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      WANTED: ROLEPLAY-ERS   09/04/18

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Norion

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Norion last won the day on July 21 2017

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About Norion

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    Naerath Settler
  1. Pretty awesome. I might have fun with a creature version of this.
  2. Hello Everybody Important...

    I asked a Dwarf if he could spare some gold the other day. He told me he was short on his finances. Poor Dwarves...
  3. Trade Forum

    Yeah, a majority of that is best practice when buying / selling / trading / crafting with and for players. It's not trivial at all, I assure you. We should probably have some stickies upon making the forum. One for the direct rules of the forum, like how to post what you're buying / selling, formatting guidelines, and other stuff like that - strictly 'in-forum' things. Another sticky for tips, tricks and suggestions to making good trades / avoiding getting scammed - the 'ingame' part of it all. (i.e. your down payment / refund ideas, and we could probably come up with other stuff, too.) Beyond that, it's up to the players to safeguard themselves. BUT, to help the community remain clean as possible, we could even do a third as a sort of 'reported scammers' list, wherein if a player can prove beyond reasonable doubt that someone scammed them, the scammer gets their name added to the list with a description of the offense, and when the offense occurred. Scammers would probably be banned from advertising goods and services on the trade forum for a set (likely lengthy) amount of time (so they can't scam more people), and people in general will just distrust them. Consequences. Think of it as a sort of 'community police record' that anyone can view, at any time. This way, admins don't have to dish out 'hard' punishment, BUT the scammers will feel the weight of their mistakes as the community slowly turns against them. This makes the game even more community driven. We could even credit the people that reported the scammers (WITH PROOF) if they are willing, and give them a reward or something to compensate their loss. I'd even pitch into that. A lot of what you just said can probably be added to the 'tips' sticky. I've played a TON of MMOs, half of them with me focused on trading / being rich, and I'd be willing to offer what I know for that, as well. This sounds like it could be a lot of fun!
  4. Trade Forum

    NHARMART. NHARMART.
  5. Trade Forum

    As the community gets bigger, we should encourage trade and services, especially for such a gear/craft-driven game, to increase community involvement for players. I think that the more we push the 'community / trade' envelope, the more likely newer players will stick around as it's easier to get help and what they need at fair prices. The forum would rely heavily on proper tagging to work well. I haven't experimented with searching via tags much, if it even exists here, but it would be something we'd want eventually to make this type of forum work well. In the case of Flamefrost itself, I think it'd be beneficial to have several subforums for various things players can 'trade' with each other. The main forum would probably house the generic 'WTB/WTS/WTT' posts. You'd probably have a subforum where people can post specific 'services' they might be offering. That would revolve mostly around crafting-type services, though I could see a small niche for walking lowbie toons through EX mode so they can get chests and stuff. I'm not sure how into this idea the rest of you might be, but I was also thinking a sort of 'Shop' subforum. Shop Posts are posts that each player gets exactly one of, and can describe what kinds of things they are regularly selling. You can be as vague or specific as you want, as long as it makes sense and isn't scammy in nature. The 'Shop' subforum would be a place for these kinds of posts. This is different from simple 'wanna trade' posts, since it lives and changes over a long period of time, whereas trade posts are just trading one or a few specific items for gold or something else. Regardless of whether or not we do subforums or anything like that, we at least need a singular place that is specifically for trading on a general scale, even if it's just one giant forum where everything gets stuffed. Thoughts and ideas are welcome
  6. Monster Manual/Creature Compendium

    Look what you did, Hyperion. You confused the Dev. Not sure if I'm disappointed, or impressed... On a serious note, I would have a BALL with this idea - I like the 'community driven' aspect of games, wherein the players are given a game world, and then they have to do with it whatever they want. I'd be roaming the lands, getting all the info I could about all the different mobs... but only after I'm super powerful and can oneshot everything. Gotta save time.
  7. After careful consideration...

