PDA

View Full Version : Your thoughts...


Fenrir
04-28-2009, 01:35 PM
Since my request for players to start a thread about what they like/dislike/want to change/etc about Nodeka has not be granted I decided I will try to get the ball rolling myself.

With the current implementations of Nodeka what would you like to see changed the most?

Areas, skills, classes, races, quests, or anything else you can think of.

Please post what you would like to see changed and give a good explanation as to why. Thanks :)

Tomb
04-28-2009, 05:32 PM
He11o a11 :P

I think Nodeka is alright the way it is - I would like to see a larger pbase though! I think the trials and the race changes are really nice additions in the past few months. Praise to the staff for that. But as for things within the staff's immediate power, how do these sound:

1) A gambling/banking system - betting on trials or cits. Why? Fun-safe-addicting gambling! I'd like to see a debt system with this gamble setup too. And a loan system. The more you bet and take on debt, and meet obligations etc that should increase your limits to bet and suffer penalty. I think to restrict abuse, the best thing to do is require a minimum of 100k rank to take out loans etc - but not limit small players from betting etc :P

2) As for cits, my bias opinion is to not let people's group in battle cits :P If they want to group, go to a class with pets!! Nothing personal against anyone who groups or groups against me :P Flanking certainly accounts for my little tiny tiny small amount of OPness, as well as others! :P

3) I'd like to see my followers sustain 110% of the time!! JKN!! calm down

3) I'd like to see some more quests, that are similar to the trials, but A LOT harder and time-intensive [none of this 7 days kill 3000 mobs in a zone with only 125 mobs per 90 min repop <drop kicks that>]. More time, would give us another thing to keep us occupied on the side at our leisure! :P

4) How 'bout roaming pets - every class gets a random set of pets with various abilities. Why? To spy on people - and account for our own, if ya know what I mean!? The pets will have no power, just a little spy that can do limited things - as in, tell you when a zone repops, or track down NPCs only etc.

5) More crafting!! I'm sure Whim is already working hard on it :P Just sending him some love here <3 Thanks far the hard work!

Ps feel free to comment and hate on this post! Don't be afraid to share your opinions no matter how silly you think it sounds. Let the spoken voice something something - ran out of metaphorical fanciness.
Pss 11:11, 22, etc etc 'and things of this nature'

Tomb
04-28-2009, 06:07 PM
Just some more ideas to tickle the thoughts of the staff:

6) Handicap Cit matches :P

7) Moral v Immoral Clit matches that either affects the trial score, or is independent of it :P

8) Gambling on 6 and 7! maybe a gambling pool to add on to the given 4 :P that is non-trainable with xp and plats, but rather grows on gambling activity.

9) More global events [ like the trial ] :P

10) A race ability or class that has an increased salvage drop rate ability :P but massive racial or other penalties ^^

11) Free jewel fragment for trial winners!?

Tomb
04-29-2009, 05:55 PM
12) Social trinkets: like flippable coins - or many sided dice [not just six] :P or maybe put races on the faces :P

13) When Karmova gives the eviscerator quest, how 'bout some free eyes for the badies for like 10 minutes!?!

---
Here's some details on the morality cit:

Morality Tag Team Citadel

At least 4 participants necessary.
Immoral v Moral Citadel Match [True Impartial gets the option of joining either team - or random placement].

Create an area for only 4 to enter at a time; as well as a waiting area. Two per team.
If someone from team moral dies, queue into the area the next player on team moral [if there is one]. Same for team immoral.
Allow the true impartial the option of being randomly queued to either team. Or committed to one side.
The side that runs out of teammates, loses.
Each person that enters this citadel pays a fee of 1000 platinum.
The citadel will double the total platinum entered [moral+immoral entry fees]- and split that total amongst the winners.
Create a weekly or monthly counter that tallies the wins of the respective morality team.
Award a bonus affect to the winning morality.

Any thoughts on this idea, I'd love to hear 'em!
Peace :P

Iron
04-29-2009, 11:24 PM
2) As for cits, my bias opinion is to not let people's group in battle cits :P If they want to group, go to a class with pets!! Nothing personal against anyone who groups or groups against me :P Flanking certainly accounts for my little tiny tiny small amount of OPness, as well as others! :P


Completely agree with this one. The follow command should be disabled for players in battle cits.

Iron
04-30-2009, 12:11 AM
I think damage shields need to be put on the normal damage scale. Currently NR/AC/Resistances play no part in the damage calculation. I cannot say anything about vulnerabilities or immunities as I don't play a class/race with those, but I would guess that they don't factor in either.

