Experience and Training

For the discussion of general topics about the game.
Telk
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Experience and Training

Post by Telk » Sat Apr 19, 2008 3:33 am

I recently decided to make a new wizard so I start him out and everything, everything's great, I start killing dummies. I jump through the first 4 levels fine, great. Then I realize my exp has dropped to an absolute CRAWL, I mean I was killing dummies for at least 30 minutes and got about half a level to level 6... This is made even harder by the fact that wizards cannot rely on their spells at all, we don't get meditate until level 14. In the old days this would be fine, now with the new system in it takes considerably longer to regain a spell, a spell that will most likely miss it's touch, or if it does hit do mediocre damage. I know that wizards aren't the only ones feeling this, but they are definitely the ones affected the most. With the new experience changes making experience gain much slower and the new spell system it's absolute murder on wizards trying to get through level 1 through 9, and most other characters at those levels.

And I know quite a bit about the MUD. Me personally if I joined a mud and it was this hard to start out there is no way I'd keep playing, case in point, I don't even feel like playing my wizard anymore :/ Which definitely severely impacts our pbase.

I'm still curious as to why the experience gains were changed. Yeah, I could see that it would slow down the skills so they more accurately level up with your char's level. But seeing as the MUD is seeming to shift more towards less train and more RP this actually severely impacts the people that RP. It basically forces people to go out and hack and slash mobs for hours and hours just to get a few levels, that is if you want a semi-decent character. It used to be that you could get the levels fairly easy and if you wanted a strong character then you'd just train, that was your choice and I thought it was fine. Now I'm having to go out and kill things when I don't want to kill, I want to be with other characters RPing, but now I'm being forced to kill.

Now please don't get me wrong I don't want a super strong character, I don't want to be the strongest and kill everyone else. I'd just like to have a character I can RP with and be moderately strong without having to pour a crapload of hours into him. I don't have all the time in the world to play the MUD and when I do get on I don't want to hack n slash just to reach the level I want to RP him at. On the old experience system this was easy, you could reach the level that you wanted to, (and I'm not saying level 50, I mean like level 20, 30, or 40 I've stopped almost all of my characters at a certain level cap, just so I could slow down on his training and concentrate on his RP and him gradually getting stronger, I wanted to RP being a weaker level 30 or so, yea I COULD'VE went up to level 50 but I chose not to and I think that should be up to the player, not the code and how much you've hack n slashed your way to get there). If you wanted a stronger character, you could go out and train up his skills, and I think that way worked the best.

Which brings me to another point, and I'm not trying to be rude or point any fingers here. But hear me out: It seems like ever since the new administration came in that training has been seen as a taboo, that you shouldn't train too much, that it's abusing area code and that it's taking away from time RPing. Now I think it's quite the opposite, people like to have strong characters, that's granted, if you want a strong character you'd train for that character, if you didn't you'd RP, that's great it's your choice but don't complain when the fighter of Cyric comes and messes your crap up, that's how it is in life! Some people are stronger than you, it actually makes the MUD more diverse and brings about RP. It seems like every day it just gets closer and closer to every character becoming exactly the same strength, exactly the same prowess in battle.

This is emphasized with the recent wizard change in the power of wizard's spells. Now wizards are just more alike in strength, it SHOULDN'T be like that. It was also emphasized in the removal of the Shadowlands which was really a key area for melee fighters training. I don't see how the area could be getting abused, the thing is it's a game and it seems that every day it ventures more and more towards just a RP MUD. It's still a MUD, there are still swords and in all actuality the combat is the driving force around FK. Give me a night of sitting in the square listening to two people talk about the books they read...eh it can be fun and generate some good RP but...it's two people talking about the books they read. Now give me a battle-hardened cyricist that just killed a faithful follower of Torm on the road outside of Shadowdale, and that sounds like it'll be the kind of RP that when you're in it, your hands are literally shaking and you have adrenaline pumping in your veins, THAT is the reason why I play this game for that great RP that just makes you go, 'Wow, that was incredible'.

I think that training is an integral part of this game and me personally I never ever ever in my whole entire time of MUDding on FK ever complained about having to train my character. If you absolutely hate training, then don't train, sit in WD and RP, that's great and I encourage you to do that.

And I'm not saying that we should all go around training 24/7, some people are going to do that, yep. If they want to log onto this game and spend their hours of time killing mobs and enjoy themselves doing it, then who are we to say, "No, you can't do that, you're killing everyone" If you RP, you're probably gaining allies...3 people beats 1 ;)

I'd love to hear everyone's comments on this subject. Really why is training on FK so frowned upon?
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Re: Experience and Training

Post by Horace » Sat Apr 19, 2008 5:32 am

Yeah, early levels as a wizard stinks. I just put my pc's nose to the grindstone for nonstop temple training til he hit level 10. It took a little less than 20 hours of logged time. Them's the breaks, now a days.

But with your pk suggestions, i see most pk scenarios as the antithesis of roleplay. The way it's usually done is not unlike some bad yugioh (i assume, i'd never admit watching anime) simulation...monsters, fight! Bash Harroughty Pika-Horace! *bashes*. Ha ha ha! I beat you in the spar and I am the poke-yugioh master player!

