Dragon Scale Patch Discussion

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Viewing 15 posts - 1 through 15 (of 37 total)
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  • #518


    Turtle
    Posts: 6

    Well, as a new player I can say my motivation dramatically drops after this patch.
    Old players become unrichable and my leveling direction are lost totally.

    #519


    Turtle
    Posts: 7

    This takes the Sandbox out of it πŸ™
    Now I have to solely focus on a skill type.

    #520


    Polar Bear
    Posts: 45

    Not just focus on a skill type, anything outside that skill type must now be done by an alt. A player who wants to be competitive in the long run needs their main to be entirely devoted to a weapon skill, hunting/assassination and exploration, and they need an alt for repairing/farming, an alt for resource gathering, an alt for destruction, etc.

    It would be one thing if old age was unreachable for most players, but level 50 is reachable in less than a week just playing casually.

    #522


    Goblin
    Posts: 99

    The exp curve is an absurd idea, making an already arduous process (leveling skills like hunting, assassination, archer) even more difficult while the issue itself was addressed with farming mechanic changes. The reinforced walls idea is pretty good though. Still holding my breath for rebarr (iron) reinforced concrete walls though

    #523


    Goblin
    Posts: 73

    So, I guess before I can even begin to form feedback, I have two concerns:

    1) Did the way we figure out xp in /b tonight is the actual way xp works? I’m still confused on the issue.

    2) Why did we need this particular change? What is it addressing? Because maybe there’s a logic to it, but right now it feels like people took advantage of farming, got a lot of levels. But, guess what? They were incredibly handicapped in other ways and that was penalty enough. But, fine, fix the farming (which does make sense), and then decrease xp gain? It feels like overkill right now. But maybe clarity on these issues will help us understand better?

    #524


    Turtle
    Posts: 7

    I don’t like the nerf to xp over level 50, but I can’t give you more specific feedback until I know why it had to happen.

    Boosting structure hp is a nice change, but limiting it to green dragons instead of making it craftable is another blow to solo players.

    #525
    Admin

    Lvl 5 USWest
    Goblin
    Posts: 75

    Hey guys thanks for your thoughts. Don’t worry too much though, the steeper experience curve is the result of a combination of things, ie trends I’ve been observing in the database that not everyone is aware of. The specific formulas involved are very much subject to change and I’m positive they will be changed as the game progresses to make sure the curve is fair and rewarding enough for new and established players alike.

    I have to collect data based on one curve, to know how to best adjust it.. so just sit tight for a while πŸ˜› There are still NO caps on any skills or levels so you can make your character whatever you want. I’m sorry for not sharing all the details, I have my reasons for that too.. but I know some will never be happy with those kinds of answers haha.. πŸ˜›

    #526


    Turtle
    Posts: 6

    Database story is well enough fair πŸ™‚ But my seeds, planted immediately after update still on a first stage. Farming 25. Is it bug or another plan ?

    #527
    Admin

    Lvl 5 USWest
    Goblin
    Posts: 75

    Definitely a bug, with old seeds I believe – they aren’t that slow haha. Will fix as soon as I get a chance!

    #528


    Goblin
    Posts: 73

    From what some players were talking in /b the xp decrease is of 1 per level gained after 50. Robin noted that it would mean that at Level 150 xp gains would be theoretically 0. What sort of incentive is there for people to actually level and keep playing when the goal seems to be 0? I now that death is part of the game, but I wouldn’t want to purposefully kill myself to feel like I’m advancing. Seems a bit counterproductive. The game is a huge time sink, but it is one I was willing to take part of cause it felt like I was going somewhere.

    I feel like we’re missing things right now, and maybe it is the impact of the news, but the outlook seems to be pretty bleak.

    #529


    Penguin
    Posts: 2

    Mass carrot farming is absolutely still possible, it just requires a lot more space now. Even with my relatively modest 8 by 15 farming space the carrots at the start are already in the first stage of growth by the time i make it around. With 4 times the space I might be able to farm just as efficiently as before the patch.

