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Since: Jul 01, 2003 Posts: 43
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(Msg. 31) Posted: Mon Jul 07, 2003 10:08 pm
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: comp>sys>mac>games>adventure (more info?)
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In article <HelpfulGM-39A697.11211207072003 DeleteThis @sea-read.news.verio.net>,
Helpful GM <HelpfulGM@*NO-SPAM*PlayNaked.com> wrote:
> Ignoring the library-chars for a moment, if it were possible to "do more
> fun stuff" with a 1000-rank healer than with a 1000-rank fighter,
> wouldn't there be more healers and fewer fighters?
Not if it's possible to do the same fun stuff with a 6-*week* healer as
with a 6-week fighter, regardless of what the rank numbers say.
I recommend paying less attention to numbers -- especially to comparing
your numbers to someone else's, and *especially* especially to
comparing numbers between classes. If you're having fun on hunts as a
healer, play a healer. If you think you'd have more fun as a fighter,
whether because you could hit things better or because you'd get more
of a warm-fuzzy feeling from a bigger rank message change at the end,
try that instead.
> As it stands, the
> F/H/M ratio seems to be about 70/25/5 (which, btw, is very-nearly as
> hoped/designed) -- is it unsafe to assume that these characters
> exist/are being played in approximately the ratio that players find
> them fun?
Yes, of course, it also depends on what kinds of things different
people find fun. What's not safe to assume is that the average numbers
of ranks are the same for all those characters -- but they're not
designed to be, they don't need to be, and IMO redesigning things so
that they were would likely do more harm than good. Matching numbers
doesn't make a balanced game.
Ann<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Healer exp |
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Since: Jun 28, 2003 Posts: 170
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(Msg. 32) Posted: Mon Jul 07, 2003 10:15 pm
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <becftn$7f2r$1@netnews.upenn.edu>, "Lex" <corra.TakeThisOut@mac.com>
wrote:
> > Ignoring the library-chars for a moment, if it were possible to "do more
> > fun stuff" with a 1000-rank healer than with a 1000-rank fighter,
> > wouldn't there be more healers and fewer fighters?
> I don't know how you think this would be the case. You can do more stuff
> with a 3000-rank fighter than with a 1000-rank fighter, but there aren't
> more 3000-rank fighters than 1000-rank fighters.
Now you're just being silly!
There are more people striving for being 3000-rank fighters than those
who are untraining their 1500 rank fighters trying to get back to
1000-ranks.
> The types of jobs healers usually have on hunts differ from the types of
> jobs fighters usually have, although often there is some overlap. Those
> jobs can usually be done with a smaller number of ranks than the jobs the
> fighters are doing (on the same hunt, in the same area, of course).
So, are you saying that a hunt group of (say) 1000-ranks fighters is
easily supported by (say) 700-rank healers? Numbers for example only,
I'm trying to get the gist of what you're saying, here.
Of course, it's always been the case that fewer healers are needed to
support a larger number of fighters -- but that approximately reflects
the current F/H ratio, so it works out.
> > ...So I guess it just comes back to what-means "more effective."
> A healer with zero ranks can help raise a fallen the rest of a group didn't
> have the horus for. A zero-rank fighter can't do anything nearly as
> helpful.
?! A 0-rank healer contributes about as much to raising a fallen as a
0-rank fighter contributes to keeping an area clear of monsters. (Ok,
technically, you can't be a fighter util you have a few ranks, but it's
true if you make it a dozen-rank healer/fighter.)
Still... On any given hunt, it's certainly "optimal" to have quite a bit
more fighter-ranks (represented in additional fighters) than healer
ranks. As an example, five 1000R-fighters + one 1000R-healer is
probably a better hunting machine than a group with three of each.
Helpful "how either group manages to survive without a mystic is
anybody's guess! ;)" GM
--
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~ --> >> Stay informed about: CL: Healer exp |
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Since: Jun 28, 2003 Posts: 170
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(Msg. 33) Posted: Mon Jul 07, 2003 11:02 pm
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <hidden-7F2A2D.12433807072003.TakeThisOut@news.stanford.edu>,
Hidden <hidden.TakeThisOut@no-op.com> wrote:
> In article <HelpfulGM-C3A260.12151907072003.TakeThisOut@sea-read.news.verio.net>,
> Helpful GM <HelpfulGM@*NO-SPAM*PlayNaked.com> wrote:
>
> > A 0-rank healer contributes about as much to raising a fallen as a
> > 0-rank fighter contributes to keeping an area clear of monsters.
