Weapon leveling

We try to put in new spawn areas, quests, events, items and scripts. This is where you submit your wish.
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krystol
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Weapon leveling

Post by krystol »

i wish to raise this idea in its own thread. i suggest in magda at the arena north of doom.
Layfon Alseif wrote: ..."Another idea would be to request Magda Umbra to have an another doom dungeon added to it or to add a dungeon solely made for leveling weapons with no gold or drop of any kind ..."
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Layfon Alseif
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Re: Weapon leveling

Post by Layfon Alseif »

Glad you like the idea. Since you made the thread would you mind creating a poll to see who would be for or against this idea? :D
Lietuvaitis
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Re: Weapon leveling

Post by Lietuvaitis »

YA i agree with idea. But just think... about 15 players at the same dungeon, same time....
Nelapsi
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Re: Weapon leveling

Post by Nelapsi »

Honestly staff just needs to start enforcing rules and tossing people in jail. That would cut down on the high traffic recall jumping areas and leave it open for those who want to play with a decent level of respect for those around them. Perfect example of this is right now there is a player, he comes up and attacks what you are attacking and then speed claims it.. His response to this is "suck it". Now if we were allowed to PK, I could resolve this myself ( with great humor too) but we have to rely on staff to clean up such childish behavior. Even then the matter never gets resolved, reminds me of my mom telling me to say I am sorry to my brother for beating the crap out of him. That didn't work because the next day, guess what I was doing again...

As far as weapon leveling solutions go I personally would like to see it done a different way, rather then just a straight number of xps awarded for a kill, how about a comparison between the monster and the player and ratio the number of xps based off that. This would also need to be opened up so that larger more difficult monsters would/could award more xps then they currently do, a balron gives just about the same number of xps as a lich. So I think the flaw in the current logic is the problem and not so much needing a new area.
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Devlin
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Re: Weapon leveling

Post by Devlin »

Make +10 level deeds free.
Problem solved.
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Nelapsi
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Re: Weapon leveling

Post by Nelapsi »

Devlin wrote:Make +10 level deeds free.
Problem solved.
They pretty much are, just 100eds
Side
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Re: Weapon leveling

Post by Side »

I like the idea of the difficulty of mobs relating to weapon xp gained. Granted, you would have to exempt certain mobs (like peerless mobs) to prevent people camping them for that purpose.
Increasing weapon xp in Fel considerably, or reducing the xp in tram, would push people out into a lot of regions where recall scripting wouldn't be a possibility. Unless the xp rate was considerable, or the spawns increased, I think people would still just rather sit in doom, lol.
rweaver
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Re: Weapon leveling

Post by rweaver »

Nelapsi wrote:
Devlin wrote:Make +10 level deeds free.
Problem solved.
They pretty much are, just 100eds
:-) not everyone has 500m sitting around like you
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anarchy
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Re: Weapon leveling

Post by anarchy »

Increasing weapon xp in Fel considerably

ohhhh i like this side. yeah more exp for fel side mobs. thus, taking away the recalling around scripts. would also make it more fun for peeps to get out there in the world. :) great thought!!
Nelapsi
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Re: Weapon leveling

Post by Nelapsi »

Side wrote:I like the idea of the difficulty of mobs relating to weapon xp gained. Granted, you would have to exempt certain mobs (like peerless mobs) to prevent people camping them for that purpose.
Increasing weapon xp in Fel considerably, or reducing the xp in tram, would push people out into a lot of regions where recall scripting wouldn't be a possibility. Unless the xp rate was considerable, or the spawns increased, I think people would still just rather sit in doom, lol.
Yep, I agree both suggestions make the original idea even stronger/better.

The basic style of code needed is already in place, the breeder uses it to determine the chance of success when breeding. It does nothing more then add up some stats and such but it is a effective start for figuring out how powerful a player is. I would probably add something in there to figure out the number of relayers or total weapon level a player is using/wearing. Toss in a GoC item query as well and I think the system will fairly effective at determining how powerful the player is.
Penny
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Re: Weapon leveling

Post by Penny »

Would be great to have the weapon receive the exp from damage done (or per hit), not from kills. This way it'd be more appealing to use it for your normal hunting, rather than looking for the easy and fast kills with quick respawn.
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Stranger
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Re: Weapon leveling

Post by Stranger »

Also it would be great if weapon used by bio would be able to gain some exp. 50% or something like that.
I have no problem with leveling my bow, but it's really painfull to level sword for a bio.
Nelapsi
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Re: Weapon leveling

Post by Nelapsi »

Penny wrote:Would be great to have the weapon receive the exp from damage done (or per hit), not from kills. This way it'd be more appealing to use it for your normal hunting, rather than looking for the easy and fast kills with quick respawn.
While I agree with the idea, I have to wonder if the code to do that might cause some lag. You would need to exclude some things like personal trainers from this, each of these checks while seem small for one player fighting one monster. Imagine an event with 60 players all fighting at the same time, each hit calling this same function checking for exclusions and then awarding any xps as needed.
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