IMO these are highly unbalanced. Mainly there is the big division between those with evasion and those without. Those with evasion generally don't even seem to notice the shields (and ironically are mostly the same classes that have the most ways to naturally avoid shield... spells). For classes that do not have any damage component other than melee (a.k.a everything you do is subject to shields) the shields are a big "F*&# you" sign. Against very large mobs with shields, those classes are just screwed. Raise your hand if you have killed the Proginator in DS solo and didn't have evasion or offensive spells... how much health does it require? Taking 20k damage while assisting someone else who was tanking the Proginator tells me that it requires a boatload of health (ironically, that 20k was more than the person tanking took because they had evasion).

From what I remember of the early days of Nodeka (feel free to correct me if I am wrong), the shields were implement this way because the discrepancies in melee damage between fighters and casters was significant, pools were quite small, and PvP was full damage. Casters couldn't get enough spells off to be able to keep up with melee damage in the very few rounds the fight lasted (thus the >100% change was originally implemented also).

A lot has changed since then. PvP is 1/2 damage. Equipment was changed/reduced (not to mention SU and Crafted) so the discrepancies between fighter and caster melee is much smaller (if any in some cases), and people can get off 5+ spells in a single round in some cases (compared to 1/round in the old days).

So much about the combat system has changed over the years. The damage balance switched from melee to spells years ago. Yet this aspect, which originally was needed for balance, has stayed exactly the same and causes imbalance in the opposite direction.

There is no reason to keep the shields out of the normal combat system. From a purely logical perspective it doesn't make sense anyway. With resistances/NR you can take a fireball as if it were a candle flame, but hit a flame shield at sword's distance and you're burnt to a crisp??? A thoe with resist all takes the same damage from a flame shield as an Arctic Colossus with fire vulnerability???

Not asking to get rid of them entirely, just asking to have the normal damage calculations applied (AC/NR/Resistances/Vulnerabilities).

thraka
04-30-2009, 08:54 AM
good point Iron. I rely entirely on melee and shields, for lack of better words, rape me. I have trouble killing statues :)

Ill work on ideas for Nodeka later Fenrir, thanks for asking us for input.

Grim
04-30-2009, 04:09 PM
All classes have evasion up to 50% now, based on con. :P That's hefty and annoying as hell.

Also, elemental-based attacks aren't subject to counters.

And why do monks have evasion?

Iron
05-01-2009, 12:07 AM
All classes have evasion up to 50% now, based on con. :P That's hefty and annoying as hell.

Also, elemental-based attacks aren't subject to counters.

And why do monks have evasion?

1) Can you honestly say that caster's still need this advantage to survive because hitters kill them to quickly?

2) Elemental based attacks is basically just a few races.

3) If you really think the con based evasion is a sufficient balance, then let's take shields in the exact opposite direction. Make all damage (spells, elemental based attacks, etc) subject to shields, remove the ability of the actual evasion skill to evade shields, and leave it so that the only way for any damage to avoid them is based on the con bonus.


If you don't think things are unbalanced, here is an example. The "Invincible Angel" trial. These have the strongest shields that I have seen. I don't bother with this quest because it takes a full hour to kill 13 of them. Of that full hour, about 45 minutes of it is spent at recall healing. Why? Because as a pure hitter, I take 15k in damage per kill.... 14k of that is from shields (yes I have actually taken the time to add it up). Other hitters have told me they take exactly the same thing, 15k/kill. It is basically guaranteed damage. I have seen casters run the same quest fully in less than 10 minutes.

6 to 1 time ratio simply because of shields.

It is simple math though, if something has shields that on avg reflects 10% of the damage you do and it has 10x your health (or 20% and 5x or whatever).... there is no possible way to kill it 1 v 1. You cannot change your equipment to get better NR/AC, you cannot change tactics, you cannot increase/decrease the amount of damage you do, no matter what you do (short of massively increasing your health), you will do your health in damage to yourself trying to kill it (and that is ignoring it actually hitting back).


Is there an equivalent going the other way? There are !magic rooms. A few in Everglades and 1/2 of Rumil. Yay!! All fairly low level content. Shields get applied to a lot of the higher level content (DS, hades, SH). Do you think the caster classes would raise hell if DS were made !magic instead of all shields?

Torment
05-01-2009, 03:18 AM
Iron, fyi, fighters as it stands now trump casters in every way except for spy and visit. You may not notice it because of your size, but if you see some of the crazy fighters running around, and watch some of them cit you'll see, casters need whatever means they can to survive. And yes that does mean counters.

Grim
05-01-2009, 06:20 AM
Don't your black-magic attacks avoid shields, anyway?

With super sexy craft eq and scaling on things like claymore/stoic/focused, the bar for hit/dam is set quite high. Ripping a comparably-sized caster a new hole is quite probable.

Evasion isn't some magic cure-all, shields still hurt, just not...to the same degree your attacks do. If they get countered...naj scum.

