The Gaardian Aardwolf Notes Archive

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showing 50 most recent notes by Redryn
Re: Prompt variable for stealth
Note #40407
posted on Ideas
Saturday, September 15, 2018 @ 21:00
Reply to: Note 40406 posted by Malas

If we're getting this, I'd like to suggest getting all affect flags somewhere,
seeing that sanc is up is pretty useful (lots of people use tracker scripts,
or sometimes miss it when sanc drops until someone tells them).
Re: none sex ++++
Note #40393
posted on Ideas
Wednesday, September 12, 2018 @ 01:02
Reply to: Note 40392 posted by Tymme

None is still around (you can get it with change sex). I don't see a big issue
having it as a selectable option, but I imagine it's pretty low on priorities..
Re: Gameload EQ and Enchanting +++++
Note #40339
posted on Ideas
Monday, September 3, 2018 @ 13:04
Reply to: Note 40337 posted by Lasher

> Only concern with this is items that might have been allowed to be heavier
> on stats on condition these flags were set, I feel like I remember at least
> a few over the years (but not what they were). They would all now become
> enchantable.

Not 100% sure what you are referring to, but I can think of some items, e.g.
Nyne goal3 reward
(Striding towards doom) which I believe have higher rolls. Such items
invariably also have ill/sol/res set as flags baseline though, so I don't
think the concern arises. (After all, tptoggle has been around for decades and
paying 2 tp for a toggle is trivial).
Re: Reciting scrolls lag ++++
Note #40325
posted on Ideas
Wednesday, August 29, 2018 @ 13:42
Reply to: Note 40324 posted by Nasus

> I cannot agree with "we dont need more game mechanics"

If scroll had same lag as potion when used on self, will there ever be
any point in having a potion vs a scroll?

I'd just buy scrolls because I could both use it on myself like a potion, or
on others if I wanted to.
Re: Change heal potion cost and effectiveness at Level 201
Note #40295
posted on Ideas
Friday, August 24, 2018 @ 21:55
Reply to: Note 40294 posted by Crowley

People still use lvl 201 pots, so saying it's useless is incorrect.
Healing more simply costs disproportionately more, it's called diminishing
returns. 

Look at triv heals - the cost:heal ratio is even worse, but the market
value remains high. If people weren't willing to pay disproportionately
more, the price would drop.

If you don't think 201 heal potions are worth the additional cost, that's fine,
you're not obliged to use them. I don't either because I'm cheap. But pots
are already dirt cheap and prevalent, and there's no need to make them
cheaper.
Favor in the realm for marriages +++++
Note #40287
posted on Ideas
Wednesday, August 22, 2018 @ 22:38
Reply to: Note 40286 posted by Mondaine

If it's an issue of making alts to abuse, just add a no-quit flag for anyone
who gets married for the duration.

Then also make it a rule that sham marriages are illegal.

I don't really like the idea of 15 min double qp though, not least because
only about half the mud would benefit at random.
Re: sorcerer and navigator +++++
Note #40243
posted on Ideas
Sunday, August 5, 2018 @ 23:47
Reply to: Note 40242 posted by Koala

Navi timeshift used to be a bit better, but the reduction was reduced when
timeshift was changed to have no recovery.

I suppose if power projection was changed to no recovery it should likewise
be weakened a bit.

But frankly, if these spells are supposed to have 100% uptime, maybe they
should just be passive instead?
As for balance, have to factor in that navi and sorc have better single
target dps than warrior (i think?)
Re: action not taken. +++
Note #16681
posted on Typos
Sunday, August 5, 2018 @ 04:19
Reply to: Note 16679 posted by Crowley

> Instead of arguing with me, just bring the keywords up to the prevailing
> standard, which has ample precedent established over more than 15 years.

Broud has stated the prevailing standard. There is no requirement for every
noun/adjective to be used as a keyword, and there are many examples.

Are you just upset that without those keywords added, the S&D script
can't autoguess keywords all the time and therefore still requires a human
to actually put in the keywords to attack?
Re: aard weapons ++++++
Note #40229
posted on Ideas
Saturday, August 4, 2018 @ 23:33
Reply to: Note 40228 posted by Fiendish

Why must aardweapons be the best, just because they cost 1k qp? 
Almost all the other aardeq is also great but not necessarily the best. 

