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Re: ITEM IDEA - Amulet of enlightenment
Posted: Tue Apr 02, 2013 6:05 am
by Thystonius
Mino wrote:+1
I'm for anything that speeds up the leveling. And this is probably the only amulet I'd switch out for the JoF, even if only temporarily.
Agreed, this is just an amulet that would be used at level 100+ or in some instances. Would certain areas with bad xp and relatively high gold drops make useful. It would even make the skill Treasure Hunter useful, in the start and end-game

Re: ITEM IDEA - Amulet of enlightenment
Posted: Tue Apr 02, 2013 8:37 am
by Xero
Pyrizzle wrote:Xero wrote:It wouldn't replace ql, it would supplement it.
Quick learner would not be too powerful...
Quick learner diminishes in effectiveness over time.
The equation for exp tnl is exponential
the increase in exp from mobs using ql is multiplicative.
Tnl EASILY outpaces quick learner until it is basically useless at high levels
Draw out the chart or graph and do the math. You will see I'm right
If anything, quick learner needs a buff so it's a viable skill at a higher level
I would have to disagree. IMHO I think QL is perfect the way it is already and also feel like this piece of equipment would become overpowered very quickly depending on where you are grinding at the time.
I take it you didn't do the math
Re: ITEM IDEA - Amulet of enlightenment
Posted: Sat Apr 06, 2013 2:49 am
by Pyrizzle
I am very familiar with the math and the fact that is takes longer and longer to level as you go on but...
Once you get past level 35 or so the game becomes too easy and it's seems fairly pointless to create/add something to help players level up more when they are already powerful enough to take on anything without a fear of getting killed.
IDK i just feel like we should spend more time on lower levels and slowly raising the difficulty rather than create stuff that players use to easily get to ungodly levels. (you know who you are

)
Re: ITEM IDEA - Amulet of enlightenment
Posted: Sat Apr 06, 2013 3:11 am
by Xero
Also keep in mind, a player who takes quick learner has chosen not to take another skill instead making the game harder for them to kill mobs over a player who had taken critical hit ect only to gain experience a little faster when the levels themselves become exponentially harder to obtain. You get what I'm saying? people tend to forget quick learner requires a skill investment.
I also disagree with your statement about how time should be spent developing the game itself. I believe increasing end game content and replayability is the better investment since it would improve player base and player retention. I think that's the real goal here anyways. Maybe I'm mistaken. some input from other players might help resolve what they want.
Re: ITEM IDEA - Amulet of enlightenment
Posted: Sat Apr 06, 2013 8:42 am
by Thystonius
Pyrizzle wrote:I am very familiar with the math and the fact that is takes longer and longer to level as you go on but...
Once you get past level 35 or so the game becomes too easy and it's seems fairly pointless to create/add something to help players level up more when they are already powerful enough to take on anything without a fear of getting killed.
IDK i just feel like we should spend more time on lower levels and slowly raising the difficulty rather than create stuff that players use to easily get to ungodly levels. (you know who you are

)
To be honest I am most of the time disagreeing with you.
The lower levels are full of options and do not need much attention. I am done with all quests for quite some time now and the only reason to keep playing is grinding L/E gear and because I want certain skills. Which, take 4 levels each, which take longer and longer to obtain.
Long story short, as I wrote before, for endgame players, such an amulet could make Treasure Hunter an interesting skill to take. An area with relatively high gold drop but lower xp would help low levels when they need mostly cash to buy good eq and could be a nice place for higher levels to get back to convert the cash to xp. This could be used to make starting areas interesting by writing a storyline bringing you back to that place as well.
Re: ITEM IDEA - Amulet of enlightenment
Posted: Sat Apr 06, 2013 1:23 pm
by PK17
Amulet of riches.... same concept but xp into gold.
Re: ITEM IDEA - Amulet of enlightenment
Posted: Sat Apr 06, 2013 1:37 pm
by Duke
Yes, Quick Learner is a skill, earned after four levels. I think the idea is to make players make hard choices when choosing how to user their skill points. If one wants to use quick learner, they are sacfricing some other skill, but they feel the rewards for xp gain are worth it. Now if you add another way to add to xp gain, then the level ups occur that much faster and the gain of skill points therefore easier to obtain. We all want to level up faster, but perhaps with this idea, it is too much of a gain? We all want the skill points, and some have ask for them after only 3 levels, but I think the ultimate goal is to find a balance, which I think the game is doing well and trying to do better.
Re: ITEM IDEA - Amulet of enlightenment
Posted: Sat Apr 06, 2013 1:37 pm
by Meirerion
PK17 wrote:Amulet of riches.... same concept but xp into gold.
On my main lvl 41 I have around 80'000 gold and nowhere to spend it. If someone makes gold harder to obtain okay.
Maybe AT could be one of the first games where monsters don't drop gold but just specific loots (except humans) which you can sell to shopkeepers for gold.
Then your amulet could get useful.
Re: ITEM IDEA - Amulet of enlightenment
Posted: Sat Apr 06, 2013 3:54 pm
by PK17
Well it was mainly an idea for the lower lvls, where you might actually want the gold over the xp. i never sell my meat so it takes a while to build up my cash.
Also, yeah, I do not understand how a beetle just dropped 6 gold coins, the coins probably weigh more than the beetle itself.

. but just about all games do it, so where to draw the line isn't too clear.
Re: ITEM IDEA - Amulet of enlightenment
Posted: Sat Apr 06, 2013 4:22 pm
by Meirerion
PK17 wrote:Well it was mainly an idea for the lower lvls, where you might actually want the gold over the xp. i never sell my meat so it takes a while to build up my cash.
Also, yeah, I do not understand how a beetle just dropped 6 gold coins, the coins probably weigh more than the beetle itself.

. but just about all games do it, so where to draw the line isn't too clear.
You can do it pretty easily, all who is not a human won't drop GP.
Problem solved