> Untrue. What about the 50 base horus ranks that every healer has? If you
> have a fallen at 'little more serious', you can just call in 2 0-rankers
> and your problem is solved. If you have the Maha Ruknee that made the
> fallen die on the loose, calling in 2 0-rank fighters isn't going to
> help nearly as much.
>
> I think it basically comes down to the fact that Healers can always do
> *something*, whereas if a fighter doesn't either hit or brick a monster,
> they're useless against it.
Agreed.
I'm contesting your expression of the idea "healers can always do
*something*" with its implied "whereas fighters typically can't."
A fighter can always do *something* to improve the situation, if only to
keep the rats from annoying those who are trying to get some work done.
In fact, I'd go so far as to say that, at any given level, a fighter can
be argued to be every bit, if not more so, effective in helping "the
general case" than a healer. No, fighters can't raise fallens -- nor
can healers kill hatreds. What I'm getting at, though, is that it's
silly to say "an N-rank healer is 'more useful' than an N-rank fighter"
(or vice versa.) They're both useful in different ways, at different
times. As Ann points out: whichever kind of usefulness you enjoy more,
you should play one of those. Choosing to be a fighter, then groussing
"healers have it way better -- it's better to be a healer" is silly.
Same goes for the other way around.
---
....And taking your 0-rank healer into a "maha is a problem" situation is
only slightly less smart than bringing a 0-rank fighter into said
situation. Both seem a case of "just what we need: more fallen bodies."
--
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~ --> >> Stay informed about: CL: Healer exp |
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Since: Jun 23, 2003 Posts: 58
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(Msg. 34) Posted: Tue Jul 08, 2003 12:10 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Helpful GM wrote:
> Of course, it's always been the case that fewer healers are needed to
> support a larger number of fighters
You are mistaken ;P
Baff<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Healer exp |
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Since: Jul 01, 2003 Posts: 43
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(Msg. 35) Posted: Tue Jul 08, 2003 1:12 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <1fxpbjx.e81d0lmkm91eN%pj@af.ixserve.org>, Pernille Jensen
<pj.TakeThisOut@af.ixserve.org> wrote:
> Lorikeet <lorikeet.TakeThisOut@poguemahone.org> 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.
>
> 9 months ago there were 8 fighters and 2 healers in the top 10.
The statistic now is the same, 8 and 2. In the top 20, similarly,
there are 16 fighters and 4 healers.
However, see my other article in this thread about the meaninglessness
of comparing numbers between classes.
Ann<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Healer exp |
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Since: Jun 23, 2003 Posts: 58
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(Msg. 36) Posted: Tue Jul 08, 2003 1:19 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Helpful GM wrote:
>
> > I think it basically comes down to the fact that Healers can always do
> > *something*, whereas if a fighter doesn't either hit or brick a monster,
> > they're useless against it.
>
> Agreed.
>
> I'm contesting your expression of the idea "healers can always do
> *something*" with its implied "whereas fighters typically can't."
>
> A fighter can always do *something* to improve the situation, if only to
> keep the rats from annoying those who are trying to get some work done.
Might as well add my opinion to the mix.
I think it essentially comes down to fighters not wanting anyone on the hunt
that will get in their way. A low level healer is less likely to get in
their way than a low level fighter, while still being useful.
Certainly a low level fighter can be useful for clearing junk, but more often
than not they are going to want to get tags on the "good stuff" and anytime
they block one of the big fighters, they are slowing the kill-rate or they
fall which ties up the healers.
----
In theory, if you could find a fighter that was perfectly content just
killing rats/vermine/vultures/etc while actively avoiding the big creatures,
they could be a valuable asset to a group. But what fighter would ever want
to do that when it would likely mean getting even less exp than the healers?
The problem is that this requires the fighter to make a huge exp sacrifice
for the group, which means they need to be compensated in some other way.
What would a group be willing to pay for this service?
