It is currently Thu Sep 09, 2010 10:28 am

All times are UTC




Post new topic Reply to topic  [ 16 posts ] 
Author Message
 Post subject: Adjustments
PostPosted: Mon Mar 08, 2010 10:12 pm 
Offline
Crimson and Red
User avatar

Joined: Tue Apr 08, 2008 9:00 pm
Posts: 543
Alright, this topic is going to be here to address something recently proven many including myself have expected for a while; which is older versions of FR working out better than the most recent.

With the hosting of V15 recently, the player count increased quite a bit compared to what V19 had. That's great, but the entire staff is still left wondering why.

So, in the interest of making V20 better than All the previous versions, we need to hear why from you the players.

All we've heard so far is that V19 is too hard, and complicated. But why is that?

You can go ahead and exclude much on the combat and gem systems; we have already established their issues. But, everyone please post what you don't like about V19, or what you like better about any previous versions etc. Be detailed, too.

For example, you should probably not only list what you dislike or like more, but why. You should also list tweeks, if need be. Like if you like something added, but not how it was done.

Anyway, post away. Your opinions really could greatly effect the next version, if you list them properly!

_________________
You can't always win, but you can always go down fighting!

Image


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Tue Mar 09, 2010 6:45 am 
Offline
User avatar

Joined: Sun Jan 06, 2008 7:22 pm
Posts: 155
Location: Earth
To me, the leveling system for version 19 is what seems to drive players away faster than anything else. The leveling system makes leveling difficult for the players, which some do not like. In my own opinion, I think it should be removed- but leveling should still be slow; but not too slow. In all honesty, the guide hinders leveling for many players. There are gaps here and there, leaving players struggling to kill the mob(s) that give them the most experience. Even if they had trained up to that certain level, it would still be difficult for the players to kill them. Thus, why not change it from being near their level to get the most experience to having to be their level to finish them. This would make leveling "easier", but it would also make it so players can't have a friend KO mobs for them to level up; thus targeting what you were trying to in the first place.

_________________
|Player|Memento Mori Holy Emperor of Steakums Bradums I hear school buses. Time to stalk some underage flesh.


Image


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Tue Mar 09, 2010 8:25 pm 
Offline

Joined: Tue Mar 09, 2010 8:19 pm
Posts: 1
Well ressing for me is a no no i dont see the point. And we should only pick one
chara also more tasks in hand should get harder and harder. We should have more NPC's like legdendary brolly and stuff but if mixed this version with the old
one i think it would be better well thats only me but anything is worth a try.


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Tue Mar 09, 2010 8:45 pm 
Offline
User avatar

Joined: Sat Nov 08, 2008 5:13 am
Posts: 243
Location: Washington
The tutorial island seems like a "Why?" for me. It does go through the process of all the buttons but that whole island is just weird. It took me awhile to find the NPC's when v19 started cause I was getting attacked and I didn't know if I was going to get killed. Make the tutorial island more simplier and less confusing. Add more adjustments to things when you resurrect like Terakami said it's a bit pointless. I like v17's resurrection ways. Once you resurrect, you get a Anicent Power and the level requirement increases. Made it challenging and fun! I agree with Ryzos on the leveling system, it's just too complicated for players and seems too in-depth.

_________________
Image
KhorneBG: Could I add you on my Myspace God?
lol GoD lol: No, my friends list is full.
KhorneBG: Oh.....Hang on, HEY!!!


Last edited by Killerhhr1 on Wed Mar 10, 2010 8:48 pm, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Wed Mar 10, 2010 4:04 am 
Offline
User avatar

Joined: Sat Dec 16, 2006 11:31 pm
Posts: 286
Location: Pennsylvania
I don't remember exactly which version I most recently played, though I believe it to be the one up for discussion, I remember exactly what my first disappointment was when I came back. I was probably around level 20 or whatever. I killed my first Cell Jr., because that's what I always did. I spent like half an hour working that things health down, and If I let it walk off screen, the bitch would heal. To top it off, my regeneration was nerfed, but I still got this thing beat, and when I finished it, I got like 2 exp.

