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November 2, 2010 at 6:24 pm #15786
Bring back simulators for appropriate clans. Warrior races. Blah blah. Plenty of solutions have worked in the past and will continue to do so. I really think that we should resist the idea that cloning is the answer to this.
Gearing process, cybernetics, all that stuff all has to be done after waking up on a clone.
I have seen warrior races as immensely successful in providing the newer players with valuable real pk experience without needing to harm their main character. I have seen some great, epic battles come out of the addition of simulators.
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November 2, 2010 at 6:26 pm #15788"hiro":2macq08o wrote:It takes less time to gear and level a combat character than any other character type in the game.[/quote:2macq08o]
Actually I’d say its the opposite. Combatants are the ones that actually need to get those extra pieces of gear, an engineer can be just as affective with almost no gear as they are with full on gear. Not that this has anything to do with the topic lol
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November 2, 2010 at 6:27 pm #15789
Yeah, I guess that’s true about gearing and cybers. I stand by cloning as a solution though. I’d prefer to fight the same guy more than once than deal with a different char who is almost exactly the same as the first one and played by the same player and carrying out the same damn vendetta against me.
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November 2, 2010 at 6:28 pm #15790
Right now, there is a hardcode limit of two clones a person. So you can get cloned, die, get cloned, die, get clone, clone WILL fail.
There is a chance that the first and second clones will fail as well, but you absolutely won’t get more than two clones.
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November 2, 2010 at 6:29 pm #15791"Avanga":2zx0mhj3 wrote:And concerning the whole… cloning success rate, whether the individual in question legitimately managed to have their clone succeed or not, I don’t care – I’d prefer a level playing field to one where I can’t see what the other side may or may not be doing behind the scenes. 100%, everyone is guaranteed it, not just the imm who may or may not be tipping the scales in the name of balance or fun or boredom or whatever.[/quote:2zx0mhj3]
This is a good point. I’d back this if there was a hard limit of one clone per character. Two really seems to be too much. I have to kill you three times to make it stick, and hope each of those times no restore? Really?
Puma dude, a few points of hitroll really don’t matter, and anything is purchaseable in game. I will roll a killing machine and be done in 4-6 hours. How long does it take you to adept the sciences it takes to make a decent blaster?
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November 2, 2010 at 6:33 pm #15793
My bad, I read "gear" and didn’t read the "level" part <!– s:) –><img src="{SMILIES_PATH}/icon_smile.gif" alt="
" title="Smile" /><!– s:) –>
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November 2, 2010 at 6:35 pm #15794
The way I see it, and the way I’ve always seen it, LotJ is less about carving your way through a swath of enemies and more about conflict, both in PK and RP. People die too often to really see many great rivalries form on the MUD, unless it comes down to two people bickering back and forth over clanmessage. Cloning is a safety net, yes, but it’s the safety net that’ll get people involved. It’ll get people to take action where they’d normally cower on a charted planet and wait for the TL to end. And unlike simulators, cloning guarantees that there’ll still be a solid foundation of RP waiting for the character even if he gets killed. He’ll still have his network of friends and enemies. In my eyes, it just cuts down on the bullshit OOC "This is my clan and I’m going to keep rolling combatants until we win or lose" mindset that some people have, while giving newbies a chance to experience combat without getting permed instantly.
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November 2, 2010 at 7:02 pm #15796
If you’re joining this topic almost 100 posts late, then a good starting point is here:
<!– l –><a class="postlink-local" href="http://www.legendsofthejedi.com/forums/viewtopic.php?f=5&t=1665&start=45#p17024">viewtopic.php?f=5&t=1665&start=45#p17024</a><!– l –>
This was a proposal that I made and it’s what we are currently discussing.
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November 2, 2010 at 7:10 pm #15797
To put it succinctly, all the point refund stuff is fine and dandy until you have over 9000 forcers floating around that can all die 2 times and come back.
I don’t think the answer here is to let everyone get force and let aim cliques control it (aka "people don’t like a certain player for not roleplaying force well" or whatever. Who are you to tell me what’s good roleplay?) and THEN on top of that allow all those cliqued up fools 2 clones apiece.
Thank god, at least you’ll lose your stat gains on a clone because of not being able to relevel. Oh wait, this just rewards people who play shit like whiphids. Please don’t do this to the mud. 1 guaranteed clone is more than enough.
