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news 149
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The Official Haelrahv Message Forum Forum Index » Combat & Hunting » news 149
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Kit
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 Post Posted: Sun Mar 20, 2005 11:13 am    Post subject:
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HR-Trevor wrote:
To clarify, what you're experiencing right now in terms of drop rates is adjustments we've made that affect everyone on every level killing things of any level. I'm still working with these numbers. However, in a different update (phase/step 3 of the list announced) level differentiation will affect drop rates also.


What I'm confused on is what the level is. Kit's 52. He hunts beetles. If they get into melee they really mess him up. He can kill them just before they hit melee. But I'm still getting really sucky drops (to the point where hunting is worthless and a waste of time for me). This seems to point me in the direction of needing to hunt higher. But what he hunts NOW is already dangerous and requires 3-6 shots (double pulse handguns) to bring down.

I guess what I'm asking (and I asked before but it wasn't answered so I'll ask again)....how exactly is creature level vs character a factor? Is is cookie cutter by profession level? Or does it take into concideration all the skills and stats of a character? The next think to hunt from beetles are on Jareya...and I don't want to go experimenting that far away from Llanfair just for box drops so I can find gadget parts.
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Brokyn
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 Post Posted: Sun Mar 20, 2005 11:27 am    Post subject:
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I bet the character level vs. creature level, for box drops, will be done similarly to how combat experience is shelled out. It's not exactly a level thing, but more stats and skills. A level 100 character can always have shitty combat-y stats and skills, so his hunting in chith would still yield experience.

It only seems fair to apply the same logic to box drops in Phase 3.

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Kit
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 Post Posted: Sun Mar 20, 2005 11:50 am    Post subject:
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Well, after confirming that hunting guards doesn't kill your chances with Talra, I found Kit able to kill them. Two head shots and they're dead. I'd hate to see what would happen if they hit back. 6 guards, 1 emerald, 1 notebook paper, 1 crate. Not too bad. I just wish they weren't good. Bye bye alignment.

And after hunting 13 more, only one chest and no other drops. Hm. Guards are level 50 and they daze Kit when they hit him. I tried the paladins and it took about 6 shots to kill (they're dodgy) and after 4 I came up with no treasure at all.
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SolitaryTurnip



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 Post Posted: Sun Mar 20, 2005 12:54 pm    Post subject:
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Brokyn wrote:
I bet the character level vs. creature level, for box drops, will be done similarly to how combat experience is shelled out. It's not exactly a level thing, but more stats and skills. A level 100 character can always have shitty combat-y stats and skills, so his hunting in chith would still yield experience.


Didn't that get changed so that level also affects it? Hold on, let me find the news item... bah, can't find it. Anyway, I thought that had changed.

Kit wrote:
And after hunting 13 more, only one chest and no other drops. Hm. Guards are level 50 and they daze Kit when they hit him.


Well, guards drop awful treasure. Like, really awful. At least, from my experiences. So after the recent change (step two), I'd expect them to be almost not worth hunting for treasure.
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Sorkaa



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 Post Posted: Sun Mar 20, 2005 1:27 pm    Post subject:
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Quote:
[Step Three: Level disparity adjustments - In Progress]
The disparity in level between the hunter and the hunted will affect the rate of box drops so that hunting well under one's level will result in less box drops.
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Kit
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 Post Posted: Sun Mar 20, 2005 1:31 pm    Post subject:
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Sorkaa wrote:
Quote:
[Step Three: Level disparity adjustments - In Progress]
The disparity in level between the hunter and the hunted will affect the rate of box drops so that hunting well under one's level will result in less box drops.



But hunter level according to skills/stats or according to actual level. Troopers and mercs will have an even great advantage if it's the latter. Okay, what can I try around royal guards that give better treasure?
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SolitaryTurnip



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 Post Posted: Sun Mar 20, 2005 3:23 pm    Post subject:
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Sorkaa: I'm not sure if you were quoting that for me, but I was talking about the experience grant change... sorry, I wasn't too clear in my first post. Wasn't there a change sometime that made it so that combat experience is granted both based on level and skill instead of just skill? Or am I imagining things?

Kit: Um, I dunno. Heh. I just know that guards don't drop very good treasure.
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Sorkaa



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 Post Posted: Sun Mar 20, 2005 4:10 pm    Post subject:
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Ah, I didn't think you could possibly be asking about treasure. Would have helped if I had read what you quoted, though. I suppose level could affect exp, but I don't remember hearing anything about it.

