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Sabbit

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Since: Jul 03, 2003
Posts: 8



(Msg. 1) Posted: Sat Jul 05, 2003 8:14 pm
Post subject: CL: Healer exp
Archived from groups: comp>sys>mac>games>adventure (more info?)

I was curious what people's thoughts were on the current healer exp
system, as I have just finished argueing about it with someone.
Since I'm a ki junky, I'll use it as an example -
Nowdays, ki is usually done with 3-4 fighters which obviously isn't very
good exp for healers. The healers also seem to only make as much exp,
many times less, as the strongest fighter in the group, regardless of
the healer's rank number.
The solution is pretty simple on the outside, bring at least 5 fighters,
and make sure at least some of them vanq everything. However, on the
inside the problem is much more complex.

The fighter's point of view -
I like hunts that move fast, don't retreat often and don't spend much
time healing. Groups that can do this best consist of 3-4 powerfull
fighters and 2-3 healers. This is by far the most fun/exp for me. Many
healers want to bring younger fighters who vanq everything, and want to
have at least 5, if not more, fighters total. Most often we can only get
2-3 healers to begin with, so a 5+ fighter hunt would move much too slow
and would get boring fast. Also, the exp would be terrible, which is
very frustrating when there is only one place (and only at certain
times) to make decent exp for me. I'm also not keen on going to shore
and getting cadders when a low histia fighter gets too fallen.

The healer's point of view -
I'm making the same amount of exp, somtimes less, as a fighter with 2k
more ranks than me. Sure the hunt is fast, but I would do much better if
we brought 2 or 3 4th or 5th circle fighters. I work just as hard as the
fighters, and feel I should be making just as good exp as they do.
Fighters with many more ranks than me are making 2 - 3 times what I
make.

So you have the fighters who get bored and frustrated in fighter heavy
hunts, and healers who get frustrated in smaller hunts because they are
not coming out with the same exp reward the fighters do. I stress that
not all fighters/healers feel this way, but I know a good number who do.

It seems to me that every member of a hunt should make a reasonable
amount of exp for their level. This works for fighters, but requires
that healers have 5 shares. It also means that the healers will only do
as well as the average fighter slobber rate on the hunt. In other words,
a 500 rank healer will progress just as slowly as a 2k-3k ranked
fighter, and 2/5's slower if there are only 3 of them.

Call me a Role Player, but that system makes no sense IC. I mean,
healers "do" just as much healing as fighters do fighting. They work
just as hard, run just as fast and spend just as much time hunting as
the fighters. It only makes sense then that they would "learn" (gain
exp) just as fast as the fighters, whether there are 2 or 20.

On the flip side of the equation is the 10 fighter hunt. Healers are
making double the exp at the average slobber rate of the fighters, yet
the fighters fight just as hard, run as hard etc.

The result is one party (healers or fighters) is "learning" less than
the other, which seems kinda silly, and doesn't make sense IC. Keep in
mind ki was just an example, the same is true everywhere else in the
lands.

Just curious what people's thoughts are on the topic.

-Sabbit

PS:
Recently it looks like a lot has been done to *keep* fighters from
hunting above their level, but as long as this healing system is in
place they always will.
The current healing exp system *promotes* the RWing of fighters above
their level. Take night ki for example. Let's say the healer doing the
invites only has 1.5k ranks, and wants to make near what a fighter with
his/her rank number is. This healer would invite - 2 or 3 fighters with
an average of 2.5k ranks to keep the group alive, and 3-4 fighters with
an average of 1.5k ranks to bring the slobber average down.
It's funny that the GM's are fighting their own system when they try to
keep fighters from hunting above their level for fast ranks.
--
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Hidden1

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Since: Jun 24, 2003
Posts: 74



(Msg. 2) Posted: Sat Jul 05, 2003 8:22 pm
Post subject: Re: CL: Healer exp [Login to view extended thread Info.]
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In article <48265N674.TakeThisOut@web2news.com>,
"Sabbit" <sabbit.news.invalid.TakeThisOut@web2news.net> wrote:

 > It seems to me that every member of a hunt should make a reasonable
 > amount of exp for their level. This works for fighters, but requires
 > that healers have 5 shares.