    Why am I included in this? I don't go one direction. I go many directions. I go ALL directions. P.S. If I acquire highest Incant level, what will I be then? Can I be Shakira?
  8. With the recent issue concerning general XP and skills being resolved, I decided to do a little investigating into exactly how general XP distribution works for skills with invested points. (From character levels.) Disclaimer: I am terrible at forum formatting, so don't expect lots of pretty colors... just some explanatory text, numbers, and what I think of those numbers. =Intro= If you're already aware of how investing skill points and general XP works, feel free to skip this. Just a short 'newbie' guide to the situation. The long and short of it is this: if you invest skill points (from character levels) into any skill, it receives an amount of experience from all 'general' XP sources, which essentially allows you to level skills without grinding those skills. General XP sources, off the top of my head, are: quests, daily rewards, corpses / chests in Exploration Mode, and generally anything that is not experience from killing an enemy. With this in mind, you'll often hear learned players recommending to add at least one skill point to all skills you might ever use... and after my recent experiment, I cannot stress enough just how important that first skill point happens to be. Here's why! =Testing= So I did three(3) different test series, accounting for varying skills at varying amounts of invested skill points. By 'test series', I mean that I would change the variables (invested skill points in skills), and then do 5 tests in a row to ensure continuity on the percent amounts each skill was getting from an activity. I'm going to dump this info now. I apologize in advance if anything is confusing - I've been told I have a really special thought process. Still deciding if that's good or bad. This is also VERY preliminary in nature, as I'm limited to how many different variations I can test due to respecs costing real money. Will discuss my thoughts after the test spread. Tests are chronologically ordered (First / Second / Third). They will be titled like so: X Test - X XP (Source)... X Test just which test it is, 'X XP' is how much XP was gained from the activity, and (Source) is where it came from. (A chest or a corpse. I was too lazy to do quests for this.) Inside the test itself, each line will look like this: (A) Skill: X TO Y (Z / %) A = points invest, Skill = Skill being recorded, X = start XP / Y = end XP, Z = how much was gained, Z is the percent of the source XP that was gained by the skill. Pay CLOSE attention to the percents, especially for Lockpicking. You'll see a very important pattern. === First Test - 5,610 XP (4x4 Tumbler Chest) (25) Disenchanting: 13,959 TO 14,744 (785 / 13.9%) (15) Enchanting: 2,424 TO 2,985 (561 / 10%) (1) Lockpicking: 10,280 TO 10,842 (562 / 10%) Second Test - 2,810 XP (Corpse) (25) Disenchanting - 14,744 TO 15,137 (393 / 13.9%) (20) Enchanting - 2,985 TO 3,294 (309 / 10.9%) (15) Carpentry - 7,448 TO 7,729 (281 / 10%) (1) Lockpicking - 10,842 TO 11,123 (281 / 10%) Third Test - 8,415 XP (5x5 Tumbler Chest) (30) Disenchanting - 15,137 TO 16,399 (1,262 / 14.9%) (25) Enchanting - 3,294 TO 4,388 (1,094 / 13%) (20) Tailoring - 6,453 TO 7,295 (842 / 10%) (18) Carpentry - 7,729 TO 8,571 (842 / 10%) (15) Woodworking - 8,363 TO 9,205 (842 / 10%) (1) Lockpicking - 11,123 TO 11,966 (842 / 10%) === =Thoughts & Questions= I WISH I could do more testing to confirm some of my theories, but here are some facts and thoughts I have so far, based on just this info: *Any skill with at least one point will always gain 10% XP from general sources, regardless of changes to other skills. This can be seen from Lockpicking, which always had 1 point, but always got exactly 10% of the EXP, and is a definite fact. *Falling in line with the previous point, there seems to be a '10-percent floor', and that floor raises as you invest more total points throughout ALL skills. I had about 30ish reserve SP when I started this. In the second test, we saw that Enchanting (with 20 points) got 10.9% of the source - a little more than the 'floor' of 10%. But in the third test, Tailoring (which now had 20 points, like Enchanting did before), only got 10%... likely because I added several points to other skills, which raised the 10% floor a little bit. The same happened with the 25 point mark, as Disenchanting got 13.9% in the second test, but Enchanting only got 13%. So as the floor rises, it slowly reduces the gains of the skills above the floor, as well. How is the floor affected? If I had one point to 20 skills, or 20 points to just one skill, will each scenario have a different effect on the floor? Or will they both raise the floor in the same manner? *Focusing a single skill higher, and leaving the rest lower, does seem to increase how much XP that skill gains overall... but not by a substantial amount, when compared to having several skills at higher points. In the first test, there was a 10 point difference between disenchanting, and enchanting, and disenchanting was getting 3.9% more XP. By the time we got to the third test, there was only a 5 point different between disenchanting and enchanting, and while disenchanting was getting 1.9% more xp than enchanting, enchanting was gaining a full 3% more over tailoring, which was sitting at the 10% floor with only 5 points less. Unfortunately, I cannot test the extent of this theory... though there does seem to be some kind of ideal 'efficient balance' of points, I could not even hope to glean where that balance lies. How much XP would a skill gain if all skills had one, and that single skill had 50 points? How much XP would it gain if every other skill instead had five, or ten points? What if that skill had 50, and two other skills had 30, with the rest at one? *This is a weird part, but let's try to decipher it. If you look at test one and two, you'll notice that I left disenchanting at 25, but added 5 points to enchanting in the second test. This was the only skill point change I made. Somehow, Disenchanting still received 13.9%, even though Enchanting got .9% more from the source, which was above the floor! Why was Disenchanting still receiving the same amount, despite adding more points to another skill (which brought it above the floor, no less)? Also, when we got to test three, despite me adding about 20 points to the entire pool, the 25 skill mark only lost .9%... Unfortunately, this is the extent of testing I can do for now. Respecs cost real money, so I can't do many different combinations to get exacting detail, but you get the gist. (Hopefully.) If you take nothing else from this entire post, take only this: that first point is VERY important. You are essentially multiplying your skill XP gain many times over by investing a single point in each new skill. If there's even a far-fetched chance you might one day use a skill, don't be shy - pop a point in there. The return on that investment is massive after 30 or 40 character levels. Any other theories / thoughts based on this small test is welcomed. Debate! Ciao.
  9. I'll be watching for its status! I actually have 17 unused skill points right now, haha.
  10. Belated Introduction