Also, I have yet to see any gameload weapon that's better than t9 aardweaps,
(where a huge chunk of the playerbase is sitting), and IMO getting a
better-than-aard weapon takes more effort than earning 1k qp.
Ruins of diamond reach - town banker
Note #16664
posted on Typos
Saturday, July 28, 2018 @ 23:16
The banker here looks to be weathering the curse rather well compared to the 
others. Wearing rather formal attire, he carefully takes care of any 
finanical questions and needs the citizens have for him. ...

Should be financial
Re: Help file for Gaias Revenge
Note #16636
posted on Typos
Thursday, July 19, 2018 @ 12:29
Reply to: Note 16635 posted by Kylia

Also, "only saved" should be deleted. Saves no longer exist.
WTS inferno rank4 bracer
Note #49094
posted on Forsale
Tuesday, July 10, 2018 @ 02:10
Selling for 400m + reown

+-----------------------------------------------------------------+
| Keywords   : Bracers Platinum Chain Rank4Bracers                |
| Name       : Bracers of Platinum Chain                          |
| Type       : Armor                     Level  :   211           |
| Worth      : 4,000                     Weight :    20           |
| Wearable   : arms                                               |
| Score      : 600                                                |
| Material   : platinum                                           |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Redryn                                             |
| Found at   : Journey to the Inferno                             |
+-----------------------------------------------------------------+
| Stat Mods  : Hit roll     : +50      Damage roll  : +22         |
|              Strength     : +7       Intelligence : +7          |
|              Dexterity    : +5       Constitution : +5          |
|              Hit points   : +250     Mana         : +100        |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +45      All magic    : +45         |
+-----------------------------------------------------------------+
Re: Wolf Test Mazes
Note #1064
posted on Raiding
Thursday, July 5, 2018 @ 23:33
Reply to: Note 1063 posted by Quadrapus

IIRC there was talk and some work done on instanced dungeons. Not sure what's
happened to that. If area-writing fatigue has set in, maybe could open it up
to contributions? I imagine the general community could help with writing
all the potential names/stuff for descriptions etc.

I think there are two models for grindable drops:
(1) Random area where every mob in there is killable and has a chance to drop
something and you just wander around until you're tired, or
(2) Randomised area with a set end goal (e.g. to find and kill a boss at the
end), which is I suppose similar to the raiding model.

(2) is probably more effective psychologically speaking in keeping people
engaged.
Re: Gameload EQ and Enchanting ++
Note #40102
posted on Ideas
Thursday, July 5, 2018 @ 23:13
Reply to: Note 40101 posted by Mondaine

It would be nice if gameload eq that rolls bonus stats are auto-set to be
enchantable.
Re: Mondaine's note, this is because of building rules (which ought to be
changed IMO)

>  *  For every max piece of equipment created (Masterpiece and Max 
>     objects included), you are required at least five objects of 
>     mediocre eq (less than 1/2 the max stats) and 3 negative or no stats
>     eq. Remember, all this equipment must be useable.
Re: Daily blessing, training sessions +++
Note #40090
posted on Ideas
Tuesday, July 3, 2018 @ 11:46
Reply to: Note 40089 posted by Crowley

> In all my consistent daily blessings, I have seen more I/M/P/free stats than I
> have free training sessions. Tymme's wager that it's 10-15% apparently doesn't
> hold true to me.

I did a quick check, of the past 56 daily blessings I received, 6 had bonus
trains, so it's about 10%

> enough to warrant not wishing it had rolled for something else.
Every roll is independent, if you didn't get bonus trains you wouldn't have
gotten something else.

> Hence why I added to maybe scale it by level, even doing level/2. Could even do
> level/5 for that matter. 
 
Lets say you sat at level 100 for a month. Lets say you got level/5. That gives
you +60 trains by the end of a month, which is approx. 20% more than a
non-sitter would get. Having 20% more stats is a pretty big thing.
This is especially so at lower levels, where people don't have max stats
and all those extra stats can go straight into additional primary stats.
(At SH at least additional potential stats go towards side stats which
have a lesser effect).
Re: Daily blessing, training sessions +++
Note #40087
posted on Ideas
Tuesday, July 3, 2018 @ 11:23
Reply to: Note 40086 posted by Castiel

> Would certainly make balancing pre-SH epics easier, if they were to become a
> thing.