10 shares, actually. Each share is a 10% share of the exp, not 20%.

--
HWC for Hidden <hidden.TakeThisOut@noDASHop.com> <http://www.oralse.cx/>
"Nothing says "Shut the Fuck Up" Like a baseball bat to the head."<!-- ~MESSAGE_AFTER~ -->

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Haenk

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Since: Jun 26, 2003
Posts: 7



(Msg. 3) Posted: Sun Jul 06, 2003 8:35 am
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"Sabbit" <sabbit.news.invalid.DeleteThis@web2news.net> wrote in message news:<48265N674.DeleteThis@web2news.com>...

 > I was curious what people's thoughts were on the current healer exp
 > system, as I have just finished argueing about it with someone.

[snipped everything else <g>]

as Hidden said, you need at least 10 sharers...

BUT: that doesn't take into account that the healer's "level" (aka
slaughter rate) is way higher, so the exp needed to gain another rank
is higher compared to a fighter

My exp gain during a hunt is next to nothing; I might gain 1 or
sometimes 2 messages during a multi-hour-hunt - library is not much
slower (but less risky). I don't exactly remember when I got a full
rank on a hunt; I believe it was a 6 hour KI hunt a year back (while
having a lot of shares outside KI as well and the fighters scoring at
least a handful of ranks).

Well, the system is horked from the ground up ;) - for higher level
healers, there is no benefit except for the fun of it in hunting.

Haenk<!-- ~MESSAGE_AFTER~ -->
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Ian Ollmann

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Since: Jul 06, 2003
Posts: 168



(Msg. 4) Posted: Sun Jul 06, 2003 1:06 pm
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On 6 Jul 2003, Haenk wrote:

 > "Sabbit" <sabbit.news.invalid.RemoveThis@web2news.net> wrote in message news:<48265N674.RemoveThis@web2news.com>...
 >
  > > I was curious what people's thoughts were on the current healer exp
  > > system, as I have just finished argueing about it with someone.
 >
 > [snipped everything else <g>]
 >
 > as Hidden said, you need at least 10 sharers...
 >
 > BUT: that doesn't take into account that the healer's "level" (aka
 > slaughter rate) is way higher, so the exp needed to gain another rank
 > is higher compared to a fighter

You can't use the healer slaughter rate for this calculation, because they
are not (usually) doing any of the killing. For this purpose you should
use the slaughter rates * tag percentages of the fighters divided by 10,
as the healer slaughter rate.

The central problem is that more than 5 fighters doesn't work well because
you can only comfortably fit 5 fighters around a critter. Since that seems
to be the limiting factor on party size that fighters are willing to put
up with, this means that on average each healer gets half as much
experience as the fighters do as a group, assuming he/she only gets 5
shares. Since healers seem to rank reasonably quickly and (I think) the
person with the most ranks in the game is a healer, there are apparently
offsetting effects. I wont dwell on them, because it seems there is still
a perception of unfairness.

There are two ways to solve this problem. You can either retrain the
fighters to fight effectively in groups of more than five and go with
large groups, or change the share system.

Retraining fighters is difficult when there is nothing in it for them.

As for changing the share system, be careful what you ask for. Some of the
"fair" proposals would leave the healers ranking like crazy, because they
would always be ranking at some healthy fraction of the rate the newbies
in the group are ranking, regardless of their own slaughter rate. For this
reason, it sounds like to me that the "unfair" rank system we have is the
result of DT tuning to prevent healers with 6k ranks from emerging in a
world where 2500 is still exceptional for fighters.

Probably the solution here is to tweak the number of shares so that the
fighters can share each other. If they start to see a benefit from having
tons of people around, then everyone will be on the same page. I think a
lot of senior fighters would rethink their move fast/dont heal position
about KI groups if they realized they could get 3 ranks per night KI hunt
by inviting newbies along.

