Khmer wrote:
Should not a 5 k swordsman be competitive with a 5k ogre, a 100lvl dwarf with a 100lvl archer? so I query... Why is a mage considered special, the most dominant character in FT, and yet there is, on this forum anyway, I assume it floats, an extreme bias, and yet you still, attacking my last nerve, ask for more , a deadly sin
Khmer, you make strong and valid points.
My first account was a swordsman. He cannot compete as you say. Add to that my ineptness at controlling and PvP, and I'm outmatched by players way below my level, let alone his level equal. But you're right, classes of equal level should have a close level of competition.
As for the mage comment, blitzcraig describes it best:
blitzcraig wrote:
yes, mages are the most discussed class for sure. I believe this is mostly because for most purposes, there are essentially 2 classes - mages and "other"... that's simply how the core mechanics are set up.
That's it in a nutshell.
blitzcraig wrote:
there is a lot of discussion about mages still being
overpowered. most of this discussion is centered around mages at ridiculously high levels which the VAST majority of players will never see - somebody commented earlier that unless you've played PVP with characters over level 3,000 you don't know what you're talking about with this game... I disagree. 95%+ of the players in FT have never seen that level (and most likely never will) --- catering to these top few players and ignoring everybody else with our conversation does not work toward improving the game.
I can't stress this enough. Yes, the players who pay for high levels do make a great contribution to the game. But they are the minority, and IMO they are not the form of steady income that keeps the game going. Its basically a one time purchase, and negates many other purchases. IMO the steady flow of income comes from those who buy most frequently - these are the lower levels, and a large part are newer players. Pet purchases are a big factor - not purchased as often at higher levels. By my observations, a typical new player will play for a while, get hooked, make several purchases... then they either move on, or they stay. This moves them into the category of regular players... where pet purchases can be more frequent, and the odds of other purchases more likely. All one time purchases, such as levels, houses, backpacks etc. are nice income, but once bought that income usually ceases, or becomes sporadic. The exception are those who may have many alts or houses... still though, the temporary purchases are where the game gets the most support IMO.
blitzcraig wrote:
a lot of other stuff has been brought into good conversation (other classes, potions etc) but the one thing I haven't seen, which would actually fit here, is talk about adjusting the multiplier on the current mage heal spell.. or possibly even making it so that it heals everybody in range EXCEPT the caster him/herself...
I will personally put this out there - blitzcraig is a numbers guy and in the past he's worked on so many of them for the game.
You should consider his opinion expert. He's been around the game longer than I have, has dealt with its inner workings and mechanics (not in a coding way, everything but coding he's done) more than almost anyone, and he was a GM for quite some time - even an admin. If he says its possible, I take him at his word.
As for the multiplier - I've brought it up a few times... not many seem to acknowledge it though.
Mages have a multiplication in their attack. Other classes do not. This should be changed IMO.
"Specialists" - shameless plug.