Baff<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Healer exp |
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Since: Jul 07, 2003 Posts: 19
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(Msg. 37) Posted: Tue Jul 08, 2003 2:22 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <3F09F11B.C9220934.TakeThisOut@gemmary.JUNK.com>,
Baff <baff.TakeThisOut@gemmary.JUNK.com> wrote:
> In theory, if you could find a fighter that was perfectly content just
> killing rats/vermine/vultures/etc while actively avoiding the big creatures,
> they could be a valuable asset to a group. But what fighter would ever want
> to do that when it would likely mean getting even less exp than the healers?
We're out there. :-) When you're 100% used to getting exp from just the
lib it's easy to find your niche in places like KI without needing tags
etc. I would hunt there more if I had the time.. it's a very nicely
designed place.<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Healer exp |
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Since: Jun 28, 2003 Posts: 170
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(Msg. 38) Posted: Tue Jul 08, 2003 2:38 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <3F09F11B.C9220934.TakeThisOut@gemmary.JUNK.com>,
Baff <baff.TakeThisOut@gemmary.JUNK.com> wrote:
> In theory, if you could find a fighter that was perfectly content just
> killing rats/vermine/vultures/etc while actively avoiding the big creatures,
> they could be a valuable asset to a group. But what fighter would ever want
> to do that when it would likely mean getting even less exp than the healers?
>
> The problem is that this requires the fighter to make a huge exp sacrifice
> for the group, which means they need to be compensated in some other way.
>
> What would a group be willing to pay for this service?
>
> Baff
Yeah, you're probably right.
However... a lower level fighter being allowed on a mid or higher level
hunt means he's getting a share of boatloads of coins -- a pretty good
gig, if you can get it. Remember when you were a newbie and thought
you'd *NEVER* get the 50c needed for <whatever>?
All of a sudden, being asked along on the SF hunt with "you just kill
the rats and crap, we'll take care of the kitties" is a good deal.
It scales all the way up, too. Until you get to orga-country, or some
other cash-poor area.
--
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~ --> >> Stay informed about: CL: Healer exp |
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Since: Jun 28, 2003 Posts: 170
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(Msg. 39) Posted: Tue Jul 08, 2003 2:52 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <becpbg$7kml$1@netnews.upenn.edu>, "Lex" <corra.RemoveThis@mac.com>
wrote:
> > In fact, I'd go so far as to say that, at any given level, a fighter can
> > be argued to be every bit, if not more so, effective in helping "the
> > general case" than a healer.
> I don't know how this drifted into an "as effective" comparison, but...
I thought you guys were doing that, in the first place. *I* was trying
to say that the comparison is pointless.
> Take a noids hunt for example.
No. That's silly. "Noids" is not "the general case". Noids is "a very
specific case." So is Noth, OC3, TW, Snaggy or anywhere else.
What I'm suggesting is that it's silly to try to compare apples &
oranges -- and fighters & healers are apples & oranges. It's even
sillier to try to compare 500lbs of apples with 500lbs of oranges, in
terms of [food] "value". Do you eat the cores/peels? Are anti-oxidant
more or less important that immune-system boosters? etc.
So, when someone says "it's not fair, healers/fighters get ranks easier
than the other guys -- the XP system should be altered to 'fix'[sic]
that", I'm saying "don't be absurd -- the XP system works just fine (not
to mention the fact that the conclusion stems from faulty logic applied
to false premises!)
---
I *only* say "at any given level, a fighter can be argued to be every
bit, if not more so, effective in helping 'the general case' than a
healer" in response to "at <some level> healers are more effective than
fighters." At a meta-level, I'll tell you that it's silly to try to
compare the two in the way that such statements imply.
Silly analogy that might help illustrate the point: If someone were to
say "as teenagers, jews are smarter than christians", I'd say "I bet
that, at all ages, one could argue that christians are every bit as
smart, if not smarter, than jews", then add "...but it's a silly
generalization to make, in either direction -- because it just plain
doesn't work."
(A pox on anyone who attempts to turn my illustrative analogy into a
racial/religeous slur or flame-fest.)
Helpful "hope that helps" GM
--
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~ --> >> Stay informed about: CL: Healer exp |
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Since: Jul 08, 2003 Posts: 3
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(Msg. 40) Posted: Tue Jul 08, 2003 5:51 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <3F09F11B.C9220934 RemoveThis @gemmary.JUNK.com>,
Baff <baff RemoveThis @gemmary.JUNK.com> wrote:
>
> What would a group be willing to pay for this service?