Another solution would be to find ways to fit more than 5 fighters around
a critter.

Finally, it might also help if the experience healers got for healing
deaders was non-trivial and healing the standing was more than zero. Then
they could start sharing with senior fighters so that senior fighters
benefit from having the junior ones around. Right now healer shares are
pretty worthless. They get used for other indirect benefits. I don't think
that healers are using them for their intended purpose, if I may presume
to actually know what that would be.

Ian

---------------------------------------------------
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Ian Ollmann

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Since: Jul 06, 2003
Posts: 168



(Msg. 5) Posted: Sun Jul 06, 2003 3:53 pm
Post subject: Re: CL: Healer exp [Login to view extended thread Info.]
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On Sun, 6 Jul 2003, Helpful GM wrote:

 > In article
 > <Pine.SGI.4.40.0307060923000.9494-100000 RemoveThis @helix2.caltech.edu>,
 > Ian Ollmann <iano RemoveThis @cco.caltech.edu> wrote:
 > [Ignoring all the rest of the discussion...]
 >
 > That doesn't work, either.
 >
 > One's slaughter rate doesn't affect how much XP is needed to gain
 > another rank.
 >
 > Imagine 4 characters:
 >
 > Fighter, 1000 ranks of Troilus (high slaughter, right?)
 > Fighter, 1000 ranks of Skea (low slaughter, right?)
 > Healer, 1000 ranks of Troilus
 > Healer, 1000 ranks of Skea
 >
 > All 4 of them are going for their 1001st rank. All require the same
 > amount of XP to get it.

I think we are talking about two different things here. I came in late to
the conversation so its probably my mistake. I agree with your point. I
thought that the person was saying that healer slaughter adversely affects
the ranks they get through shares, which I think we both disagree with. I
said that no, in fact only fighter slaughter impacts the ranks the healer
will earn -- if you heal a bunch of 6th circle fighters in DC, you wont
get many ranks.

Ian


---------------------------------------------------
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Ian Ollmann

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Since: Jul 06, 2003
Posts: 168



(Msg. 6) Posted: Sun Jul 06, 2003 3:58 pm
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On Sun, 6 Jul 2003, Lex wrote:

  > > The central problem is that more than 5 fighters doesn't work well because
  > > you can only comfortably fit 5 fighters around a critter.
 >
 > You could still have 10 fighters on a hunt, just not all trying to kill
 > the same creature. Eitehr running around different parts of the snell,
 > or in another snell entirely.

Yeah, that works, sortof. The problem is keeping all the fighters from
tripping over one another. Really you need to organize them into two
groups of 5 and keep the groups a little bit apart. Sometimes that is a
problem though, like when there is only one monster, especially if its
something that everyone vanqs. The temptation is to abandon your group and
go run for the vanq.

Ian
---------------------------------------------------
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Ian Ollmann

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Since: Jul 06, 2003
Posts: 168



(Msg. 7) Posted: Sun Jul 06, 2003 4:01 pm
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On Sun, 6 Jul 2003, Lorikeet wrote:

 > I am not speaking for or against a change in healer experience, but I am tired of hearing about
 > "the person with the most ranks in the game" being a healer as a reason for keeping, changing, or
 > making decisions about the sharing/ranking system. I'd like to know the number of top rank people
 > who are healers in the top twenty. If half or more than half of those with the most ranks are
 > healers, then I will concede your point. Otherwise, it's just an exception making a rule. And
 > how many more does Thuja have than Mujin anyway? Or have they evened out?<g>

I have no idea! :-)

It'll probably turn out that in fact 9 of the top 20 are mystics. I hear
there are vanq rats in the <censored>.

Ian

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Lex1

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Since: Jun 28, 2003
Posts: 19



(Msg. 8) Posted: Sun Jul 06, 2003 4:30 pm
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 > The central problem is that more than 5 fighters doesn't work well because
 > you can only comfortably fit 5 fighters around a critter.