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November 2, 2010 at 7:22 pm #15799
I somewhat agree here. If we’re going to make points a whole lot easier to come by, then the price of buying Force needs to be raised again. Lowering Force price down was relevant when points were considered harder to get.
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November 2, 2010 at 7:26 pm #15800
If you think it is easy to kill a forcer (a leveled, trained forcer) outside of certain hyper specific instances, you are trippin’. I understand wanting to get your points back for getting gibbed on an unawakened guy, I really do, but the fix is going to make you suffer even more – A change like guaranteeing 2 clones per character is only benefiting the guys on top of the mud. I know this because I have been that guy. There are plenty of guys like that around. You are just as vulnerable and wet behind the ears on your bought forcer as you ever were before, you just have to be permed by Dark Lord Jabba 2 extra times.
By all means, introduce a refund system, lower the cost of force, whatever, just don’t skew the system even more toward elitism, please.
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November 2, 2010 at 8:21 pm #15807"xpuma20x":20ovmiz0 wrote:I somewhat agree here. If we’re going to make points a whole lot easier to come by, then the price of buying Force needs to be raised again. Lowering Force price down was relevant when points were considered harder to get.[/quote:20ovmiz0]
This system isn’t "making points easier to come by." All it does is have your character get points -if- you get cloned, and -if- you happen to die twice– and that’s if the clone even succeeds the first time with it’s 50% success rate.
Points are still harder to come by, especially with the new system for points-earning implemented.
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November 2, 2010 at 8:37 pm #15810"Locksharp":1zjad9o1 wrote:"xpuma20x":1zjad9o1 wrote:I somewhat agree here. If we’re going to make points a whole lot easier to come by, then the price of buying Force needs to be raised again. Lowering Force price down was relevant when points were considered harder to get.[/quote:1zjad9o1]
This system isn’t "making points easier to come by." All it does is have your character get points -if- you get cloned, and -if- you happen to die twice– and that’s if the clone even succeeds the first time with it’s 50% success rate.
Points are still harder to come by, especially with the new system for points-earning implemented.[/quote:1zjad9o1]
Clones aren’t going to be 50%, they’re going to be 100%. And I guess when I see so many threads and ideas of getting points back for practically everything there is…and making it so you can live a whole lot longer, thus being able to rack up more points…I see it as the points being easier to get.
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November 2, 2010 at 9:20 pm #15811"xpuma20x":16hskxoh wrote:"Locksharp":16hskxoh wrote:"xpuma20x":16hskxoh wrote:I somewhat agree here. If we’re going to make points a whole lot easier to come by, then the price of buying Force needs to be raised again. Lowering Force price down was relevant when points were considered harder to get.[/quote:16hskxoh]
This system isn’t "making points easier to come by." All it does is have your character get points -if- you get cloned, and -if- you happen to die twice– and that’s if the clone even succeeds the first time with it’s 50% success rate.
Points are still harder to come by, especially with the new system for points-earning implemented.[/quote:16hskxoh]
Clones aren’t going to be 50%, they’re going to be 100%. And I guess when I see so many threads and ideas of getting points back for practically everything there is…and making it so you can live a whole lot longer, thus being able to rack up more points…I see it as the points being easier to get.[/quote:16hskxoh]
I’m going to start a new thread to brainstorm a better way to earn points.
Maybe something that we should consider are two different kinds of points…. one to buy levels and races, and one to buy force. Force points would have to be based on different criteria than regular points. Based on RP?
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November 2, 2010 at 11:53 pm #15823"xpuma20x":2yjbztpd wrote:I somewhat agree here. If we’re going to make points a whole lot easier to come by, then the price of buying Force needs to be raised again. Lowering Force price down was relevant when points were considered harder to get.[/quote:2yjbztpd]
I’m relatively new here, (Dec 09), but I don’t think they’re that easy to come buy. Some people don’t like rerolling characters and getting them ganked all the time for points. Except maybe Hun.
(Kidding.)
Item descs, tips, help files, sure, that’s all good ways to get them but… Large chunks of points come from character death. As we’re discussing char death here… that’s not how I want to have to go about getting my points in larger amounts.
Won’t lie, I shed a tear when my pilot died last era. And my current char has been alive for ages. And done a lot. Some people just prefer to stick to one char. I think it was Avanga, pages ago, that said some people just won’t want to lose them, no matter what.
<- This guy.
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