Not really, I don't think it's good design to expect people to have to sit and
farm daily over a period in order to participate in a pre-SH epic.

Also, there's a big disparity in the max stats of a t9 with potential and
a t0.
Re: Daily blessing, training sessions +
Note #40085
posted on Ideas
Tuesday, July 3, 2018 @ 11:18
Reply to: Note 40084 posted by Tymme

Also this would only make sense at SH. Given that in the ordinary course of
levelling from 1-200, people will only expect to get about 1000+ trains, 
bonus trains from blessing would badly upset the balance. Imagine if everyone
who sat at any level for a period of time quickly amassed thousands of trains
and maxxed out every stat.
Re: Boot clan skill - Napalm
Note #17984
posted on Bugs
Sunday, July 1, 2018 @ 00:13
Reply to: Note 17983 posted by Escobar

You're right, it is a failure message since I get the following:
> {sfail}606,0,8,-1
> You wander too close to the napalm, and almost get it on you.

Other cskills don't have a skill failure tag
Re: Titan Epic ++
Note #40075
posted on Ideas
Wednesday, June 27, 2018 @ 02:25
Reply to: Note 40074 posted by Koala

Thanks for the suggestions. 

Re: Rograg - 
Actually the flame wasn't supposed to stack (i.e. only 1 red altar can be
active at a time, sacrificing another would refresh duration but not deal 
stacking damage). I haven't fixed this because I suspect people would whine,
but if there's general consensus that this should change, I think that can
be done.

Grakkr - don't think it's possible to make the changes suggested, there's no
function in mprogs to detect the damtype of damage being dealt. At best it can
detect the damtype of wielded weapon (but not how much damage is being done). 
I don't really have a good idea atm how to make the fight more engaging/
challenging, but feel free to let me know?
Hp reduction - would reduce average run time, so I think that's not palatable
from a balance perspective (unless Lasher says otherwise...)

Durthar - I know he's disliked, although I'm generally okay with how the
fight goes... I guess killable tentacles is an option. I think translocating
more would make it harder? Another option is that he doesn't insta-trans people
who've just reached him (maybe have to be in combat for a few rounds before
being an eligible trans target) - would that get rid of some of the annoyance?
Re: About the goal: Chaprenula
Note #27594
posted on General
Friday, June 22, 2018 @ 12:14
Reply to: Note 27593 posted by Teasert

Pancjo has a key because he's an overseer (i.e. supervisor, boss).

Chaprenula told you who to look for, try looking for them and interacting.
Re: Being able to change weapon materials ++
Note #40051
posted on Ideas
Thursday, June 21, 2018 @ 22:03
Reply to: Note 40050 posted by Tymme

I think wtype should allow setting hammer, it's incongruous
 that every other weapon type can be set.
Re: Goal Spell for Oracles
Note #40040
posted on Ideas
Tuesday, June 19, 2018 @ 21:04
Reply to: Note 40039 posted by Towelie

The way the system works, the mud doesn't know whether a mob is relevant to a
goal or not. Closest you can get is an indication of whether a mob has a
mobprog (which inquisitors already can see), but this wouldn't be definitive.
Re: About The goal: Tournament Camps +
Note #27588
posted on General
Monday, June 18, 2018 @ 10:01
Reply to: Note 27587 posted by Escobar

It says at the start...

You say 'sign me up'
Radel says, "Excellent! The crowds will enjoy this. Go and make yourself
known to the reigning champion, announce your intention to challenge him.
I am sure he will be...happy...to meet you."
 
** Goal Added : Win the tournament in Tournament Camps.
** Task Added : Defeat the champion of the tournament in the arena.
Re: pendant from barrick - bonusloot +++++
Note #40025
posted on Ideas
Monday, June 18, 2018 @ 04:00
Reply to: Note 40024 posted by Akhenaton

Also the note is referring to the pendant from shal'indrael, nothing to do
with titan.
Re: pendant from barrick - bonusloot +++++
Note #40023
posted on Ideas
Monday, June 18, 2018 @ 03:38
Reply to: Note 40020 posted by Rauru

Why?

Keys - there's already an iskey flag available. This flag isn't set on all
keys, because some keys are intentionally meant to be 'secret'.