You could still have 10 fighters on a hunt, just not all trying to kill
the same creature. Eitehr running around different parts of the snell,
or in another snell entirely.

Second, the idea that you can only have as many fighters as can "fit" on
a creature comes from the fact that fighters in general act first and
think later. If there's something there to hit, they'll run to the
first available tag position and swing immediately, not moving until
they hit. You CAN train yourself to be a little more aware of other
members of your group, and work with them a little more fluidly, but
it's "just a game" and that constitutes "too much work".

 > Retraining fighters is difficult when there is nothing in it for them.

Exactly.

Lex<!-- ~MESSAGE_AFTER~ -->
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Talin

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Since: Jul 06, 2003
Posts: 13



(Msg. 9) Posted: Sun Jul 06, 2003 4:30 pm
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Sabbit <sabbit.news.invalid.DeleteThis@web2news.net> wrote:

 > The healer's point of view -
 > I'm making the same amount of exp, somtimes less, as a fighter with 2k
 > more ranks than me. Sure the hunt is fast, but I would do much better if
 > we brought 2 or 3 4th or 5th circle fighters. I work just as hard as the
 > fighters, and feel I should be making just as good exp as they do.
 > Fighters with many more ranks than me are making 2 - 3 times what I
 > make.

As it was obviously our talk (Sabbit's and mine) that triggered that
post, I would like to clarify. I take my experiences as example, that
may sound extremely self-centered :) I am pretty sure, that many healers
experience more or less the same thing, though. The conclusion is a way
down, starting with 'mind you' - in case you want to get to the point
without reading my lengthy ramblings :)

I dont think I should make as much exp on any hunt, as a fighter with
the same rank total. It is very true, that a healer is useful with less
ranks on the same hunt, then the fighter, and its only fair, that this
is reflected in the exp gained, imo.

My point is, I make about as much exp on the average KI hunt, as a
fighter with nearly 3x my ranks. That is a very general statement, which
takes into account my experience of the last 4-5 months where I hunted
the same area with more or less the same people dayly. I hunt other
areas, too, but not as regularily, so its hard to compare. So my example
is based on KI hunts.

What I usually hear is the above statement, that a healer is more useful
with the same ranks total, then a fighter. I dare say, I am not as
useful as a fighter with 3x my ranks, though. Maybe like a fighter with
2x my ranks...

The next argument I often hear is, its not compareable, like comparing
apples and pears. IMO, thats a 'mind-stopper', like saying, lez not
think about it, cuz its not compareable. It IS compareable (as btw,
apples and pears are, too ;D ), but I agree, not in an easy, linear way.

And the third argument, as healer I can get exp anytime, anywhere, as
opposed to top level fighters, who can gain it only on KI, and at night.
I dont want to go into the question, of what is 'fair exp' for top level
fighters here. Suffice it to say, I have the impression, they might be a
tad spoiled :) The argument of course, is true.

I happen to have to work for my living ooc, that leaves me a timeframe
of about 2-4 hours per day tops that I can clan. Its right, I could not
hunt KI, but RW in DC, or undine. KI happens to be my prefered hunting
ground, though, simply cuz its action pure, and is organized fairly
regularly. I love DP, abyss, EP, too, but those hunts are just too rare
to count on them. So, I get back to the question, why should a fighter
get all the exp he can get in his prefered hunting ground, and I should
fall asleep in DC? Not to mention, that hunting with rather young people
asks for quite a bit of patience (oh? i wasnt supposed to run ahead of
the group, into the room with the runes when i saw the group struggling
with 10 blue-cloaks outside?)

One could hold against it, that CL was designed with groups of 10
fighters/ 5 healers in mind. My exp as healer is not linear to the
number of fighters, of course. Kill-rate, and tag-fests influence it
too. I can make less exp with 6 fighters, than with 4. On top of that, I
near to never see this 'ideal' group. Either I see 'mobs' (with
sharecads, and the related problems), or the rather smaller hunts with
4-5 fighters, and 2-3 healers.

