Balance Issues

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Shane
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Balance Issues

#1

Post by Shane » Sun Jan 29, 2006 1:45 pm

.
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#2

Post by Lurch1982 » Sun Jan 29, 2006 2:16 pm

Yeah, the amount of levels the diviner has to get to hit an upgrade class. Other classes are almost to their final class before i hit my first upgrade. I could see it being longer than the others due to the power, but that's a tad much.

Plus the amount of munny each class in that tree earns per 24 hours. Insanely low.

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#3

Post by Shane » Sun Jan 29, 2006 2:33 pm

I'll revise it so that the diviner class matches what all the other classes are in terms of level gains. When people start hitting the 200 level mark, I'll consider either some sort of master class or one extra step in the existing ones. That should be a few months out, though.

What suggestions would you have to improve the current munny flow? I agree that relative to how much you can fight from bots the job salary isn't worth much. Keep in mind that if we make getting money easier, that means we need to think about general pricing issues on items as well.
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#4

Post by Prince Toad » Sun Jan 29, 2006 3:51 pm

Fire is outrageously overpowered.
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#5

Post by Shane » Sun Jan 29, 2006 4:22 pm

Agreed on fire. Yikes. How's that?
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#6

Post by LOOT » Sun Jan 29, 2006 4:25 pm

What's the current rate on Blinding? If I have to face ANOTHER battle where both combatants are blind...

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#7

Post by Prince Toad » Sun Jan 29, 2006 4:32 pm

I'd have to look at all the numbers in a more convenient form, but that looks better.
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#8

Post by Lurch1982 » Sun Jan 29, 2006 5:29 pm

Salaries for the weaker classes should be higher than, say, diviner or some other class that gives higher boosts.

Thing about the shop pricing is that I'm sure alot of people are going to max out the loan and buy things regardless of any availibility of munny. Trick is to work in munny sinks into the game, similar to MMORPGs. The hospital could be one, although that can get pretty steep in terms of healing. Not sure on pricing though, I think its still playing out.

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#9

Post by Rubber Band Man » Sun Jan 29, 2006 6:26 pm

For some reason, I can't heal. It says taht I can't heal that much MP when I have "0" in that field.
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#10

Post by Shane » Sun Jan 29, 2006 6:32 pm

See the MP Fix topic.
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#11

Post by Prince Toad » Sun Jan 29, 2006 8:05 pm

Did you change salary for Pickpocket from 150 to 50? If so... bah.
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#12

Post by Shane » Sun Jan 29, 2006 8:47 pm

Scratch that. Reverse it.
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#13

Post by Link2000 » Mon Jan 30, 2006 7:48 am

Hospital needs to stay as a money sink, otherwise inflation will (very) quickly ruin this.
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#14

Post by Prince Toad » Mon Jan 30, 2006 1:34 pm

Alright, thanks.
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#15

Post by Shane » Mon Jan 30, 2006 7:39 pm

I agree the hospital should charge. Problem is the pricing being 1 per health point. There's no way to make money at that level, unless we bump up the pricing on the monsters or how much people make from their jobs.
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#16

Post by The Willful Wanderer » Thu Feb 02, 2006 12:04 am

Given that MP also cost one munny per to heal, and you can get the Heal spell at level 0....

It's a lot like every other RPG out there: restoring MP and using MP to regain HP is vastly more cash-efficient. ( 7 munny for the MP to cast Heal once, as opposed to 20 or more munny to heal 1/5 of your HP...)

If you could work out a scaling for the healing, so that, say, the first 100 hp is 1 munny per, then the second 100 is 2 per, and so on, and do similarly with MP, that would likely help a bit.

Additionally, equipment seems overall a bit pricey for its effect at level 0-3. It's not a huge tremendous oh crap this is awful disparity, but it is something that could stand to be looked at (as well as the range of variety in low-level equipment- heck, in equipment at any price. There's only one or two things at each approximate price in terms of armor and spells- which means that at the lowest level you can use them, LOADS of people will be using all the same element of spell.)
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#17

Post by Shane » Thu Feb 02, 2006 12:41 am

The hospital rates are locked. Personally, I'd like to make them go for .5 or something like that if I had the choice.

The equipment pricing seems fine just because there's going to be so much money that people will need to spend on something. Feel free to suggest any alternate weapons/spells/etc. on their respective topics.
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#18

Post by The Willful Wanderer » Thu Feb 02, 2006 2:54 am

Nice as it is, having HP recovery be free and MP recovery not doesn't make much sense- everyone uses HP, but pure-combat people don't seem to use MP at all.

Have you considered a flat, level-based rate (given that, as levels increase, percentages of HP and MP will (or should) remain somewhere in the same vicinity of importance, no matter what the actual numbers are)?
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#19

Post by Shane » Thu Feb 02, 2006 3:21 am

It originally started off as 1 for HP and 2 for MP. I just decreased each by 1.

Not possible.
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#20

Post by The Willful Wanderer » Thu Feb 02, 2006 6:10 pm

Alright. All the same, having HP recovery be free is a great advantage for the classes that don't eat their MP to fight effectively. You probably should hike up the pay rates for the magic-using classes to make up for that, so long as you stick with the current healing costs for the Hospital.
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