New tactic = grouping. :P Make some friends, get a tank, get an assister...like a fallad or healer...

A couple !magic places, mobs that evade/parry/dodge abilities, have moderate quickness to affect casters' accuracy, etc...

Iron
05-01-2009, 02:23 PM
New tactic = grouping. :P Make some friends, get a tank, get an assister...like a fallad or healer...


Isn't a Nojohr supposed to be a tank? :-P

I guess my main argument here is that shields are a big factor in PvE. Remember, I'm not asking for them to be removed. Just put on the same damage system as everything else. Just like some classes have the option to increase evasion, the rest of us could at least have an option to increase AC/NR.

Done

Iron
05-01-2009, 02:40 PM
Whole new topic, ranks.

When calculating ranks, the current calculations are fairly straight forward, but they don't really take into account how some things actually affect the character.

For example, I cannot use Spirit at all. Yet, if I train spirit up by 10k I still get 10k in ranks even though my character really didn't grow at all. The same can be said for all the pools other than health. Even when you can use the pool, there is a point for all classes where more becomes fairly irrelevant. Different classes use/benefit differently from different pools, but if you consider all 3, it basically averages out across all the classes.

When you compare 2 players, if player X has 30k more non-health pools than player Y and player X is 20K bigger in rank, which one is actually more trained, power wise? Player Y has 10k more in % and stats.

Why not have the non-health pools be added to rank at a 1/2 (or 1/5). That would be more reflective of the actual gains in character power and place more emphasis on %s and stats.

Just a thought.

Odinn
05-01-2009, 03:44 PM
Isn't a Nojohr supposed to be a tank? :-P

I guess my main argument here is that shields are a big factor in PvE. Remember, I'm not asking for them to be removed. Just put on the same damage system as everything else. Just like some classes have the option to increase evasion, the rest of us could at least have an option to increase AC/NR.

Done

No. Nojohr are support fighters.

Tomb
05-01-2009, 05:45 PM
Regarding changes I'd like to see, how about:
disallowing those skills/spells workable over 100% mastery to not stack?
Like focused sphere, and others. I'd like to hear any thoughts on that :P

Odinn
05-01-2009, 06:09 PM
Regarding changes I'd like to see, how about:
disallowing those skills/spells workable over 100% mastery to not stack?
Like focused sphere, and others. I'd like to hear any thoughts on that :P

I think letting the stack is fine it is just when they can stack very easily that it becomes a problem.

Eg- every other use is stacked is too much.

Iron
05-02-2009, 05:43 AM
Would be nice to see some more crafting materials. We have ~1/2 so far.

More zones with salvage. I would throw out circus, kon-taro, and bule as candidates. Anything for a change of scenery.

2-3 new zones similar to DS would be cool also.

Stapling San'Vestra's feet to the ground. Tie her shoe laces. Attach a ball and chain around her ankle. Hobble her. Break her knee caps. Practice the WTF?!? scene from Misery on her. All of the above.


Ohh, and one thing that is annoying. If you do a quest reset, it resets your techs. That sucks big time.

Tomb
05-02-2009, 07:03 PM
On crafts and clearing your quests:
Would you give back all the rps and pracs you gained from techn/gems if you quest cleared? You stand to gain a considerable amount of pracs from re-techn if cleared. I think its fair loss and gain. Plus another satchel :P

On trials:
What does True Impartial really mean? If one such morality-inclined chooses 99% of the time the moral path, I think 'true' loses its meaning here and is not accounted for. It seems truly partial to me! Any thoughts on this whine?

Iron
05-03-2009, 04:41 AM
On crafts and clearing your quests:
Would you give back all the rps and pracs you gained from techn/gems if you quest cleared? You stand to gain a considerable amount of pracs from re-techn if cleared. I think its fair loss and gain. Plus another satchel :P




I don't quite understand what you mean there about giving back all the rps/pracs. I haven't quest cleared, but someone who did said that it cleared all of their techs. Personally I think that sucks. A ton of work goes into gaining techs. Basically means once you have crafted for a while, clearing quests is out of the question (unless you are a real masochist). I would rather see it not clear techs. Then you can't gain those RP/Pracs back from re-gaining the techs.

Iron
05-03-2009, 04:54 AM
On trials:
What does True Impartial really mean? If one such morality-inclined chooses 99% of the time the moral path, I think 'true' loses its meaning here and is not accounted for. It seems truly partial to me! Any thoughts on this whine?


I agree that there needs to be a better system for handling true impartial in trials. The current system of an arbitrary time screws people over quite often. Trials conclude right after the timer wears off (super fun after you do 4-5 trials and get no reward for it). Time wears off in the middle of a personal trial, so you cannot turn it in (or choose a side until it expires).

