Naomeire
Elite Moroch servant

Karma: +2/-0
Posts: 516
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« Reply #1 on: December 22, 2006, 07:42:33 am » |
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Hey, thanks for that feedback, (even though this map isn't mine...) We appreciate good feedback especially where quest rewards are concerned. It is really easy to make items too powerful, or too weak. And even easier to make a quest too hard or too easy.
Getting that perfect balance is tough. I am beginning to understand why MT is always so cautious about making changes to things like spawn rate, damage, and storm spells. For example, I'm toying with a new quest reward. I won't say what the item is, but lets just say it gives a mana bonus and its not a ring. The problem is, its also not a cloak. So, if a player wore this item, two mana rings, and the halo cloak, he would have a mana regen of around 4.0 depending on what other gear is worn.
This might not seem too bad. And, I guess as long as the quest is considerably difficult, and the item is perhaps a one-drop, no-drop quest item, that's not too bad. At that regen rate, you can recharge a lot faster, but still not so fast that you are becoming a Mage Gattling Gun tm. However, if other mapmakers begin to create other quest rewards that can be worn in different slots that rate might increase beyond what is reasonable and balanced.
For example at around 6.0 to 7.0 you can regen mana fast enough that you are almost able to regen enough mana during a fight that you are ready for another as soon as your done. This starts to get a little unbalanced. Anything higher, and the player becomes too powerful for mobs that are not at least twice their level.
The test server is for fun, and debugging the B4 code primarily. But it is also to test out these balancing acts that DM's and mapmakers must perform.
Anyway, keep us informed on what you think about the balance, and I haven't forgotten about your prayer requests (sorry, little pun there...)
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