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-   -   Zombie nerf (https://forums.graalonline.com/forums/showthread.php?t=134258401)

joel34 03-15-2010 10:17 PM

Zombie nerf
 
Is it just me or did the zombies completlety got nerfed? First they gave me
10k experience. now 2k.

BigBear3 03-15-2010 10:47 PM

No.

MajinDragon 03-16-2010 12:08 AM

This could have been solved ingame.
Quote:

Originally Posted by joel34 (Post 1562788)
Is it just me or did the zombies completlety got nerfed? First they gave me
10k experience. now 2k.

Quote:

Originally Posted by BigBear3 (Post 1562794)
No.


BigBear3 03-16-2010 03:04 AM

http://9gag.com/photo/19228_full.jpg

MajinDragon 03-16-2010 03:11 AM

Lool

mattdapimp 03-16-2010 03:56 PM

I honestly think they need to be nerfed. Not EXP wise, but being able to kill them easier. They appear to me as being ridiculously over powered, and not like they give a ton of EXP. People who don't have 60 plus Phy, can't kill them unless they wanna spend like 2-5 minutes killing 1. Im only 25 phy level and get like 6k EXP if i manage to solo one, which i don't. If anything i try to leech off another person and only get 3k exp per kill.

If they were easier to kill, i think this would be helpful to the "newer" players and be considered a new way to level besides just doing crypt/maps. In my opinion all the dungeons monsters are only good till like level 20-25 base at the most. Having another way of leveling being the zombies would be nice to not only me, but a majority of the player on GK. I'm not going to say it would be considered new content, because it wouldn't. Although i will say it would give players a different option. If this would happen though, i do believe the spawns of the zombies would need to be increased, because a fairly good amount of people would be out there at any given time. :D

seanthien 03-18-2010 06:59 AM

They gain levels, and then what.
What's the next step?
Gain more levels?

nullify 03-18-2010 09:50 AM

I'm not sure if you new people realize, but exp goes down as you level up.
That's why I don't level on shell bomies now!

vidar 03-18-2010 09:52 AM

zombies and crypt were supposed to be for stronger players to level if you're too weak for zombies find lords and do maps no nerfing required .. thanks :)

MajinDragon 03-18-2010 10:34 AM

Quote:

Originally Posted by mattdapimp (Post 1562909)
I honestly think they need to be nerfed. Not EXP wise, but being able to kill them easier. They appear to me as being ridiculously over powered, and not like they give a ton of EXP. People who don't have 60 plus Phy, can't kill them unless they wanna spend like 2-5 minutes killing 1. Im only 25 phy level and get like 6k EXP if i manage to solo one, which i don't. If anything i try to leech off another person and only get 3k exp per kill.

If they were easier to kill, i think this would be helpful to the "newer" players and be considered a new way to level besides just doing crypt/maps. In my opinion all the dungeons monsters are only good till like level 20-25 base at the most. Having another way of leveling being the zombies would be nice to not only me, but a majority of the player on GK. I'm not going to say it would be considered new content, because it wouldn't. Although i will say it would give players a different option. If this would happen though, i do believe the spawns of the zombies would need to be increased, because a fairly good amount of people would be out there at any given time. :D

They seem overpowered because you're not of the level to kill them? What kind of argument are you mounting here, "i can't kill them and i feel left out, weaken them please". This seems quite the selfish request and one that little thought has been put into, there's a standard route to levelling:

Lords from 10-20/25
Immys till 34
Brutals till 60
Zombies - free exp - till 107.

What we need is something at about level 85+ to level on to 107 since zombies for 47 levels rounds retarded. Not lower zombies so they can be a low/mid level monster and leave us back to brutals as the only viable method of grinding. No one disputes there needs to be more options other than maps after level 20/25 but that's just the way it is, contents always been a problem, those killing zombies now went through that grind, nothing of that period has changed, so go on and grind yourself.

mattdapimp 03-18-2010 04:01 PM

The argument I'm trying to make is RELEASE NEW CONTENT. Clearly Tig doesn't have the time to put that in effect, so of course yeah the same methods will be used for leveling. That's why Graal Kingdoms has only around 30-40 players tops on a good day. The only thing that has changed on GK is the economy. I understand the route for leveling, but new players who start do not.

Lords: Liked the way they used to be, but i guess having them run around the map/haunted houses adds a twist.

Immense Maps: I have no problem with this being a way of leveling. Don't cost much to buy, and can find them fairly easy.

