Turenyara Zone Balancing

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Eyxom
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Turenyara Zone Balancing

Postby Eyxom » Tue Jun 14, 2016 8:26 pm

So I've been testing a lot in the Turenyara zone and I have some balancing comments to suggest.

I'm going to start by saying I'm using a level 14 Fire Human Druid with Vulkrow Claws and a Crimson Ring so you can get a gauge on my character's overall strength/survivability.

-The Darkened Forest Path area is really nicely setup. I enjoy the layout and the feel of the zone being distinctly segregated by div. However, the monsters don't drag in that area. Since there are 2-3 mobs per square, it forces the player to use a large amount of potions/mana to survive and level there. If you don't use certain mana/hp regen items from the other end of the game (Canopia area), it costs a much higher amount of gold to level there than you receive from monster drops (and still does to an extent even with the cheaper regen items since you have to fight 2-3 monsters at the same time).

Beause of this, I tried leveling on Arena monsters in Turenyara:
-The Arena in Turenyara spawns monsters that give almost as much experience as the Darkened Forest Path but they're easier to deal with and they drop anywhere from 60%-110% more gold. It's the only place I've been able to save gold while leveling in this zone.

My suggestion:
I don't recommend lowering the gold drop in the arena (if you do, no more than 10%). It's, already, pretty difficult to save the required amount of gold needed just to purchase potions, level up cost, and spells. I think the gold drop in the Darkened Forest Path needs to be increased by about 10%-15% above the nearby arena and make the monsters draggable so it's easier to mitigate the incoming damage. If you don't want to change that feature, I would increase the experience gained from that zone slightly. Right now, the Darkened Forest Path isn't worth leveling in over the Turenyara Arena.
"Now I have become Death, destroyer of worlds." - Dr. J. Robert Oppenheimer

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Kruell
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Re: Turenyara Zone Balancing

Postby Kruell » Tue Jun 14, 2016 9:45 pm

It might help the builders if you post specific monsters you think need changed.
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warvor
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Re: Turenyara Zone Balancing

Postby warvor » Wed Jun 15, 2016 1:00 am

instead of being suicidal and using potions or mana why not use the in out method to lvl as im pretty sure alot are smart enough to do
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Lateralus
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Re: Turenyara Zone Balancing

Postby Lateralus » Wed Jun 15, 2016 1:03 am

warvor wrote:instead of being suicidal and using potions or mana why not use the in out method to lvl as im pretty sure alot are smart enough to do



While that is ok for some situations its kind of bad design by builders if monsters are so hard you gotta hit and run (especially this low level). I will take a look at the monsters in question maybe some things need tweaked.

Aieron
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Re: Turenyara Zone Balancing

Postby Aieron » Wed Jun 15, 2016 1:05 am

Kruell wrote:It might help the builders if you post specific monsters you think need changed.



^^^ what he said. As much detail as you can give the better. Even information like time spent, gold earned, number of potions used, and exp earned can help builders refine their areas. Suggestions are cool but data is what really helps builders.

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NiteHawk
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Re: Turenyara Zone Balancing

Postby NiteHawk » Wed Jun 15, 2016 2:47 am

Aieron wrote:
Kruell wrote:It might help the builders if you post specific monsters you think need changed.



^^^ what he said. As much detail as you can give the better. Even information like time spent, gold earned, number of potions used, and exp earned can help builders refine their areas. Suggestions are cool but data is what really helps builders.


I agree. It would be great as we are in testing mode if people record things like that. 8)

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Eyxom
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Re: Turenyara Zone Balancing

Postby Eyxom » Wed Jun 15, 2016 6:14 am

Kruell wrote:It might help the builders if you post specific monsters you think need changed.


Well, the only reason I didn't, initially, record specifics in this case is because it felt like a linear increase adjustment needs to be made across the board in the Darkened Forest Path area (assuming it's meant to be tied to the Turenyara town zones).

The monsters in the Darkened Forest Path area have, noticeably, less health than the Arena monsters and hit for about 10 less damage; but, there's 3 of them per square, each with 2 attacks.

Anyways, I just calculated out the differences in a few tests. Mind you, this zone could've been designed like this on purpose. I just noticed a significant difference between the arena and outside and it felt like a large enough difference that the Darkened Forest Path felt unnecessary.

Level 13 Ice Dark-Elf Barbarian (20/23/18/12/20/10) - 22 armor & Commander's Blade
Monsters in order of how they appeared
Turenyara Arena
Boa
8,756 exp
Gold: 60

Angry Fairy
17,289 exp
Gold: 79

Demon Fox
10,054 exp
Gold: 55

Boa
9,351 exp
Gold: 51

Demon Fox
9,471 exp
Gold: 58

Boa
8,756 exp
Gold: 56

Darkened Forest Path
Equilax
518 exp
Gold: 15

Yakton
5,672 exp
Gold: 22

Yakton
4,856 exp
Gold: 21

Beavox
1,799 exp
Gold: 36

Wallabear
3,739 exp
Gold: 29

Zebraroo
960 exp
Gold: 32

warvor wrote:instead of being suicidal and using potions or mana why not use the in out method to lvl as im pretty sure alot are smart enough to do


First of all, I'm not an idiot; and talking to me like one isn't necessary. I WAS doing hit and run because it was the only viable and cost efficient way to level outside once I realized the monsters weren't draggable... but that's not the point I'm making. Secondly, the hit and run technique is significantly slower and still nets much less gold compared to just leveling in the Turenyara arena.