Equally, one can hold against it, that CL was not designed to gain ranks
as fast as many fighters (and prolly some of the top healers) do. That
is very interesting to know, and I actually would like to hear more
about what it does to the system. It just happens to be reality in CL,
so the point is a bit philosophical to me, and I dont think, keeping
healer exp low, really changes anything about that.

To me, the problem has 2 levels. Its a general game design level, and a
personal level.

Game design level I could split into:

1)
Ways of Getting Exp - as I pointed out in a talk with Eldon and Joe, the
exp is quite exclusively centered around fighter-kill exp (to those who
like to quote Learn from Healing, I am talking about messages here, that
is 1/6 of a rank, and not 0.000000000000000000000000000001 ranks that
happen every 50 raising). Joe and Eldon agreed, and asked to figure out
a system that is not abusable, that can give healers other ways of exp.
A tough nut, I agree. I just would like to add, any system is abusable,
the fighter-kill-exp system just as well as any other.

2)
Amount of Exp Gained for the Professions - as I mentioned above, its
skewed imo. I could live with a ratio of say, 2x

Kinda sociological level:
Healers are expected to serve the fighter/community, imo. The same act
of a healer vs fighter is NOT seen in the same light. The Lazy Town
Healer is a 'standing' expression, I have never heared of the Lazy
Whatever Fighter who doesnt go to chain (scenery in north field, I am
speechless every time that happens!). If they go chain, its considered a
great act of altruism, if the healer goes, its his or her job. Other
instance, I see many fighters depart out of hunts, if a healer does that
once, she or he hears it an ooc year later, still. I am talking 'crucial
fighter' here, not the youngster that tags along. Other instance, its
incredible, but I really got to discuss on 2-healer hunts, whether the
healers should be shared (not on KI, mind you :) ). I hear words like
'leech', if I insist. OK, I could leave the hunt, I prolly should. Too
bad for me that I consider blowing everyone's hunt a Bad Thing to do.
The fighter works for his exp, and the healer should work for a seat in
paradise, as we say in my language. And so on, and so forth.

Many of you will prolly shake their heads at my words, consider it far
fetched, but maybe some can relate :) Also, I want to point out, there
are many many that appreciate the services of the healers!!! What I am
aiming at is an unspoken pattern that lies at the foundation of CL
society (uh, big words ;) )

Anyway, it hits in the same notch, as we say in my language, as the
whole exp debate. Expressed a bit simplified I could say, as a healer
you are expected to serve the community, for less pay than the fighter
(uh, does that remind some, mostly women, of something ;D )

Mind you, I LOVE my job as healer. I just think, the 'pay' isnt fair, if
I may use that picture (of work) here.

And, I am very interested to see 'hard facts' that prove me wrong. Eldon
suggested that healers make the same amount of exp, if we take the time
online into account. I am VERY interested to see those statistics.

Getting off the soap-box now, sorry for the length of the post.. and I
am sure, you all will find tons of instances where I err fundamentally
:D

Talin
who prepares for the next round of BK-bombing...<!-- ~MESSAGE_AFTER~ -->
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Hidden1

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Since: Jun 24, 2003
Posts: 74



(Msg. 10) Posted: Sun Jul 06, 2003 6:46 pm
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In article <1fxo8z0.1belk0z7cky8mN%mco@spd.unizh.ch>,
mco.RemoveThis@spd.unizh.ch (Talin) wrote:

 > 1)
 > Ways of Getting Exp - as I pointed out in a talk with Eldon and Joe, the
 > exp is quite exclusively centered around fighter-kill exp (to those who
 > like to quote Learn from Healing, I am talking about messages here, that
 > is 1/6 of a rank, and not 0.000000000000000000000000000001 ranks that
 > happen every 50 raising). Joe and Eldon agreed, and asked to figure out
 > a system that is not abusable, that can give healers other ways of exp.
 > A tough nut, I agree. I just would like to add, any system is abusable,
 > the fighter-kill-exp system just as well as any other.

