off and exit. 2nd adv same guys vs 8hp d5 bandit. Yuck. No good way to avoid this. I jump on him (blind corner even) to minimize his battle axe (I have fist, knife). Finlae stabs Klossuch for 3 by accident. Poor start. I'll just move off him. He hits twice for 3 and 2 pts more. Ugly. I uncover a d3 11hp imp too, and move on (then past) it. No treasure in exit room, but I leave anyway. Awful failure for my two new studs, but such is life and they have a glowing future I'm sure. 3rd is Klossush + Low (finally back from injuries). Don't like the looks of the spider, I flee. 4th is Bay + Low. Start backed into a corner with an imp and gnome both. Uh oh. Imp is d1, gnome d3. I'll run thru I guess (lost 2hp), though I could've probably won w/injuries. Further on 2 bones, 6hp and 7hp. Yuck. I just exit. 5th adv Klossuch solo vs a knife with thrown javelins. I avoid him while scouting, locate the end room (no treasure) and a bandit (cant get close to id him). I back way up and wait a long time hoping the gnome to me. Finally (turn 36) get the gnome in a hallway and charge him. He hits me anyway. LOL. Wow. Ok, he hit me over and over and over even with -33A and using thrown javelins at range 0. I have him to 2hp but he gets me down to 3 (using his fist now) and no way I'm risking death with Klossuch so I move off an exit. Horrible disaster here, I'm red hp and will be weeks or months healing. Another big setback for the clan.
6th adv is Low solo. Remember she is a 9 str d1 elf fighter w/10hp (9 currently). I dont really like the gnome I meet (winnable, but close) so I exit. 7th adv is Low solo again. Kobold is d4 so I flee. 8th is Low solo vs d4 rat. I move thru it since there is no spot to flee safely from. Maybe a mistake. I uncover a d2 imp and a bandit too, and no way around anybody. This will get ugly. A clever move gets me out of LOS of rat and bandit, and I choose to ungroup unto the imp, hoping he also moves onto me. He does, we swap places (he hits me for 1hp). Now I can move onto the d4 bandit and ungroup past him (and everyone else). No hits, I get to the end room (no treasure) and exit. 8th is Low solo again. Mythic 4. I avoid the imps and find 2 spiders with the end behind them (haven't explored anywhere else yet). Hm. I guess I'll still hope for treasure. I try the swap-places trick again, from range 2 this time. Heh. They dont move so now I just walked up next to them and gave them free swings. I try again, we swap. No hits. And my first treasure pile. What is this, my 20th adventure? More probably, 26th i guess. Some good luck, some bad I guess, everything evens out in the end. I exit, sell all treasure (incl. a whip that still left me d1 damage, so not worth keeping). 14 coins. Good enough! 3/6 of my guys have coins so I'll end the day here even tho Low and Bay are still green hp. |
Legion 4/17/2012 4:05:24 PM | Sorry this is so long and wordy. I'm kind of having fun so I'll just keep posting. New character is horrible btw, yeoman-only 7hp (+1 = 8) 7 str and con, no useful skills.
Highlights so far:
- Clan day 6 (the 7th day, since you start at 0).
- All 7 characters alive and well. 1 of them (Klossuch) has great stats, 2 are adequate (Bay and, barely, Low the 9-str fighter), and 4 pretty much suck. 2 are red-hp and thus more or less unusable for a long, long time.
- I've done 26 adventures. No deaths. My xp counts are 8, 4, 2, 1, 0, 0, 0. Only 1 treasure chest found and (checking my Beastiary) I've killed a total of 8 monsters on those 26 death-free adventures. I'm guessing these numbers (7 days, 26 adventures, 0 deaths, 8 kills) might indicate a more conservative playing style than some of you are used to seeing.
- Clan gold 0.018. 3 characters have coins on them (23, 9, 2) while 4 have 0.
I guess I have to admit I'd be smart to dismiss (or kill off) Forth my worthless red-hp yeoman. But I'm stubborn, I'll see how far I can get without giving up on anyone.
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Legion 4/17/2012 4:25:12 PM | So, I'm not sure I need to be posting every adventure still, you kind of get a feel for what I'm doing. I guess I will one or two more clan days, then I'll start just summaring. 1st adv is Florcey (new crappy yeoman) who catches a poor sling-armed kobold at range 0 and kills it with just 1hp lost. I keep the cheap sandals and sell 16 coins worth of loot. In fact, thats enough for me. 1 adventure and I'll call it a day, since everyone who has green hp also has coins already. Let everyone heal up!