I was jacked.

Did Volk typo? I should have got like 2000 exp. Lazy Euro...

Then I was told I had to actually kill the monsters in order, so I went to namek, where I started with Guldo, who consequently, gave me like 2 exp also.

So in a summary, the whole level in specific order thing is nonsense to me. I don't know if that system was around in 15, they all kind of blend in together anymore after the years, but it is a system that I much dislike compared to the older versions.

Ryzos wrote:
The leveling system makes leveling difficult for the players, which some do not like. In my own opinion, I think it should be removed- but leveling should still be slow; but not too slow. In all honesty, the guide hinders leveling for many players. There are gaps here and there, leaving players struggling to kill the mob(s) that give them the most experience.... Thus, why not change it from being near their level to get the most experience to having to be their level to finish them. This would make leveling "easier", but it would also make it so players can't have a friend KO mobs for them to level up; thus targeting what you were trying to in the first place.


I wanted to address this in particular, because there is a system that has been in place for quite a while that does just this, and that is that you can not finish a mob unless you are at least one tenth (1/10) of its strength, or which ever stat the system is based off of. This doesn't address stronger players helping you KO them, so I will revisit this 1/10 rule in a second.

Partying. The Party system. I've never used it. When it first came out, I remember it being used as a way to level nubs on stronger mobs. The stronger got full experience, and the nub got some free experience for standing in view. This is not what I think of as a party. When I think of this system, I visualize it as something on the lines of a few people of similar strength grouping together to sweep a much stronger opponent. The group fights as a team, and splits the experience evenly. As per other topics among the suggestions forum, it seems to be the consensus that the party system needs revamped.

Back to the 1/10 rule. This doesn't solve stronger players KOing monsters for the weak.

The simple fix: *drumroll* The Player that engages the mob in battle, is the only player allowed to attack, Knock out, and finish the mob. The player may disengage battle by leaving the view of the monster, and the monster is restored to full health. Issues addressed here:
-Stronger players will not be able to KO the monster for a weaker player, the system prevents it.
-Leveling is still bottlenecked to an extent. You can't kill mobs way stronger than you. However, you can spend a long time chipping away at a stronger mob that you just barely are able to kill for large experience gains, or you can kill several mobs relative to your strength for smaller experience gains.
-Bonus! No more annoying kill steals.

Partying: Player one decides to create party. All other players that join the party must be in relative strength to the player (Give a little slack here, say like plus or minus 20% of the creator). The total strength of the party is figured and divided by the number of party members minus one(n-1, n=partymembers), this total applies to the 1/10 rule. All the party members are allowed to attack a mob engaged by a member of the party, and any member may finish it. Experience is divided equally.
-Leveling is still bottlenecked, as the experience is divided equally.
-Quests received insanely early (lvl 10 player recieves kill 25 ginyu force members) made easier to complete with others.
-Open to suggestions. Party quests anyone?

So yeah, I guess my opinion turned more into a suggestion which probably deserves its own topic, however, I will justify it by saying that its just one big tweak to the leveling bottleneck system and party system.

Image

_________________
Image


Last edited by LoppyZ on Wed Mar 10, 2010 4:22 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Wed Mar 10, 2010 4:20 am 
Offline

Joined: Fri May 15, 2009 8:13 pm
Posts: 135
I like it

_________________
Image


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Wed Mar 10, 2010 6:13 am 
Offline
User avatar

Joined: Sun Jan 06, 2008 7:22 pm
Posts: 155
Location: Earth
Ryzos wrote:
The leveling system makes leveling difficult for the players, which some do not like. In my own opinion, I think it should be removed- but leveling should still be slow; but not too slow. In all honesty, the guide hinders leveling for many players. There are gaps here and there, leaving players struggling to kill the mob(s) that give them the most experience.... Thus, why not change it from being near their level to get the most experience to having to be their level to finish them. This would make leveling "easier", but it would also make it so players can't have a friend KO mobs for them to level up; thus targeting what you were trying to in the first place.