My ideas for fixing it:

1) Have it be 20 hours, but change it so that at the end of the 20 hours, it auto-extends until the current trial concludes (one side wins). At a minimum have getting and turning in a trial each automatically extend allegiance by 1 hour if the current allegiance is <1 hour. That way you cannot get a trial and then not be able to turn it in.

2) Instead of having a timer or choosing, automatically assign the true impartial characters to whichever side lost the last set of trials. They are impartial, should be helping to maintain the "balance". That way they are always on a side.

3) Randomly (but automatically) assign each true impartial to a side for a given set of trials at the beginning of the trial, or when they log in mid-trial. Again, then they are always on one side or another.

4) Give impartial their own side.

Whim
05-06-2009, 11:58 PM
I've thought the same thing about ranks - they might be influenced a bit too much by pools in comparison to other factors. Since we have a bunch of rank-based stuff in the works, this might be brought more into focus in the near future. I'll be keeping an eye on it.

More crafting materials are coming very soon (the next area, the Hallowed Scar, will introduce some). I have no plans as of yet for more plain "drop salvage" in zones; the upcoming crafting mats are event-based rewards. Never know, though.

I also strongly agree with you about True Impartials in Trials. The current system is clumsy and it sucks. Since the Scar is Trials-related, I'll try to fix up that system once it's released.

Eternal1
05-07-2009, 04:42 AM
I don't know what you're talking about Odinn....I am the best tank there is....nojohrs pwn as tanks =P

First point: this game needs more noob incentives/advertisement. Instead of trying to keep all the vets (which I think is important) things should be geared towards making the growth/noob stuff more fun.

Second point: see first point....that's all I really think. More noobs, more turnover if that is what it takes....but get the noobs in here and we'll keep them around :)

Peace

Eternal, the biggest veteran noob :)

Iron
05-08-2009, 06:31 AM
I think a few zones could use some updates. Some are highly underused.

One that comes to mind right away is Bhalin. It's primary use seems to be for people to get pets. It is pretty rare to see people running there. When there are people there it is almost exclusively running goolms. I've never seen anybody actually running the gnomes (I wonder if most even bother with them for trials). Goolms hit hard, but the gold is decent if you can kill them quick enough. Gnomes have shields, hit hard and the gold really sucks. Same for much of the other random mobs around. This zone could use a big overhaul to make it more attractive.

Pen, the % invis/hidden for yeriwyr's could use some reduction (or remove the invis part completely). Not all classes get spiffy sights. At least reduce it so that it doesn't take a full minute of spamming kill to actually hit something.

I am sure there are other zones that could use a little spit shine these days.

Tomb
05-08-2009, 02:02 PM
How do you feel about this: practiced abilities should incur an increase in pool costs? Reason: more power, more energy drain.

Serenity
05-09-2009, 05:28 AM
Not all practised abilities use pools

Tomb
05-10-2009, 07:28 AM
Being bashed and tripped out for 3+ rounds seems a bit OP, anyone else agree? that is, how 'bout setting bash and trip out to the way it was pre->100% jacking!? Or how 'bout, take away practicing over 100% entirely! Well, I guess that's a bit extreme - unless the notion of augment takes on a re-definition.

Fenulia
05-10-2009, 03:17 PM
7) Moral v Immoral Clit matches that either affects the trial score, or is independent of it :P

I'll get down with that.;)

In all seriousness, and resurrecting a by-now 5 year old whine: Get rid of the blatant bias against the skill Stun. Otherwise, let Hakanai Shouten break through Stun Immunity(Immunity% minus Perfection%, remainder=% chance to get stunned). Having to deal with Impairment Immunity is bad enough. Stun Immunity is specifically targetted at Monks and Ninjas, and only Monks can get around it(Temple Touch instead). All other impairments(If memory serves) don't get affected.

Tomb
05-10-2009, 05:21 PM
Quote: "(5-10-09, 11:22am) XXX tells you, 'mortal affairs should go into the updates! :P heh'"

How 'bout a little journal of news of Nodekian happenings - or anything related [like an exposition on ethics]. [Player written of course - I'm sure the staff has enough on their hands dealing with the mortals :P] Just about a few lines of weekly happenings with your clan or other player activity causing a buzz or anything that interests you - and that would interest others to read.