Hire my 8th character, Bridge, another 5 dex loser who I turn into a grunt. 13(+1=14) hp though isn't bad. Not even a single skill option displayed. 1st adv Florcey and Low. They take out a d4 sling kobold (by going to range 0 of course) but he nails Low with a d8 crit hit anyway for 5hp, and Florcey breaks his knife, then gets 3x stunned and loses 4hp more. I thought it would be an easy fight but man, 8 hp lost and a knife. Terrible. A spider guards the exit. I split off Florcey (now 2 hp) and have him exit early. Low (now 5hp) runs past the spider to the exit. She gets hit for 1hp but finds treasure in the end room. A thick winter hat and 8 coins. Since she is orange hp and will be out of commission for a while she sells the hat (13 value) also.
2nd adv Finlae + Bridge. Hemmed in by 2 sets of 2 spiders each, I flee w/out engaging. 3rd adv, same guys, 1st enc is 3 spiders on a lvl 4 adventure. I flee again. 4th adv same guys. Much better, a level 1, I find an early exit and see a single imp and single rat and the end. Both monsters d1. Kill both, take some damage, tho Bridge gets healed in a healing well. Finlae ends up down 4 at 14/18 hp. Only 3 coins worth of treasure between then, so unfortunately I feel like I should do another adventure with them. Basically I'm trying to keep everyone who has green hp with at least 3 coins each day to pay the clan bills. 5th adventure is Bay + Bridge and I don't like the bones I see so I flee. In fact, I think I will call it a day after all. Bridge has 2 coins, and Finlae 1 coin, but he is also down 4hp. So its probably smart to let him heal up a bit, even though he will only contribute 1 coin this dc. I have a bit of a buffer build up though (0.020 clan gold) so I'll just end it here and start making this play-by-play a bit shorter. |
Legion 4/17/2012 5:25:02 PM | New character is Chroey, with 18 dex, the highest attribute I've seen so far. 5 charisma and 9 wil and 9 con are the low ones. But he can be an archer, and with 18 dex that should keep down the friendly fire problems, which are always terrible with archers. I choose it, and he even gets to learn weapons: bow at level 1. Only 6 hp, but as an archer he should never be getting swung at, I'd hope. My 9th character. I do just one adventure, Chroey solo. He has to ditch the bow to take out the 2hp knife-gnome but I win with just 1 hp lost and score 10 coins of treasure even after keeping the cheap cotton gloves and belt buckle. 4 guys with coins out of 9, should be enough to break even considering 2 are still red hp (and thus not spending too much). Yes, exact break even actually (at 0.023 gp before and after dc).
New character is a worthless 4 strength. Wizard or yeoman, I guess I'll pick wizard, though surely that is folly since low str + low hp = likely death. But she, Minder, does get 8(+1)=9 hp. I load her up on mental aptitude (2) and increase intelligence (1, and cheap!). If she makes it to high level, she'll be ok, with that cheap intelligence, although starting at 12 it will be level 6 or 7 I bet until she really comes into her own, and with str 4 she may not make it that long!
I have my first two-group adventure. 5 characters are along. We all go to fists and wreck the single bones (no damage). Then kill a single kobold although Chroey does stick Minder with an arrow for 1 pt. We even take out a d3 gnome without damage. Two groups really makes things easier, one can scout while the archer hangs back for free shots, and when it comes down to fighting its 5 against 1 and even all my d1 weaklings chip away and contribute to fatigue on the opponent. This is the best adventure so far. The first with 3 kills. Two people score a skill point and a total of 17 coins of treasure are found. Storm Crows is looking powerful! Even got 7.1 xp total on that adventure. It was really tempting to keep that cheap battle axe the gnome had but I just can't stomach letting a level 1 character get up to d8 damage. With so many low hp guys around, it would just be a matter of time until he killed a buddy.
Next adventure is THREE groups! You'd think 6 character could have fit into 2 groups, but it loaded up as 3. I kill the kobold group 3 is sitting on without taking damage. Its a funny map, but I find the exit and 2 more monster groups (spiders and imps). I even make a 4th group (just Low with a 6 move rate) to scout when I lose track of the imp. In the end, Chroey kills them all at range, no damage. Another 7.1 xp. Another skill point. 30 coins of treasure. I think there is probably no turning back now, I have enough characters that randoms are pulling large groups and I know from experience that there is no longer any danger of my clan dying off. Soon I'll even start buying weapons and wooden hp rings and it will get that much easier.
