I've been asked a couple times if I'm going to continue this blog.
After a bit of thinking, I've found the answer.
EO was... easy to quit. No commitments, nothing to regret from taking a break.
But part of the responsibility of making a blog, I can't just quit when it's convenient to me. People to depend on me here to give them entertainment, news, gossip, or SOMETHING. So I guess I'll continue to do that, for all of the EEN fans. :D
And today's post is about a not so big, but rising problem. And it could even solve many of the dispute in EO.
BALANCING
All games go through it. The Diablo II guide from v1.05 is out of date drastically in the stat area, because so many fixes to balance were needed. FFXI, too, recieves updates to fix balance. Some classes are less useful than others, some monsters not what they were intended to be. It's a good and necessary part of any game, and it's a part I welcome. It can even make or break a game.
So what in EO needs balancing?
Everything.
To start, Levels.
A level 7 hits half the damage of a level 23.
A level 2 hits half the damage of a level 12.
A level 20 is not too much weaker than a level 40.
Is this a problem?
God yes it is.
So how do we fix it, and make the levels more ranged, without making people own everything?
Simple. Every 10 levels, the number of stat points you recieve rises a point. The average level in the game is around 8ish. So these levels around 8 won't be effected, so the people new to the game won't be completely blown away. A high level though, could get the advantage they deserve.
This is only one way it could be done. The addition of skill points, class levels, all kinds of things would help to range the game.
Now, all these players are getting a power boost. So what happens to the monsters? The tops of the game could wipe the floor with the strongest of monsters, with no help. A level 20 could wipe out the Factory.
So monsters would need a boost. They're out of balance anyway, so why not?
First, maps and spawns need to be larger. Quadruple all spawns, double all maps, and half all exp. Ex: 22 Carnivos spawn in the Carnivo Forest. We would instead of 88 spawns in a map twice the size of the current one. Carnivos would give 25 exp.
This makes the game more difficult. It also gives us alot more spawns, and therefore, alot less disputing. Alot of the disputes are because the game's too cramped. It's the same principle as Big Brother. If you take 20 people and put them on a 4 person map, people get mad, frustrated, and they fight.
Next, this is a disputable idea. Slap a 0 on the end of everything. Large numbers allow for more intricacies. Make the Carns have 800 instead of 80 hp. Make people hit for 200 instead of 20. This way, we can make things more intricate. Big numbers do make things more confusing, but allow balancing to be easier. The thing is to have a happy medium, so you can balance and all, but not be too confusing or intimidating.
Also, it's too hard to level at low levels. I agree completely with the insane tnls of a level 20,30, or whatever. Level 0 to 1 is good. 133. Level 1 to 2? 1,000 exp. Are you trying to run everyone off? That's ten times the last tnl. It gets even worse. It should be a simple task to make it to level 4-6 or so. Then it should take work. :D Half all the tnls from 1-5 or so, and phase the changes into the levels 10-15. ex: Make 1-2 about 500 exp. Add the extra 500 tnl to level 10.
And once again, I'll continue the chant.
We need more leveling areas. We need a spot for people level 15 and up.
What about the Factory? Anyone can survive while ksing the Factory. We need monsters with, if possible, ranged attacks. If not possible, let the monsters spawn at complete random and make them faster than players. :D
Well, that's it for today. My next post will be a rant about how you should all join together and fight instead of laying around whining. :D Please check in!
I might add something interesting. Dunno.