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Originally Posted : Fri Feb 01 17:54:14 2008
Posted by : Razan
Title : skill changes #2

Actually, I realized the oversight in #4 from the previous post so
I recinded that for levels > 5 but for 1->5 it fades into effect. See,
I guess I should explain what I'm thinking.

What I want to see is that a new player who logs in (who will have '1'
in every skill) and has spendable exp, but maybe he doesn't spend it and
goes right out to fight. Before this change, he would fail everything,
die, and logout. Now, he'll do a LITTLE bit better. However, it's
important to note that if he doesn't raise his skills, he'll be
progressively weaker. If he DOES raise them, he'll not even noice the
difference.

Let's take an example.

Say we have the 'skeleton' necromancer spell. I rolled a brand new
master of death. RAWR ME! I'm gonna be a spell caster. Our
experienced players know this new player should put points into combat,
strength, etc and just melee for a few levels. A new players wants to
start casting his death magic. So what happens today onward is they
will get +5 to their skills - here, look at a graph :)

X
XX
XXX
XXXX
XXXXX
12345678....

The x-axis there is player level. The y-axis is skill level. Coming in
a new player has '1' in their skills. However based on the above graph
they will have 5. At level 2 they'll have 4, etc. Once they get to 6,
they'll be back down to 0 again. This sounds odd, I know, but any
player who gets to level 6 without spending any experience is a special
case. However, if they start spending their experience the graph will
quickly be offset by their kill values going way up.

So this acheives what I wanted - to hold the hand of new players and not
scare them off but doesn't change the way the game functions once levels
really start getting going.

Hope that helps.. maybe more info than anyone cares about :).

- Razan.