The Eliatopia rant/overhaul

Stuff you would like to see in the world of Eliatopia.
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Jakub34
Posts:477
Joined:Wed Jul 17, 2019 11:03 pm
The Eliatopia rant/overhaul

Post by Jakub34 » Fri Jan 01, 2021 5:08 pm

Alright, so I have been way too lazy for the past 6 months to actually write one of these, so I will start writing out each topic one by one. (Hopefully one to two every week) I will try to go over everything about the game and give my concerns towards each issue. It is also going to be a bit difficult to write over some of this, because some issues are caused from other problems with the game, so a fix to something may not be exact, as something else may need a change.

Exp Formula
The formula currently is fine, but the issue I have noticed is with the first 10 levels or so. The player gains levels way too fast, which feels off when they can barely afford any equipment, and they are not able to kill crabs by the time they are level 12 or so. The forumla I wrote: ceil(30x^2.2 + 20x) where x is the player's level. This formula shows how much exp the player needs for the next level. This formula has the "+ 20x" which help ensures that there is some growth at the start. In comparison to the other formula, I think it is somewhat similar, but of course, this can be adjusted to your liking.

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Item Pricing and Money
I am not sure what is going on with this, but prices are all over the place and have gotten out of hand. Looking at Teplar Village first, the items in Bripp's that cost around 450 really need to have a price reduction. You are not going to be killing crabs until you have at least a few of these items. This means you will have a bunch of players clogged up within the first few areas, which makes it even more difficult for players to get the next set of items. Pretty much, this trend needs to follow through with all of the items in the game. I am not sure why the newest items in the game cost 300k-400k+ per piece.

With all of that being said, there is also an issue with enemies giving way too much money. Part of this issue being generally that players can currently play by themselves, but mainly that enemies have way too many drops, with some being worth a lot of money. Some of these drops need to be completely removed, while others need to be made slightly more rare. In addition to this, two other things should happen. The first one being that the coin drop should be a little more random. Instead of a logon giving 33 coins, it should be more like 23-43 coins. Secondly, enemies should have junk items. (Flashlight has a post about this) Junk items are something you can find from enemies pretty commonly, but they are not worth that much and have no use. (Generally something stupid like green squisher head or red squisher fang.) I do not think there is an issue with having rare junk items that are worth a lot of money, but it is something that not all enemies in the game should have.

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yasvsV
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Re: The Eliatopia rant/overhaul

Post by yasvsV » Fri Jan 01, 2021 5:27 pm

Leveling:
Basically, a slower leveling at the beginning of the game to balance things out and a gradual increase at each level. The result is a more reasonable amount of exp required for higher level players. (I noticed that at the beginning, you start off needing to farm for more exp, at the middle, the exp needed remains almost the same, and at the end, you need significantly less exp. Also at level 90, you would need 700k less exp :0)
I support, though it will definitely be a complete overhaul to the game.

Items:
Even though I did notice the slightly overpriced items at Bripp's, I think that it promotes grinding for those items. (It also motivated some players to buy emeralds, which... I guess is kinda P2W?) Of course, there should be a few set of items there are especially cheap so that new players can have a stable start, but most of the items are fine as they are right now. Also, the newest sets being 300k-400k to even 1m per piece---slightly overpriced? However, I guess they aren't exactly necessary and they are the current "end-game" sets. So, people just gotta work hard for them :(
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Flashlight237
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Re: The Eliatopia rant/overhaul

Post by Flashlight237 » Fri Jan 01, 2021 6:54 pm

I think what you got for EXP is more sensible than the current EXP formula, primarily because the Runescape part of the formula would likely spike to infinite, rendering EXP gains kind of a slog.

As for item pricing and money earnings, what you've said are DEFINITELY at odds with each other. I mean let me put it this way. The current pricing formula gets very slow at the end, I mean a piece of Ancient Armor comes at a price of $1077178. At how things currently are, the Grunt and the Scorpee have the most valuable item drops in the game: Tribal Spears and Ferreter Bows respectively. Yet at the same time Puff Monsters have a decent rate at which they could drop Bat Wing Staffs. Because of this, I think I'll stack all three of those items up with the Ancient Armor piece.

Bat Wing Staff: $6881
Tribal Spear: $12456
Ferreter Bow: $15558

At $1077178, you would need this many of the following items to get the Ancient Armor piece:

157 Bat Wing Staffs
87 Tribal Spears
70 Ferreter Bows

Bat Wing Staffs are marginally manageable, but with the Tribal Spears and Ferreter Bows, you're way better off collecting and selling off the Walther PPKs, Baseball Helmets, Scythes, and the plentiful stabby objects (Rusty Daggers, Survival Knives, and Kunai) Scorpees have than either of the big boys. Not to mention most of the money players get comes from selling off runes in the market.

If you ask me, I think runes should be more common: I would think 25% more common would be enough to increase their supply and reduce the market prices for them. At the same time, however, my idea of giving earlier runes (Stage 1s) to later enemies, as you've seen with my many monster suggestions, is something I feel is more balanced because, sensibly, the tougher the mob, the more common a drop at a certain value is. Lemme put it this way.

Let's say you got two monsters: a Swamp Crab and a Scorpee. As it stands right now, you need to deal this much base damage to these guys to one-shot them.:

Damage Formula: Base Power/Monster Defense²*5*rand(0.7,1.3) (I'll use 1 here)

Crab: 50/5*16²=2560
Scorpee: 260/5*27²=37908

Given Scorpees are the first monster to drop Stage 3 stones in general when introduced, I would ideally suggest a Stage 1 stone of any kind should be around 3 to 4x as common in a Scorpee than in a crab because frankly, a Stage 3 stone is significantly more valuable than a Stage 1 stone.

I had a pricing formula of my own that, while slowing things down in the beginning, sped things up near the end. Currently, the equipment pricing formula is this.:

Price (Armor)=(Defense+1)³+(Strength+1)³+(Magic+1)³+(Range+1)³+(Artillery+1)³
Price (Weapon)=(x+1)³rh; x=power, r=rate of fire (25/rate), h=handedness modifier (1 for one-handed weapons; 0.7 for two-handed weapons)

My idea for the price formula goes like this:

Price (Armor)=5*Defense^2.5+5*Strength^2.5+5*Magic^2.5+5*Range^2.5+5*Artillery^2.5
Price (Weapon)=5(x^2.5rh)

Jakub34 wrote:
Fri Jan 01, 2021 5:08 pm
Secondly, enemies should have junk items. (Flashlight has a post about this) Junk items are something you can find from enemies pretty commonly, but they are not worth that much and have no use.
Ah yeah, these: https://eliatopia.com/forum/viewtopic.p ... trash#p268

I personally wanted to spice things up with vendor trash items because it would get boring for literally every item drop to be a piece of equipment. I recommend giving my thread (linked) a good read.

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