Epic related items - presumably you're referring to the terra and titan items.
I actually disagree that these should be flagged at all. It's part of the
area goal to figure out which items to collect. Kind of stupid if the game
just hands them to you and says 'hey these are special items fyi'.

For the demon tooth in crynn, that's not an epic related item either, and I
have no idea why it was flagged. I don't really see a reason why
the pendant from barrick should be flagged too.

To me these are all handholding requests, though I'm not sure why they're
being entertained.
Re: pendant from barrick - bonusloot +++
Note #40019
posted on Ideas
Monday, June 18, 2018 @ 03:09
Reply to: Note 40018 posted by Crowley

If you're referring to mudinfo notes #1846-1848, it's said to be dependent
on bonusloot. 

As far as I know, there is no "always loot" flag.

In any event, I am curious what qualifies an item to be flagged in such a
manner.
Re: pendant from barrick - bonusloot +
Note #40017
posted on Ideas
Monday, June 18, 2018 @ 02:43
Reply to: Note 40016 posted by Wire

What exactly is determining whether an item is looted by bonusloot?

It doesn't seem to be as stated in the helpfile anymore.

Re: Can we timeout our quest cooldown offline? +++
Note #39993
posted on Ideas
Saturday, June 9, 2018 @ 23:32
Reply to: Note 39992 posted by Impurifan

To be fair, it's often said that potential abuse shouldn't be a reason not to
add a feature.

It's probably not difficult to detect if someone is altfarming quests, and
giving qp/stuff to others.
Re: Regen Rates +++++++
Note #39972
posted on Ideas
Friday, June 8, 2018 @ 10:09
Reply to: Note 39971 posted by Castiel

If the upgrades were available, I'm sure there would be many clan halls making
such upgrades. Anyone would then be able to use them for free. 
Re: Regen Rates +++++
Note #39970
posted on Ideas
Friday, June 8, 2018 @ 07:17
Reply to: Note 39969 posted by Castiel

A free full restore every tick seems absurd to me. What has been suggested
before and what I would agree is a good idea is to the option to buy a restore
from healers at an appropriate price, e.g. 500k - 1m.

Re: Limit usage of consumable items +
Note #39968
posted on Ideas
Friday, June 8, 2018 @ 02:26
Reply to: Note 39949 posted by Mondaine

> ... I fear it would render a lot of areas - dead. Imagine titan
> even in a group, if you suddenly could not wholesale quaff... Even IF
> would be almost impassable for anyone not already significantly established
> at SH.

Which areas would it render dead? Apart from terra/titan which deal significant
damage, I don't think there are many other areas that require quaffing to
survive.

Maybe wyrm/crynn/IF, but you don't need potions to pup there. I can get through
an entire double (10 min) without having to quaff a single potion.

And of course, no low level area /requires/ potions.

Terra/Titan were originally intended to be areas that required grouping, and in
a group heavy quaffing is not a requirement. I'd be happy to lower damage too
if the change went in, since you wouldn't need such severe damage to make it
as challenging.

The suggested change wouldn't restrict quaffing on a per use basis though, so
you could still spam-quaff 20 potions in rapid succession, just that you'd be
limited afterward... so you'd have to be extra careful not to land in another
pinch.

I think it would also improve game design elsewhere - you don't have to design
challenging mobs around the assumption that people can brew and endlessly quaff
2x or 3x incomp potions (i.e. 10-15k healing per round!), or outright ban the
quaffing.

Look at where that's led us - e.g. Inferno Death is based on the assumption
that the tank can get triple incs spammed on him.

Similarly, if staves do any decent damage, people just stock up on staves and
use that to the exclusion of class skills. If that's not intended, then staves
get nerfed to be useless. It becomes a binary choice, rather than a spectrum of
'staves are good, you should mix them into the damage options you have at your
disposal and use them sometimes'. 

It would be a tough change for people who are running around with hundreds of
potions/staves/scrolls and burn through them in 30 mins, but I'm not sure they
form a significant proportion of the mud, or if that was ever intended to be
the paradigm. 

As for I/M/P - they have increased defensive capabilities significantly.
Instinct can reduce damage from mobs by something like 75% I believe.
Re: Regen Rates +++
Note #39967
posted on Ideas
Friday, June 8, 2018 @ 01:35
Reply to: Note 39966 posted by Castiel

What's the problem with taking 5 minutes to regen to full? Take it that
5 minutes is a negligible penalty for dying.

