Post by kurei on Jul 8, 2015 17:23:47 GMT
ATM it seems like "Log Train or Bust" despite the other methods being halfway decent. This is because the "exp value" on the logs themselves do not seem to factor in the issue of having a REP byond Macro, which causes hits on the log to come in extremely fast. On average, with a rate of 250 you're actually getting 1000-1500 exp a second.
Came up with some revamps to log exp to account for this, also came up with some changes to mobs that will HOPEFULLY make them feel more useful to players, as well as give them the ability to break through tai-negating armors (A huge part of the Manda exploit).
==================================
Log Training Revamp
==================================
Basically, as it stands now Logs are definitively the best training method. The problem is that despite what the exp rate CLAIMS, you're actually getting thousands upon thousands of EXP per second while training on the log. This is because with the way Log-hitting macro works (If you hold it with REP on you're actually landing 4~6 hits on the log within 1 second so you get 4~6x as much exp).
What I would propose is a system where each log has 30 "hit" points before it breaks. Each hit (so 4~6 hits will be consumed per seconds -- logs would wear out VERY quickly) consumes 1 hit point and puts 200 exp into the log. On the last hit, everyone who hit the log receives exp equal to the base value multiplied by the number of hits:
Example: Kurei hits the log 25x, Zezu hits the log 5x
Kurei gets 5000 exp.
Zezu gets 1000 exp.
Another way to manage this is after the log breaks, put a pretty long repop on it. So after a village has consumed all it's logs, the players will have to pvp train or kill mobs in the meantime while waiting on repops.
I'd suggest something around a 3 minute repop on each log, since there are other things a person can do while waiting on the repop timer.
The exp value, repop timer, and amount of hitpoints can be adjusted for the sake of balance -- however, if you want to encourage the other two training types, logs need to be FAR less viable, and I think this is a step in the right direction.
=====================================
Mob Exp/Stats Revamps
=====================================
I realize for the Missing NPCs their spawns are random, which is nice. We've also tagged them with ranks but at the moment this really does nothing but determine their exp values (Which compared to logs, are still sadly slow without exploiting certain high level NPCs like Orochimaru).
What I would suggest is making the NPC missing ranks mean a bit more, and possibly bring up the EXP values as the ranks get higher:
D Rank -- Give them about 1200 HP, 400 Tai/Nin/Gen. Allow them to only use Kawarimi and Bunshins.
C Rank -- Give them 9000 HP, 3000 Tai/Nin/Gen. Allow them to use Kawarimi, Bunshin, Housenka, and Suiryuudan.
B Rank -- Give them 18000 HP, 5000 Tai/Nin/Gen. Allow them to use Kawarimi, Bunshin, Magen - Narakumi no Jutsu, Housenka, Suiryuudan, Baku Suishoha, Goukakyuu, and Doton Kouka.
A Rank -- Give them 25000 HP, 8000 Tai/Nin/Gen. Allow them to use Kawarimi, Bunshin, Magen - Narakumi no Jutsu, Tree Gen, Baku Suishoha, Goukakyuu, Housenka, Suiryuudan, Doton Kouka, and Meikakkyu.
Conversely, possibly bring the exp up to the following values:
D - 300 like it is atm
C - I'd raise this to 800~1000
B - 1500~2000 here.
A - 2500~3000 here.
This is to put them in line with the "S-Rank and Higher"/Special NPCs like the Akatsuki, Orochimaru, Shino, etc. who give around 5000~50000 a kill. By also having set stats, the Rank gives an idea of which ninjas will be more deadly. ATM some foolish noob attacks a D rank and then asks why they're getting stabbed for 6200 damage.
*****An additional note I want to add here, you should probably make the AI more willing to attack Puppets/Paper/Bugs/Summons/Bunshins. This seems to be how the 'Orochimaru Exploit' came into being, as he will never turn and strike the opponent. Should not be able to get a guarenteed 50 levels like that.
