I thought a lot about this problem and I can't find another ways to overcome this obstacle. I see only two ways - forbid event or nerf reward (previous message at this topic).
It's very sadly, but I had to stop playing TomeNET till this problem would be solved somehow. I'm addicted to 'Soloist' mode and not interested in playing in other regimes; at the same moment, current events' OOD-cheeze makes me really sick.
Please help.
===========
Problem:
It's possible to start new character in 'Soloist' mode with uber OOD weapon, like +10 mana stuff or +25/+25 bow which you could receive in game events (DK, Highlander..) with very high chance
Suggestion:
Please make it not possible to obtain weapon as event rewards at 'Soloist'; lets there would be only armour rewards, cause they doesn't really affect newbie gameplay.
[idea] RPG mode - 1 character mode ("Soloist")
Re: [idea] RPG mode - only 1 character ("Soloist")
Tangar's tileset, addon, guides & maps: English TomeNET page ||||||| Russian TomeNet page
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
Re: [idea] RPG mode - 1 character mode ("Soloist")
TomeNET: soloist vs events. Some statistics
Main problem about events @ Soloist mode that it’s ruins fair RPG character
progress. Example of player progress in TomeNET:
1) get fire res
2) enhance weapon +5/+5
3) enhance weapon +10/+10 (going from +9 to +10 is 10-15 enchant
scrolls btw)
4) enhance armour
5) get FA (you need to get it asap, at least at 15 lvl)
6) get see_inv (at 20 lvl
7) enhance weapon +11/+11 +12/+12 ..
8) get fear (for melee)
….
n) get ESP (30 lvl+) & etc
Having powerful item at lvl 1 isn’t right for ‘Soloist’ mode. People who approve this say that it’s just an alternative way to get powerful item for the same amount of time which you would get it during traditional dungeon-crawling gameplay. To prove that it’s wrong: just some more statistics from my past steams @ Soloist mode VS NE mode:
Soloist @ Archer (Dark-elf, 150% exp):
https://www.youtube.com/watch?v=Qq0mcSX1Qz8 1:06 1-16 lvl
https://www.youtube.com/watch?v=p6SCTNS1cZA 2:28 16-26
// so.. 3:34 minutes to get lvl 26
https://www.youtube.com/watch?v=K4_2M5NoHQ8 2:07 26-28
https://www.youtube.com/watch?v=wKrQEZbR-Es 1:28 28-30
https://www.youtube.com/watch?v=U2dxdnxahUw 1:40 30-31 (died)
Total time to get 1-31: 8 hours 49 minutes
And at least hour(s) which I’ve spend in-game when I didn’t stream (to buy items in stores)
Soloist @ Death Knight (vampire 270% exp):
https://www.youtube.com/watch?v=twl_CqW9QQQ 1:15 0-11
https://www.youtube.com/watch?v=LxCmLsBARQc 2:54 11-15
https://www.youtube.com/watch?v=z34bLXzIXZY 1:43 15-18
https://www.youtube.com/watch?v=BJ9LSzKaYTE 1:27 18-22
https://www.youtube.com/watch?v=U6MRQkodmTQ 0:10 22 (died)
Total: 7 hours 29 minutes to get 0-22 + offline shopping
Now lets take my recent past streams – within NE mode when I get 1-48 lvl in 3 days.
NE @ Archer (Dark-elf, 150% exp):
1-32 lvl was almost instant
Sorry, I didn’t stream it cause it was too boring to show this kind of cheezy-gameplay, I did it while watched TV program; I didn’t plan to make this investigation, to compare Soloist and NE mode… Anyway, my streams past 32 lvl:
https://www.youtube.com/watch?v=nDIGM1eZw7M 32-38 lvls (2:30)
https://www.youtube.com/watch?v=nDIGM1eZw7M 38-41 (1:15)
https://www.youtube.com/watch?v=nDIGM1eZw7M 41-45 (1:56)
https://www.youtube.com/watch?v=NHI_mMekyh4 45-48 (3:30)
So I got 32-48 lvl in 9 hours 11 minutes. I played quite relaxed (just to get yet another housing-character), not to prove this concept (I've just remembered about it today); it includes A LOT of shopping & etc while streaming, so in real it’s much faster.
What we got, the same class/race:
Soloist: 1-31 lvl – 8 hours 49 minutes
NE mode: 32-48 lvl – 9 hours 11 minutes (killed all Nazgul, Feagwath and came to Angband).
1) So if we would take a presumption that DK event is an alternative to gameplay – it won’t be the same not only in terms RISK vs REWARD, but also in terms TIME vs REWARD. In average you won’t get 25 lvl for one hour gameplay @ Soloist. Getting DK reward for 1 hour, it’s not equal to 1-25 lvl in Soloist, which is 3:30 (for fastest lvling dps class – archer) and 8++ hours (for melee character). ‘Soloist’ is NOT a NE/EL mode where you could get lvl 48 in 10 hours EZPZ.