I personally am an advocate of otelling the player out of character if he/she should only like to do a thematic fight scene, and in ooc terms agree how the fight will end and how each pc can be perceived during the battle. If you've been a fan of professional wrestling any time in your life, you can derive tons of ways how both fighters can develop their ethos through actions like those and seemingly both participants appeared to have won the fight in accordances to their mindset.

That's the way to develop a lasting adversary, Zeus just couldn't have killed Hogan the first match - or there never would have been a No Holds Barred! ;)

Anyway, I'll be around much more frequently than before. Just moved into a new place, and now I'm in sunny Denver Colorado, waiting for stupid work exams to begin sunday. If anyone is interested in the nonmechanics fight thing, I'd love to start up a little group of it. It's my favorite way to do things, just so you can keep adversaries forever without having to deal with that awkward "god, you've been killed like 10 times this very same way" situation that occurs now and then.
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Re: Experience and Training

Post by Glim » Sat Apr 19, 2008 5:47 am

Thank you for speaking about the problems you have had, Telk. They have been a bit of a debate running for a while now and while I don't want this to detract from any discussion that may go on in this read, I would like to direct you to two major threads that have been about this very same subject that you feel there are problems in:

http://www.gallwey.com/fk/board/viewtop ... =77&t=7036

http://www.gallwey.com/fk/board/viewtop ... f=1&t=4827
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Re: Experience and Training

Post by Hviti » Sat Apr 19, 2008 8:33 pm

Telk wrote:This is emphasized with the recent wizard change in the power of wizard's spells. Now wizards are just more alike in strength, it SHOULDN'T be like that.
I agree that the "spellpower" change makes wizards' training spells mostly a moot point (making only level and items define how "powerful" a wizard is). It also further encourages creating a mage over a specialist, since spellpower benefits more spells for the mage and puts all their spells at a level comparable to even ones a specialist has spent time training.

IMO this shouldn't be the case. Look at the FR archmages - you have Vanderghast, Elminster, Blackstaff, Halaster, Manshoon, etc. Yes, they're all powerful, but they're different levels, have difference multiclass combinations (wizard 20+, then some combination of archmage, epic, maybe even cleric or warrior), have different items, and have different perceived powers (Elminster trumps all, then Vanderghast (ignoring the whole dragon thing), then Halaster or Blackstaff (depending on whether Halaster's in UM), then Manshoon. Now you take a level 50 wizard on FK and stack them up against another level 50 wizard and with spellpower they'll be pretty close to the same (unless one is a mage and has a greater variety of available spells).

As to training in general, I agree that making early levels a horrible grind can only serve to discourage new players, and I would prefer if this were not the case. Getting to level 10 shouldn't be a painful bash dummy/rinse/repeat thing. And yes, you can throw RP into the mix and don't have to bash dummies straight, but it's just plain hard to get around/find even a nice little set of armor/do Express Deliveries when you're level 4 and can hardly walk across WD.
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Re: Experience and Training

Post by Rhianon » Sun Apr 20, 2008 4:02 am

Strictly RP is the way they want it, but they can't get it there over night, they don't understand that some people like to go out and battle things, and not just sit around listening to others blab on and on about absolutely nothing. We can get that in real life, this is suppose to be a fantasy game, but where is the fantasy??? And where is the fun???
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Re: Experience and Training

Post by Oghma » Sun Apr 20, 2008 6:39 am

Rhianon wrote:Strictly RP is the way they want it, but they can't get it there over night, they don't understand that some people like to go out and battle things, and not just sit around listening to others blab on and on about absolutely nothing. We can get that in real life, this is suppose to be a fantasy game, but where is the fantasy??? And where is the fun???
I don't agree with this at all, and thankfully there are many posts and updates that support a completely contrary vision of events.

All that I can say is that the mud itself is an rp enforced mud, however the coders have and are constantly going to great lengths to make it a game for both kinds of audiences, often by updating code, spells and areas or creating new areas with new experiences to explore. This of course involves dedicated rp, but also allows for hack and slashing adventure. We work towards a balance and it is always a work in progress. Be patient and remember to check the updates and information made available in the forums.
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Re: Experience and Training

Post by Dalvyn » Sun Apr 20, 2008 9:06 am

Most of you raise several good points. I'll try and make a more complete answer later today.
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Re: Experience and Training

Post by Dalvyn » Sun Apr 20, 2008 11:32 am

Much is a matter of perception and point of view, so I'll first start by bringing up two topics.

Low levels. Currently, low levels (levels under 10) are considered worthless. The most visible sign of this is that people try to get to level 10 as quickly as possible and zoom past the first 9 "level up"s. I believe that this is cause by several perceptions that might not always be correct:

1 - You need to be level 10 to specialize your character.
2 - You are not worth anything under level 10, you are useless.
3 - You cannot do anything under level 10 because you are too weak and do not have enough move points.

First ... why is it bad, and second ... what we did to fix this wrong perception. Why is it bad to consider those first 10 levels as useless levels? Because they represent one fifth of the total progression of a character. If players consider those first 10 levels as useless, we might as well make everybody start at level 10 or, equivalently, drop the maximum level down to 40. Basically, what is wrong with this perception holds in a few words: we are missing out on an opportunity to see the character evolve.