If you say 5 minutes is 'too long', how much is in your view an appropriate
time?

Don't forget you can also quaff potions if you want to get full faster. In
one tick you can quaff something like 18 potions, which give you about
2k hp or 1.6k mana.

So really you're looking at about 4 ticks, or 2 minutes to get from 0 to full.
Also, not all deaths set your mana to 0, so that can halve the time further.
Limit usage of consumable items
Note #39944
posted on Ideas
Thursday, June 7, 2018 @ 03:01
There is a general proliferation of consumable items like potions, scrolls and
staves, and they can generally be spammed non-stop.

This leads to a host of problems, e.g. complaints about staves being abused,
lack of difficulty in areas (because spam quaffing gives you ridiculous
sustain), and so on.

It also limits how much can be done with them. E.g. can't give enchanter the
ability to brew super powerful potions or make powerful attack staves/scrolls
because that will break everything.

I think there should be a new status or something, that would limit how much
magical items can be used in a given time. E.g. a meter of up to 100 points,
which reduces by 1 point every few seconds. Quaffing a quad heal potion might
add something like 5 points, trivia incomplete something like 30 points.
Brandishing a staff might add 5 points (i.e. you can brandish ~20 times in
5 minutes, so about once every 5 rounds on average).

Re: Arcane Secrets +++
Note #39942
posted on Ideas
Wednesday, June 6, 2018 @ 22:31
Reply to: Note 39941 posted by Vanguard

Reducing lag time will mean that making scrolls/potions >> actually casting
the spell directly though...

E.g. if i need to heal up, i'll just brew a 2x potion and quaff it (1.5
rounds of lag with 50% reduction) vs casting incomp 2x (2 rounds).

Not necessarily a bad thing, but it could get extremely powerful with 75%
lag reduction (which means casting things 4x faster). That would certainly
result in a proliferation of attack spell scrolls. 
Re: Pray for Damnation
Note #17967
posted on Bugs
Tuesday, June 5, 2018 @ 00:28
Reply to: Note 17966 posted by Mortivorous

Previously reported, pray for absolution is also buggy. Reposting since the
original notes have been archived it appears:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From    : Redryn: Re: pray for damnation ++
Forum   : Typos - #16306
To      : all
Date    : Tue Nov  7 03:09:11 2017
Reply to: Note 16305 posted by Guinness
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Reply to: Note 16305 posted by Guinness
| 
| Seems like the way the spell is functioning is a little buggy
| 
| If you change from 0 to -2500, it costs 7500 hp
| If you change from 1 to -2500, it costs 12,503 hp (+5000 for some reason?)
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From    : Redryn: Pray for absolution / pray for damnation
Forum   : Bugs - #17596
To      : all
Date    : Tue Nov  7 03:14:43 2017
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Following from typos note 16303 - 16305, it seems pray for absolution is
| also buggy
| 
| From align of 0 -> +2500 = 62,500 gold, but from -1 -> +2500 = 72,525, an
| additional 10k gold.
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Re: appraise from alias ++
Note #17960
posted on Bugs
Tuesday, May 29, 2018 @ 03:33
Reply to: Note 17959 posted by Abelinc

It's messing up because you have added spaces in your alias.

temp                :  appr 1;appr 2;appr 3;appr 4;appr 5;appr 6
temp
You appraise the true value of Melpomene's Betrayal.

...

You appraise the true value of Thalia's Sharpened Wit.

...
You appraise the true value of Euterpe's Joyful Flute.

...

You appraise the true value of Erato's Awakener Of Desire.

...

You appraise the true value of Terpsichore's Whirling Lyre.
...

You appraise the true value of Urania's Circle of Stars.

...

You're sending "appr 1 " vs "appr 1", so the mud interprets "1 " as a string
and it looks for a keyword starting with 1. In this case, some of the items
have keywords e.g. 111Bard
Re: appraise from alias
Note #17957
posted on Bugs
Monday, May 28, 2018 @ 06:25
Reply to: Note 17955 posted by Abelinc

Tried this, unable to recreate.