    I don’t think the implications of this are good for the game. Carrot farming is still extremely fast experience compared to any other leveling method, but now it requires cluttering up the map with massive farms, and will only be available to those with the ability to control and secure large enough areas.

    I feel like others have said everything that I have to say about exp reductions past level 50. My account is not even a week old and I’m well past that.

    #530


    Skeleton
    Posts: 119

    This is really offputting to me, now I can’t do anything without spoiling my future experience gain. Now the optimal strategy is setting an alternative account for each skill or exceptionally a set of very tightly related skills, which sounds like a chore, not a game.

    I like experience specialization, but I’m sure you can encourage it by a lot of other means. I don’t like for my experience to come with trade-offs.

    #532


    Wolf
    Posts: 22

    The Carrot God does not approve this update. Thats all what I wanted to say.

    #533


    Polar Bear
    Posts: 45

    I’m very curious what sort of trends would necessitate this kind of exp curve, specifically whether they have to do with player behavior, power growth, or values nearing some hardware or software limitation. In any case I don’t know that this is a good solution, as it does feel very punishing without an easy way to reallocate exp.

    Robin noted that it would mean that at Level 150 xp gains would be theoretically 0.

    I think it’s reasonable to assume the curve is non-linear, so the returns would never actually reach zero. They would just continue to get slower and slower.

    #535


    Goblin
    Posts: 73

    Carrot farming is still extremely fast experience compared to any other leveling method, but now it requires cluttering up the map with massive farms

    So, the carrot god just wants more land sacrificed for him.

    Can we, then, assume that this was not a fix to the farming levels situation? Or that it was a very poor solution?

    Wouldn’t it be better to have different types of skills or actions that give a higher xp than others. For example, farming now takes longer, so xp can be reduced, but it should be something comparable to going down to the underworld or you know farming any other thing? So, someone who wants to specialize in pleasing the carrot god (Odovir), the potato god (I still have faith in you, Orion), or the aloe god (Ceaser) can do so, but if someone wants to just roam the underworld (Robin and Sir), can do that. Whereas someone who wants to do a bit of everything can do it, without fearing that they are being left behind, or that they cannot do so.

    How about like a guild master or some form of gateway to the skills. So, reworking the xp gained to make it more stable between the different skills (effort vs trade off). But then when you reach a level (50 is way too low, imo, but maybe there is something to it? What’s the average level of active players? But I digress…) When you reach a certain level you get the choice to join a tradeskill guild (or two), or something like that. Say you want to be a farmer and chef. Your xp from other skills is sacrificed and the skill for farming and cooking are accelerated.

    Say you want to be a “ranger” of sorts. Your exploration and archery gains accelerate, but the other skill xp gains decrease.

    Say you don’t want to become specialized. No sacrifice to any of the skills. You choose your own path (you know… like a sandbox game!)

    Now the optimal strategy is setting an alternative account for each skill or exceptionally a set of very tightly related skills

    If the first, then it’s complicated by the new login system. Not impossible, but it seems that with the new login system it is not JVH’s goal. If the second, then it is counter-intuitive to the sandbox game experience.

    I think it’s reasonable to assume the curve is non-linear, so the returns would never actually reach zero. They would just continue to get slower and slower.

    I sure hope so, left! But, we have no info, and all the characters that have been tested (even those over 100) have maintain a linear xp loss. So, this is the part where transparency would be nice.

    I guess he did say there was still no level cap… but I don’t know if making it curve at very high level making it even harder is not essentially as close as you can get to actually have a level cap, while still being able to say there is none.

    I understand that the game needs to be tweaked out, and that one person is trying to do it all. But, this is why our feedback is the most important part of this. I hope JVH understands our frustration and that sometimes smileys are not the way to appease us, but to actually annoy us.

    I, personally, have spent A LOT of time invested in this game. By leveling, going to the underworld, dying and losing 60% of my skills!(!!) just to re-level again (and dying some more times, rinse and repeat), helping people, and even writing news stories. It feels like I’m now being told that’s not enough and that I, somehow, need to spend even more time to feel successful in the game.

    I don’t know… I feel like we’re trying to figure out a solution, to help, but all we can do is… well… nothing.

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