The obvious fix to this is: incite people to take their time during those first 10 levels and to take the time to see their characters progress. How? Well ... most likely by giving them something interesting to do at those levels. We have already tried to do that (though not enough, apparently): reusing the three points raised above, we get ...

1 - You can join a guild as well as a faith before level 10.
2 - We have introduced various ways in which even low level characters can make themselves useful; consider the precision forge for example, or something new being added to the game right now. More could/should be added too.
3 - There was a project to increase starting move points (I'm not sure whether it has already been hard coded or not). We added several low-level quests, including poop-gathering, express deliveries, and more could be added. Besides, it would be good to find a way to incite players to start meeting others before they reach level 10.

Training and roleplaying. It's the source of a profound debate even amongst the Staff members. I can only give my position, and it is the following one. Most of the time spent by a player on FK can be divided into two parts (which are maybe not mutually exclusive) : roleplaying and training. I insert in the "roleplaying" box all the activities that consist in interacting with others [including training or questing along with others, as long as there are some say/smote/interactions going on and the whole thing is not reduced to hack/slash/move]; and I put in the "training" box the (generally solo) activities that consist in using the code again and again in order to get skill increases.

For example ...
- staying on the Market Square silently without doing any smote = neither roleplaying nor training
- staying on the Market Square silently without doing any smote to get your Common up to GM = training
- staying on the Market Square and giving directions to newcomers/chatting with other adventurers = roleplaying (*)
- going to Hartsvale with a friend and killing giants, while joking, commenting, smoting, interacting from time to time = roleplaying
- going to Hartsvale with a friend and limiting the interactions to "I need meditate", "heal me", "buff me" = training

(*) I have a personal bias that I would classify flirting for hours on and doing other "girlish" and non-heroic interactions as "neither roleplaying nor training", but others might disagree with me.

Between those two activies, I see "training" as an occupation that benefits only you character, and I see "roleplaying" as an occupation that benefits not only your character but also other characters/players, that is, as an occupation that makes the mud better as a whole. "Training" already has its own reward : you get more powerful. "Roleplaying" has never been associated to any reward, except some titles or positions in churches (but that does not apply to everybody).

The main point I would like to bring across is that (most) players have a limited time to spend online. (1) Some want to spend all this time training. Those should find another mud - because FK is RP-enforced. (2) Some want to spend some of this time training and the rest roleplaying, or vice-versa. They are welcome on FK and their playstyle should allow them to achieve things. Finally, (3) some want to spend most/all of their time roleplaying. They too should be welcome on FK and their playstyle should allow them to achieve things.

The desire to have a character who can stand his own, who is powerful enough, is not something found only amongst players of type (2). Some "roleplayers" (that's how I am going to call players of category 3) also want to have powerful characters. Now, the main question is this: Why should they (category 3 people) be forced to do something they do not find fun to achieve their goal? Considering that their favourite activity is one of the most rewarding for the mud as a whole (i.e., the mud gains more from a "roleplayer" than from a "trainer"), it makes no sense at all to force them to spend their time on a "sub-par" activity that, to boost, they do not want to do.

Considering this, I find that even "roleplayers" (category 3 people) should be able to obtain powerful characters, and not have to fear to be pkilled by the first badguy that crosses their path.

Now, there are several ways to do this. Giving "skill points" to reward X hours of roleplaying is one way; that's the first solution I suggested. That being said, what happens on the mud is the result of a discussion and I guess that nodoby always gets what they want. The end result of the discussion that followed, the "compromise" was to create the notion of "Casting level" that would reduce the importance of skill level and make the base level count for more. Is this a perfect solution? I don't think so, but that's at least a compromise that kind of goes in the right direction.

Now to answer a few points more precisely ...
Telk wrote:I recently decided to make a new wizard so I start him out and everything, everything's great, I start killing dummies. I jump through the first 4 levels fine, great. Then I realize my exp has dropped to an absolute CRAWL, I mean I was killing dummies for at least 30 minutes and got about half a level to level 6...
Starting at level 6 (I think), an "anti-category 1" formula triggers. It's actually not a novelty : that's something that has been in place for a long time.

Basically, the idea is this: Let's say we assume that a level 25 character should have spend approximately 40 hours online to reach that level. John is a level 25 fighter.
- If he has less than 30 hours online, the experience he gains will be reduced by 50%.
- If he has between 30 and 50 hours online, the experience he gains will not be modified.
- If he has more than 50 hours online, the experience he gains will be increased by an additional 50%.
(I picked up those numbers randomly, by the way ... just to get the idea across).