Suggestion: Healers, every frame they spend healing, gain a tiny bit of
exp based on the 'expy goodness' of the last thing that tagged the
fighter. Base it on the hit points healed vs. potential damage of the
critter, so healing a CC bite gives more exp/sec than a rat bite. Now,
here's the catch -- any given creature that tags a fighter can only give
out a certain amount of healing exp. This prevents significant exp-gain
from having a GD backed against the corner with super fighters who
mostly brick it and healer rods.

As far as slaughter with this system, I think it would be fair to cut
the healer's slaughter in half for the purposes of determining what they
get no exp from, because healer slaughter doesn't accurately represent
the things that challenge them (just the things that are sufficiently
challenging to tag).

--
HWC for Hidden <hidden.RemoveThis@noDASHop.com> <http://www.oralse.cx/>
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Helpful GM

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Since: Jun 28, 2003
Posts: 170



(Msg. 11) Posted: Sun Jul 06, 2003 8:18 pm
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In article
<Pine.SGI.4.40.0307060923000.9494-100000.DeleteThis@helix2.caltech.edu>,
Ian Ollmann <iano.DeleteThis@cco.caltech.edu> wrote:

  > > BUT: that doesn't take into account that the healer's "level" (aka
  > > slaughter rate) is way higher, so the exp needed to gain another rank
  > > is higher compared to a fighter

 > You can't use the healer slaughter rate for this calculation, because they
 > are not (usually) doing any of the killing. For this purpose you should
 > use the slaughter rates * tag percentages of the fighters divided by 10,
 > as the healer slaughter rate.

[Ignoring all the rest of the discussion...]

That doesn't work, either.

One's slaughter rate doesn't affect how much XP is needed to gain
another rank.

Imagine 4 characters:

Fighter, 1000 ranks of Troilus (high slaughter, right?)
Fighter, 1000 ranks of Skea (low slaughter, right?)
Healer, 1000 ranks of Troilus
Healer, 1000 ranks of Skea

All 4 of them are going for their 1001st rank. All require the same
amount of XP to get it.

--
You have to remove stuff from my e-mail to reply, it's not difficult.
Everything here is my personal opinion, do with it what you will.

"[T]he idea of a game with people nicer than in CL makes me wanna puke."
-Michael<!-- ~MESSAGE_AFTER~ -->
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Lorikeet

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Since: Jun 26, 2003
Posts: 20



(Msg. 12) Posted: Sun Jul 06, 2003 8:51 pm
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Ian Ollmann wrote:

 > On 6 Jul 2003, Haenk wrote:
 >
  > > "Sabbit" <sabbit.news.invalid.TakeThisOut@web2news.net> wrote in message news:<48265N674.TakeThisOut@web2news.com>...
  > >
   > > > I was curious what people's thoughts were on the current healer exp
   > > > system, as I have just finished argueing about it with someone.
  > >
  > > [snipped everything else <g>]
  > >
  > > as Hidden said, you need at least 10 sharers...
  > >
  > > BUT: that doesn't take into account that the healer's "level" (aka
  > > slaughter rate) is way higher, so the exp needed to gain another rank
  > > is higher compared to a fighter
 >
 > <snip>

 > Since healers seem to rank reasonably quickly and (I think) the
 > person with the most ranks in the game is a healer, there are apparently
 > offsetting effects. I wont dwell on them, because it seems there is still
 > a perception of unfairness.