LoopyZ wrote:
I wanted to address this in particular, because there is a system that has been in place for quite a while that does just this, and that is that you can not finish a mob unless you are at least one tenth (1/10) of its strength, or which ever stat the system is based off of. This doesn't address stronger players helping you KO them, so I will revisit this 1/10 rule in a second.

Back to the 1/10 rule. This doesn't solve stronger players KOing monsters for the weak.


The 1/10th can still pose an issue, no matter how weak the player. Players can gain speed quite fast, which is used to finish the mobs. By doing so, all they have to do is find a friend that can KO mobs that are super stronger than themselves, thus giving them a lot of exp for finishing the mob. (Hence why I said the thing about levels). It would prevent stronger players from being able to help them level up super fast.


On the other hand, your party idea is the first one I've seen that is actually a damn good idea for it.

_________________
|Player|Memento Mori Holy Emperor of Steakums Bradums I hear school buses. Time to stalk some underage flesh.


Image


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Wed Mar 10, 2010 8:13 am 
Offline
User avatar

Joined: Sat Dec 16, 2006 11:31 pm
Posts: 286
Location: Pennsylvania
Ryzos wrote:
The 1/10th can still pose an issue, no matter how weak the player. Players can gain speed quite fast, which is used to finish the mobs. By doing so, all they have to do is find a friend that can KO mobs that are super stronger than themselves, thus giving them a lot of exp for finishing the mob. (Hence why I said the thing about levels). It would prevent stronger players from being able to help them level up super fast.


On the other hand, your party idea is the first one I've seen that is actually a damn good idea for it.


Can we put that to a test? I don't remember it being that way, unless it changed. Not trying to kill your credibility, I just know that I've been in several MGM vs MGM Dragonblast shoot offs <.< Still, if it is the case that speed is the finishing variable, the players in a party are still going to have to be able to put up the man power to get a super strong mob whittled down, and if a player is stacked in speed, he must have some other neglected stats. You don't see players with 500,000 speed and 10,000 strength finishing off Kid Buus...

_________________
Image


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Wed Mar 10, 2010 3:19 pm 
Offline
User avatar

Joined: Sun Dec 17, 2006 1:14 pm
Posts: 708
Location: Wales
LoppyZ wrote:
The simple fix: *drumroll* The Player that engages the mob in battle, is the only player allowed to attack, Knock out, and finish the mob. The player may disengage battle by leaving the view of the monster, and the monster is restored to full health. Issues addressed here:
-Stronger players will not be able to KO the monster for a weaker player, the system prevents it.
-Leveling is still bottlenecked to an extent. You can't kill mobs way stronger than you. However, you can spend a long time chipping away at a stronger mob that you just barely are able to kill for large experience gains, or you can kill several mobs relative to your strength for smaller experience gains.
-Bonus! No more annoying kill steals.


This should be done for boss characters. I mean like Quest bosses rather than the red tint you give to the usual NPC's. I don't think it should be done to all monsters though because the point of the party system was to allow weaker players to team up and take on monsters together.

_________________
You can't run from death...
...But you can die trying

-Rai

Image

Dream as if you'll live forever, live as if you'll die today


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Wed Mar 10, 2010 6:32 pm 
Offline
User avatar

Joined: Sat Dec 16, 2006 11:31 pm
Posts: 286
Location: Pennsylvania
Did you read the party portion of my post?

_________________
Image


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Wed Mar 10, 2010 8:49 pm 
Offline
User avatar

Joined: Sat Nov 08, 2008 5:13 am
Posts: 243
Location: Washington
The skin may have took some time but I like v15's skin. It's simple and not as confusing as v19's. Also, bring back the little tutorial island we had in v17 cause it's not as confusing and there's the gym new players could have access to without other players or mobs shooting blasts, beams, hitting them. Make the zone a non-combat zone so no one can get hit while training too. I liked how I had to train to get to level 6 instead of just getting it by walking around talking to NPC's to get the levels.

_________________
Image
KhorneBG: Could I add you on my Myspace God?
lol GoD lol: No, my friends list is full.
KhorneBG: Oh.....Hang on, HEY!!!