That actually joins up with my note about the low levels above. Instead of rush-training, take 1 hour away to go and meet people, explore an area, complete a quest or two ... then go back to training and you will find that things will progress much more smoothly.
This is made even harder by the fact that wizards cannot rely on their spells at all, we don't get meditate until level 14. In the old days this would be fine, now with the new system in it takes considerably longer to regain a spell, a spell that will most likely miss it's touch, or if it does hit do mediocre damage. I know that wizards aren't the only ones feeling this, but they are definitely the ones affected the most.
Giving meditate at a lower level is a possible option. Or decrease the spell regeneration time and keep meditate as a higher level option.
With the new experience changes making experience gain much slower and the new spell system it's absolute murder on wizards trying to get through level 1 through 9, and most other characters at those levels.
Experience gain rate has not been decreased as a whole. Though I'll readily admit that there might be a communication problem: we should make it clear that rush-training past the first levels will only lead to frustration and that players (especially newcomers) should take the time to see their characters progress and do other things than just training.
It basically forces people to go out and hack and slash mobs for hours and hours just to get a few levels, that is if you want a semi-decent character.
Then I guess you agree with me that it should be possible to get a decent character without having to go through the 'extensive training' occupation.
It used to be that you could get the levels fairly easy and if you wanted a strong character then you'd just train, that was your choice and I thought it was fine.
I really do not like the "If you wanted a strong character, then you'd just train" part. I believe that it should be possible to get a valid character without extensive training.
Now I'm having to go out and kill things when I don't want to kill, I want to be with other characters RPing, but now I'm being forced to kill.
Once again, a problem of communication. Because the solution, as I outlined above, is actually to be with other characters and roleplay, to spend a few hours away from training before going back to it. Ironic, isn't it? :)
I'd just like to have a character I can RP with and be moderately strong without having to pour a crapload of hours into him. I don't have all the time in the world to play the MUD and when I do get on I don't want to hack n slash just to reach the level I want to RP him at.
We agree on that I think.
On the old experience system this was easy, you could reach the level that you wanted to, (and I'm not saying level 50, I mean like level 20, 30, or 40 I've stopped almost all of my characters at a certain level cap, just so I could slow down on his training and concentrate on his RP and him gradually getting stronger, I wanted to RP being a weaker level 30 or so, yea I COULD'VE went up to level 50 but I chose not to and I think that should be up to the player, not the code and how much you've hack n slashed your way to get there). If you wanted a stronger character, you could go out and train up his skills, and I think that way worked the best.
I can understand the desire to reach level 50; that's natural. But we also have to get a broader point of view: once you reach level 50, there's next to nothing left for you. Getting your skills increased can be fine to some people, but that's not very satisfying for some. So, instead of rushing towards level 50, the message we mean is "Take the time to enjoy the other levels, before you reach the end."
Which brings me to another point, and I'm not trying to be rude or point any fingers here. But hear me out: It seems like ever since the new administration came in that training has been seen as a taboo, that you shouldn't train too much, that it's abusing area code and that it's taking away from time RPing.
Raiding the same area over and over is something that I think shouldn't be seen on a roleplay-enforced mud; there is nothing roleplay in killing all the giants of Hartsvale, waiting til repop and starting over. Training "ICly" is all fine though; that would mean go to an area of your level, possible along with other people (which allows you to deal with higher level mobs and thus gain more experience), and do not "camp" it. Let's keep the "camping" to the roleplay-less MMO"RPG".
Now I think it's quite the opposite, people like to have strong characters, that's granted, if you want a strong character you'd train for that character, if you didn't you'd RP, that's great it's your choice but don't complain when the fighter of Cyric comes and messes your crap up, that's how it is in life! Some people are stronger than you, it actually makes the MUD more diverse and brings about RP. It seems like every day it just gets closer and closer to every character becoming exactly the same strength, exactly the same prowess in battle.
I wholeheartedly disagree with this black-and-white vision. I find it unjustifiable and inconsistent that training would be the only way to power. Every adventurer ICly spends some time training; and every adventurer ICly spends some time socializing/interacting. The thing is, the player chooses what part of the character's life they want to play when they are online, or - more precisely - how much of each parts they want to play. I am not saying that the end result should be totally independent on what the player does; nor am I saying that all the characters should be powerful [thus the skill point distribution idea: make the character you want!], but it should not be two completely separate paths roleplay -> your character sucks // training -> your character is powerful.
This is emphasized with the recent wizard change in the power of wizard's spells. Now wizards are just more alike in strength, it SHOULDN'T be like that.
Why is that? Why should those who decide to spend 90% of their online time training get a more powerful character than those who decide to spend 90% of their online time interacting, socializing, welcoming other players, enriching the mud as a whole?
It was also emphasized in the removal of the Shadowlands which was really a key area for melee fighters training.
The area was removed not only because it was camped/raided over and over by characters. It was removed because it did not make much sense on FK. Goody-goody white guys against evil black guys with shadowy things in-between? Come on, I believe that it doesn't really meet our current standards for areas. Areas should help support roleplay by giving some background or interesting backstory: Those goblins have once again kidnapped Mrs Thann! By the way, did you know that they once attempted to summon a big demon of Kurtulmak to invade Golden Oaks, and that is how and why the gnomes made their presence known, to seek help? Some dead followers of Tempus have chosen to remain behind as undead to offer deadly combat training to mortals ... but have they really chosen to do so, or are they forced to be undead because of some sort of destiny that they still need to accomplish? ...
Give me a night of sitting in the square listening to two people talk about the books they read...eh it can be fun and generate some good RP but...it's two people talking about the books they read. Now give me a battle-hardened cyricist that just killed a faithful follower of Torm on the road outside of Shadowdale, and that sounds like it'll be the kind of RP that when you're in it, your hands are literally shaking and you have adrenaline pumping in your veins, THAT is the reason why I play this game for that great RP that just makes you go, 'Wow, that was incredible'.
Right. And your point is? Roleplay is not restricted to chatting on the square, it never was. The interaction with a Cyricist PC and a Tormite PC is roleplay too.

