Diminishing Minds opening a script mud

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Xeeg
Posts: 19
Joined: Sun Jun 16, 2013 7:51 pm

Diminishing Minds opening a script mud

Post by Xeeg »

Hey all, I'm thinking of running a SCRIPT mud on my bbs. I have some ideas to tweak balance, specifically around editing areas to make them more caster/bs friendly.
The purpose of my changes are to slow down the early game and speed up the late game a bit.

1. Quest Changes:
Replace smash quest with "bash" quest, all characters get quest at level 20.
Add 200 HPs to druid and ice sorc and make it level 20 quest.
Apparatus changed to level 30 quest.
ARD quest exp change to 20 mil.

2.Boss Changes:
Boss regen time /3 (max 22 hours)
Boss EXP /6 - to stop boss farming as a replacement for exp
Boss drops - no first time drops
Drop % - minimum boss drop % changed from 1% to 5%

3. Monster changes:
Exp scaling from 1/2 to 2x exp rates. EX: Giant rat at 5 xp, tasloi warrior at 20,000 xp.

4. Room changes:
Room spawn delay -3. From 5 minutes to 2 minutes respawn in most scripting areas.
Added MANY new spawn locations to the realm to balance out areas for casters and backstabbers.

5. Portal System:
Portal system to get around map faster, no sys gotos but still works well.

6. Race Changes:
+20 max stats
Stealth races +2 bs min/max, +2 bs acc, +2 stealth

7. Class Changes:
All Classes - remove bash and get it as a quest
Warrior/Witchunter/Paladin/Cleric/Warlock - +1 hps/lvl
Casters - +10 mana regen, +10% spell dmg, +5 sc
Stealth - +3 bs min/max, +3 bs acc, +3 stealth

8. Items:
lims unlim>? haven't decided yet. Due to boss respawn times, it might be too easy to farm all the lims quickly.

9. Sysop abilities:
Sys map
Retrains and align changes given in bank of godfrey.

10. No Dupes:

Please let me know if there is any interest in a bbs like this, i'm open for more ideas as well. Remember, my goals are class balance, slowing down the early game (1-30) and speeding up the late game (40+).


Lyki
Posts: 11
Joined: Thu Aug 29, 2013 12:53 pm

Re: Diminishing Minds opening a script mud

Post by Lyki »

1. Interesting concept. I like the idea of slowing it down a bit in the beginning, but I don't know if I would lower the ARD quest exp. Later levels can be a pain in the ass, and that actually helps a bit.

2. I like the idea of upping drop %, boss regen times lowered, and the first drops not guaranteed can work. I don't think lowering the boss exp, due to the fact boss runs elicits live play, and that is always a positive. I've always been a fan of boss exp being higher, but your bbs, your call. I'd just suggest to think about at least leaving the exp alone at least, if not higher.

3. Also an interesting concept. I don't really hate the idea of nerfing some of the monster exp a bit lower, and maybe removing instant cave worm/slime beast, but I'd leave newhaven mobs alone, since the arena can get stacked with lowbies, and it's hard enough to get any exp from there with a few users.

4. Love this idea. No criticism at all.

5. I'll reiterate #4. Love it. Sys gotos kills pvp.

6. Again, good stuff.

7. I absolutely love this idea. Smash is insanely overpowered. I also like the added bash quest instead. Will slow down exp in the beginning as well, going toward your original idea. I am on record saying that platemail ac could always be nerfed a bit lower as well, and this could also add a bit of a cool wrinkle if you consider it.

8. Unlim lims is always good. Nothing worse than someone getting all the lims and hoarding. Could increase pvp, but they could just quit with a decent amount, or just put them in Gang House. I like the unlim idea.

9. Another good call. Sys map is a must, especially if you are thinking of implementing new areas. Retrains and alignment is all good too.