Here, I'll start [this one turns into fiction in a hurry]

This week in Nodeka: mad hatters and haters continue to torment the staff with random text clippings. The messages are made up of pics that are organized with screen text - in color; as well as, naked ascii text depicting anatomical male/female organs (not all human, including some plant life)! Now with the content of the threats, we are able to penetrate the mind of the suspected author. Though she will remain an Un-named One, the sociopath extraordinaire conveys visions of dreams in a Nodekian time-stream which our present history is barreling towards. Warning the beloved Nijlo of a threat on par with Agent Smith in the Matrix trilogy. An exact quote from the linguistic assassin goes: "The machine elves [picture of a flower giving the finger goes here] sparkle sparkle unicorns [picture of left big toe with a capital N on it] Chaaaaaaaaaarlie [picture of a half-eaten sphinx goes here] make me < demiking > now, to save Nodeka from the coming threat..." The staff is presently seeking an exorcist, as well as psychiatric assistance [for themselves] - also, some shamans - to track down the madwomen. If you have any useful information, please email the staff at temporal.lunatics@rocketmail.com <gets in text-jet> Blastoff!! Reporter Tomb signing out from the beyond!

All in jest :P

Oh right the point, some kinda Nodekian news letter [outside of updates] that are player written. Thanks for listening and reading, if your attention still lives! :D

berengei
05-17-2009, 03:29 PM
I think that an interesting skill and one that may restore some balance to the game would be the ability to “break” a weapon. The weapon breakage could only occur in combat. The weapon need not be permanently broken. In fact I think that an alternate skill would be “repair” weapon.



Skill: BREAK WEAPON – Automatic with prevent

At 100% it might have a 2-4% break weapon rate with a 30 minute prevent

At 605% it might have a 10-15% break weapon rate with a 10 minute prevent



When role for breaking a weapon is successful, a second role for the amount- unsable vs damaged. A damaged weapon would have negative affects applied to it (like reverse infuscated marbling the weapon). This affect would be permanent until another action was made against the weapon.



Possible way of repairing the weapon:

Using a marble (would compare to base weapon stats like normal).

New skill: REPAIR WEAPON



Skill: REPAIR WEAPON- long prevent (1 hour)

At 100% - restores weapon to base stats

At 605% - functions like marble with a lower SU rate when repair the weapon (may be to op in your opinion, in which class just don’t make the skill scalable).



Classes:

Break Weapon: Barbs- with their overwhelming power, particular during rage/vehemence/etc (strength/will would affect the skill)



Monks- catches your *insert name of weapon* in his/her hands and snaps it in half/damages your weapon (dex/agi/speed would affect the skill)



Nojohr: using his intmate knowledge of weapons, identifies the weakness in your weapon and attacks it.

Obviously monks have no weapons to break.



Repair Weapon: Nojohr



Hunter



BOTCHECKS



I think that it would be cool if when you get a botcheck either with the first or second notification if a mob with random name appeared (no appearance message) and attacked you. There would be some response required to stop the attack or win. Perhaps passing the botcheck or even better have to pledge allegiance to “largest mob in the zone”. The botcheck mob should/could emote what your are supposed to do to end the attack. The attacks would start off fairly wimpy, but would increase dramatically in each round (similar to the way that monstrous fury increases with time) so that if you did not either kill it quickly or “give the exit answer” it would eventually rk you.



I think that this would be a stronger bot deterent and increase then need to have at least one storm crystal to keep your “op equipment”. I think that rd’ing should be a bigger risk/part of the game. If nothing else it would help to equalize big players and smaller players if people started losing equipment. It would also refocus people on running loaders that currently exist in the game as well as crafted

Eternal1
05-19-2009, 08:27 AM
Make flame channel default OFF

Make it only available to level 300 characters....

Return it to the ONLY channel on this game where you can say WHATEVER you want.....in jest, in fun....for whatever reason you please....

totally censoring all channels of "improper language" is completely bogus....

tog it off til level 300....give an appropriate warning if you choose to tog it on....

this is BS!

my thoughts....heh

Eternal, flamer4life! =P

Iblis
05-19-2009, 09:13 AM
Well, no one enjoys trash talking more than I do - but I guess there is a point when it's too much.

A lot of the problem has been that the point was never defined. So you had people enforcing the rule in strange ways, like Beorn freezing people who said 'man you were stupid to battle lock me' on the grounds that it was 'insulting a mentor'.

Equally, some people would get frozen at some times for saying fag, gay, queer, etc., while others wouldn't get frozen at all.

End of the day, rather than a subjective type of it's-okay-sometimes-but-not-always thing, I think a blanket ban is just easier to handle.

-Vish.

Eternal1
05-19-2009, 01:27 PM
its been fun....

I sincerely hope the game continues and improves....

let me know if they lift the censorship....and come to their senses.....

God bless you all :)

Iron
05-25-2009, 06:51 AM
I agree with Eternal (ack!!!) on the offensive language rule. I understand the intent of it, to get rid of some of the harsh rhetoric that has been prevalent on the channels over the years. I think the real affect that it is having, and will continue to have, is to effectively silence gossip. I also think that it has really dampened the spirit of the relationship between the staff and the players.