Let's consider three examples (including the two you give).
A - chatting about books on the Market Square.
B - intense meeting between a Cyricist and a Tormite
C - killing the evil black guys from Shadowlands over and over

If I was asked to classify those three activities, I would say A and B are "roleplay"; C is training. You seem to be saying that A is roleplay, authorized, and unfun while B is not possible but the most fun ... and somehow imply that B and C are similar activities which should be treated equally?
If you absolutely hate training, then don't train, sit in WD and RP, that's great and I encourage you to do that.
In the current situation, this is just hypocritical, because you imply "but then your character will suck", and that's the part that I find problematic. Now, I agree that it's not that clear-cut that that there are interesting interactive roleplays and boring ones. Like I wrote above, I tend to find flirting and "light" roleplays boring, while I like roleplays that consist in ethos/divine philosophy debates, or discussions based on the background of the world or on recently completed quests, or challenging discussions with clever wordplay. But to everyone their tastes.
I'd love to hear everyone's comments on this subject. Really why is training on FK so frowned upon?
I can only answer for me. I don't frown upon IC training. I frown upon OOC training (camping, raiding the same area over and over, using unchallenging mobs to avoid having to group up or to be sure to get the biggest reward with the less danger). And it's not so much frowning upon training than finally getting to reward other occupations (which, by the way, happen to be more beneficial for the mud) as a whole.
Spaki wrote:I agree that the "spellpower" change makes wizards' training spells mostly a moot point (making only level and items define how "powerful" a wizard is).
That's not exact. The influence of skill level has been reduced, in that it is no longer the ONLY thing that is taken into account. But it's not true to say that only level and items define how powerful a wizard's spells are.
Spaki wrote:It also further encourages creating a mage over a specialist, since spellpower benefits more spells for the mage and puts all their spells at a level comparable to even ones a specialist has spent time training.
I can understand that it's an important topic for you, but it's not really the point of this discussion. That being said, I believe that the mage vs specialist debate is one we should (re)open.
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Re: Experience and Training

Post by Jaenoic » Sun Apr 20, 2008 1:50 pm

As a side note, characters under level 10 cannot initiate the express deliveries quest. I suggested to a newbie/lowbie the other day that he find work there, and he responded that the mob there(forget his name) told him "come back when you have a bit more experience." I think it would be a good thing to remove this level requirement, as the quest not only gives much-needed coin to new/lowbies but perhaps more usefully it gets them acquainted with the city. I think the #1 problem I have heard from newbies is "this city is so big! I get lost a lot."

Anyway, my point was that though I know it has been said that the level requirement was removed from that quest, it apparently has not been.
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Re: Experience and Training

Post by Raona » Sun Apr 20, 2008 1:59 pm

Dalvyn wrote:We added several low-level quests, including poop-gathering, express deliveries, and more could be added. Besides, it would be good to find a way to incite players to start meeting others before they reach level 10.
Dalvyn, you are a saint for taking the time to write such a detailed reply. One point of information, though - unless I'm wrong or it's been changed, Express Deliveries tells folks to come back later if they are under level 10, and that may be one (more) factor pushing folks toward trying to get there sooner rather than later.
[Echoing Jaenoic here, we posted simultaneously]

Also, I recall reading about a new low-level area near Waterdeep, the trash middens or something like that, but have never found it in-game. Was it retracted? If not, perhaps a link to it from the Waterdeep sewers, to make it more accessible? Lots of low-level characters are fearful of leaving the Deep (going onto the roads), with good reason.
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Re: Experience and Training

Post by Dalvyn » Sun Apr 20, 2008 2:11 pm

Ah, you are right, of course, about Express Deliveries. Any idea why the level 10+ restriction was added (it was actually not there initially)? Because some players ran several characters quickly through it, collecting 100+ platinum on each of those characters, then pooling them together for one character they wanted to keep and deleted the other characters. Sad, eh?

The sewers of Waterdeep could do with a rework, indeed. Put in some low-level interesting quests, ways to gain equipment and perks that are nice to get at low level.

Same for the Rat Hill, which is another low-level area that might be found near Waterdeep ... and for similar areas to be placed near other starting places.
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Re: Experience and Training

Post by Isaldur » Sun Apr 20, 2008 4:34 pm

Not everyone is playing an outright hero, and not all heroes consider themselves such. If you're feeling anxious about how "useful" your character is try taking as step back and enjoy the ride. Elminster wasn't built in a day after all..

A level 10 Mage can't cast summon Sonic Death Tarrasque, but CAN make himself/herself one of the movers and shakers of the world through good roleplay.
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Re: Experience and Training

Post by Pascus » Sun Apr 20, 2008 4:41 pm

I agree Isaldur, Its all in the RP how your character is preceived.