Hehe. Check out my next hero: 8/4/14/8/4/13. Yeoman, 9+1=10 hp. No useful skills. I'll be proud if he makes it past level 2 :)
First adv of the next day is 3 losers (all d1, Low, Minder, Peholea the new guy) in a level 7 with a hobgoblin veteran sighted. Obviously I flee w/out bothering to scout him. |
Legion 4/17/2012 5:39:47 PM | I'm stopping here for today. Maybe I'll play another session later this week and post another update. Here is the summary.
- Clan day 11 (just started it)
- 12 characters.
- 45 adventures
- 22 monsters killed
- 0 deaths
- 7/12 characters green or max hp
- 3/12 characters red hp
- 5 characters with money
- 0.042 clan gold
- 17.97 clan power -- AWFUL for 12 characters!
- 0.133 clan wealth
- No magic, and no medicine skills
- 7/12 characters with single-digit strength incl. 3, 3, 4.
- 4 ultra-low dex characters (4, 5, 5, 6)
- Max adventure levels completed 2 (2 chars), 1 (5 chars), and 0 (5 chars)
- XP ranges from 0 to 14.
- no dismissals or intentional deaths
- no purchases and very minimal armor kept
- All 12 people armed with only fists and family heirloom weapons
To sum it up, I hate to say "the game is too easy" ... but ... well, ok. The game is too easy. Storm Crows is well on its way to a prosperous future. I have enough guys that my adventure groups are large and as long as I'm careful about making sure no one gets hurt, I'll always have plenty of guys ready to do adventures every day and already money is starting to pile up. I'm convinced that there is no chance at all that I'll fail at this point. As my guys get more success, they will get more money, then get hp rings, better weapons, shields, and armor. When I hit 20 characters (and the recruiting limit until I get 1.00 gold) I'll start firing/killing the worst and most wounded ones. I expect I'll have the 1.00 gold well before anyone hits level 2, and once at level 2 and with more land (for even MORE characters) it gets VERY easy to grow. There is definitely no turning back at this point, but I will try to play it some more later this week to give another update.
comments / questions welcome. |
Canuckistan 4/17/2012 6:21:33 PM | you are definitely a MUCH more careful player than I would ever be - i have no problems "chancing" a fight but also have no issues with a character dieing off :) Would also explain why i have lvl 1 charcaters with d11 weapons, lol
I like the fact that I have such a high completion rate for adventures - and definitely keep many of my characters in the "hurt" zones that may not get picked if i did the random adventures since they are not well enought to be selected.
The game is harder if you don't run in 80% of the battles :) and i think most beginner players are likely not running away from the battles as they are not thinking of running past the monster (something you start considering as you get more experienced in the playing of MW) |
Dragon Masters 4/17/2012 11:31:59 PM | Wow. With how often you run, I would figure the game is boring. I guess that might be why im not rich or even healthy most of the time. I will agree with piguys though. If you run that often from monster, that would explain why its easy. I seem to have bad luck with things. I tend to start off with high monsters on top of me. I can also see why you have alot of money, since it seems you dont engage monsters, but run to the treasure room. This is good info for the newer players, but it is kinda contradictory to your wanting characters in more danger. Thanks for doing the run with a new clan. Guess the more running style gets more money in the end. The lack of xp for gaining levels would make it easier to have a better equipped character for lower levels. I have yet to have a character start off with anything above a level 2 skill, and normally that is after finding some skill point pools. |
Dragon Masters 4/17/2012 11:40:14 PM | Hmm. Game lost track of who i was after that post. Had to relog in. The first post about starting off with better stats had to do with the gold spent on recruits. It would be a great help to the rest of us if we had some sort of idea of what skills open up what areas. Just knowing light weapons opens up things like sword and spear is nice to know. |
Dragon Masters 4/18/2012 9:48:48 AM | wait a minute.. you still havent broken the heirloom weapons? Something isnt right. Normally items dont last that long. hmmm.. as a side note, it is nice to know that a character with green health is more likely to gain back alot more hit points then a character with red health gain be even one. That would have saved some of us a major amount of time. |
Legion 4/18/2012 9:49:17 AM | There are different ways to play for sure. For me, studying each adventure and figuring out the best way to proceed for overall clan improvement is where I get my enjoyment. I know a lot of players much prefer the full-speed-ahead approach and enjoy seeing characters grow, improve, and die more rapidly. PiGuys you are a great example, you seem to like the excitement of scary fights and the faster level advancement that comes with it, and you never complain about losses or your lack of high level characters.