Brutal Maps: What a joke.. drop rate was lowered, and the price of these maps went from 5-7 diamonds each, to now 30+. In fact I'm sure in another month or two, they'll cost 50+ diamonds.

Zombies: Gotta go through steps 1-3 before you kill these. Only suggested having them nerfed a bit, to give people a different option other than massive maps.

Overall, there needs to be new content. I know this isn't something new being spoken about, but i also know that isn't going to happen. So i just figured lowering the zombies stats would be a fairly decent idea, that would help people who didn't get through their Brutal grind before the prices of them went ridiculously out of site another way of getting their exp. (Which wouldn't required much of Tig's time.) I'm sorry if this seemed completely stupid of a idea to everyone.

joel34 03-18-2010 05:29 PM

Ok, I didn't level or anything. Just got around 100k experience in wisdom. And then the zombies get nerfed.

MajinDragon 03-18-2010 06:50 PM

Quote:

Originally Posted by mattdapimp (Post 1563351)
The argument I'm trying to make is RELEASE NEW CONTENT. Clearly Tig doesn't have the time to put that in effect, so of course yeah the same methods will be used for leveling. That's why Graal Kingdoms has only around 30-40 players tops on a good day. The only thing that has changed on GK is the economy. I understand the route for leveling, but new players who start do not.

Lords: Liked the way they used to be, but i guess having them run around the map/haunted houses adds a twist.

Immense Maps: I have no problem with this being a way of leveling. Don't cost much to buy, and can find them fairly easy.

Brutal Maps: What a joke.. drop rate was lowered, and the price of these maps went from 5-7 diamonds each, to now 30+. In fact I'm sure in another month or two, they'll cost 50+ diamonds.

Zombies: Gotta go through steps 1-3 before you kill these. Only suggested having them nerfed a bit, to give people a different option other than massive maps.

Overall, there needs to be new content. I know this isn't something new being spoken about, but i also know that isn't going to happen. So i just figured lowering the zombies stats would be a fairly decent idea, that would help people who didn't get through their Brutal grind before the prices of them went ridiculously out of site another way of getting their exp. (Which wouldn't required much of Tig's time.) I'm sorry if this seemed completely stupid of a idea to everyone.

You need to be firmly aware that the content we want is a dream as long as Tig doesn't have the proper support. There's no funding in the way of staff - he isn't payed, developers aren't hired - it's totally player contribution sufficient. Staff do a little here and there but have other commitments like jobs, school, women.

Lords are worse this way since they get stuck outside kingdom dungeons. The free roaming obviously isn't perfect or they'd be in random spots all the time and not ALL in the same spot outside Dustari's underground dungeon link to main dungeon.

As far as maps goes, the drop rate hasn't changed, the only thing that's changed with brutals over the last few months was the updates made to worms (visable and more exp). The drop rate is the same, brutals are very easy to spawn and with regular monster spawn events being hosted, brutals are even more common. What led to these stupid prices was wealthy players who couldn't fathom the idea of sharing the stocks with average players and decided to pay ridiculous sums (at the time) of 16 dias upwards. Unfortunately, more wealthy individuals who had the same mindset as Stephen (the catalyst) arrived and competed price wise. 20dias became the new asking price, and overpaying followed. The system has failed to correct itself due to sheer consumer stupidity and that's why we're still here.

If they were nerfed tig would surely nerf the exp resulting in harder levelling for higher levels who really have less options than the level you're at now.

DustyPorViva 03-18-2010 07:48 PM

lol seriously? XP gain is actually nerfed as you level... as opposed to just having a higher xp requirement for the next level? That's... well that's just odd.

seanthien 03-18-2010 08:14 PM

Quote:

Originally Posted by joel34 (Post 1563367)
Ok, I didn't level or anything. Just got around 100k experience in wisdom. And then the zombies get nerfed.

Dude >_>
Put some more thought into what you post..:(
I really don't understand what you're trying to say, and when I do, it's fairly..remedial.
Quote:

Originally Posted by DustyPorViva (Post 1563387)
lol seriously? XP gain is actually nerfed as you level... as opposed to just having a higher xp requirement for the next level? That's... well that's just odd.

Exp is nerfed, and there's a higher XP requirement.
If I could still get 100k-200k from an immense, I'd be raging for them right now.

DustyPorViva 03-18-2010 08:47 PM

Quote:

Originally Posted by seanthien (Post 1563391)
Exp is nerfed, and there's a higher XP requirement.
If I could still get 100k-200k from an immense, I'd be raging for them right now.

