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Marcus_Tue 08-May-07 03:44 AM
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#17722, "Sleeping for mv's fix:"


          

Make all new characters start with 50/100/150 more mv points. Reduce mv level gains with 1/2/3 points per level... Retroapply for current chars.

  

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Reply I Like This, Kastellyn, 11-May-07 11:57 AM, #2
Reply RE: I Like This, Elerosse, 12-May-07 01:45 PM, #3
Reply Against the original idea; But you make note of somethi..., _Magus_, 12-May-07 05:34 PM, #4
     Reply RE: Against the original idea; But you make note of som..., Daevryn, 12-May-07 09:30 PM, #5
          Reply See, that's why you get paid the big bucks. ~, _Magus_, 14-May-07 11:52 AM, #6
          Reply Can't blame me for missing happy boots. nt, GinGa, 14-May-07 02:38 PM, #7
Reply Another solution, elmeri_, 10-May-07 03:40 PM, #1

KastellynFri 11-May-07 11:57 AM
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#17761, "I Like This"
In response to Reply #0


          

I spent a few days mulling it over in my head, and could only come up with minor objections.

1. It seems to cater to a play style that empowers veteran players: run from area to area gathering the perfect mix of low-level equipment vice the slower, more methodical method of exploration that new players unfamiliar with an area (or areas) would use.

2. It slightly nerfs movement draining strategies at the low to mid levels - which is when (IMHO) they're the most useful.

Like I said, minor. And I'll caveat the above with saying that, as far as I know, we have never tweaked the starting movement values, so they're the same now as they were when New Thalos was ten steps from Galadon.

Kastellyn the Devourer of Magic, Lord of Legends

  

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ElerosseSat 12-May-07 01:45 PM
Member since 01st Nov 2006
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#17766, "RE: I Like This"
In response to Reply #2


          

>2. It slightly nerfs movement draining strategies at the low
>to mid levels - which is when (IMHO) they're the most useful.
>

It also slightly nerfs classes with movement advantage skills/communes/songs. Pathfinding, refresh and the travelers song all would be at least slightly less useful. It is only a slight downgrade as they will still have an overall advantage but still a downgrade.

In my opinion though these abilities are most useful at low levels when other classes have low moves and can be outrun or overrun.

  

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_Magus_Sat 12-May-07 05:34 PM
Member since 05th Dec 2006
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#17767, "Against the original idea; But you make note of somethi..."
In response to Reply #2


          

important. And that's movement not changing, despite Thera being probably ten times bigger than it was when the original numbers were calculated. I'd be all for an added 50 movement or so from creation (if that's a fair enough number, I don't really know), to counter the size changes, and the diversity changes as far as terrain goes.

  

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DaevrynSat 12-May-07 09:30 PM
Member since 13th Feb 2007
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#17768, "RE: Against the original idea; But you make note of som..."
In response to Reply #4


          

Actually, Cador and I revisited movement back in, oh, 98 or 99 or so.

Since then, we've seen the option to train moves come in, gear that adds to movement regeneration introduced, some new movement-friendly abilities like Relaxation, as well as the gain of movement points from exploration.

  

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_Magus_Mon 14-May-07 11:52 AM
Member since 05th Dec 2006
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#17784, "See, that's why you get paid the big bucks. ~"
In response to Reply #5


          


"Success is not the result of spontaneous combustion; you must set yourself on fire."

  

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GinGaMon 14-May-07 02:38 PM
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#17788, "Can't blame me for missing happy boots. nt"
In response to Reply #5


  

          

nt

  

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elmeri_Thu 10-May-07 03:40 PM
Member since 13th Dec 2004
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#17757, "Another solution"
In response to Reply #0


          

Make mv gains steady through the levels. A level 1 recovers as much mv as a level 51. Why would this be good? There would be much less gayness associated with being level 1. The outcry will ofcourse be, but that would kill this and that and what more! I think it wouldn't have a huge impact on game balance. Sure, people might be chilling with a bit more mv at any given time, but mostly the way you get screwed is when your mv regen is killed by plague or bleeding, or you get entangled by a ranger, in which you likely wont run far anyways.

  

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