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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/12/2006 19:16:35
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KBee713
Joined: 11/30/2006 20:19:42
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Which ways would be an easier way you people think to level up?
1) Having a constant desired amount of exp(around 350-450ish) without the required amount of exp going up, but then getting low stat points for each level, maybe around 3-5?
or
2) Getting around 10-15 stat points, but all the while having the required exp to rise by 20-30, but by starting off lower(around 20-30ish)?
What do you guys think? I tried the server's required exp for each level, but it was a bit too long for me and im pretty impatient
So I wanted to shorten the required exp, but also not making it too easy for me.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/12/2006 20:34:53
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(DC)DEMONSLAYER
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The easiest way to level up on this server is to have patience and the understanding that you will die a lot of times while you are in the lower levels. The best way to level up is to decide which class, LA/LW/LM/LE, best suits your style of play. To do what your post suggests would be a great disservice to all of the players, past and present, who have had the patience to level up according to the server's set requirements.
The server has set up some helpful items for those who are level 39 and below. However, if my understanding is correct, all of the skills granted free disappear when you reach level 40 as it is assumed that you will have the necessary abilities purchased to survive the 16 waves.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/13/2006 07:32:25
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Flak Monkey
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There are also 2 trains of thought here.
1) Do I increase my kill ability to gain more XP as I play?
or
2) Do I increase my survivability so I last longer each wave?
From this you choose your "Class" and "Feats". You can either go for All Kill or All Surive skills and feats or try and balance the 2. So dont waste any XP on bonus skills like Retaliation and Counter Shove as they wont help you much with either. If you want surviveability, A Medic Class has some good benefits for healing yourself, plus you get XP for healing others, as you progress up the XP chain.
If you just like to Kill a lot, as I do, the Weapon Master is a good choice. And a nice portion of the Adreniline master "junkie" class has some good benefits as well for that.
I guess it will depend on which path you want to head down. From there you descide wich skills and feats you want to get first to either enhance your kill or survivability within that class. Thats the whole RPG world of things. If ya ever played D&D at all, it gives you that option and feel of how it is to be a "class" of charactor.
The choice is yours
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/13/2006 08:29:22
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FodderFigure
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I feel making the players work for their levels is a good thing. I've played on servers that "gave away" stat points and although it was fun, I lost interest after an hour. It would be neat to be the highest level player but those guys are just full of themselves and they should be ignored.
If I'd have to pick between the two choices you've given I would pick #1.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/13/2006 14:06:57
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KBee713
Joined: 11/30/2006 20:19:42
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Demonslayer, I didnt say the server had to do it my way, I was just asking which one would be a better choice in your opinion to play on my own rpg game.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/13/2006 14:07:05
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emetakleze
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FodderFigure wrote:
It would be neat to be the highest level player but those guys are just full of themselves and they should be ignored.
Hahahahaha, you are the most modest person I've ever met Fodder! (CLICK)
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/13/2006 16:13:54
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TheDruidXpawX
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KBee713 wrote:
So I wanted to shorten the required exp, but also not making it too easy for me.
I really think we've made some strides in this area, that I'd like to highlight.
The first was around last February, we halved the xp requirements to get up to level 50 or so.
The second was just recently we provided entry and low level players with a set of skills based upon the class they choose. Those skills and some careful planning should provide you a relatively full game of play.
Based upon that I'm loathe to change the requirements further without need. It does require skill to stay alive at a low level, but it also requires skill to stay alive at a high level. I don't feel that things are particularly unbalanced right now.
If players would like, they're welcome to try to change our minds about it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/13/2006 18:08:06
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reyalsnogard
Killing Spree
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TheDruidXpawX wrote:
The second was just recently we provided entry and low level players with a set of skills based upon the class they choose.
And I thank you for it. Prior to that change, it was incredibly unforgiving to be a n00b WM crushed by a boulder, further restricted from gaining XP that wave. Whereas now I have a second chance each wave, thus increasing play time, enjoyment, and decreasing spectating.
To add my two cents to the Kill vs. Survive factors, I favour Survive. By playing conservatively, I steadily acquire XP and, more importantly, act as monster bait. By staying alive, I distract monsters from otherwise gangbanging others.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/13/2006 18:23:18
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(DC)DEMONSLAYER
Wicked Sick!
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KBee713 wrote:
Demonslayer, I didnt say the server had to do it my way, I was just asking which one would be a better choice in your opinion to play on my own rpg game.
Sorry, I mis-read your post then.
Others who have made comments on your post have expressed pretty much the same thoughts I have, but much clearer. However, I would not advise any new player to take the path I took, no way. I didn't even choose a class until I was a level 40+!!!! 320 and Bot kinda took me by the hand and showed me the way.
BTW, Fodder, I agree with Em---waaaaaay too modest
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Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson
Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown
UT2004
LW-DEMONSLAYER-ACTIVE
LM-DEMONMEDIC-ACTIVE
LA-DEMONMAGIC-ACTIVE
LE-DEMONEER-ACTIVE
LG-DEMONJACK-ACTIVE
UT3
LW-DEMONSLAYERII
LM-KNIGHTMAGIC
My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/16/2006 18:16:42
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FodderFigure
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emetakleze wrote:
Hahahahaha, you are the most modest person I've ever met Fodder!
(DC)DEMONSLAYER wrote:
BTW, Fodder, I agree with Em---waaaaaay too modest
I learn to stay modest with my other diversion. I enter a Photoshop contest over on Woot.com every week. So far I haven't won a 1st, 2nd, or 3rd but things are looking up.
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You mean I really am important? How I feel when I'm drunk is correct?
My skin
http://www.disastrousconsequences.com/dcforum/posts/list/1093.page
My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
My Artifact character is known as [DC]FodderFigure_LA |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/17/2006 22:39:00
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KohanX
Godlike
Joined: 03/04/2006 13:40:23
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Another thing you have to consider when figuring EXP curves is what you're presenting to the player. Say you have a constant EXP for a level at 300, giving 5 points per level. Sure, it doesn't become more difficult to get the points, but abilities themselves get an increase in cost, creating a curve that way. As attributes increase in score, their value deteriorates as well. If you create a curve in the EXP, you are effectively making the curve of growth exponential, with both the curve of the EXP and the curve of the ability costs and attribute values biased against the player.
But that's just me. My suggestion? Experiment. Try the two extremes, and find a midpoint of balance. Cheers.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/28/2006 20:27:50
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KBee713
Joined: 11/30/2006 20:19:42
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Location: Pennsylvania
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Well ive tried both of them and number one seems to be the better choice in my opinon...
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