So, if we are to go about and test client usability and how much of a chore the grindfest of the gameplay is, what would you recommend us to start with?
A LVL60 character? What equipment would one have then? What would you go out to kill?
In what kind of a group would you go hunting? Classic tank-damage-disrupt-boost-heal form?
A good test character for a DEV?
A good test character for a DEV?
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- Novice
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- Joined: 03 Oct 2009, 02:06
Re: A good test character for a DEV?
Short answer:
If you're talking about an "over all" test.
I recommend you push for 3 lvl sets since you can create 3 characters at the start menu.
A "newbie" around lvl 10.
A middle range lvl 40.
and an experienced player lvl 60+.
lvls I recommend YOU NOT test.
lvl 1 - a player at lvl 1 will gain so much exp with a few kills it's best to just speed it up to a "balanced" lvl between the newbie status and intermediate.
lvl 99 - obvious for the two extremes, being a lvl 99 takes a large amount of time, and doesn't reflect on the game as a whole.
Please note that TMW sets these "common" lvls due to the items and quests available to them. (i.e. lvl 60 for a setlzer).
My reason for not pointing to ONE particular lvl is to get a feel of the game, no one lvl is accurate enough to understand any problems that arise. And of course remember that certain areas will(or should) be inaccessible for other lvls. I.e. imagine a lvl 30 player (confident in killing bats/slimes) trying their character in the graveyard attacking a Jack-o.
Long answer:
What are your Goals?
*test the "newbie" character for ease and transition to get the "ideal and gist" of the game through new eyes. A good few hours. Maybe see how people train/help each other "if any"...
*test out the lvl 40 and see if there are "holes" in lvl development, quests that could be added. or stories that can be implemented. spend most of your time here at this lvl, and enjoy what makes TMW , .. um.. TMW....
*lvl 60+ usually an "estemed" lvl where characters tend to join groups more often, although a few small groups/partners form during lvl 40-60, they are usually for "items quests" that take forever on your own. Where as raiding parties for graveyard and (do they do snake cave runs anymore?) are more common in higher lvls. Another high point in TMW, where being with groups lets you get a feel that the game is truly an MMORPG.
Equipment:
noob/newbie status: dagger, cotton shots, shirt (leather shirt if donated or lucky with monster points). , if started "rich" can aim for a graduation hat/miner hat, and leather shield.
lvl 40: jean shorts, winter gloves, fur boots, silk headband, usually scythe or short sword, can be paired with forest bow if going archer, can be with chain mail or light plate mail, (though most go for warlord plate early), and wooden shield
lvl 60+ (after a seltzer run): warlord plate, crusader or warlord helmet, leather gloves, jean chaps, seltzer, steel shield
groups:
at newbie lvl: usual none, extremely rare. (with other players), usual enemy attacks are towards fluffies, scorpions, bats, log head(to test if your character is "good")
at lvl 40: uncommon but not impossible, (with other players), usual enemy attacks are twoards, slimes (especially yellow), black scorpions, evil mushrooms, mouboo's
at lvl 60: groups are held in higher areas usually graveyard comes to mind. (Killing anything for that extra gold, extra items or other rares) but if going for pure lvling up graveyard all the way.
stats:
I've been assuming you're going as an warrior, correct me if I'm wrong...
at n00b status : DEX
at lvl 40, work with 3 stats (4 if your going for a more balanced character)
at lvl 60, experiment with using STR for bonus damage, can ease on VIT with all the armor on you to boost other stats.
If you're talking about an "over all" test.
I recommend you push for 3 lvl sets since you can create 3 characters at the start menu.
A "newbie" around lvl 10.
A middle range lvl 40.
and an experienced player lvl 60+.
lvls I recommend YOU NOT test.
lvl 1 - a player at lvl 1 will gain so much exp with a few kills it's best to just speed it up to a "balanced" lvl between the newbie status and intermediate.
lvl 99 - obvious for the two extremes, being a lvl 99 takes a large amount of time, and doesn't reflect on the game as a whole.
Please note that TMW sets these "common" lvls due to the items and quests available to them. (i.e. lvl 60 for a setlzer).
My reason for not pointing to ONE particular lvl is to get a feel of the game, no one lvl is accurate enough to understand any problems that arise. And of course remember that certain areas will(or should) be inaccessible for other lvls. I.e. imagine a lvl 30 player (confident in killing bats/slimes) trying their character in the graveyard attacking a Jack-o.
Long answer:
What are your Goals?
*test the "newbie" character for ease and transition to get the "ideal and gist" of the game through new eyes. A good few hours. Maybe see how people train/help each other "if any"...
*test out the lvl 40 and see if there are "holes" in lvl development, quests that could be added. or stories that can be implemented. spend most of your time here at this lvl, and enjoy what makes TMW , .. um.. TMW....
