“If you know the enemy and know yourself you need not fear the results of a hundred battles" TsunTzu
Last edited by baddax; 05-28-2009 at 03:29 PM.
“If you know the enemy and know yourself you need not fear the results of a hundred battles" TsunTzu
That's accurate... but it's a symptom of the problem, not a universal constant. The reason balance doesn't matter before endgame is because you can always get a higher-level character to come in and solve your problems by either feeding you magic items, or simply killing the mob himself.
If some people want faster leveling for additional characters, and the devs decide to give it to them, the way to handle it would be to let them simply start at level 6-9. Can't get faster than that.
If some people want more fun leveling, then the devs would have to ask the question about whether it's more fun to be at matching power to the quest, or overpowered. If they decide that matched power is more fun, then they should obstruct twinking. If they go the other way and decide it's better for player characters to have uber power, they should go and give it to all low-level characters, without a need to twink.
False. Skill differentials are skill differentials. Where it becomes a problem is when the new player joins up with a twinky and follows him through the quest doing all the same things, but gets different results because his inventory just can't compare.
An easy way to see the difference is to look at a group forming for STK or Tangleroot and see if they're looking for a cleric. If they don't want a cleric, it tells you that twinking is involved.
I would be interested to see how much skill affects game play by loading up a lowbe character and seeing how well he does vs's a non twinked experienced players character.
“If you know the enemy and know yourself you need not fear the results of a hundred battles" TsunTzu
Best post in the thread. This speaks to the real issue which is not twinking but experience players vs. inexperienced players. Taking away twinking completely at the low levels will not change the dynamics whatsover because the experienced players will still zoom through the quest because they know the quests. If you want to help improve the new player's experience at the low levels which is the money levels for keeping new player's subscriptions you have to really segregate those players from the experienced players. This is assuming that the new players (there are enough new players) will still have somebody to group with if they can not group with experienced players.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
I agree with Angleus Dead's concept of allowing vets to skip to level 6 as the only real way to improve the playing experience for new players. This would accomplish segregation of new players from players who are more interested in power levelling to level 6. It could be the 3500 pt favor award. The only caveat is are there enough players out there for new players to group with otherwise this would not be an effective remedy.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
"Watching and Waiting I'm known to strike at a moments notice..."
Let's play pretend... Let's pretend that you would be my friend, if you were real. I know you won't mind, your used to living in a dream...
No, it's revenue. I know of multiple guildies that have added 2nd or 3rd accounts -- paying accounts -- just in the last few months because they don't have enough slots. I know of many that have had multiple accounts for years. Some were gifts by friends or acquaintances that left - others bought and worked up from scratch.
I've thought about it. The cost isn't a factor. It's a bit more like, if I made another, I would play another and I'd want to dual box it which is a whole new level of obsessive behavior I think I'd like to avoid.
However, I guess you could say they did provide more slots...you just have to setup an extra account.
Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol
These quotes where not placed here for any type of political statement but rather to show that even great men will resort to lies and twisting the language when backed into a corner having been faced with the truth. If you can further drive my point home with a few Bushisms I would welcome them.
Well, yes and no. It would make sense to add more character slots for this goal, and I think they have added quite a few to each account already, but I think there's more to it than just that. I know many players that play on multiple servers, so there's already the potential for 5x the number of characters per person which probably helps increase the total number of lowbie players on all servers. I think some players even have multiple accounts, so that's another multiple of potential characters per person, and more income for Turbine too.
I think Baddax had a good idea about comparing an experienced player untwinked with an unexperienced player twinked. That would make a splendid experiment that I'd encourage anyone to try. Of course, you'd have to try it out with a large sample of new and experienced players to get something statistically relevant to compare, and you could never really eliminate some variables, but it would be cool to see the results. However, there's the problem on how to find some acceptable measurement by which to compare a character's relative "effectiveness", and I'd personally be wholly unimpressed by the only metric provided in-game (kill count) as that's only a small part of the story of someone's effectiveness imho-and that subject was beaten to death many many times already in these forums over the years. Perhaps the only real way to compare things as objectively as possible would be to have large groups of unbiased players (inherently nigh impossible to find) run quests with all sorts of players (experienced, unexperienced, twinked, untwinked) and get enough of them (not just a few vocal people) to give their opinions about their relative "effectiveness". Even that kind of analysis wouldn't be perfect, but its better than just our musings.
Aeyr- Eldritch Warrior; Warkanon- Master of Elements
Aerakhana- Divine Seeker; Aelaria- Maiden of Radiance
To crush your enemies, to see them driven before, and to hear the lamentation of the women-Conan
That is one reason, yes.
Another is that low levels are over pretty fast anyways, and most people want to level fast, (but not necessarily skip it completely), so they like to be overpowered as they can level faster. The same challenge can be found if they want too, in playing a higher level quest.
The thing is that removing twinking won't make good players power match the quests.
The bolded part is just absurd and I'm sure that either you or Borro have a name for that kind of flawed arguing.
Skill differentials is a power differential, just as gear differentials. It's a much larger factor too.
A new player can't compete with a veteran even if they have the same items. Unless ofcourse the veteran sucks.
I don't see this as a problem really, but you do. So should we also dumb down the gameplay to wow/lotro levels?
In those games there is a much less difference between veterans and new players in the beginning as playerskill have much less impact on the gameplay.
It's obvious to me that an experienced player will be more powerful than a new player in DDO.
I just know my friends have done it. I don't know that it's an evil Turbine plot or part of the marketing plan. There's always been a percentage of players that I've worked with in the past that have done this. The percentage, very subjectively, seems to be going up.
Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol
An experiment to compare the effectiveness of player ability plus equipment would strike at the very heart of the matter being discussed. Experimentation is much of the very foundation of every bit of scientific knowledge known to humanity. Saying a result of an experiment "would have no bearing on any suggestion that's been made" is incorrect.
Aeyr- Eldritch Warrior; Warkanon- Master of Elements
Aerakhana- Divine Seeker; Aelaria- Maiden of Radiance
To crush your enemies, to see them driven before, and to hear the lamentation of the women-Conan