That has nothing to do with it... I have rarely played an RPG that actually nerfs the xp gain. Typically it's done like so:

You're level 10. You need 500 xp to get to level 11. Killing a bomy gives you 10xp. Thus it'll take you 50 bomy kills to get you a level up.

You're level 100. You need 500,000 xp to get to level 101. Killing a bomy STILL gives you 10xp. However, at this level it'll take you 50,000 bomies to get to level 101. Because so, bomies are no longer a solid method to level up on anymore.

Rarely is the actual experience gained nerfed.

Tigairius 03-18-2010 08:53 PM

Quote:

Originally Posted by DustyPorViva (Post 1563398)
That has nothing to do with it... I have rarely played an RPG that actually nerfs the xp gain. Typically it's done like so:

You're level 10. You need 500 xp to get to level 11. Killing a bomy gives you 10xp. Thus it'll take you 50 bomy kills to get you a level up.

You're level 100. You need 500,000 xp to get to level 101. Killing a bomy STILL gives you 10xp. However, at this level it'll take you 50,000 bomies to get to level 101. Because so, bomies are no longer a solid method to level up on anymore.

Rarely is the actual experience gained nerfed.

Actually, a lot of modern RPGs and MMORPGs are taking the path of nerfing experience gain and increasing required experience to level up. In the background, I imagine it would be easier to make it the way you're describing it, but in the long run, it's probably best to do both to ensure older players aren't just consistently leveling up on the same monsters and so they are forced to move on and explore more material.

The only flaw with this and GK is the lack of variety of monsters, which means that the method you're describing would probably benefit the players of GK more than the current method we're using. Right now I have been experimenting with some ideas of how to improve the leveling system on GK, the problem with changing it is the fact that so many other things are broken that it hardly even compliments the leveling system.

I will say right now that leveling on GK is practically useless which is really quite sad because character level should probably be a somewhat important aspect of the game. There are plans to correct it in the future, but not immediately.

StormYs 03-18-2010 09:16 PM

Quote:

Originally Posted by DustyPorViva (Post 1563398)
That has nothing to do with it...

Yes it does, I still remember that low skill levels round lets say 10 would gain quite a lot of exp from a brutal map in comparison to a skill lvl 50.
There was some kind of glitch a few years ago, known as the party glitch, that allowed u to lvl up really fast, one was lvling his wisdom exp while the other one was gaining Phy or w/e exp.

DustyPorViva 03-18-2010 09:38 PM

Quote:

Originally Posted by StormYs (Post 1563404)
Yes it does, I still remember that low skill levels round lets say 10 would gain quite a lot of exp from a brutal map in comparison to a skill lvl 50.
There was some kind of glitch a few years ago, known as the party glitch, that allowed u to lvl up really fast, one was lvling his wisdom exp while the other one was gaining Phy or w/e exp.

No... it really had nothing to do with it. As the rest of my post explains, simply raising the experience needed for levels achieves the same effect... in a less backwards way.

As for Tig's post, ya in the end it achieves the same effect. However... the only problem I have with using GK as a base is that GK's grinding seems like a pretty damn bad example to go off of. Also, from what I know MMO's and such typically just have a cut-off point(they go from giving minimal exp(but still the same amount!) to suddenly just not giving any at all).

StormYs 03-19-2010 05:09 PM

Hmm then how did the party glitch worked, according to you?

Because I am pretty sure it was so that high lvled ppl gained tons of exp with that method o.o.

I might be wrong though I doubt that xD.

Edit: Ohw ya as a proof that I can use are the lvling scrolls, these scrolls give a lower lvl mental player more exp than a higher lvl mental player.

joel34 03-19-2010 06:04 PM

I want them to get doubled...Maybe 3x.

joel34 03-19-2010 06:05 PM

R.I.P Zombie experience.

seanthien 03-19-2010 10:07 PM

Quote:

Originally Posted by joel34 (Post 1563562)
I want them to get doubled...Maybe 3x.

Quote:

Originally Posted by joel34 (Post 1563563)
R.I.P Zombie experience.

:\

Not even a hint or sign that you thought this idea out.

joel34 03-19-2010 10:54 PM

After a research/test i got these results:

No party - 5k EXP

With party - 1.8k-3K EXP

MajinDragon 03-19-2010 11:52 PM

Quote:

Originally Posted by joel34 (Post 1563600)
After a research/test i got these results:

No party - 5k EXP

With party - 1.8k-3K EXP

... all you've discovered for yourself is that exp is shared between the party with a bonus to encourage partying. If this was the basis of your thread i urge you to never again start a thread.

nullify 03-19-2010 11:54 PM

I want bomy experience to be raised 3x too.