For me, I work in a professional environment (slacks, button up shirt, etc). I have to apply the brain-mouth censor all day long. Even then, it isn't this strict. When I get home and I am playing a game with friends, I don't want to have to watch everything I say more strictly than when I am at work. I want to be able to relax and enjoy myself. No matter how professional you are, I seriously doubt anybody here has this strict of a brain-mouth filter when they are hanging out with their friends (staff included).

Tonight, 2 people were silenced for 48 hours each for say "shit" once each. That is a lot harsh IMO. You are asking people to change the way they would normally speak to most anyone around them and then giving them the equivalent of 30 days in jail for jaywalking.

Profanity and offensive are not equivalents. No, I don't think we need people with spewing things on gossip that would make George Carlin blush, but profanity is a common part of the American vernacular. But that isn't the end of it. It isn't the "7 words you cannot say on tv" or even the expanded 200 words. At this point, it feels a lot like if we started using replacement words (aka "frak" from the new Battlestar Galactica series) that those would also receive silencing.

What I find more disturbing was that another player was briefly silenced for calling someone a "fruitcake". That sends a signal that you cannot joke with anybody and there can be no "smack talk". So now, we not only have to filter for profanity, but we can't say "you're an idiot" when someone gossips that they just attacked Sylvia by accident or some other stupid thing (and certainly not because you actually think they are an idiot). That slippery slope has become very steep indeed.

I tend to be a fairly sarcastic person. In general, that could probably be called offensive, even if I am just joking around with people. After seeing someone get silenced for very minor "name calling", I toggled off all of my channels except clan and trial. I would rather not have to worry that something I might say in jest is going to get me silenced. Yes I know the irony of effectively silencing myself, but at least I can still speak on clan/group/tell.

Nodeka is a game. It is a community. People on here are friends, some in real life. Most, as much as you can call someone from an online game a friend. I think that the majority (if not all) of our players these days are adults (at least in physical age). To me, it feels like the players are being looked upon and treated like a class full of students. About a 4th grade class at that, if calling someone a "fruitcake" is enough to receive punishment. By the PK nature of the game itself, the game is meant to be a bit harsh. We are being asked to run around killing each other on one hand, but act like diplomats trying to negotiate a treaty from a position of weakness on the other.

As to the players relationship with the staff, considering that Rule #0 has been brought up almost every time I have seen an Imm on global channels recently, I don't feel comfortable saying much more than "thank you for the update/heal/sigil cit". I don't feel like I can give truly critical/negative feedback. I certainly don't feel like I can joke around with the Imms or just BS. It feels like a business relationship. One where any wrong thing said gets you fired. To be honest, at this point, I don't know if posting this message will get me silenced/frozen. It is rather disheartening that to even wonder that.

There has been a noticeable degradation in the "community" feel of Nodeka. On the one hand, there has been much more interest in this board. Whim has his blog and is taking feedback and people are posting comments. I have seen the staff online and talking with the players more in the past month than in most of the past year, but the nature of that conversation has gone very cold, business like.

Over the years, there have been some over the top players in regards to being abusive towards others via global channels and there probably has been too much vitriol and animosity in general. Recently, we had some players who crossed the line by any and all standards. I will give Nijlo mad props for the amount of patience and second chances he gave said players. I certainly wouldn't have. Giving out phone numbers, extreme personal attacks (including involving family members) and such is inexcusable (and as noted, illegal). The backlash from that though has swung the pendulum to the extreme in the opposite direction. Now it feels like everyone is walking on eggshells hoping not to get noticed. The community aspect of Nodeka is taking quite a hit. Players will always complain about balance. Players will take breaks, quit for various reasons etc. However, nobody wants to play a game that should be fun and relaxing and yet feel like they are walking on eggshells the whole time. That is neither fun nor relaxing. We could do with a lot less vitriol, but we don't need kids gloves either. There needs to be a balance in the middle.


I really enjoy playing Nodeka. It is a great game. I know the staff have poured blood, sweat, and tears into it for years. I have a huge amount of respect for the amount of work, the programming talent, and the dedication for it that you all have had. It is quite an accomplishment and mad props for achieving all of it. I know that it is your "baby" and I fully understand wanting to protect it. However, part of what makes Nodeka great is the players and the community. Part of that community has always been the close relationship between the players and the staff. If the players cannot be themselves with each other and the staff (within boundaries of a civil society), then the community aspect of it is going to slowly die. Without the community, Nodeka is just another game... a brilliant coding experiment.


