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CointreauThu 08-Dec-05 05:20 AM
Member since 20th Nov 2004
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#11198, "Gank-o-meter and the Anti-Gang code"


          

Just an idea I posted on Dios earlier today. Realised it was pretty useless there, so I'm going to offer it up here.

Basically, I got the idea from someone complaining that the Anti-Gang code was good, but it made certain characters almost unkillable. So my theory is to make the effectiveness of the anti-gang code based on one's gank-o-meter.

For example:

A gank happy Giant basher will have a high gank-o-meter, making the anti-gang code more likely kick in when he ganks. In return, when the Giant is ganged, the anti-gang code abandons him making it easier for other gangs to kill him.

The opposite of this is that Honorbound Elf who runs around never ganging anyone... until that Lich arrives, or that decked Invoker. At which point he attacks with a few buddies, and the anti-gang code hardly affects him at all, allowing him to gang those who require it effectively. Again, because the Elf never gangs, the anti-gang code now favours him, causing the anti-gang code to kick in more often when he's ganked.

Just an idea, yay? Nay?

  

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Reply RE: Gank-o-meter and the Anti-Gang code, nepenthe, 08-Dec-05 09:15 AM, #1
     Reply Anti-Gang Code = GR8!, Nivek1, 08-Dec-05 09:27 AM, #2
     Reply RE: Gank-o-meter and the Anti-Gang code, Eskelian, 08-Dec-05 11:28 AM, #3
     Reply Morale Chunking, Valguarnera, 08-Dec-05 01:11 PM, #4
          Reply Building on that:, nepenthe, 08-Dec-05 02:27 PM, #5
     Reply RE: Gank-o-meter and the Anti-Gang code, Cointreau, 08-Dec-05 11:46 PM, #6

nepentheThu 08-Dec-05 09:15 AM
Member since 04th Mar 2003
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#11205, "RE: Gank-o-meter and the Anti-Gang code"
In response to Reply #0


          

I came up with almost the same idea earlier this week. I haven't decided if I like it yet or not. Probably not, though it's interesting.

I mean, it makes sense that people who gang a lot more are better and not worse at it, though I wouldn't put something in that works that way because it defeats the point. Along similar lines I don't think I'd want to encourage people to rack up 50 solo kills as a lowbie so they could gang better later in life.

  

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Nivek1Thu 08-Dec-05 09:27 AM
Member since 04th Mar 2003
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#11206, "Anti-Gang Code = GR8!"
In response to Reply #1


          

I think that if there's an uber-invoker or lich or what-have-you running around and gangs aren't able to finish him off, then that's a good thing.

That one person is able to take on all comers makes for a great storyline (such as they are in CF). A great hero or a great evil badass is something I've been missing.

  

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EskelianThu 08-Dec-05 11:28 AM
Member since 04th Mar 2003
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#11212, "RE: Gank-o-meter and the Anti-Gang code"
In response to Reply #1


          

One thing to note, I'd like it if morale increasing skills such as fervor have a more pronounced effect. Since fervor has drawbacks, I don't think it would be unbalanced if you tweaked up the +morale so that it can genuinely make a difference. As it stood, typically having it up wouldn't cause a change in whether or not my morale was moderate.

  

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ValguarneraThu 08-Dec-05 01:11 PM
Member since 04th Mar 2003
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#11222, "Morale Chunking"
In response to Reply #3


          

The game knows your morale to a much higher precision than you do. What you see is "low/moderate/high" or whatever, but the underlying stat has a much more finely divided range.

I'll probably adjust that in the near future to include finer resolution-- maybe 5 or 7 categories instead of 3.

valguarnera@carrionfields.com

  

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nepentheThu 08-Dec-05 02:27 PM
Member since 04th Mar 2003
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#11224, "Building on that:"
In response to Reply #4


          

It's possible to gain some degree of bonus xp now from levels of morale that follow in the 'moderate' chunk.

Will a group teamed up with, say, a bard, be able to realize more of these morale-based bonuses than some other groups? Sure. Will a group with a buff-ass warrior mowing through mobs instead of the bard still level faster despite seeing less of this bonus? Most likely.

  

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CointreauThu 08-Dec-05 11:46 PM
Member since 20th Nov 2004
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#11226, "RE: Gank-o-meter and the Anti-Gang code"
In response to Reply #1


          

Why not make it based soley on recent PKs, or a time limit maybe. I dunno, the coding might be not worth it (I know squat about coding), but have something along the lines of:

A) Make another "Sub-Gank-O-Meter" that only logs the last 10 PKs, base the Anti-Gang effectiveness on that.

or

B) Again, a "Sub-Gank-O-Meter" but it only logs PKs in the last... 2 weeks, month, whatever.

or

C) Completely off par, but just make an adjustable Anti-Gang code effectiveness stat on each player (which we can't see), that you guys can tweak at lesiure. Don't like that Gankalious Imperial? Tweak him down. Again, think that Invoker is simply unstoppable, tweak his defense against gangs down. That poor noob that loses two CON a day, or that single Hero Cabal member slugging it out on his own? Give his anti-gang defense a boost.


Again, just ideas.

  

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