DustyPorViva 03-20-2010 01:40 AM

Quote:

Originally Posted by StormYs (Post 1563555)
Hmm then how did the party glitch worked, according to you?

Because I am pretty sure it was so that high lvled ppl gained tons of exp with that method o.o.

I might be wrong though I doubt that xD.

Edit: Ohw ya as a proof that I can use are the lvling scrolls, these scrolls give a lower lvl mental player more exp than a higher lvl mental player.

Again, none of that has anything to do with my point -- my point being that the process of handling experience on GK is pretty backwards.

Demisis_P2P 03-20-2010 02:30 AM

Quote:

Originally Posted by Tigairius (Post 1563399)
Actually, a lot of modern RPGs and MMORPGs are taking the path of nerfing experience gain and increasing required experience to level up. In the background, I imagine it would be easier to make it the way you're describing it, but in the long run, it's probably best to do both to ensure older players aren't just consistently leveling up on the same monsters and so they are forced to move on and explore more material.

The only flaw with this and GK is the lack of variety of monsters, which means that the method you're describing would probably benefit the players of GK more than the current method we're using. Right now I have been experimenting with some ideas of how to improve the leveling system on GK, the problem with changing it is the fact that so many other things are broken that it hardly even compliments the leveling system.

I will say right now that leveling on GK is practically useless which is really quite sad because character level should probably be a somewhat important aspect of the game. There are plans to correct it in the future, but not immediately.

I'd say "make more monsters" but that might not even be necessary.
Look at Borderlands. How many different types of enemies were there in that game? Not many. But they were distributed excellently and gave decent experience the whole way through.

Forcing players to move on and explore content works in other games, because they actually have content to explore.

Draenin 03-20-2010 03:29 AM

Quote:

Originally Posted by DustyPorViva (Post 1563387)
lol seriously? XP gain is actually nerfed as you level... as opposed to just having a higher xp requirement for the next level? That's... well that's just odd.

Yep. GK's exp gain = retarded.

Not only does the exp you earn go down, but the requirements for leveling up always increase.
Quote:

Originally Posted by Tigairius
Actually, a lot of modern RPGs and MMORPGs are taking the path of nerfing experience gain and increasing required experience to level up.

Really? Then why do Blizzard release notes for WoW patch 2.3.0 include a section which says:

"The amount of experience needed to gain a level has been decreased between levels 20 and 60. In addition, the amount of experience granted by quests has been increased between levels 30 and 60. "

StormYs 03-21-2010 10:40 AM

Quote:

Originally Posted by DustyPorViva (Post 1563620)
Again, none of that has anything to do with my point -- my point being that the process of handling experience on GK is pretty backwards.

I was just stating that what sean said is true.

"If I could still get 100k-200k from an immense, I'd be raging for them right now."

Edit: ah so my bad I misread. I thought u were saying that as u lvl the exp u get is the same as when ur lvl 1, don't mind this post.

joel34 03-21-2010 11:26 AM

Quote:

Originally Posted by MajinDragon (Post 1563609)
... all you've discovered for yourself is that exp is shared between the party with a bonus to encourage partying. If this was the basis of your thread i urge you to never again start a thread.

There was a lvl 110 on my party. He left and i still got that bad exp.

MajinDragon 03-21-2010 04:38 PM

Quote:

Originally Posted by joel34 (Post 1563811)
There was a lvl 110 on my party. He left and i still got that bad exp.

The level of other players is apparently irrelevant when determining what exp you should get. The fact that you were still partied after his departure is why you still experienced an exp nerf. If there are two members in your party you lose about 40% exp (each gains 60%) which is quite noticeable.
The experiences you gave us pretty much back that up. From 5k without a party, that's you getting 100% experience, to 1.8-3k with a party (36%-60%). You were obviously in a larger party at some point, around 3-4 players , and then eventually dwindled to, or began with, two players hence the 60% (3k).

So i'll repeat.

... all you've discovered for yourself is that exp is shared between the party with a bonus to encourage partying. If this was the basis of your thread i urge you to never again start a thread.

nullify 03-21-2010 06:22 PM

Why must these threads continue. I thought we established the point here. What was I thinking...

MajinDragon 03-21-2010 07:33 PM

Quote:

Originally Posted by nullify (Post 1563877)
Why must these threads continue. I thought we established the point here. What was I thinking...

Threads on nothing get more recognition than those on important issues.


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