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Proposal: Test Phase Experience / Advancement Change
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The Official Haelrahv Message Forum Forum Index » Announcements From The Staff » Proposal: Test Phase Experience / Advancement Change
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HR-Trevor
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Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Mon Jul 19, 2004 5:56 pm    Post subject: Proposal: Test Phase Experience / Advancement Change
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Based on feedback from the player base, we're considering a proposal that entails a lot of serious changes to Haelrahv, and we'd like your feedback on this. A poll will be released in-game, but feedback is also appreciated in the Responses to Announcements from Staff folder. I expect some of you will have questions too, and I'll try to answer those for you.

The goals of this proposal are as follows:

* Decrease the time required to obtain levels at the low-level range so that new players can more easily adjust.

* Increase the time required to obtain high levels to increase the value of those levels, while also ditching the 'slow pulse' effect currently in use.

* Make the general process of gaining experience more fun.

* Make training many skills more feasible without "giving away the farm".

* Give higher level players more to do.

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To accomplish these goals, the following changes are being proposed:

* Changing the experience needed for each level so that it starts low and increases with every level.

* Revising each character's level based on these new numbers. This will cause some to gain levels, and some to lose them. However, everyone will be proportionately modified to fit the level of effort they have placed in advancement.

* Changing the amount of experience drained per pulse to a higher number that increases occasionally as one's level does.

* Increase skill caps per level to 5 per level.

* Increase the per-skill cap from 200 to 300.

* Allow skills to be trainable both by expending training points as well by performing actions appropriate to a skill, up to the 5 per level cap.

* Remove "triple trainable skills" as a game element/concept.

* Modify the experience tracker penalty system to deduct 1 to 10 points per pulse. Note that pulse numbers pre-penalty will be in excess of 30 experience, so this means the tracker will result in less impact post-change than it does now.

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Summary:

After the change, the most notable point will be that one's level has changed. Low level players will gain levels while higher ones will lose them. However, no effort you have put in is being lost! If you are lowered from level 75 to 55 (just a theoretical number), it will take a new player just as long to get 55 as it took you to get that original 75.

The process will be implemented by means of a calculation of how many full experience pulses each character has been subject to, to determine "effort credit" which will then be converted to an appropriate level of experience. Each character will be lowered to level 1 and be able to immediately regain levels with their guild leader up to the maximum allowed by their new experience figure.

Skills will be lowered to zero, as well as stats. Skill and stat points will be adjusted and the player will be able to immediately retrain skills and stats.

Note that because a new system of learning skills by use will be put in place, players may wish to either save skill points or spend points on skills one uses less. Low level characters will have few skill points available. High level players will have more. This is because how many skill points you have is dependent on how much experience you have gained.

The retraining process will NOT include the ability to re-choose profession, race, traits, flaws or physical character features.

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Technical Points:

Systems will need to be adjusted to account for the new skill cap. Not all systems will provide notable benefits for high levels of skill. We'll endeavor to address this issue as best as possible, but some systems may remain left out given the "test" nature of the game in its current form.

No increase of skill titles available is planned, but we'll keep this as an open, reviewable issue.

Generally, increasing skills by use will be a slow process - slower than in most games such as DragonRealms or Eaxia Online where skill training is handled exclusively through this process. Pools for skills are not planned, simply a slow gain per use of a skill, based on the challenge of that use. Fighting monsters below your skill level will gain very little if any skill, for example. This is a concern in that it means some skills could become hard to train, and we'll do our best with this issue as possible. Worst case scenario, skill training points remain available for use to cover gaps.

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That's the proposal. This is not in any way a "done deal". A poll will be created to determine the reception of the proposal, and if a strong majority supports it, it will be implemented. If support seems mediocre or weak, the proposal will be shelved. I encourage you all to consider all the points in this outline and ask questions you may have in the Responses to Announcements from Staff message forum topic.
_________________
"Wise men talk because they have something to say; fools, because they have to say something." -- Plato

-- Trevor Rage / Rich Mondy


Last edited by HR-Trevor on Thu Jul 22, 2004 11:34 am; edited 1 time in total
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Thu Jul 22, 2004 11:23 am    Post subject:
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Base on feedback from our players, we've put together a proposal that dramatically changes the process of gaining levels and skills. This proposal would also greatly change how long it takes to get levels. If this proposal is approved, your level will change probably.