Are you aliasing 2 ; or 1? 
Re: OPK flag change (repost)
Note #39853
posted on Ideas
Sunday, May 27, 2018 @ 05:30
Reply to: Note 39852 posted by Wire

Maybe "Open PK"? I think pk is well understood
Re: Nerf Request +
Note #39848
posted on Ideas
Saturday, May 26, 2018 @ 20:16
Reply to: Note 39847 posted by Koala

Reading this thread just tells me that (1) quite a number of people know how
to make the bomb, and (2) most people decided not to bother with it.

That suggests to me that it simply isn't that OP (and no I didn't
design it to be OP, I don't use it myself even), if not it'd be used much
more widely.
(Just like how not that many people pup in titan... If it's so broken
why isn't it filled with people "abusing" it?)

Re: Nerf Request +++++
Note #39824
posted on Ideas
Saturday, May 26, 2018 @ 04:19
Reply to: Note 39820 posted by Koala

This conspiracy theory that I or Koala leaked info to Rhabdo/friends is
nonsense. I certainly didn't tell anyone anything, and Koala wasn't involved
in writing the mprogs for that.

Whoever figured it out (and even I don't know who) did so independently.
Probably multiple people figured it out themselves. I also don't understand
how you can on one hand say that you didn't know about the item, and at the
same time take the position that you know that all these other people know. Did
you take a poll of the mud and find that only certain people know? Or are you
just making a wild allegation with no justification?

Anyway, to try and bring this thread to something more constructive...

The design philosophy behind the titan part 3 pup zone was that it was meant to
be a /group/ pup zone. This is because most pup zones cannot support a small
group of ~5 SHs pupping together. This is why there are so many mobs.

Unfortunately, and beyond my expectations, when it went live people began to pup
it solo. This is because instincts allow people to mitigate something like 75%
damage when they're maxxed out. So on one hand there is a difficulty in trying
to balance the damage - too high so that anyone who doesn't have huge instincts
gets murdered, or too low that people can solo it. It's not easy, and if anyone
has a way to do it, please let me know. 

As for the mprog nerf that came in - /I/ requested it because solo pupping
there was not intended. That seemed to fix things for a while (at least a year)
bonus) and it became an in thing again, then staves got nerfed as well.

Regarding the item in question, first question is - does it need a nerf? Take
the most extreme example of a 55 stacked room (which is frankly rare, and you
can see this at most 1x a repop, if the stars align). Two items let you burst
down the room, and assuming it also happens to be double exp, you can get
say 10-11 pups. How long does it take to do 10-11 pups ordinarily? Maybe
2-3 mins in double.

Then consider the effort it takes to actually make the item, and the time
spent that you could have been pupping.

I'm not convinced it's particularly OP or gamebreaking. But if the general
consensus is otherwise, I've already made some suggestions in my earlier
note #39791. Haven't seen anyone actually comment about those suggestions or
whether they should be implemented.
Another option which comes to mind is to make it harder to make.


I'd also be grateful if people could actually make constructive suggestions,
rather than random allegations.
Re: Nerf Request ++++
Note #39791
posted on Ideas
Thursday, May 24, 2018 @ 08:11
Reply to: Note 39790 posted by Quadrapus

> This pupping area has been so completely broken since it went live.

Yet guess which area's the most popular?
   [ Aardwolf's Favourite Hunting Grounds ] 

No.   Area Name                            From   To     Killed
---   ------------------------------------ -----  -----  ------
  1 - Icefall                                200    201  1217803
  2 - The Titans' Keep                       200    201  702405

> It's another thing to introduce rooms with 55 mobs and an
> item that essentially puts them all at 1hp

Factually inaccurate statement. The rooms repop 16-17 mobs, which is about
10% more than icefall (and deal probably 10x more damage too). 

A 55 mob room is an edge case which requires: (1) mobs wandering to have higher
than average number, and (2) the two guard mobs to both spawn into the same
room (which I think is about 3.5% chance).

Also there's no item that puts them all at 1hp. The item being complained about
does about 50% hp as damage.

And you also conveniently omitted to mention that quite often a 55 mob
room = death.

> You have not operated in good faith and you did not listen
> when people pressed back on this area.

I find this rather offensive given that I've don't recall hearing you raise any
complaints about it. I've also heard people say the complete opposite, i.e.
that they enjoy the challenge of the area coupled with the increased rewards.

> although the item should be changed. 