I am not speaking for or against a change in healer experience, but I am tired of hearing about
"the person with the most ranks in the game" being a healer as a reason for keeping, changing, or
making decisions about the sharing/ranking system. I'd like to know the number of top rank people
who are healers in the top twenty. If half or more than half of those with the most ranks are
healers, then I will concede your point. Otherwise, it's just an exception making a rule. And
how many more does Thuja have than Mujin anyway? Or have they evened out?<g>

Lorikeet<!-- ~MESSAGE_AFTER~ -->
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Sabbit

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Since: Jul 03, 2003
Posts: 8



(Msg. 13) Posted: Sun Jul 06, 2003 11:11 pm
Post subject: Re: CL: Healer exp [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Ian Ollmann wrote:
 > On 6 Jul 2003, Haenk wrote:
 >
  >> "Sabbit" <sabbit.news.invalid.DeleteThis@web2news.net> wrote in
  >> message news:<48265N674.DeleteThis@web2news.com>...
  >>
   >>> I was curious what people's thoughts were on the current healer exp
   >>> system, as I have just finished argueing about it with someone.
  >>
  >> [snipped everything else <g>]
 > I think a
 > lot of senior fighters would rethink their move fast/dont
 > heal position
 > about KI groups if they realized they could get 3 ranks
 > per night KI hunt
 > by inviting newbies along.
 > Ian

Sigh. It's true that if mob exp was better than small group exp for
fighters, the majority of fighters would push for mobs. I honestly can't
say I wouldn't either...
I'd like to point something out though.. The most fun I have ever had
playing clanlord has been in groups of 4 or less. The risk is fun, there
is no "sleep walk" hunting and the satisfaction is great. Me Gorvin and
Aeol did night ki a few days before the update, and had a blast. Small
hunts don't allow people to screw up, everyone has to be 100% on point
the entire time. For me, that is the goal of hunting, not huge mobs
running around tagging monsters.
It bothers me that the healing exp system is designed in such a way that
finding a healer to do a hunt with only 2 fighters is near impossible.
It also bothers me that many changes are being made (I won't even get
into the new luck hits/wiffs) to discourage super small group hunting.
It seems to me that 2 fighters and 1 healer, who have 0 time to coast
and are making split second life or death decisions, should "learn"
(gain exp) a hell of a lot more than 10 fighters and 5 healers who coast
through the entire hunt, and have lots of leeway to make mistakes.
Doesn't make much sense.

So often are ideas shot down with the "it wouldn't make sense" answer.
Right back at yah.
-Sabbit
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Lex1

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Since: Jun 28, 2003
Posts: 19



(Msg. 14) Posted: Sun Jul 06, 2003 11:11 pm
Post subject: Re: CL: Healer exp [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

 > I'd like to point something out though.. The most fun I have ever had
 > playing clanlord has been in groups of 4 or less. The risk is fun, there
 > is no "sleep walk" hunting and the satisfaction is great.

I agree. If that same group can find a way to get good exp - even
better. But big groups in CL have the same handicap as big groups in
real life - when something goes wrong, it's someone else's problem. In
small groups, everyone has something to do :)

Lex<!-- ~MESSAGE_AFTER~ -->
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Lex1

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Since: Jun 28, 2003
Posts: 19



(Msg. 15) Posted: Sun Jul 06, 2003 11:11 pm
Post subject: Re: CL: Healer exp [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

 > It bothers me that the healing exp system is designed in such a way that
 > finding a healer to do a hunt with only 2 fighters is near impossible.

I usually lure them with the promise of coins. 20 sas in the 15-45c
range / 2 people = cha-ching.

 > It seems to me that 2 fighters and 1 healer, who have 0 time to coast
 > and are making split second life or death decisions, should "learn"
 > (gain exp) a hell of a lot more than 10 fighters and 5 healers who coast
 > through the entire hunt, and have lots of leeway to make mistakes.

I wish this were true. I guess you have to decide between easy or
mob-like, or small and dangerous, and find a balance between exp and fun
that is suitable for you.

FYI this isn't even new for 6th circle fighters. Even at 2nd circle
there were fun things (like 2 fighters one healer all 2nd circle on DI)
that were so-so for exp, and noth hunts with 8 fighters that were much
better for exp but everyone was tripping over one-another and it was a
lot less exciting.

Lex<!-- ~MESSAGE_AFTER~ -->
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