Dalvyn might I make a suggestion of putting the playerbase's creative juices together and perhaps have a contest to put some lowbie quests into the game? I think that it could possibly make people feel like they are contributing to a game while having a little fun OOC.
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Re: Experience and Training

Post by Japcil » Sun Apr 20, 2008 6:13 pm

Dalvyn wrote:Ah, you are right, of course, about Express Deliveries. Any idea why the level 10+ restriction was added (it was actually not there initially)? Because some players ran several characters quickly through it, collecting 100+ platinum on each of those characters, then pooling them together for one character they wanted to keep and deleted the other characters. Sad, eh?
Only problem with that is that the whole mud suffers for a few players. Why not strip those player of their bounties/kismet and keep it open for newer players to the game?

We could institute a new type of punishment and make newbie bans able to be placed on single accounts instead of mud-wide. Then they could apply to have the ban lifted when they have learned their lesson. This is better than a full ban because it allows them to log and learn to cooperate with other players on the game still.
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Re: Experience and Training

Post by Glim » Sun Apr 20, 2008 7:08 pm

Dalvyn wrote:
Telk wrote:I recently decided to make a new wizard so I start him out and everything, everything's great, I start killing dummies. I jump through the first 4 levels fine, great. Then I realize my exp has dropped to an absolute CRAWL, I mean I was killing dummies for at least 30 minutes and got about half a level to level 6...
Starting at level 6 (I think), an "anti-category 1" formula triggers. It's actually not a novelty : that's something that has been in place for a long time.

Basically, the idea is this: Let's say we assume that a level 25 character should have spend approximately 40 hours online to reach that level. John is a level 25 fighter.
- If he has less than 30 hours online, the experience he gains will be reduced by 50%.
- If he has between 30 and 50 hours online, the experience he gains will not be modified.
- If he has more than 50 hours online, the experience he gains will be increased by an additional 50%.
(I picked up those numbers randomly, by the way ... just to get the idea across).

That actually joins up with my note about the low levels above. Instead of rush-training, take 1 hour away to go and meet people, explore an area, complete a quest or two ... then go back to training and you will find that things will progress much more smoothly.
I actually don't think anyone has ever known that there was an hour limit on experience. At the least I didn't know and I have never heard of it in my 8 or so years of playing. This explains why it is so hard to level up some new characters, but others than I have more hours on get experience greater.

See, my opinion really is that if many players had been told this, there would have been alot less problems in the before mentioned threads. I'm sure you have your reasons for it not being known but I don't know them so I cannot really argue whether it was a good idea or not. From what I do know from this thread though, it would have saved alot of grief to let people know that if they just went out and roleplayed a while then when they came back it would have been easier to level.

Ahh but anyways, one more thing to say:

Skill points, please?
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Re: Experience and Training

Post by Velius » Mon Apr 21, 2008 3:14 am

Wow, thats why Velius is leveling quickly (Many, many, hours spent on him but not high skill levels)... I haven't heard about the exp modifier thing either, and thanks for the post Dalvyn. Now then, to make a point:

About people getting experience for RPing (The chatting, sitting around MS part), I don't think that characters should get increased exp for doing so. Infact, sitting around MS and chatting has its own benefits.

Interacting with other characters- You think sitting around MS and RPing doesn't help you and "talking about books" is boring? Making friends is a major part of doing good in this game. If you think the guy running down to Howling Peaks is better off then you, the guy talking about books, you are wrong. First off, when I play Velius, I normally RP learning more about the Tempurian Faith, follow the roads killing bandits, (All I do is kill bandits basically unless I have an IC friend on asking me to slay stuff with 'em, surprised I level so much with him, I guess its because of the exp modifier mentioned earlier for the hoursplayed/level ratio) and hang around Howling Peaks, teaching those about to fight about Tempus, and saving low level characters soloing the place. Sure, the guy who soloes Howling Peaks might be better off in combat than you are (which is reasonable, he does fight more, but the exp thing that stops him from leveling too quick is also reasonable), but look at it this way. Chances are, since you are talking in MS so much, you are more knowledgable about your faith and have more IC friends then the other guy does. While he is out getting chopped apart and being saved by Velius (believe me, there are regulars), you are talking with someone who you find out is a master swordsman willing to teach you how to fight. You become faithed before the other guy does because you RPed with the FM of your faith more then he did (Or if your FM is inactive and you RPed your faith well like I did, you will get rewarded with a special visit.) And since you have so many friends, when you need that nice piece of armor, atleast one of them should be willing to spare some coin.

You are basically better off in the long run than the other guy is.
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Re: Experience and Training

Post by Aveline » Mon Apr 21, 2008 5:21 am

I come on at some odd hours sometimes when there might be maybe one other person online. Very hard to find rp during those times, so I might get some training done. Then sometimes I am involved in other things oocly. I might have to step away from the computer every few minutes for short periods of time. That isn't fair to the people I rp with, so I won't sit around rping then. I think if someone wants to train over rping for whatever reasons, go for it. It is a game afterall, and someone being off training is not ruining my enjoyment of the game.

That being said, I think I'm one of those well-known square sitters. I enjoy sitting around talking with my different characters. And also another benefit is that most of my characters are pretty well connected in the sense that anytime something is going on, they know someone involved and can become involved themselves. The more characters you know, the more likely you are to be involved in the different rps going on here and there. So sitting around and rping can actually get you out of that square and off to rp different places. Very rarely do I log on one of my main characters and they are not asked to be involved in an rp of some kind. It could be something like body recovery, questing, or some other plot that is unravelling.

