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Re: UPDATE: The Infinite Labyrinth
Posted: 04 Jul 2017, 19:48
by Mordechai
I hate to say this, but more and more, i am finding reasons why i wont be doing this a second time
1] At most i would only try once a month. there is no way of telling how hard all the new creatures are without fighting one, and i am not going to climb 30 levels of zombies a second time. if anything, a loss should set you back 15 levels, or something similar.
2) now that i am up to creatures that should give good xp... they dont. creatures higher than an ancient zombie are giving 15 to 20 LESS xp than they do on grid. mooncalves give 45-50 on grid is 70, fadebeast give 60, on grid give 80-100, Trayonic bears give 70, on grid give 85-90. Why are the XP's so much lower in the labyrinth?
Re: UPDATE: The Infinite Labyrinth
Posted: 04 Jul 2017, 20:00
by Alexandrea
and those keys you have to buy are only good for ONE use, right?
Re: UPDATE: The Infinite Labyrinth
Posted: 04 Jul 2017, 21:22
by Mordechai
yes, but that is not a real factor in the useability/worth of the labyrinth
it is more that it takes 4-5 days to get to a creature that is giving over 70xp, which means that you are better off to hunt in the catacombs where the same creatures give 20 more xp each and there are no spike or poison traps taking stamina and energy, unless ripper is bored.
Re: UPDATE: The Infinite Labyrinth
Posted: 04 Jul 2017, 22:37
by Doc
Mordechai wrote: you are better off to hunt in the catacombs where the same creatures give 20 more xp each and there are no spike or poison traps taking stamina and energy, unless ripper is bored.
The traps are terrible. And Exp per kill is terrible. And Doc has decent stats. At the rate he now gains energy.. the labyrinth is a detriment to him. 50k down the hole.
Wound: Cut stomach
Affected: stamina (-4 pts)
Remaining: 1 days
Given by: Spike trap
Wound: Cut stomach
Affected: stamina (-4 pts)
Remaining: 1 days
Given by: Spike trap
Wound: Cut stomach
Affected: stamina (-4 pts)
Remaining: 1 days
Given by: Spike trap
Wound: Cut stomach
Affected: stamina (-4 pts)
Remaining: 1 days
Given by: Spike trap
Wound: Cut stomach
Affected: stamina (-4 pts)
Remaining: 1 days
Given by: Spike trap
Wound: Cut stomach
Affected: stamina (-4 pts)
Remaining: 1 days
Given by: Spike trap
Wound: Cut stomach
Affected: stamina (-4 pts)
Remaining: 1 days
Given by: Spike trap
Wound: Cut stomach
Affected: stamina (-4 pts)
Remaining: 2 days
Given by: Spike trap
Re: UPDATE: The Infinite Labyrinth
Posted: 04 Jul 2017, 23:04
by Prudence
The Master wrote:Mooncalf wrote:Mordechai wrote:wasnt there already a chapter about them digging?
Yes. They didn't find what they were looking for before. Now they have.
Maybe those characters who completed that side story challenge, and obtained "secret information" will get a head start in the next chapter
That would be cool.
I've got one character in there because I don't care about leveling for him..But I'm torn honestly on using this, as I've expressed before.
Re: UPDATE: The Infinite Labyrinth
Posted: 04 Jul 2017, 23:08
by Ariadne
Mordechai wrote:I hate to say this, but more and more, i am finding reasons why i wont be doing this a second time
1] At most i would only try once a month. there is no way of telling how hard all the new creatures are without fighting one, and i am not going to climb 30 levels of zombies a second time. if anything, a loss should set you back 15 levels, or something similar.
2) now that i am up to creatures that should give good xp... they dont. creatures higher than an ancient zombie are giving 15 to 20 LESS xp than they do on grid. mooncalves give 45-50 on grid is 70, fadebeast give 60, on grid give 80-100, Trayonic bears give 70, on grid give 85-90. Why are the XP's so much lower in the labyrinth?
Both of the above are very good points. At this point, Ari is only sticking in the raid because I want to see how far she'll get. Progress is too slow, and the enemies really are not worth the effort. I expect that she'll be in the raid until the end of the week, but after that I'll probably call it quits.
Doc's wounds are also insane. Ari's Dex isn't that much higher than his and she hasn't gotten hit with a trap once in 15 levels. It doesn't seem balanced.
On a positive note, I do like that blood fountains were added.
Overall, it's super unlikely that Ari will do this raid again, and it seems like there may still be some issues that need to be worked out.
Re: UPDATE: The Infinite Labyrinth
Posted: 04 Jul 2017, 23:34
by Azraeth
I think having multiple ports of entry would be cool, with different keys, which can be purchased based on differing levels. For example, if there were a door to level 31 [of the labyrinth] in the main entrance, which can be accessed with a key purchased at a shop, for say 150-200k, I think that would make for more beneficial exp gain. Then people could easily pick where they start. Having an increased level requirement for deeper floor entry keys would be nifty for that too.
Though all of that would need to wait for the end of the chapter anyway (if David even wanted to implement something like that).
For me, the traps have been pretty okay. Worst case scenario, you get to a blood fountain, and wait a day for most of the wounds to fall off. Or trance and wait for all of them to fall off.
My issue is the exp fluctuation. On one floor I was getting 80ish EXP, the next floor I was getting 50ish. I assume the trend is to gradually increase EXP gain, but the fluctuation is a tiny bit of a mood killer. Seeing yourself getting less EXP for getting deeper isn't fun.
I think it would also be really cool to have something special that pops up every 10 levels and every 20 levels. Like how the blood fountains are every 5 levels. I'm not sure exactly what yet, but something that is decently valuable but not game breaking. Overall I love the system, I just think it needs a few minor tweaks to be a major draw/attraction.
Maybe even a leaderboard slot for it "Who has gone the deepest" type of deal.
Re: UPDATE: The Infinite Labyrinth
Posted: 04 Jul 2017, 23:50
by Roderic
I really like those ideas.
I assumed the same thing about the xp...seems to make sense that as you progress the xp would get better....maybe that's a bug? idk.
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Re: UPDATE: The Infinite Labyrinth
Posted: 05 Jul 2017, 11:09
by Mooncalf
I'll work on all the issues presented.
- Yes XP needs to be higher overall.
- I think we should replace poison traps with something else, as energy loss is rough.
- As the entry requirement is level 30, it occurs to me that maybe we could get rid of the super low level enemies entirely.
The mentioned fluctuation of XP rewards compared to the level you were just on is something that's part of the system. If the XP always either increased or stayed the same for each floor, the NPCs generated would be a little too predictable. The main thing is that the XP reward WILL increase over the space of 5 or so floors.
Which was the highest level people could get to?
Re: UPDATE: The Infinite Labyrinth
Posted: 05 Jul 2017, 11:35
by Pi dArtois
Yes getting of super low NPCs is ideal.