    Keep up the good work when I'm a little more experienced, I'll try to give proper feedback. Till then, have a good one!
  11. Belated Introduction

    Probably one of the best browser-based games I've ever played. It's just great, haha. The crafting system is definitely a tool to help you smack things around, but it can also do some other cool stuff, like enable 100% salvages on purples within a day of starting to salvage or allow me to craft for anyone, and with anything! All in all, enjoying myself so far. Yeah, these XP bonuses are pretty nice.
  12. Belated Introduction

    Uh, yeah. As the topic suggests, this is a bit late, but... I am 24, have a daughter, and like to play games as a stress reliever / hobby. Been gamin' since I was 2, so I won't be stopping anytime in the near future. Funny thing, I actually came over from playing mostly FPS / Triple A RPG games, so I didn't expect a browser game to capture me so effectively. Well played, Dan. Oh, and my IRL name is Zach. On the side I write stories as a hobby, and informational articles as a small income job. That's about as interesting as it gets. I've been playing for about a week(?), but have already come to be extremely familiar and in love with the crafting system. So if you need help, just ask! I also do lots of Exploration Mode runs, so if you're near my level and in need of specific skill bonuses, let me know with an ingame mail and I might send something your way. (You can check my level by pressing 'O' ingame, and typing my name into the box at the bottom.) Shout out to the arrow people for being so cool and helpful. Down with the Druids. Hope to see you ingame
  13. Skill Confusion

    Literally just made an entire thread about this, probably should have looked first, but allow me to expose the problem a bit more: If you allocate enough skill points to a skill, it stops receiving XP from all sources except direct actions involving the skill. I have confirmed this with three skills of mine: Dis/Enchanting, and Mining. They all have 25 points in them, and receive no XP from anything but Dis/Enchanting or Mining actions. The next lowest skill below them is 15 points, and it still receives XP. So the break happens between skill point investments of 16 and 25. I am 100% certain this is an issue, because I marked the levels and XP of all the above related skills, and some other skills with random investments, and then did an ENTIRE run through Glimmer involving (many) 3x3 / 4x4 / 5x5 chests, and every exploration XP pickup I found. The three skills at 25 points had no change in XP, while everything else was benefiting greatly as per usual. This was an attempt to maybe narrow the problem down to specific sources, and I was surprised that absolutely nothing changed in the skills above 25, haha. I do not know how allocation works, but as Hyp described, it does seem to be mostly even despite how many points goes into everything, but I can't confirm if the system is 'voiding' the points that would go into these skills, or if it is simply 'forgetting' them in the equation and giving that XP elsewhere. It's funny I didn't notice this sooner, because Enchanting is about 30 levels lower than every other skill of mine, except like Unarmed and Melee Weapons which I didn't bother putting any points into. EDIT: I have not checked quest or daily reward XP for this problem. But definitely everything involving EX mode is not adding XP to these skills.
  14. Right off the bat: skills that have been allocated a certain amount of skill points do not receive XP from general sources, like quests, chest unlocks, and exploration XP. Full explanation of my problem and discovery follows. So, first off, a little backstory into my game so far: I got early advice to grab every craft skill, and place at least one point into each so they gain general XP and thus levels from nearly everything but straight combat. I did this at around level 3 or 4. I'm level 33 now. So now I have a string of skills that are all even, at the same level, around 82ish for all of them, give or take a level. Pretty cool. But I just recently noticed a pretty serious irregularity: my Enchanting skill is quite a bit lower than everything else, sitting at 53, almost 30 down, despite also receiving that initial skill point investment. I use enchanting often, but it's a skill that doesn't see much 'training' since I only enchant what I need. It is also a skill that I wanted to advance very fast, to obtain 300+ for three effects on items, so I put a lot of points into it... yet its base level is still much lower than all of the other skills, which I thought was odd, since it should at least be even (and even a little higher) than all of the 'low skills' I haven't used yet / much, but were getting general XP. I tested it, and sure enough: my Enchanting is not gaining XP from anything, except direct Enchanting. It took me a while to figure it out, but I confirmed it on other skills, too. Mining and Disenchanting were two other skills I invested a lot of points into early on. I did not notice the problem with them, because I use them a LOT, so they are a way higher level than other craft skills. But they also receive no XP from general sources. Now, the lowest skill point investment I've made, that is not receiving XP, is 25. Everything at or above 25 is not receiving XP. The highest I've made that is still receiving XP, is 15. So somewhere between 16 and 25 invested points is where the break occurs. I obviously cannot effectively test this, since respecs cost real money, but that's the data I've got on the problem for now.
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