In fact I don't see any reason this game can't be played almost as an action game of sorts. You sit down, make your clan, and blast ahead until everyone is dead. Then you call it a day and start over again next session. Sardonic played that way initially, regularly running up his main characters to level 4 or even more in a matter of days before they died off. Absolutely nothing wrong with that! Many people find it a lot more fun than slowly grinding along with low-level losers like I was doing here.
So long as you're aware that all characters die eventually, and identify your own "fun" with the game, I hope there is something here for everyone.
I'd like to address a couple of Dragon Masters concerns from his last posts. Regarding wanting characters in more danger, my main issue there was high level characters. Beginning characters are definitely in more danger. I'd probably like to phase in a few more +hp newbie items gradually over time and watch the effects that has. As for the skills, I was hoping the brief pop-up descriptions I added would make it more clear. For instance, light weapons now says that it is for one-handed weapons. This includes sword and spear, among others. Thanks for advocating for that text btw, I think it was a good idea. |
Legion 4/18/2012 9:51:45 AM | Sorry, to clarify, by "beginning characters are in more danger" I meant as compared to high level characters. They are in nowhere even close to the danger they used to be when the old-timers started playing. That said, a little less couldn't hurt, especially for newer players who haven't realized there is a "flee" button. |
Dragon Masters 4/18/2012 9:53:18 AM | Well would it be a good idea to give some sort of bonus to those people that keep a completetion rate above x%? granted that should be consistant with the characters levels vs adventure, ie a 10 level character not running 1st level adventures. |
Test 4/18/2012 10:38:43 AM | I've thought about that for high level characters, but I really think it was a pretty good system before the last change, and I expect it will be even better now but I want to give it a bit of time before doing anything else.
Storm Crows update
Its day 18, and I have 18 characters. One did die (how sad!) but progress is very steady. I'm up to 89 adventures, 0.071 clan gold, 49 monsters killed. The death was a crit hit in a fight I probably should have avoided. But I am taking more risks now, since I feel like I have a real buffer now with all these characters. Losing one or two won't really be much of a setback so I can start playing a bit more recklessly.
A couple things have happened. First, I just recruited my first cleric and he even had life magic available. I felt a little guilty picking it, since that almost kills this experiment. With life magic in the clan, the red-hp guys will heal now, so any last worry of long-term viability is now gone. Life magic is definitely still overpowered since it is such a massive game changer for new clans. I will think seriously of making it more or less unattainable for level 1 characters, since I don't like the way the game gets so much easier with just one skill on one character. Maybe a huge jump sp costs for healing spells would do the trick, since level 1 clerics would not have enough sp for a heal spell. Something to think about.
The second thing is that I have 5 guys pulling away xp-wise. My top 5 are in the 19-25 xp range now while the other 13 guys are all in the 0-7 xp range. That is obviously a disaster in the making. I could kill off the top guys, and I might have to eventually. But for now I'll just start insta-fleeing them from every adventure and hope that the other guys can catch up. From time to time I may need them to complete an adventure (or they'll have to kill something before they can flee, more likely) to keep money above 0, but thats all the adventuring I'll let them do until that gap is closed.
A matter for another discussion is whether the property requirements are needed anymore. I'm tempted to get rid of them, or at least reduce them. Most players who don't avoid xp as much as I've been doing will hit that cap pretty early, long before they get close to 1.00 gold. As such, I think I might need to change or drop the property requirement. I'll think about that more today. |
Dragon Masters 4/18/2012 11:53:56 AM | One suggestion would be to lessen the amount of damage healed by the lowest/(er) levels of life magic, such as only 1 or 2 points for the low ones. another suggestion before deciding the game is too easy, try fighting more things and not doing the money runs. Once you get characters that only get hit once out of 10 shots, it becomes that much easier. Might try running smaller groups to keep them gaining xp without the large gaps opening, but that runs counter to having the huge groups going into the adventures. I am glad that some other views have come into sight with this experiment. One more question. Do you think lowering the clan world money would be a good thing? Especially if you start making them have to do things there to avoid losing it? Now that would be funny. Have to rebuy the portal and take back the lands :) |
Dragon Masters 5/9/2012 1:14:00 PM | Well if you feel guilty about getting a life magic using cleric, then stop running from everything that has more then 2 hit points and a defense higher then 35. Running the test of the game when you fight only a small percentage of the creatures will give you the impression the game is easy. Try it like people have played other games and the only way to get anywhere is search and kill everything. Then see if the game is too easy. Dont take this as a personal attack. It just seems backwards to test a game called mythic warfare, when you run from most everything you run into :) |