Author Topic: Mob Difficulty Terminal  (Read 1654 times)

Offline Event "Janе" Horizon

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Re: Mob Difficulty Terminal
« Reply #15 on: March 19, 2014, 04:52:41 am »
Brickwit, Easy level comes at the expense of having less loot (= loot of less value) and less skills.
Though, you say why should a low level player be able to hunt in a mid-level players hunting ground, you could say the same in the opposite direction - why should a mid-level player be allowed to hunt in a low level players hunting ground (which is currently allowed).

Also why would the server need to take any notice of other players difficulty level when dealing with the client's player?
Wouldn't the calculation be something like creature attribute x difficulty level of player being dealt with for skills and loot.
« Last Edit: March 19, 2014, 05:17:12 am by Event "Janе" Horizon »
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Offline Old "Snowy" Leopard

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Re: Mob Difficulty Terminal
« Reply #16 on: March 19, 2014, 08:00:36 am »
I tend to agree with Lossehelin and Brickwit.
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Offline karl "oele" maier

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Re: Mob Difficulty Terminal
« Reply #17 on: March 19, 2014, 09:00:36 am »
When I said in an earlier post that I like the idea I actually seen it only from my point of view .. Explanation .. right now I'm stuck for skilling between the mature bears and steppe spiders and at the same time I should pick rocks for p-notes ( might be unnecessary in the future) .. so if I could raise the level of the wolf for example I could skill on them while picking rocks . As for the lowering of the mob levels .. I do agree that it would make the game flat and dull . I'm sure that some of you would like to raise the level of some higher mobs for continuous skilling .. to get specific avoids ( albas with cold would be a good example there) or for the loot .
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Offline Jarod "Brickwit" McBrickerton

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Re: Mob Difficulty Terminal
« Reply #18 on: March 22, 2014, 05:33:42 am »
Brickwit, Easy level comes at the expense of having less loot (= loot of less value) and less skills.
Though, you say why should a low level player be able to hunt in a mid-level players hunting ground, you could say the same in the opposite direction - why should a mid-level player be allowed to hunt in a low level players hunting ground (which is currently allowed).

Also why would the server need to take any notice of other players difficulty level when dealing with the client's player?
Wouldn't the calculation be something like creature attribute x difficulty level of player being dealt with for skills and loot.
Actually I said "I think that if you have the option of setting the mobs up the way you like you shouldn't also get the good loot that comes with some mobs," not that there should be restrictions to where anyone can hunt. But it looks like you did intend to include that adjusted difficulty would include adjusted loot, which takes care of my second point.

About my first point, I was thinking that you were asking for the game to actually make the mobs either easier or more difficult for everyone once it was set. But as I thought about it later I realized that the only possible way for it to work would be to essentially adjust our individual skill levels to make mobs easier/harder. So I can see how this could be implemented without breaking anything, but I don't think it'll be necessary. Based on Anti's most recent revelations about skilling, P Notes, mob and FPS rebalancing, and other subjects I think we'll find that we no longer come up with ideas like this one because the game will be so very well balanced overall.
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Offline Old "Snowy" Leopard

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Re: Mob Difficulty Terminal
« Reply #19 on: March 22, 2014, 10:02:49 am »
Well - some sort of Arena or Hunting ground where one could 'dial-up' the mob to be skill-on could be fun, but so far in the future that its only on the Wishlist.
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