10. I hate a lot of dupes running around, but MajorMud is a dying game, I think we all agree. It's sometimes very hard to get a couple people together for tougher boss runs. I would consider one dupe, maybe at a certain exp amount (not a level thing, since that will encourage people to play warriors as their first just to get the dupe quicker) before you can acquire a dupe. Maybe around the 10 million mark?

Overall, really good ideas, and I think it'll make for a fun realm. Keep us updated.


Xeeg
Posts: 19
Joined: Sun Jun 16, 2013 7:51 pm

Re: Diminishing Minds opening a script mud

Post by Xeeg »

Lyki wrote:1. Interesting concept. I like the idea of slowing it down a bit in the beginning, but I don't know if I would lower the ARD quest exp. Later levels can be a pain in the ass, and that actually helps a bit.

I might change it to level 45 required or something so its not used to skip like 4 levels.

2. I like the idea of upping drop %, boss regen times lowered, and the first drops not guaranteed can work. I don't think lowering the boss exp, due to the fact boss runs elicits live play, and that is always a positive. I've always been a fan of boss exp being higher, but your bbs, your call. I'd just suggest to think about at least leaving the exp alone at least, if not higher.

I'm mainly worried about places like AR being on an 8 hour timer, people will be farming this place for wayyyyyy too much exp compared to those scripting. I want the boss runs for the items and some exp, but not to make like 10x the exp rates as someone who cant hit that boss yet. So part of the lowered exp is a consequence of quicker respawns.
Without first time drops a lot of these items are 5%, which mean roughly 20 kills per drop. If AR is getting farmed it will still take a week to get an item drop. I need to make sure that people don't out-level the item by the time they can get it. This is the MAIN problem by taking out first kill drops.


3. Also an interesting concept. I don't really hate the idea of nerfing some of the monster exp a bit lower, and maybe removing instant cave worm/slime beast, but I'd leave newhaven mobs alone, since the arena can get stacked with lowbies, and it's hard enough to get any exp from there with a few users.

I am adding respawns to town sewers and a lot of regular areas to spice them up a bit. I am aware of the low levels getting all packed into one area issue and will be spicing up a lot of the old areas that have long been pathetically weak, orc mansion for example.

4. Love this idea. No criticism at all.

5. I'll reiterate #4. Love it. Sys gotos kills pvp.

6. Again, good stuff.

7. I absolutely love this idea. Smash is insanely overpowered. I also like the added bash quest instead. Will slow down exp in the beginning as well, going toward your original idea. I am on record saying that platemail ac could always be nerfed a bit lower as well, and this could also add a bit of a cool wrinkle if you consider it.

I will do some testing myself and see if the replacement of smash with bash effectively evens out the exp rates of platewearers and casters/bsers, especially if these classes have more areas designed for them. If not I might make some smaller changes like making certain key plates level restricted.

8. Unlim lims is always good. Nothing worse than someone getting all the lims and hoarding. Could increase pvp, but they could just quit with a decent amount, or just put them in Gang House. I like the unlim idea.

People say that you need lims to have pvp but I don't agree. Item rarity/value is still important.

9. Another good call. Sys map is a must, especially if you are thinking of implementing new areas. Retrains and alignment is all good too.

Yes and I will make a specific room in town that you have to be in to get the retrain/align change to limit abuse.

10. I hate a lot of dupes running around, but MajorMud is a dying game, I think we all agree. It's sometimes very hard to get a couple people together for tougher boss runs. I would consider one dupe, maybe at a certain exp amount (not a level thing, since that will encourage people to play warriors as their first just to get the dupe quicker) before you can acquire a dupe. Maybe around the 10 million mark?

I agree, somewhat. I might allow 1 dupe for this reason exactly.


Overall, really good ideas, and I think it'll make for a fun realm. Keep us updated.
One thing that just came to my attention is selling items. Many of these items are supposed to be limited, or the bosses have a long respawn timer and have a very high cash value at the junkyard. I will likely have to lower their cash value to balance out cash accumulation in the realm.


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