Khalix -> Revised Level Ranges for Random Fights (11/2/2013 8:47:43)
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I've been in plenty of fights, they've generally been (roughly) balanced up until level lvl 30. At level 30, most players experience an extremely difficult area I'd like to call the "Grinder" where fighting as a level 30-32 is generally unfavorable due to the extremely condensed amount of lvl 34+ players who are stuck at that level primarily because that's extremely close to the level cap. To put it simply, a level 30 will be thoroughly "introduced" to the grinder by fighting many players with superior equipment and abilities. Mis-matches. Note that while the introduction suggests it's only for level 30+, this can be used for all levels. Here's my suggestion: quote:
For 1v1s At level 30-32, the maximum level you may fight is level 33. At level 33+, the maximum level you may fight is level 36. Of course, the first complaint would be "I don't want to wait in my battles", however, many-a-neophyte have suffered a consecutive fight against a level 35-36 for the umpteenth time, thus leading them to completely abandon 1v1s unless they are fully kitted and cored or they require it for some quests. In short, the moment a lvl 35 pops up to fight a level 30, the outcome is most usually a "Free win" for said level 35, which I presume will have a smirk on his face while blurting out "Another noob" Another suggestion would be to give anyone with a 4-5 level difference a 100% first turn while anyone fighting with a 1-3 level difference gets a higher initiative (Higher than the current calculations) chance than progressively lower the smaller the level gap. quote:
For 2v2s In my opinion, the whole "Combined total level" system is not proper at all, rather: 4 players of the same level range (For example 26-30) will be matched with each other. If their level difference is 0-1, they will be on the opposing team. The matches would look like this: (25 + 28) vs (26 + 29) (At worst) (25 + 29) vs (26 + 29) (25 + 29) vs (25 + 29) (At best) Rather than this: (25 + 25) vs (25 + 31) (At worst) (27 + 27) vs (25 + 29) (Averaged vs Min-Maxed) quote:
And another option~ Make stat points and damage for armors progressive, not sporadic. Ex: Every x level, your maximum armor cap increases by 1. Every level, your maximum stat cap for weapons increase by 2. Every level, your maximum weapon damage increases by 1. NOT: You get +5 armor at level 25 (I think), +8 armor at level 30, and +10 armor at level 35. You get 2 extra points for stats, but get none the next level. Every level, you can raise your weapon damage by 0-2. This suggestion actually makes stats progressive RATHER than having extreme jumps of power at certain levels. Comments, suggestions? (Unless you're going to add the wait-time factor, then there's no need to state it's obviousness unless you have something enlightening to say about it)
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