Iron

Eternal1
05-25-2009, 08:02 PM
I agree with everything Iron said......


and he is totally KOS when I get back! :)

Enock
05-25-2009, 09:34 PM
While I completely agree with all that Iron has just said, and in a great deal the staff has to see it has hurt the Staff/Game/Players as well, Not only has someone made a fool of himself to the rest of the mud, but has harneshed the game completly by being disrespectfull to the people that created it for him to injoy.Which inturnd brought upon the recent updates that transpired. But... at the same time I have come to realize.. that we are ALL playing a [Free] game.. we dont pay for an account to play, and its a game that alot of people have takin advantge of at one point or another. It is something we all have to deal with and live with, to continue playing something we have all came to love over the years. I hope that one day soon with the hard work that the staff are doing, it will turn the mud around and bring back up the player base. So untill then, we just keep are hopes up and continue to play.


Enock.

berengei
06-01-2009, 12:58 AM
1) With regard to censorship of language. Yeah it seems a little harsh, but clearly there have been complaints. Most likely these complaints came from true "newbies" and they were turned off from the game. Also, many of the true newbies are younger players- there may have even been parental involvement. It sucks human waste from the rectal oriface, but you should be able to control your self.

2) It seems to me that while there are many areas for "medium to big" players and lots of changes that are keeping the game fun for me, it has made it much harder for true newbies to get started. I am not talking about an alt, but someone who doesn't know anything about anything. I have been playing around with some of the other classes and not letting anyone know who I am, and it sucks in the beginning with how "large" the mud has gotten and the relative lack of newbies. I have a few ideas to correct this:

a) Have some newbie only areas with very high exp/gold rates compared to existing areas But you limit out of the zone fast (level 50, or level 99 mortal).

b) I think that newbies should be give a set of equipment with a 30day life that would be consider decent "mortal" equipment. There could be a mini quest with the fields to obtain this armor x1. This way players can get started into the game and get playing. Lets face it with practices, and the size of players now.. newbies need an push to get started.

B

CipSoype
07-20-2009, 09:16 AM
What say you? Do you think this "New Deal" is going to work? Or are we destined for failure? I am thinking failure is much more likely. I would like to hear your thoughts.

Fenulia
07-21-2009, 06:30 PM
Berengei: Interesting point, but there's the possibility a bigger player will make an alt to get the "fantastic" rates. Unless the rates aren't that "great", in which case, they're right back to being behind the curve. Instead, I would prefer to see that maybe the mortals can do some mini-quests in these limited zones, and the mini-quests instead grant permanent increases(any of the 8 stats, perhaps 100 to each pool, even 5 practices). Nothing that a major would really want to bother with, but enough that a mortal could hit base 100s with say, 2-3k in all pools(perhaps each quest raises a single pool at a time, so a Ninja doesn't get mana and unintentionally increase their rank/target profile, for example) by the time they hit 100(or within 100 days, same as the PK protection).

Hex
07-21-2009, 07:31 PM
Good idea fenulia, but with the invasion and karmova existing, it's not very difficult for a mortal to reach all base 100's within a week or two. Goons aren't that hard to kill, and a decent invasion will net 10k, which really helps the start part. This biggest problem with pracs is the high cost to train and the huge amount of plat required to get even to 150%. Giving a few extra pracs during the leveling part will probably help more.

Whim
07-21-2009, 11:48 PM
Good idea fenulia, but with the invasion and karmova existing, it's not very difficult for a mortal to reach all base 100's within a week or two. Goons aren't that hard to kill, and a decent invasion will net 10k, which really helps the start part. This biggest problem with pracs is the high cost to train and the huge amount of plat required to get even to 150%. Giving a few extra pracs during the leveling part will probably help more.

Correct - newbies can get a VERY big headstart on platinum through invasions.

Fenulia
07-22-2009, 03:18 AM
Nod, I was just expanding on Berengei's suggestion. The invasion definitely helps(if people would stop attacking folks fighting ogres, and the newbie has the sense to flee to temple so others can help).

Sutire
07-23-2009, 09:48 AM
I would like to see rescue prevent taken away. Make it like it used to be. Kinda hard helping out smaller characters on quests such as Goolms when the ancients aggro them 2 or 3 consecutive times. Even decent size players have trouble handling them and it sucks to watch someone get hit by the goolms (with them knowing you got rescue) and you can only rescue once.. Just make it how it was. i never saw the big issue wth it about making it on prevent. My opinion...

Sutire
07-23-2009, 09:49 AM
Ohh one more thing....it really bites whle doing invasions..i think some people would agree with me there..

UntamedFurby
07-23-2009, 05:52 PM
Take all the Eq from the academy and put it in a bag so that the guides could give a new player a full set of EQ that will pretty much give them extra hp. When new you want Eq and know where to get exp/kill things after learning the game.

The quests get old real fast to try and do them all or even most at once. Especialy after going through the Fields.

Why doesn't the fields make any mention of the Academy which is below for exp? That is an overlooked place for new players to gain exp and learn their character some.