>
> Baff
Bring Skea training...or ask for coins to keep junk clear (then of
course stay on your feet)... I certainly would pay for this service on
hunts =)
K'Pyn<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Healer exp |
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Since: Jul 08, 2003 Posts: 3
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(Msg. 41) Posted: Tue Jul 08, 2003 5:55 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <becj9m$7573$1@netnews.upenn.edu>, "Lex" <corra RemoveThis @mac.com>
wrote:
>
> I think one reason may be that it's very hard for fighters to stray very far
> from a balanced style. A fighter with 2000 ranks and only 100 of one of the
> primary trainers will have an obvious weakness in any area a 2000-rank
> fighter can get exp.
Yeah, I'm an example of this (in a twisted sorta way)... I can hunt KI
just fine with competent healers and good brick type fighters, but I am
very defense weak and it shows in the amount of healing time I have to
take on these hunts.
K'Pyn<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Healer exp |
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Since: Jun 25, 2003 Posts: 53
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(Msg. 42) Posted: Tue Jul 08, 2003 5:57 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <3F09E10A.68461CA1 RemoveThis @gemmary.JUNK.com>,
Baff <baff RemoveThis @gemmary.JUNK.com> wrote:
> Helpful GM wrote:
>
> > Of course, it's always been the case that fewer healers are needed to
> > support a larger number of fighters
>
> You are mistaken ;P
>
> Baff
>
LOL! I love you Baff =)<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Healer exp |
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Since: Jul 08, 2003 Posts: 8
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(Msg. 43) Posted: Tue Jul 08, 2003 6:38 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <HelpfulGM-39A697.11211207072003.DeleteThis@sea-read.news.verio.net>,
Helpful GM <HelpfulGM@*NO-SPAM*PlayNaked.com> wrote:
> Ignoring the library-chars for a moment, if it were possible to "do more
> fun stuff" with a 1000-rank healer than with a 1000-rank fighter,
> wouldn't there be more healers and fewer fighters? As it stands, the
> F/H/M ratio seems to be about 70/25/5 (which, btw, is very-nearly as
> hoped/designed) -- is it unsafe to assume that these characters
> exist/are being played in approximately the ratio that players find them
> fun?
Point of order: 70/25/5 is more properly 14/5/1.
HWC for Phelps
obPhelpses of the World
obBalanceTaxSDB
--
"The notion that a radical is one who hates his country is naive and usually
idiotic. He is, more likely, one who likes his country more than the rest of
us, and is thus more disturbed than the rest of us when he sees it debauched.
He is not a bad citizen turning to crime; he is a good citizen driven to
despair." -- H.L. Mencken<!-- ~MESSAGE_AFTER~ --> >> Stay informed about: CL: Healer exp |
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Since: Jun 28, 2003 Posts: 170
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(Msg. 44) Posted: Tue Jul 08, 2003 6:54 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <phelps-CA3714.22383507072003.RemoveThis@netnews.attbi.com>,
Phelps <phelps.RemoveThis@attbi.com> wrote:
> Point of order: 70/25/5 is more properly 14/5/1.
Sure. I was trying to put it into "for the common man" numbers, and
make it add to 100% :)
Nicely reduced, though!
--
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~ --> >> Stay informed about: CL: Healer exp |
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Since: Jun 28, 2003 Posts: 170
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(Msg. 45) Posted: Tue Jul 08, 2003 6:57 am
Post subject: Re: CL: Healer exp [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article
<Pine.SGI.4.40.0307071749190.11259-100000.TakeThisOut@helix2.caltech.edu>,
Ian Ollmann <iano.TakeThisOut@cco.caltech.edu> wrote:
> On Mon, 7 Jul 2003, Helpful GM wrote:
> > What I'm suggesting is that it's silly to try to compare apples &
> > oranges -- and fighters & healers are apples & oranges.
> Hrmmm... dangerous ground here! Which one is the apple and which one is
> the orange? I think you had better clarify.
ROFL! Don't make me smite you! ;)
--
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~ --> >> Stay informed about: CL: Healer exp |
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