Drogo
New Member
Posts: 40
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Post by Drogo on Jan 29, 2015 15:41:42 GMT -5
I'm thinking about creating a new character without any items to get the feel of what I would like to see change for new players. Is anyone else down to try this out with me? We could create a noob guild and stuff. The only rules would be to not get power leveled or any gear obtained through other old characters.
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Post by TehG00SE on Jan 29, 2015 17:12:59 GMT -5
I love this! I have a few people that have never played helbreath that have been making their own characters just based off of my Facebook spam. I will point them to you. What town?
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Drogo
New Member
Posts: 40
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Post by Drogo on Jan 29, 2015 19:51:58 GMT -5
I love this! I have a few people that have never played helbreath that have been making their own characters just based off of my Facebook spam. I will point them to you. What town? Ares of course!
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Drogo
New Member
Posts: 40
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Post by Drogo on Feb 5, 2015 23:45:05 GMT -5
A few things that I've noticed:
1) Early levels are too quick. I didn't really have to be strategic with my stat points because I knew that I could just wait until 20 more levels to get the stat points I need. 2) There should definitely be more areas with level caps. This would keep pvp alive without making it seem so one-sided against new players. 3) This has already been mentioned multiple times, but gold is too easy to come by. I left the noob zone able to buy whatever armor/weapons that I needed. 4) There is really no direction for new players. Maybe a small in-game tutorial or guide. 5) I don't like how new players can't speak in global chat... I'm sure that there was a reason for this at one point, but now it just seems counter productive.
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Post by TehG00SE on Feb 6, 2015 14:16:14 GMT -5
1)Well the way of the current experience system is something like (old data I have, may be off): In the Beginning:
We start around a 50% increase in required experience and then to a 20% on to 7% to around a 6.5% Level | Experience | Exp to next level | 1 | 50 | 100 | 2 | 150 | 150 | 3 | 300 | 200 | 4 | 500 | 250 | 5 | 750 | 300 | 6 | 1050 | 350 | 7 | 1400 | 400 | 8 | 1800 | 450 | 9 | 2250 | 500 | 10 | 2750 | 550 | 11 | 3300 | 600 | 12 | 3900 | 650 | 13 | 4550 | 700 | 14 | 5250 | 750 | 15 | 6000 | 800 | 16 | 6800 | 1139 | 17 | 7939 | 1224 | 18 | 9163 | 1311 | 19 | 10474 | 1400 | 20 | 11874 | 1491 |
Towards the End:
Around here we are at 1% Increase to a 1.2% to a 1.1% in required experience in between levels. Level | Experience | Exp to next level | 160 | 65 913 104
| 2 107 651
| 161 | 68 020 755 | 2 133 864 | 162 | 70 154 619 | 2 160 239 | 163 | 72 314 858 | 2 186 776 | 164 | 74 501 634 | 2 213 475 | 165 | 76 715 109 | 2 240 336 | 166 | 78 955 445 | 2 267 359 | 167 | 81 222 804 | 2 294 544 | 168 | 83 517 348 | 2 321 891 | 169 | 85 839 239 | 2 898 500 | 170 | 88 737 739 | 2 932 650 | 171 | 91 670 389 | 2 967 000 | 172 | 94 637 389 | 3 001 550 | 173 | 97 638 939 | 3 036 300 | 174 | 100 675 239 | 3 071 250 | 175 | 103 746 489 | 3 106 400 | 176 | 106 852 889 | 3 141 750 | 177 | 109 994 639 | 3 177 300 | 178 | 113 171 939 | 3 213 050 | 179 | 116 384 989 | 3 249 000 | 180 | 119 633 989 |
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Going by this current system, to draw out the leveling experience (which I agree isn't a bad idea, especially in the "tutorial" stages of the game) we would certainty need to "re-write" the experience levels to be a bit more linear. 2) We want lower levels to have a role in the "world" pvp events, like "crusades" and "sieges" but I agree, outside of these experience, bringing back areas like (maybe not exactly identical) like North Dungeon, Barracks, and Promise Lands for these lower level players, along the way leaving them the ability to level safely from max leveled characters outside of exploring into open raid able areas 3) This is very high on our priority for multitude of reasons. Our goal, is to remove the whole concept of items being valued on the basis of other items "Esw = Stormbringer" and things like this. This leaves the door open to trades and deals that go against the TOS. Ideally, giving everything a gold value, making gold of use, perhaps implementing bound items and trades through auction houses so you are no longer trading items for items, but items for gold, and making rares remain rare, but not so rare to the point you cant find them very very high priced on AH. (Again, thoughts not written in stone). More variety of items, and reasons to spend money more frequently, rather than going from Chain hose, to plate legs, to knight plate legs and not upgrading for 80 levels to DK, adding much more variants in between, and possibly even toning down or even removing DK in place of a larger verity of max level armors rare, craft able and purchase-able. Rares are great, but shouldn't run the game. (in my opinion) I have probably held every rare item possible on my characters over my HB career and changed characters multiple times trying to change things up, the game should be fun even if you don't have rares, you should still matter, and if you have bad luck, you can farm gold (or perhaps purchase gold from the shop?, sort of like eve online and other games have sort of opened up to control anti-tos actions) to purchase the higher tiered items. Maybe even adding different levels of rare items with varying effects to add rare aspects to rare items....I can probably go on for another 30 paragraphs about possibilities with this. >< 4) Agreed, as I mentioned above, some sort of tutorial guide, to bring you into the game or even help with immersion, and hide the slow "beginning" level process if we hack up and change the experience system. 5) I never quite understood the point to the traveler system past allowing them to pick a town. I believe this was more a lack of creativity, as I know a few servers found ways around this. The tutorial process (in my head) would likely lead you up to the point of picking a town, and 2 knuckleheads persuading you to join them, Obviously not use for a town chat, but a global all chat should be possible. I want to say back in the beginning of things, you actually needed some sort of speech skill to talk.. but I believe Tam did away with that (Im getting old, Its hard to think that far back!) but on subject, yes I believe not allowing new players to talk is counter productive.
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