Far as rescue. I don't see why it would be an issue during invasion? If you are attacking more mobs than you can handle.. Solution, don't attack them. or stick to rune vs enhanced rune. You can always recall from a mob fight, unless the mob locks you :).

Sutire
07-23-2009, 11:33 PM
well, on invasion quote, i kinda meant that if your grouped with a smaller clan member or someone else thats small, sometimes those witches that call the ogres in are annoying. i know you can recall. but then it slows the invaison kills down for that person, then having to wait it out or until someone kills it bites. just was putting my 1 cent in....

take rescue off prevent and bring it back the way it was.. thats all, despite what other reason to have it on prevent, my suggestion.

Syveril
07-24-2009, 06:59 AM
I think both rescue and redirect could stand to use a reduction in prevention time (maybe around half of what it currently is?). I think the strategic options in battle are on the low side, currently.

Also, rescue prevent should not be incurred when rescue fails due to battle lock.

UntamedFurby
07-24-2009, 02:56 PM
Well, your mostly thinking about invasion. From another point of PK.. I don't want to flee and return to kill someone, only to have them rescued every single time.

Plus, it helps with the people with rescue triggers. Now it kind of forces them to pick and chose who they are gonna rescue and when. Also it seems some of the classes with rescue also have redirect.. So they could help someone in that manner also.

If rescue is adjusted. Maybe a new skill that can prevent a rescue?

Back to your invasion issue. Clear the rune. recall.. You still get very decent plats whether you kill the mob or not. Just get the runes cleared. If its about you are grouped and don't want a gang of mobs jumping you. Then, if you can't rescue, maybe if they recall and you hit their mob with one of your special skills/spells. Not sure if it will turn on you then or not. but that might work if it did.

I don't see it as a problem. Unless they are getting enhanced runes and banking on being rescued all the time. If you are taking that risk, then deal with it.

Sutire
07-25-2009, 11:43 AM
From another point of PK.. I don't want to flee and return to kill someone, only to have them rescued every single time.



so basically you don't want the prevent on rescue removed because it wouldn't benefit you or the class footpad?

and whats the point of having a skill that prevents someone to use rescue? besides, thees not alot of group pking going on anyways.

not tryin to go against you, just trying to figure out why that would be neccessary?

Iblis
07-26-2009, 08:03 PM
From the point of view of pk, the problem with an unprevented rescue is:

1. Combined with flanking, it allows heavy damage dealers to easily 'shuffle' behind a huge tank, and gain massive damage bonuses with ease.

2. For all classes WITHOUT redirect or directable damage spells/skills (i.e. iceblade, fireball, etc), it severely limits their options, which has been a constant problem ever since flee was changed.

Granted, the prevent on rescue limits its usage, but it is far from obsolete. In fact, with the addition of flanking, rescue is now more useful than ever - provided it is timed right.

I very much agree with Syveril though - the prevent for rescue shouldn't be incurred when it fails due to battle lock.

-Iblis.

Argh
07-30-2009, 04:45 AM
well...how about allowing the rescuer to choose who he wants to rescue from as well?
for example...rescue iblis, rar...that would allow me to rescue iblis from rar instead of the current default tank...at least i think it makes sense tactically somewhat...of course if i just type "rescue iblis" then it'll just work the way it is right now...

Fenulia
07-30-2009, 05:52 PM
Hard to believe, but I totally agree with Argh on this one. Sometimes you have a guy fighting a devourer and a warlock, and then you rescue them from the warlock...:eek:

Argh
07-31-2009, 02:02 AM
what's so hard to believe??
tactically, it makes sense...if i have to choose who to rescue, i don't see why i can't choose who i want to rescue from...back in the days, without a prevent, it wasn't such a big deal...now it makes a whole lotta difference

Syveril
08-07-2009, 09:10 AM
+1 for Argh's suggestion. I was just thinking the same thing, but I finally got through to the tail end of this thread and saw that Argh had already suggested it.

Perhaps a reduced prevention for rescue when it fails due to battle lock? Maybe a 10 second prevention instead of the full prevent. Keeps the strategic aspect, but thematically a bit more accurate?

grimm
08-19-2009, 06:13 AM
nod agree with the targettable rescue from who feature
________
CALIFORNIA DISPENSARY (http://california.dispensaries.org/)

Bihzad
08-21-2009, 05:30 AM
Agreed, rescuing someone from a lumberjack when they're being hit by a butcher doesn't help much.

Odinn
09-01-2009, 12:22 AM
What say you? Do you think this "New Deal" is going to work? Or are we destined for failure? I am thinking failure is much more likely. I would like to hear your thoughts.

What are you talking about, what "New Deal", please talk to us using English. Ohh and you need to convey what you are thinking- because we don't read minds.