I also have a lot of online time because well, I have to have something to do while I'm at work rather than sit and stare at a wall, so that could explain why I really haven't ever had much trouble levelling on any of my characters. To me things are just fine experience wise and I spend more time rping over training. I do not think that spending your time rping really needs any extra rewards, because if you spend your time rping, in my opinion, then you'll find more opportunities to do other things that will help you gain the levels and things if that is what you want.

Take Ynaura for example, veteren square sitter/tart eater. I can count the number of times I've taken her out just to 'train' on one hand. However, she's atleast a level 40 character, the skills she has she's trained pretty high in. And most of that is just being involved in going out with other people when they invite her to do things. You use those skills a lot when you go do do things with other people. She isn't as fluffy as she once was. And it really didn't take terribly long for that to happen.

I think we can all see the benefits of rp, and we all like to rp otherwise it would not be very fun to be on this mud. But training to improve your character is not a bad thing in my opinion, and if you feel like training over rping during one particular moment then you have just as much right to do that as the people in the square have to sit around and talk about books. I've noticed a lot of people who come here and really don't like the rping leave quickly anyway.
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Re: Experience and Training

Post by Telk » Mon Apr 21, 2008 5:30 am

Thank you for all the clear answers Dalvyn :) It really cleared up a lot of misconceptions that I, and I'm sure a few other players had. I see where you're coming from when you talk about spreading the levels out. I however disagree with slowing down on levels 1-9, I think those levels are there to acquaint the player with the MUD. I know when I first joined this game, I had NO idea what a MUD was, or that there was even such a thing as a text based game, the only reason I played it was because a friend told me to. I didn't go out and RP in the square, I didn't know what good RP was, I was just interested in killing and exploring the world. I think the view you're coming from is someone that's already acquainted with MUD's, they already know a bit about roleplaying and how a MUD works, if you're new to the concept then you just want to explore the game, kill a few baddies, meet a new friend and kill baddies with them, then you start fleshing out your RP. That's how it was for me at least. That's why I think that those levels should be pretty easy to get through.

Look at it from this point, someone brand new just came onto this MUD, granted their attention span is probably pretty short, because there is nothing here at first to entice the player, there aren't any graphics or anything visual like that, so if you're forcing them to kill a ton of dummies over and over just to get up a few levels they're probably going to say 'this sucks' then log off and never come back. They don't have a chance to explore the awesome world or the various other opportunities, and they're probably not interested in RPing unless they've done it before. And to say 'Well then we don't want those kind of people, because this is a RP enforced mud, and they just want to hack n' slash', they'll eventually get a grasp of RP then start RPing better. The movement points idea is good but it's not only movement points, it's also getting killed easier, and not being able to adventure with other people in lowbie areas cause you're too weak.

As for the OOC training thing, I don't really agree with you Dalvyn I mean Yea..ICly it may not make too much sense, but a lot of things we do on FK wouldn't make sense after all it is a game, and I think certain leniency's should be applied, such as not punishing people for killing things on their own, or training on their own. Me personally I think it's actually a lot of fun to go out and just kill things, on my own or in a group, just to get a break from RPing or because I feel like it.

Realistically I don't like to train with a group...I really don't, now that might be frowned upon but hear me out. I don't like grouping up with someone, then going to an area and everything and then you kill two mobs then they say they have to go, or when it takes you 15+ minutes to get the group together because everyone has to get ready, meditate, rest, get their mounts, talk and RP (which is not a bad thing). But I think all of that is just a big waste of time, except for the RPing, I mean by the time I get to the place I want to train 30 minutes has gone by, I'm thoroughly bored, I can't go back and RP when I get bored with training because I'm in a group. I'd much rather saddle up ye old horse and gallop out to a place, train for as long as I want then when I get bored with it, I could go quest or do w/e, or if I wanna train more I can. I have more control over it. I don't think anyone should get punished for that, I think it's something that could be overlooked for the basic fact that it's a game and not everything can be made IC y'know?

To train up your skills you'll have to kill a lot of mobs, depending on how high you want them, and that might entail what you would consider 'camping' I think it's just one of the necessary evils on the MUD and there really is no way of getting around it. That is what I was talking about when I said that training seems to be considered taboo. Even if you're in a group you're still going to have to 'abuse' the area, if you want to call it that, if you go in and clear it out once, I doubt ANY of your skills will go up one tick. I'm not saying make training easier, I think training is absolutely great the way it is, it shouldn't be easy, when you see that little white message that says you've improved you should get that feeling of accomplishment. It's just that on a game like FK training opportunities are limited, and even if they weren't I don't think anyone would want to run over to this place, kill the mobs, get back on their mount, run over here, kill all the mobs, run over there, kill all the mobs just to get a few skill levels, that's just a waste of the person's time.