===========================
PVP
===========================
Not touching this, ACTUALLY if people are in pure damage builds, this is almost THE best form of exp hands down. Killing a lv2300 nets you around 1/4th of the current EXP required to gain a single level which is really, really nice. Especially if logs are changed to be less spammy.
Came up with some revamps to log exp to account for this, also came up with some changes to mobs that will HOPEFULLY make them feel more useful to players, as well as give them the ability to break through tai-negating armors (A huge part of the Manda exploit).
==================================
Log Training Revamp
==================================
Basically, as it stands now Logs are definitively the best training method. The problem is that despite what the exp rate CLAIMS, you're actually getting thousands upon thousands of EXP per second while training on the log. This is because with the way Log-hitting macro works (If you hold it with REP on you're actually landing 4~6 hits on the log within 1 second so you get 4~6x as much exp).
What I would propose is a system where each log has 30 "hit" points before it breaks. Each hit (so 4~6 hits will be consumed per seconds -- logs would wear out VERY quickly) consumes 1 hit point and puts 200 exp into the log. On the last hit, everyone who hit the log receives exp equal to the base value multiplied by the number of hits:
Example: Kurei hits the log 25x, Zezu hits the log 5x
Kurei gets 5000 exp.
Zezu gets 1000 exp.
Another way to manage this is after the log breaks, put a pretty long repop on it. So after a village has consumed all it's logs, the players will have to pvp train or kill mobs in the meantime while waiting on repops.
I'd suggest something around a 3 minute repop on each log, since there are other things a person can do while waiting on the repop timer.
The exp value, repop timer, and amount of hitpoints can be adjusted for the sake of balance -- however, if you want to encourage the other two training types, logs need to be FAR less viable, and I think this is a step in the right direction.
=====================================
Mob Exp/Stats Revamps
=====================================
I realize for the Missing NPCs their spawns are random, which is nice. We've also tagged them with ranks but at the moment this really does nothing but determine their exp values (Which compared to logs, are still sadly slow without exploiting certain high level NPCs like Orochimaru).
What I would suggest is making the NPC missing ranks mean a bit more, and possibly bring up the EXP values as the ranks get higher:
D Rank -- Give them about 1200 HP, 400 Tai/Nin/Gen. Allow them to only use Kawarimi and Bunshins.
C Rank -- Give them 9000 HP, 3000 Tai/Nin/Gen. Allow them to use Kawarimi, Bunshin, Housenka, and Suiryuudan.
B Rank -- Give them 18000 HP, 5000 Tai/Nin/Gen. Allow them to use Kawarimi, Bunshin, Magen - Narakumi no Jutsu, Housenka, Suiryuudan, Baku Suishoha, Goukakyuu, and Doton Kouka.
A Rank -- Give them 25000 HP, 8000 Tai/Nin/Gen. Allow them to use Kawarimi, Bunshin, Magen - Narakumi no Jutsu, Tree Gen, Baku Suishoha, Goukakyuu, Housenka, Suiryuudan, Doton Kouka, and Meikakkyu.
Conversely, possibly bring the exp up to the following values:
D - 300 like it is atm
C - I'd raise this to 800~1000
B - 1500~2000 here.
A - 2500~3000 here.
This is to put them in line with the "S-Rank and Higher"/Special NPCs like the Akatsuki, Orochimaru, Shino, etc. who give around 5000~50000 a kill. By also having set stats, the Rank gives an idea of which ninjas will be more deadly. ATM some foolish noob attacks a D rank and then asks why they're getting stabbed for 6200 damage.
*****An additional note I want to add here, you should probably make the AI more willing to attack Puppets/Paper/Bugs/Summons/Bunshins. This seems to be how the 'Orochimaru Exploit' came into being, as he will never turn and strike the opponent. Should not be able to get a guarenteed 50 levels like that.
===========================
PVP
===========================
Not touching this, ACTUALLY if people are in pure damage builds, this is almost THE best form of exp hands down. Killing a lv2300 nets you around 1/4th of the current EXP required to gain a single level which is really, really nice. Especially if logs are changed to be less spammy.