*lvl 60+ usually an "estemed" lvl where characters tend to join groups more often, although a few small groups/partners form during lvl 40-60, they are usually for "items quests" that take forever on your own. Where as raiding parties for graveyard and (do they do snake cave runs anymore?) are more common in higher lvls. Another high point in TMW, where being with groups lets you get a feel that the game is truly an MMORPG.
Equipment:
noob/newbie status: dagger, cotton shots, shirt (leather shirt if donated or lucky with monster points). , if started "rich" can aim for a graduation hat/miner hat, and leather shield.
lvl 40: jean shorts, winter gloves, fur boots, silk headband, usually scythe or short sword, can be paired with forest bow if going archer, can be with chain mail or light plate mail, (though most go for warlord plate early), and wooden shield
lvl 60+ (after a seltzer run): warlord plate, crusader or warlord helmet, leather gloves, jean chaps, seltzer, steel shield
groups:
at newbie lvl: usual none, extremely rare. (with other players), usual enemy attacks are towards fluffies, scorpions, bats, log head(to test if your character is "good")
at lvl 40: uncommon but not impossible, (with other players), usual enemy attacks are twoards, slimes (especially yellow), black scorpions, evil mushrooms, mouboo's
at lvl 60: groups are held in higher areas usually graveyard comes to mind. (Killing anything for that extra gold, extra items or other rares) but if going for pure lvling up graveyard all the way.
stats:
I've been assuming you're going as an warrior, correct me if I'm wrong...
at n00b status : DEX
at lvl 40, work with 3 stats (4 if your going for a more balanced character)
at lvl 60, experiment with using STR for bonus damage, can ease on VIT with all the armor on you to boost other stats.
Last edited by August Knight on 04 Mar 2010, 14:38, edited 2 times in total.
- baseballboy
- Knight
- Posts: 502
- Joined: 04 Jan 2009, 20:04
- Location: USA, North Carolina
Re: A good test character for a DEV?
+1August Knight wrote:Short answer:
If you're talking about an "over all" test.
Remember that certain areas will(or should) be inaccessible for other lvls. I.e. imagine a lvl 30 player (confident in killing bats/slimes) trying their character in the graveyard.
I recommend you push for 3 lvl sets since you can create 3 characters at the start menu. A "newbie" around lvl 10. A middle range lvl 40. and an experienced player lvl 60+. Please note that TMW sets these "common" lvls due to the items and quests available to them. (i.e. lvl 60 for a setlzer).
Long answer:
Goals?
*test the "newbie" character for ease and transition to get the "ideal and gist" of the game through new eyes. A good few hours. Maybe see how people train/help each other "if any"...
*test out the lvl 40 and see if there are "holes" in lvl development, quests that could be added. or stories that can be implemented.
*lvl 60+ usually an "estemed" lvl where characters tend to join groups more often, although a few small groups/partners form during lvl 40-60, they are usually for "items quests" that take forever on your own. Where as raiding parties for graveyard and (do they do snake cave runs anymore?) are more common in higher lvls.
Equipment:
noob/newbie status: dagger, cotton shots, shirt (leather shirt if donated or lucky with monster points). , if started "rich" can aim for a graduation hat/miner hat, and leather shield.
lvl 40: jean shorts, winter gloves, fur boots, silk headband, usually scythe or short sword, can be paired with forest bow if going archer, can be with chain mail or light plate mail, (though most go for warlord plate early), and wooden shield
lvl 60+ (after a seltzer run): warlord plate, crusader or warlord helmet, leather gloves, jean chaps, seltzer, steel shield
groups:
at newbie lvl: usual none, extremely rare. (with other players), usual enemy attacks are towards fluffies, scorpions, bats, log head(to test if your character is "good")
at lvl 40: uncommon but not impossible, (with other players), usual enemy attacks are twoards, slimes (especially yellow), black scorpions, evil mushrooms, mouboo's
at lvl 60: groups are held in higher areas usually graveyard comes to mind. (Killing anything for that extra gold, extra items or other rares) but if going for pure lvling up graveyard all the way.
stats:
I've been assuming you're going as an warrior, correct me if I'm wrong...
at n00b status : DEX
at lvl 40, work with 3 stats (4 if your going for a more balanced character)
at lvl 60, experiment with using STR for bonus damage, can ease on VIT with all the armor on you to boost other stats.
BaseBaIIBoy - 99, Zalika - 95, Mou. - 86, baseballboy - 83, Abacus - 82, Laticia - 76
<o11c> More boobs please.
<o11c> More boobs please.
Re: A good test character for a DEV?
My goal here is to get some new insight for manasource developers for what is and what is not good client usability.
For balancing and redoing of eA content, I've mostly given up.
For balancing and redoing of eA content, I've mostly given up.
This message used to be meaningful.