I don't think anyone should be punished for staying in one area and killing the mobs for a few minutes, a few hours or whatever, I mean I could see if someone's doing it for equipment to sell off, now that is a situation that an area IS definitely getting abused, people are taking the equipment that should be for the adventurers that go through their to take as loot and are selling it off to merchants for money. Now the adventuring party that does go through their for legitimate reasons gets nothing. But if you're just killing mobs to train your skills up then I don't see how that could be seen as abuse of an area.
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Re: Experience and Training

Post by Kirkus » Mon Apr 21, 2008 8:17 am

I completely agree with Telk. I was exactly the same way. I had friends introduce me to the game when I was 18, way back in 2000. I had no attention span for those nifty things called words. Way back then, it only got interesting when things were flashing up the screen like in combat. Then eventually my pc's character began to unfold as I learned a little about rp. Then I noticed that the text flew up the screen just as fast in conversation as in combat.

A couple points I want to throw out...

-We don't expect players to come in and paint the 'mona lisa' of descriptions. We let them grow and develop in their own time. If someone has a description that is lacking, eventually a more experienced player or an imm will help them out a bit by giving some pointers. Why can't we take this attitude of let the newbie grow at his own pace, 'make this everyone's game' not 'this is my game. Your playing wrong' Like Telk said, eventually the hack and slasher will start to wonder what all the fuss is about.

-We have areas that are more geared toward rp and bringing pc's together. And we have areas that are more geared toward fighting mob's and training. And there are places that mix the two, such as UM. These last places are made to bring the two together. Places like the last are made to be a challenge for a group and suicide if soloed.

-There should be a natural progression to the game... killing stuff and gaining levels plus becoming more of a beefcake rp presence is what, to me, made those pc heros of old hero worthy. You can't just sit around a campfire and gab your way to the top. That would leave you with a level 10 fighter who can barely swing a blade, and has never broken in his armor, being named Grand Poobah Loyal Order Water Buffalo. My number one rule has always been, you have to go out and have an adventure before you can sit in market square and brag about it. Now before you verbally scoff, that doesn't mean just typing k goblin and hitting enter a whole bunch.

-We have all these areas, can't we cater to more than one kind of player. The good stuff is always going to be in the rp anyway.
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Re: Experience and Training

Post by Selveem » Mon Apr 21, 2008 9:26 am

I think I'm just going to have to go ahead and get called a twink here.

I have stated before (and will state again) that I believe _everyone_ is entitled to at least one powerful character so long as they are not abusing other players with said character.

I have absolutely no problem with 'mob bashers' or 'market dwellers.' I don't care if you're 'chatting it up' all day or training your characters to kill some time/relieve some frustration. To me, as long as you are having fun and enjoying this game, I'm happy.

I think it is important to remember that this is a _MUD_. It is a fantasy roleplaying game. As such, this MUD appeals to a wide range of players.

Personally, I enjoy going out occasionally and 'bashing mobs.' To me, roleplaying a character is NOT just about socializing. If you play a Druid, can you honestly expect said player of the character to have them go into an area like Waterdeep for RP interactions with other players? Can you honestly expect said player of the Druid in question to sit around in Ardeep and HOPE someone will come RP with them or stumble past? I think the expectations implied are exceeding realistic measure.

Now, Dalvyn brought something up that I would like to comment on:
- staying on the Market Square and giving directions to newcomers/chatting with other adventurers = roleplaying (*)
There are a number of reasons why I generally avoid Market Square - the hub of "roleplay" opportunities because OOCly I don't enjoy roleplaying with some who repeatedly attempt to rib my characters. I find it annoying OOCly and very unrealistic ICly that a character would continue to provoke someone who they have already forced to kill them ICly (see: http://www.gallwey.com/fk/board/viewtop ... f=1&t=5013. Sure, maybe they help newbies, but if I don't enjoy spending time RPing with them on a specific character, why should I be forced to interact with them just so I may have the opportunity to help a new player? Further, I don't feel just because you "chat" it makes you a good roleplayer. Anyone can "chat." I feel it is not just what you "say" that defines you, but more importantly what you do. That makes a good roleplayer to me.

Now, said player realizes what character I am speaking of. I would like to express that not all of my characters have such an annoying experience with their character, nor do I disapprove of them OOCly as a person/player. Their playing style just doesn't match, often, what I find enjoyable. Nothing against them.

There is one other thing I would like to bring up:

If several members of the administration disapprove very much of training, why is it so difficult to train? Take dual wield for example: it took me multiple _years_ on Selveem to finally GM this. It is widely known throughout the game to be one of the most annoying skills to train up (aside from things like riposte, grip, etc.). I, actually, enjoyed the challange... But, if it is looked down upon so much and the roleplayers who mostly shy away from code combat feel shunned, why not increase the speed at which they're trained up?

Honestly, I'm against my own proposal to increase skill-up rates. I just don't see why a player who spends all his or her time RPing would honestly need to feel like they HAVE to have Dual Wield GMed. What the trainers teach skills to should be sufficient for the purposes of helping others when needed.

My opinion is that the current opinions/views mentioned by Telk does cause players to feel ostricized. I, too, feel like I am unwanted often because I enjoy the higher-risk areas such as Undermountain and the like. Obviously, it is looking like I'm not the only one.

While I may not agree wholeheartedly with Rhianon, I can most certainly understand her frustration. I believe ultimately there needs to be a lot more give.
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