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Re: labyrinth test results

Posted: 21 Jul 2017, 23:17
by Llangort (DELETED 6420)
Mooncalf wrote:The major difference between 150 in the labyrinth, VS the high XP from the best wendigos is that the lab floors are usually much smaller, and there are 3 respawning enemies just on that floor alone. That's a lot less moves per kill compared to the wendy forrest.
That would apply only for the higher level characters, yes?

I certainly know that the floors I could get to felt incredibly sparse compared to say Helheim corporals and sergeants or Disciple necromancers and Prophet... and still gave less exp.

Re: labyrinth test results

Posted: 22 Jul 2017, 00:48
by Mordechai
Mooncalf wrote:
Azraeth wrote:Okay so, max floor Jaxon reached: 45
Max EXP: 209 (I think)
EXP on floor 45: 191
191 is waaaaaay more than anyone can get from regular NPCs in the city though. Even in raids, the best non-boss only gives 150ish.

If anything it sounds like the human power that got you up to floor 45 might need to be nerfed ever so slightly. Humans being able to get 10 floors higher than vamps is a huge thing.
it is not just a labyryinth thing, it is a whole game thing, if i am not mistaken, jaxon has wone every hive. As i have yet to see a vampire get to level 4, let alone win one. and he was hunting overlords, about 10-15 levels lower than vampires in general can. I am not knocking jaxon's playing ability in any way, as i know all his other characters are well played and strong, but since jaxon got lightning, that instantly made him the strongest char on grid vs npc.... even though he was around 30 levels below numerous other vampire chars. there is nothing in the game that matches a ranged spell, that uses one anima. Mordechai could cast it 22 times in a single battle, that is just plain ridiculous.

Re: labyrinth test results

Posted: 22 Jul 2017, 14:28
by Mooncalf
Yeah, agreed. Lightning needs to be nerfed a bit. I'll look into it.

Re: labyrinth test results

Posted: 02 Aug 2017, 20:33
by Jedediah
does anyone know if the labyrinth reset?

Re: labyrinth test results

Posted: 02 Aug 2017, 23:34
by Mordechai
that would be a no, 50k later, still zombies on b1.

anyone know when it is supposed to reset?

Re: labyrinth test results

Posted: 03 Aug 2017, 13:59
by Mooncalf
It was supposed to reset on the 1st. I'll have to make it happen within the next few days, and fix the issue with the reset.

Re: labyrinth test results

Posted: 04 Aug 2017, 11:53
by Azraeth
This is more of an observation than anything else:

Because the traps in the labyrinth respawn automatically (or I assume they do), and because there is no way to sell your inventory in the Labyrinth, I think a lot of people are going to opt to just not disarm the traps, because it would be more efficient to note the location of traps, and avoid those squares, than pick them up and potentially stumble on the respawn later.

Really there's no point to disarming them unless you are looking specifically to acquire them for loot. Though I don't personally see that as viable, because at a resale cost of 155 a pop, you would need about 323 traps just to break even at the 50,000 entry cost. There are much easier ways to make cash without the same costs.

As far as actual feedback goes: I like the way that the labyrinth breaks up some of the monotony of NPC killing.

I still think something nifty every 10 and/or every 20 floors would be really cool, but I don't really have any suggestions as to what would work for those.

A way to sell inventory would also be pretty cool. I remember having to trash a ton of items on Jaxon his first run through of the Labyrinth.

Currently testing: The efficiency of Lightning Bolt after the nerfs

and

EXP gain from the Labyrinth

Re: labyrinth test results

Posted: 04 Aug 2017, 11:56
by Roderic
Yeah. I leave the traps for that reason.
I'd like to see a shop every fifteen floors, personally

Re: labyrinth test results

Posted: 04 Aug 2017, 12:10
by Azraeth
Roderic wrote:Yeah. I leave the traps for that reason.
I'd like to see a shop every fifteen floors, personally
I would love that.

Ideas for the 'every 10 floors':

Spirit Crystals/Soul Wells - completely refill the mana bar and energy bar (one use per 24-48 hour period? just to ensure it's not being abused)

Ancient Forge - get random melee weapon quality 10,10, 1 and up. With a cap at something like 16, 16, 9, though the higher end would be super difficult to get or would be an exceptionally low drop (Once per 24-48 hours for the same reason as the above).

Ideas for 'every 20 floors':

Fade Artifact - Respawns every 24 hours. Cooldown time of 1 week (I. E. the same character can only use one once per week). Doubles EXP gain for 24 hours after use. Can be stored in inventory to be gifted or used later.

These are just sort of...brainstormy ideas. And they may not even be necessary really. I guess it depends on how the EXP turns out (will have results for that hopefully in a few days). I just thought they might make nifty additions if you (David) have the time/energy/desire to implement them.

Not trying to go overkill, but I love the Labyrinth concept XD

Re: labyrinth test results

Posted: 04 Aug 2017, 15:36
by Azraeth
Floor 5 enemy:

The undead greenman's face erupted in a fountain of blood as the blade cut deep into his head!

Jaxon gains 121 exp!
Jaxon also took an item ( Undead Greenman Trophy)

Not bad at all. I suspect that's on the high end for as low in the labyrinth as I currently am, but a steady over 100 exp this early on is super nifty. Especially on a blood fountain floor.