The point I'm making is... we shouldn't have to hit and run to level; particularly at low levels. This game, and most other RPG's, do and should reward people for adventuring/taking the risk to go outside the safety of the town gates to level. In this zone, it doesn't. As you can see from the information above, staying in the town Arena GREATLY out-values leveling outside (especially since you can pay to heal at the temple for half the cost of a Crimson/Amber Potion). Again, this might've been intentional. The Arena monsters have more health; but they hit for and dodge, roughly, the same as the monsters outside.

Aieron wrote:
Kruell wrote:It might help the builders if you post specific monsters you think need changed.


^^^ what he said. As much detail as you can give the better. Even information like time spent, gold earned, number of potions used, and exp earned can help builders refine their areas. Suggestions are cool but data is what really helps builders.


I don't have data on exact time spent or quantity of hp/mana potions used. What I do know, however, is net gold change over time. At level 12, I lost 400 gold in around 40-60 minutes leveling in the Darkened Forest Path simply buying/using Amber and Crimson Potions.
"Now I have become Death, destroyer of worlds." - Dr. J. Robert Oppenheimer

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Ivor
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Re: Turenyara Zone Balancing

Postby Ivor » Wed Jun 15, 2016 7:01 am

I do agree with Eyxom ,the arena outvalues the outside lvling. Maybe a slight increase of gold and exp is needed to make the area worth the efford. However, i dont think its necessary to make monsters dragable.Once you get the 3 grouped , then its quite easy to kill them 1 by 1 as they spawn, you only need to eat a ration every 10 mins or so..
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Lateralus
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Re: Turenyara Zone Balancing

Postby Lateralus » Wed Jun 15, 2016 7:14 am

Guys the monsters in darkened path area are level 6-9 (hence why you are getting so much less exp). The monsters in the arena are all level 12.

We have a exp and value balance chart to keep things balanced. However if you feel the damage in the gardens is too high that might be the case too i didnt create or balance those so ill have to take a second look.

Level Value exphit expkill
1 7 5 200
2 9 6 300
3 11 7 450
4 14 9 675
5 18 11 1012
6 23 14 1518
7 29 18 2277
8 37 19 3415
9 48 20 5122
10 57 22 6146
11 62 24 7375
12 68 26 8850
13 74 28 10620
14 81 30 12744
15 89 32 15292
16 97 34 18350
17 106 36 22020
18 116 38 26424
19 127 41 31708
20 139 44 38049
21 152 47 45658
22 167 50 54789
23 183 54 65746
24 201 58 72320
25 221 62 79552

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Eyxom
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Re: Turenyara Zone Balancing

Postby Eyxom » Wed Jun 15, 2016 8:07 am

Ivor wrote:I do agree with Eyxom ,the arena outvalues the outside lvling. Maybe a slight increase of gold and exp is needed to make the area worth the efford. However, i dont think its necessary to make monsters dragable.Once you get the 3 grouped , then its quite easy to kill them 1 by 1 as they spawn, you only need to eat a ration every 10 mins or so..


It depends on the character you're using, too. I did this testing with a Human Druid so I had to buy a lot of mana potions between ray and cure.

Lateralus wrote:Guys the monsters in darkened path area are level 6-9 (hence why you are getting so much less exp). The monsters in the arena are all level 12.

We have a exp and value balance chart to keep things balanced. However if you feel the damage in the gardens is too high that might be the case too i didnt create or balance those so ill have to take a second look.

Level Value exphit expkill
1 7 5 200
2 9 6 300
3 11 7 450
4 14 9 675
5 18 11 1012
6 23 14 1518
7 29 18 2277
8 37 19 3415
9 48 20 5122
10 57 22 6146
11 62 24 7375
12 68 26 8850
13 74 28 10620
14 81 30 12744
15 89 32 15292
16 97 34 18350
17 106 36 22020
18 116 38 26424
19 127 41 31708
20 139 44 38049
21 152 47 45658
22 167 50 54789
23 183 54 65746
24 201 58 72320
25 221 62 79552


Also, I didn't mean to sound critical. If I did, it wasn't my intention; hopefully, I didn't come across that way. It's bee a very long and frustrating day taking care of my dad and I was a little agitated with him when I wrote that out. I really like that area. Easy to navigate and having the monsters separated by div like that is really nice (especially for new players). The darkened forest path area was so close in proximity to Turenyara, that it felt like the go-to leveling zone for the town. I could tell the health on those monsters was lower but, outside of that, the battles felt really similar to the Arena but with less experience and gold.

If that area is meant for lower level characters (6-9), then they should probably have their dmg lowered (and possibly a couple dex points). I traveled out there at level 10 or so, and it was a struggle to survive while trying to marginalize a net loss of gold
"Now I have become Death, destroyer of worlds." - Dr. J. Robert Oppenheimer


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