2) there were tens of gameplay situations where I got almost killed. Risk is very high, when you do not have imba items. And I know the stuff. In DK you could win without any knowledge about the game, skill doesn’t matter (sometimes you even spawn on steps
). It should be taken in account while we calculation ‘risk VS reward’ coefficient.
3) the thingy about getting DK reward: it reducing risk of being killed. Without risk you getting item which make you ‘skip’ 1-30 lvls dangers (and adventures! so it’s ruining ‘Soloist’ idea) and it’s pretty possible that you would use this item till lvl, eg, 45.
4) Let’s take also common DK rewards, not only weapons (like slaying evil gloves). They are also give you big advantage. So if you doing DK with 30% success chance, spending ~3 minutes on it, you are getting guaranteed very good item for 10 minutes gameplay + you get boosted to lvl 3.
Main problem about events @ Soloist mode that it’s ruins fair RPG character
progress. Example of player progress in TomeNET:
1) get fire res
2) enhance weapon +5/+5
3) enhance weapon +10/+10 (going from +9 to +10 is 10-15 enchant
scrolls btw)
4) enhance armour
5) get FA (you need to get it asap, at least at 15 lvl)
6) get see_inv (at 20 lvl
7) enhance weapon +11/+11 +12/+12 ..
8) get fear (for melee)
….
n) get ESP (30 lvl+) & etc
Having powerful item at lvl 1 isn’t right for ‘Soloist’ mode. People who approve this say that it’s just an alternative way to get powerful item for the same amount of time which you would get it during traditional dungeon-crawling gameplay. To prove that it’s wrong: just some more statistics from my past steams @ Soloist mode VS NE mode:
Soloist @ Archer (Dark-elf, 150% exp):
https://www.youtube.com/watch?v=Qq0mcSX1Qz8 1:06 1-16 lvl
https://www.youtube.com/watch?v=p6SCTNS1cZA 2:28 16-26
// so.. 3:34 minutes to get lvl 26
https://www.youtube.com/watch?v=K4_2M5NoHQ8 2:07 26-28
https://www.youtube.com/watch?v=wKrQEZbR-Es 1:28 28-30
https://www.youtube.com/watch?v=U2dxdnxahUw 1:40 30-31 (died)
Total time to get 1-31: 8 hours 49 minutes
And at least hour(s) which I’ve spend in-game when I didn’t stream (to buy items in stores)
Soloist @ Death Knight (vampire 270% exp):
https://www.youtube.com/watch?v=twl_CqW9QQQ 1:15 0-11
https://www.youtube.com/watch?v=LxCmLsBARQc 2:54 11-15
https://www.youtube.com/watch?v=z34bLXzIXZY 1:43 15-18
https://www.youtube.com/watch?v=BJ9LSzKaYTE 1:27 18-22
https://www.youtube.com/watch?v=U6MRQkodmTQ 0:10 22 (died)
Total: 7 hours 29 minutes to get 0-22 + offline shopping
Now lets take my recent past streams – within NE mode when I get 1-48 lvl in 3 days.
NE @ Archer (Dark-elf, 150% exp):
1-32 lvl was almost instant
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
https://www.youtube.com/watch?v=nDIGM1eZw7M 32-38 lvls (2:30)
https://www.youtube.com/watch?v=nDIGM1eZw7M 38-41 (1:15)
https://www.youtube.com/watch?v=nDIGM1eZw7M 41-45 (1:56)
https://www.youtube.com/watch?v=NHI_mMekyh4 45-48 (3:30)
So I got 32-48 lvl in 9 hours 11 minutes. I played quite relaxed (just to get yet another housing-character), not to prove this concept (I've just remembered about it today); it includes A LOT of shopping & etc while streaming, so in real it’s much faster.
What we got, the same class/race:
Soloist: 1-31 lvl – 8 hours 49 minutes
NE mode: 32-48 lvl – 9 hours 11 minutes (killed all Nazgul, Feagwath and came to Angband).
1) So if we would take a presumption that DK event is an alternative to gameplay – it won’t be the same not only in terms RISK vs REWARD, but also in terms TIME vs REWARD. In average you won’t get 25 lvl for one hour gameplay @ Soloist. Getting DK reward for 1 hour, it’s not equal to 1-25 lvl in Soloist, which is 3:30 (for fastest lvling dps class – archer) and 8++ hours (for melee character). ‘Soloist’ is NOT a NE/EL mode where you could get lvl 48 in 10 hours EZPZ.