What do we mean by "approved"? Well, we're giving the players a chance to vote. If the votes work in favor of the proposal, we will put it in place. If they don't, we won't. We're looking for more than just a majority vote. In fact, more than a two-thirds vote. For this system to be put in place, we expect a 70% or higher approval vote.

To be as fair a possible, a few restrictions are applied to voting: Only one vote per account; only one vote per IP address; only accounts created on or before July 17th may vote. Accounts that don't qualify can still vote once to gain the experience granted by voting, but the vote will not be recorded or "count" in the final approval decision.

It is important to choose which character to vote with. The voting character will receive 500 experience points. Also characters' votes will be slightly weighted by level (highest level being granted more weight than lower ones).

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So what's the proposal entail? We'll try to explain it in easy to understand terms. Those who wish to have more detailed information may view the exhaustive supply of posts available on the Haelrahv Message Forum.

First of all, if you're a low level player, you'll gain levels much more quickly than before. The downside is that you'll gain less skill and stat training points per level, but there are remedies for this noted in a moment. If you're a high level player, you'll gain levels more slowly (kind of, forget about the experience penalty tracker for now). But, you'll get more skill and stat training points to use. The experience penalty tracker will impact you a bit less than it does currently, regardless of your level.

Secondly, the skill cap per level will be raised from two/three points to five points per level. Additionally, the maximum a specific skill can be trained to will be raised from 200 to 500. With this, some restructuring of systems would occur (difficulties of monsters shifting, skill required to learn each spell changing some, etc). New content (new creatures, new spells, etc.) would be added as much as possible, as well as new benefits for various skills.

Because "triple trainable" skills will no longer exist, a set of skills for your profession will be easier for you to train. This list will be provided soon. In most cases each profession will have four skills that are more easily trained, but there are a couple of exceptions on the soon-to-be-published listing.

Skill lists are also expected to change, with unused skills being removed and some new skills being added. The number of skill training points available to you will also depend on the final number of skills in the skill list. Players will be able to train skills not only with training points, but also by using that skill. For example, casting spells to train Spell Casting.

A partial reallocation process would take place wherein each character can retrain skills and stats, but not change race, profession, traits/flaws, or physical features. Players would need to restudy spellsongs, spells, alchemy mixtures, poisons, etc. Changes to the study/research process may be implemented.

Lower level players (the further below level 50, the "lower" you can consider yourself), will gain levels more quickly. Higher level players (the further above level 50, the "higher" you can consider yourself), will gain levels more slowly. The number of skill and stat training points one acquires is based upon one's experience, so higher level players will earn more skill and stat training points per level.

The cost to train stats is not expected to change, and the rate at which stat points are acquired will be different, but similar. Overall, players will be to acquire more skill and stat points to train with than ever.

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This proposal is exactly that, a proposal. Until and unless it is approved by the player base, this proposal will not be implemented. The aforementioned vote will take place soon, in-game, and the voting process will be available for roughly one week. Any further questions you may have should be directed to the Haelrahv Message Forum.
_________________
"Wise men talk because they have something to say; fools, because they have to say something." -- Plato

-- Trevor Rage / Rich Mondy
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Thu Jul 22, 2004 12:01 pm    Post subject:
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Note: This is subject to change as needed. These changes will only occur if this proposal is implemented.

Skills intended to be REMOVED from the test phase:
Aviation, Drawing, Driving, Security, Surgery.

Skills intended to be ADDED to the test phase:
Disarm Traps, Locksmithing, Mining, Sigil Lore

Skills each profession will train more easily:

Agent: Disarm Traps, Locksmithing, Stealth, Streetwise
Artisan: Craftsmanship, Repair, Sculpting, Tailoring
Bureaucrat: Intimidation, Law, Persuasion, Research
Guardian: Evasion, Parry, Sigil Lore, Unarmed Combat
Mage: Alchemy, Research, Spell Casting, Spell Research
Medic: Ecology, First Aid, Medicine, Research
Mercenary: All Weapons (incl. Unarmed), Light Armor
Performer: All Musical Instruments, Dancing, Singing
Psionic: Intimidation, Occult Lore, Psionic Ability, Research
Technician: Electronics, Locksmithing, Repair, Research
Tracker: Ecology, Handle Animal, Skinning, Tracking
Trooper: Heavy Armor, Parry, Shield Use, Tactics
_________________
"Wise men talk because they have something to say; fools, because they have to say something." -- Plato

-- Trevor Rage / Rich Mondy
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