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Re: Thoughts on the future of Monster Arena
Posted By: Gil, on host 76.89.243.93
Date: Wednesday, May 14, 2008, at 23:45:32
In Reply To: Re: Thoughts on the future of Monster Arena posted by Alexfrog on Wednesday, May 14, 2008, at 16:36:24:

> I think that'll be good. My ideas were more longer term thoughts, mixing up things next month would be great! :)
>
> On the resale penalties, I dont think they should start out high and go down as Gil suggested. I think its good that they are higher in the pvp part, because then people cant totally change everything about their characters between when you see them and when you fight.
>
> Early on the 5% penalty is pretty minor. I generally but 3 staves, a chain mail and a leather armor on round 1, and then I sell the staves and leather and replace them with my final weapons and armor over the next several rounds. After that the only 'selling' is elemental enhancements.

Yeah, it could potentially be chaotic, but even at say, 5%, the resale penalty for a "full" weapon or armor is still noticeable. The resale cost for a chainmail with 3/2/2 permanent bonuses would be 25 gold, +120 to increase it to Ring Mail. That's 145 gold for one point of defense compared to 140 for the permanent +3 defense, which I rarely see happen among serious players. Of course, it also gives you the 4th temporary bonus point option if you want to pay an extra 40 gold on top of that, but it's still not necessarily a given that you should move up... and that's just Chain Mail to Ring Mail, higher defense options would be even more costly.

I suggested a continually decreasing resale penalty to break up the "only bother with upgrading base weapons and armor at the beginning", as now it becomes sort of a scale to try to balance against; do you sell early when the penalty is high but your weapon's total value is low, or wait til the penalty drops but your weapon's value is much higher? Of course, you could try not increasing your weapon value, but because of the increasing difficulty of the computer opponents, not doing so could end up being just as costly due to losses/increased medical expenses.

But yeah, 3% is probably too low at any point, heh, and increasing percentages (or even a flat percentage) would be SOME kind of change that would affect things. Anywho, just a suggestion, I'd imagine Sam has a better idea of what values at what stages of the game, high or low, would be best balanced.

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