I hunted skeletons until I could move up to Kuchos.
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Kit
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 Post Posted: Sun Mar 20, 2005 6:40 pm    Post subject:
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How do the new critters on Chodaku stack up to other beasties?
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soundless
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 Post Posted: Sun Mar 20, 2005 6:46 pm    Post subject:
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Kit wrote:
How do the new critters on Chodaku stack up to other beasties?


i'd guess and say they were 40-50s, but since one of them uses guns (and they swarm in general) they're not that safe to hunt at all.

not that it should be safe, but, uh, yaru isn't build for mobs or matrix style bullet dodging Wink
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 Post Posted: Sun Mar 20, 2005 6:51 pm    Post subject:
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There goes my image of him doing slower than normal backflips in ballet slippers.
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 Post Posted: Sun Mar 20, 2005 7:16 pm    Post subject:
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soundless wrote:
i'd guess and say they were 40-50s, but since one of them uses guns (and they swarm in general) they're not that safe to hunt at all.


No area should be 'safe' to hunt in, especially not 40+.

If I had my way, this would probably be progressively changing sometime in the near future.
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 Post Posted: Sun Mar 20, 2005 7:31 pm    Post subject:
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HR-Marduk wrote:
No area should be 'safe' to hunt in, especially not 40+.

If I had my way, this would probably be progressively changing sometime in the near future.


there's a difference between safe and one bullet hitting giving a stun and that stun leading to death.

yaru's very coordinated and perceptive, but not agile. he's good [or good enough] at doging melee, but isn't good at dodging missle. so, hunting things that attack at missle range isn't good for him. he's constructed in a manner that makes him a good missle range fighter. his weakness is melee or things that can hit him from a distance. that choice was self-made, obviously, and i have to deal with the fact that i can't hunt missle users that great, but i deal with it by taking avenues available that don't involve hunting things that are a constant threat to yaru.

i'm all for risk, but i'm not a huge fan of everyone having to be fully combat ready/trainted/stat-ed up in order to function. i'd love for there to be different character build types to take. i want the fast missle users, the non agile strongmen melee attackers with tons of vit, and so on.
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HR-Trevor
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 Post Posted: Sun Mar 20, 2005 7:31 pm    Post subject:
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This certainly isn't the case with everyone, but I'm detect a lot of picky hunters in the crowd. For instance, I won't hunt this because I need climbing, and I won't hunt that because it's on Jareya, and so on. When you make those choices, you certainly limit the number of creatures available to you for hunting.

I will be increasing box drop rates some, across the board, but I'm also going to look into adding ways to "reward" those who are willing to hunt in remote spots, train climbing, etc.

As for the upcoming level modifier, I'm not going to go into great detail at this time, but I'm not going to base it purely on ability. Why? Well, let's consider this from a new angle. Wouldn't we be penalizing combat-oriented professions by forcing them to hunt in higher (and this harder) areas because their skills are higher? What I mean here, is that it's common for a level 80 creature to pose more risk for a level 80 player than a level 30 creature versus a level 30 player. This is because of several factors including smarter creatures, rougher environments, etc.
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soundless
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 Post Posted: Sun Mar 20, 2005 7:42 pm    Post subject:
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HR-Trevor wrote:
This certainly isn't the case with everyone, but I'm detect a lot of picky hunters in the crowd. For instance, I won't hunt this because I need climbing, and I won't hunt that because it's on Jareya, and so on. When you make those choices, you certainly limit the number of creatures available to you for hunting.

I will be increasing box drop rates some, across the board, but I'm also going to look into adding ways to "reward" those who are willing to hunt in remote spots, train climbing, etc.


i'm all for having to limit my options because of roleplay choices, but i'd also love to not have a situation like "you need to climb to hunt 40+ evil critters that drop treasure."

before, i had a choice "keep getting treasure in beetles, or train climbing/swimming to get to harder areas with better treasure." now it seems the choice is being made for me (from a player's perspective). i can't stay in beetles, because they [according to what i read] won't give me treasure anymore.

i love the idea of boons being available to those who do train those survival skills, other than just being able to go to the only hunting areas for that skill level. maybe considering those skills when it comes to allocating stats/skills to critters, so a level 50 critter at the top of a hard mountain might not be as dangerous as a level 50 critter that lives down the alley next door.
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