Last edited by Killerhhr1 on Fri Mar 12, 2010 8:36 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Fri Mar 12, 2010 7:30 pm 
Offline
User avatar

Joined: Sun Dec 17, 2006 1:14 pm
Posts: 708
Location: Wales
LoppyZ wrote:
Did you read the party portion of my post?


don't plan to either

_________________
You can't run from death...
...But you can die trying

-Rai

Image

Dream as if you'll live forever, live as if you'll die today


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Tue Mar 16, 2010 3:44 am 
Offline

Joined: Fri May 15, 2009 8:13 pm
Posts: 135
I agree with Killer, But the only problem I had for the island was the lack a space for training. Back when FR was popular, there used to be a lot of newbs on that island training leaving no space for some of the other players that were there too. So maybe in addition to the old island, you should make the training area wider and add more equipment.

_________________
Image


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Wed Mar 17, 2010 12:17 pm 
Offline
Ilúvatar
User avatar

Joined: Wed Dec 13, 2006 5:05 pm
Posts: 971
Location: Europe
LoppyZ wrote:
Ryzos wrote:
The 1/10th can still pose an issue, no matter how weak the player. Players can gain speed quite fast, which is used to finish the mobs. By doing so, all they have to do is find a friend that can KO mobs that are super stronger than themselves, thus giving them a lot of exp for finishing the mob. (Hence why I said the thing about levels). It would prevent stronger players from being able to help them level up super fast.


On the other hand, your party idea is the first one I've seen that is actually a damn good idea for it.


Can we put that to a test? I don't remember it being that way, unless it changed. Not trying to kill your credibility, I just know that I've been in several MGM vs MGM Dragonblast shoot offs <.< Still, if it is the case that speed is the finishing variable, the players in a party are still going to have to be able to put up the man power to get a super strong mob whittled down, and if a player is stacked in speed, he must have some other neglected stats. You don't see players with 500,000 speed and 10,000 strength finishing off Kid Buus...


Currently it is based on all relevant stats. So str, spd, end and pl. If all of them are more than 10x the attackers you cannot finish.

_________________
Artificial Intelligence is no match for natural stupidity.
Image


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Thu Mar 18, 2010 12:36 am 
Offline
User avatar

Joined: Sun Jan 06, 2008 7:22 pm
Posts: 155
Location: Earth
Volkov wrote:
LoppyZ wrote:
Ryzos wrote:
The 1/10th can still pose an issue, no matter how weak the player. Players can gain speed quite fast, which is used to finish the mobs. By doing so, all they have to do is find a friend that can KO mobs that are super stronger than themselves, thus giving them a lot of exp for finishing the mob. (Hence why I said the thing about levels). It would prevent stronger players from being able to help them level up super fast.


On the other hand, your party idea is the first one I've seen that is actually a damn good idea for it.


Can we put that to a test? I don't remember it being that way, unless it changed. Not trying to kill your credibility, I just know that I've been in several MGM vs MGM Dragonblast shoot offs <.< Still, if it is the case that speed is the finishing variable, the players in a party are still going to have to be able to put up the man power to get a super strong mob whittled down, and if a player is stacked in speed, he must have some other neglected stats. You don't see players with 500,000 speed and 10,000 strength finishing off Kid Buus...


Currently it is based on all relevant stats. So str, spd, end and pl. If all of them are more than 10x the attackers you cannot finish.

I think you mean less than. :P

_________________
|Player|Memento Mori Holy Emperor of Steakums Bradums I hear school buses. Time to stalk some underage flesh.


Image


Top
 Profile  
 
 Post subject: Re: Adjustments
PostPosted: Thu Mar 18, 2010 1:17 pm 
Offline
Ilúvatar
User avatar

Joined: Wed Dec 13, 2006 5:05 pm
Posts: 971
Location: Europe
No, I was accurate in my statement.

_________________
Artificial Intelligence is no match for natural stupidity.
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 16 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
© 2008 phpbbstylists.com
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group