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    Posts made by Duriel

    • Quests? We don't need no stinkin' quests
      just bored. havent posted here.



      "It's ok if you just want to die. I am only here to help"
      Soth
      posted in Adjustments Archive
      Duriel
    • Dagger
      Might want to take a peek at these two daggers and perhaps tweak one of them. The level 110 dagger harder to get and does less damage than the level 85 dagger that's simple to get.

      Weight is 10, value is 30000, level is 85.
      Fragility is Normal, condition is 100%. It has been repaired 0/5 times.
      It is made out of unknown.
      Weapon type is dagger with attack type pierce.
      Damage is 11d24 (average 137).
      Weapons flags: vorpal

      Object 'claw physus' is type weapon, extra flags none.
      Weight is 6, value is 85000, level is 110.
      Fragility is Normal, condition is 100%. It has been repaired 0/5 times.
      It is made out of unknown.
      Weapon type is dagger with attack type decaying touch.
      Damage is 7d37 (average 133).
      Weapons flags: sharp
      Affects damage roll by -5.
      Affects hit roll by -5.
      posted in Adjustments Archive
      Duriel
    • Sith Toxins, Too Long!
      It has been way to long since Sith Toxins have actually worked properly and I have brought it up in the game a few times when Imms were on but they are still fudged. I would really like to see these fixed properly if it is not to much to ask. :)
      posted in Suggestions Archive
      Duriel
    • River of Blood
      I'd like to see a few changes made to the river not to make it too easy but at least fix it to where a 2nd classer could run it without having to stop and risk getting pk'ed because they need to refresh. Maybe add in a room about halfway that's not pk at all. Also, I'd like to see the killer lightning bolts go away too because it sucks trying to take a shortcut and end up being cpk'ed by a bolt. Although 2nd class eq is easy to replace, when one reaches 4th some of that eq isn't as easy. Especially the eq that's a one time thing only from the quest in Reza.
      posted in Suggestions Archive
      Duriel
    • Leveling System
      I've been playing Sentience pretty much since the beginning and we've gone thru a lot of changes. One thing that I've had a hard time understanding the entire time is the leveling system. The experience required by class level and by total level is way too ranged. Its super easy to level in the beginning and super hard near the end. But this is not due to any single reason For example:

      level 29-30 1M experience
      level 59-60 3M experience
      level 89-90 9M experience
      level 119-120 18M experience

      That looks to be a pretty reasonable progression for experience throughout the game and I don't really think that these totals need to be changed. The problem that players are running in to is that the amount of experience we are capable of gaining is never more than 5-6k per mob that's worth killing. There are ways to get 100k+ xp for a kill, but the mobs take literally hundreds of rounds of combat, whereas you can kill 20 5k mobs for the same xp in 40 rounds at worst. There is no reason for players to take out more valuable mobs because it takes 2, 3, or 4 times longer to kill them and you only recieve 1.5 to 2x the experience. The current system discourages group leveling, fighting high value xp mobs, it really discourages even solo leveling and therefore return gameplay. I think it is way too easy to level 1-25, and way too ridiculous to level 85+. I know it is not supposed to be easy to reach level 120, and I'm not suggesting we make it that way, but it is too tedious for average mud players to stick it out. I think levels are given away too quick early on and held out of reach near the end. 18M xp is a good number, but we need mobs that offer 40-60k xp per kill that are worth the fight. I think it would keep a lot of players from getting bored and feeling stuck. What do you guys think?
      posted in Suggestions Archive
      Duriel