2) there were tens of gameplay situations where I got almost killed. Risk is very high, when you do not have imba items. And I know the stuff. In DK you could win without any knowledge about the game, skill doesn’t matter (sometimes you even spawn on steps
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
3) the thingy about getting DK reward: it reducing risk of being killed. Without risk you getting item which make you ‘skip’ 1-30 lvls dangers (and adventures! so it’s ruining ‘Soloist’ idea) and it’s pretty possible that you would use this item till lvl, eg, 45.
4) Let’s take also common DK rewards, not only weapons (like slaying evil gloves). They are also give you big advantage. So if you doing DK with 30% success chance, spending ~3 minutes on it, you are getting guaranteed very good item for 10 minutes gameplay + you get boosted to lvl 3.
Tangar's tileset, addon, guides & maps: English TomeNET page ||||||| Russian TomeNet page
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
Re: [idea] RPG mode - 1 character mode ("Soloist")
'Soloist' should be truly independent
1) Make it not possible to buy/own houses for 'soloist' mode characters.
2) Give 'soloist' characters access to NE houses (like they got it now in pseudo-mode)
Example:
I create 'soloist' char. This char can not buy house. But this char could access houses of my alts at NE mode (he could come inside, drop his 'soloist' items and take them back).
Making 'soloist' truly separate game mode is good - because it would be easier to tweak different changes to this mode gameplay, eg:
1) It would give possibility to have separate true artifacts. Currently there are 74 true-arts which already found and shared between !3! modes - EL, NE and 'Soloist'. Three modes, Carl! And finding true-arts at EL and NE is much-much more easier and faster, so 'soloist' chars are bound to be artifact-less. Having true-arts not droppable in houses doesn't help cause EL-NE players just use high lvl alt chars to hold them.
2) Ladder. There are no highscores for 'Soloist'; IDDC players got their place of honour, it would be great for 'soloist' mode to have such place too.
3) Do not forbid events participation. Currently there is (was?) a discission how to solve participation in game events for 'soloist's. AFAIK there are two variants atm - to leave everything as it is now or forbid chars to participate completely, because (I think) it's hard to customize (in terms of coding) current 'soloist' pseudo-mode. Having truly separate mode would give more flexible options, like just restrict rewards a bit, eg:
make it not possible to get any kinds of weapon as reward for game events in ‘Soloist’ mode; lets it would possible to get only piece of armour with 10-15 enhanced armour; with rare occasion to get base resistances (only for body part) or one minor resistance (any other body part)..
4) restrict 'magic mapping' magic (rods, spells, scrolls), make min. lvl to use it ~ 45. Maybe (?) leave such possibility only for certain classes, like istar or shaman, as they are very fragile and hard to play without it. It would bring exploration back to TomeNET, so players would try to search for hidden rooms, passages & etc.
How 'Soloist' could become a new mode without increasing house limits:
1) Make it not possible to buy/own houses for 'soloist' mode characters.
2) Give 'soloist' characters access to NE houses (like they got it now in pseudo-mode)
Example:
I create 'soloist' char. This char can not buy house. But this char could access houses of my alts at NE mode (he could come inside, drop his 'soloist' items and take them back).
Making 'soloist' truly separate game mode is good - because it would be easier to tweak different changes to this mode gameplay, eg:
1) It would give possibility to have separate true artifacts. Currently there are 74 true-arts which already found and shared between !3! modes - EL, NE and 'Soloist'. Three modes, Carl! And finding true-arts at EL and NE is much-much more easier and faster, so 'soloist' chars are bound to be artifact-less. Having true-arts not droppable in houses doesn't help cause EL-NE players just use high lvl alt chars to hold them.
2) Ladder. There are no highscores for 'Soloist'; IDDC players got their place of honour, it would be great for 'soloist' mode to have such place too.
3) Do not forbid events participation. Currently there is (was?) a discission how to solve participation in game events for 'soloist's. AFAIK there are two variants atm - to leave everything as it is now or forbid chars to participate completely, because (I think) it's hard to customize (in terms of coding) current 'soloist' pseudo-mode. Having truly separate mode would give more flexible options, like just restrict rewards a bit, eg:
make it not possible to get any kinds of weapon as reward for game events in ‘Soloist’ mode; lets it would possible to get only piece of armour with 10-15 enhanced armour; with rare occasion to get base resistances (only for body part) or one minor resistance (any other body part)..
4) restrict 'magic mapping' magic (rods, spells, scrolls), make min. lvl to use it ~ 45. Maybe (?) leave such possibility only for certain classes, like istar or shaman, as they are very fragile and hard to play without it. It would bring exploration back to TomeNET, so players would try to search for hidden rooms, passages & etc.
Tangar's tileset, addon, guides & maps: English TomeNET page ||||||| Russian TomeNet page
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz