2 hours ago, Aidon said:
I think this functionality should be removed from the mud. It allows power gamers to get an undeniable edge over non-power gamers. Any new character rolling up is going to be at a noted disadvantage.
Correct me if I am wrong. I changed this to feral cleric to mask what I really played through to test this min/max dynamic, but I think I adjusted the numbers correctly.
How a Normal Player Would Build a Feral Cleric
According to the wiki, a feral cleric has a base HP of around 600 +/- about 75.
Assuming the cleric accumulated about 150 practices over their life, and clerics have about 65 skills, two practicing uses 130 of those. You have 2 leftover trains to use from practices.
On top of that, you'd have your trains. You got 3 at creation + you accumulated 10, for 13 + 2 from practices = 15 total.
You spend 7 of those trains maxing stats, and end up with 8 leftover.
You dump your 8 trains into HP and you now have a feral cleric with on average about 680 HP on average.
How a Power Gamer Does It
You have the same 680, but you get some additional trains by leveraging random things you've learned about but aren't documented anywhere.
Those 15 trains? Don't spend 7 on stats, use CPs and service train. That's +7 for you.
130 practices? Clearly have to 1 prac the cleric and get another 6 trains out of it. +13 now in total
Quests? Oh, I got all of those memorized and they are going to add another 3-4 trains at least! +17 in total
So now my feral cleric has 17 additional trains...and now I get to have 850 HP.
So the "new" player just following the system the way it was built has 680 HP and the player who min/max'd all the stuff has 850 HP. You create even more difference when you talk about adding in luck items to max the roll, and some quests directly give hp/mana/mv.
How is a new player supposed to compete when vets know enough tricks to get a 25% bump in their HP?
As we're generalizing, there's three types of players and you've addressed two.
- The min-max player.
This player maximized everything they can. If it makes them happy, more power to them.
Being at this level, they'd have 6-10 trains above the next type of player.
- The lazy player.
I fall into this one. Will I one-practice my skills and spells? Yes. Will I spend my trains on stats? Also yes.
I know the land, the quests and everything else you do. I may collect the quests if I'm bored, but I won't make it a point to go after those quests that give practices and trains. I do this for various reasons. One is those quests give me something to do during my down time. Another is because I'm lazy and I just want to play. I'm not going to go out of my way in the way a min-max player would. The extra trains from one practicing is enough for me.
Being at this level, it would put me 6-10 trains above the next type of player.
- The new player will likely spend trains on stats and 2-3 practice skills.
The base HP/mana/moves. 12-20 trains below the min-max player.
Will they be at a hp/mana/move disadvantage to the vets? Yes. Almost without question.
Does it matter? I don't think so, no.
The reason being is even if you gave newbies 500 hp more than the min/maxers, those new players are going to get spanked. We know the lands. We know the skills and the classes and to train to 100% proficiency. We know the equipment. We know consumables. We know noscan and nowhere rooms.
Their job joining us isn't to win, it's to learn the game. While the emphasis is more on them learning skills and classes and the land, what to train, when and where. Are they going to die? Yes. Repeadly. Are we going to teach them and are they going to help us enrich the game in the process? I would hope so.
Sure, there's variation in hp/mana/move based on class and race, but the issue I have with removing trains entirely is the customization for the character. Even though most dump trains into hp, some people like to add 3-4 trains into moves and others like to have a certain amount of mana for their class.
That all being said, I would have no issue with not needing to put trains into stats at all. Just give everyone the max possible and dock them accordingly.
The average number of trains needed to max stat is about 5.5. If we make it to where you gain only one train per multiple of ten levels instead of one per five, I feel this would balance things out and remove one more level of hassle.
Now I'm curious as to where people stand in their customization.
Feel free to vote in the poll.
https://theforsakenlands.com/topic/46133-practices-and-trains/