If the main complaint is edge cases (i.e. usage in big rooms), perhaps the
best solution is either capped number of hits or diminishing damage? Don't mind
changing it to either if there's some consensus.
Re: Nerf Request ++
Note #39786
posted on Ideas
Wednesday, May 23, 2018 @ 04:35
Reply to: Note 39775 posted by Lasher

> Or maybe it's the areas themselves that need fixing.

In general there's too little build possibilities in terms of pve for normal
levelling/pupping because the xp you can get per mob is fixed (based on mob
level - adding sanc flag does bump it up, but not worth the slower kill).

This means that the only factor as to how 'good' an area for levelling is
depends on mob density, which reduces time between kills.

If mob density is standardised across areas as well, it would make no sense
for areas like titan (or terra) to deal the higher damage vs other areas.

This overall would lead to an absence of any endgame difficult/challenging
areas, which in my view would be stale.

Something I've suggested before is to have an additional exp multiplier
setting on mobs. This would allow for more difficult mobs to give better exp,
which could lead to more diversity. For instance, I'd be happy to go through
and rework titan's pup zone to be something like 5 mobs a room, but each with
2-3x hp and 5-6x damage of a normal mob, with an exp multiplier 2.2-3.6x (i.e.
something like 10-20% better exp vs default mobs e.g. ocean park).

IMO this would also be beneficial to other area designs as well. For instance,
an area with high hp mobs could be designed, which would pave the way for
classes utilising: damage over time, debuffs, % based damage, instantkills
(assassinate), kiting (hunter), to become effective at exping. Currently, 
mobs die so fast that all of this is meaningless and only DPS is #1.
Re: "Rebuild Trains". ++++++
Note #39742
posted on Ideas
Friday, May 18, 2018 @ 10:08
Reply to: Note 39741 posted by Redryn

To add on - the change would mean that the 'optimal' playstyle is always to
rebuild at 200 and instinct deposit all. Anyone who doesn't do that is either
a newbie who doesn't know the 'trick', or forgot.

And then in a year's time we'll have notes complaining about how they forgot
to rebuild and instinct deposit all, and how the trains should be given to
them automatically...

It's not a big deal, but I think there would be no difference as compared to
now:

> The "rebuild trains [at 200]" mechanic is over complex and keeps screwing
> over people that forget to [do it before SH'ing].
Re: "Rebuild Trains". +++++
Note #39741
posted on Ideas
Friday, May 18, 2018 @ 09:51
Reply to: Note 39740 posted by Sonshi

If it were me, I'd rebuild at 200, dump all into instinct, and then SH, and
get my saved stats restored.

Repeated 70x on the way to t9 r7 is a sizeable chunk of trains.

Maybe to discourage doing this, instinct deposit could be disabled for 3-7
days online time (recovery?) after rebuild? It'd be kinda painful for someone
to sit at 200/201 with basically no stats since they can't do very much, and
it'd not be a big deal even if someone does decide to wait it out.
Don't think the disable would affect anyone else who wasn't planning to dump
trains much?
Re: instinct prot evil + inert ++
Note #39709
posted on Ideas
Thursday, May 10, 2018 @ 10:53
Reply to: Note 39708 posted by Escobar

Technically true though
Re: Manor teleport?? +++
Note #17949
posted on Bugs
Wednesday, May 9, 2018 @ 09:45
Reply to: Note 17948 posted by Sonshi

Is this actually intended? Seems somewhat odd to me
Re: can we please have rput ++
Note #39685
posted on Ideas
Thursday, May 3, 2018 @ 09:52
Reply to: Note 39684 posted by DjVoltron

Can we please have this included in the helpfile
Re: Berserk (lag in spellup and dispellable) ++
Note #17941
posted on Bugs
Wednesday, May 2, 2018 @ 11:33
Reply to: Note 17940 posted by Ocho

Can't reproduce. You sure you're not getting frenzy dispelled instead?
Re: Berserk (lag in spellup and dispellable)
Note #17939
posted on Bugs
Monday, April 30, 2018 @ 23:10
Reply to: Note 17932 posted by Ocho

Are you sure it can be dispelled? I tried to berserk and dispel myself, and it
tells me I have no dispellable spells.
Re: gq hist
Note #39657
posted on Ideas
Monday, April 30, 2018 @ 04:05
Reply to: Note 39649 posted by Tymme

If we're adding filters, I'd also request a filter to show just gqs in my
level range.