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Inferno Rank1aura (Mist of blood) forsale!
Note #49367
posted on Forsale
Saturday, October 6, 2018 @ 10:55
+-----------------------------------------------------------------+
| Keywords   : Mist Blood Rank1Aura                               |
| Name       : a Mist of Blood                                    |
| Id         : 2029167516                                         |
| Type       : Armor                     Level  :   200           |
| Worth      : 2,000                     Weight :    20           |
| Wearable   : float                                              |
| Score      : 400                                                |
| Material   : air                                                |
| Flags      : invis, magic, burn-proof, nolocate, heroonly, V3   |
| Owned By   : Wire                                               |
| Found at   : Journey to the Inferno                             |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +35      Hit roll     : +35         |
|              Strength     : +5       Hit points   : +150        |
+-----------------------------------------------------------------+
| Resist Mods: Bash         : +100     Pierce       : +100        |
|              Slash        : +100                                |
+-----------------------------------------------------------------+
send tell with offer if interested.
Re: "boss fights"
Note #40489
posted on Ideas
Tuesday, September 25, 2018 @ 03:49
Reply to: Note 40473 posted by Fenix

I had attempted making geniewish auras and wave mobs behave like how real
players do. I had tried making these mobs load with 80k hp/mana, have
2000 total stats, rescue each other when needed, cure blind when blinded,
wear aura if sanc dispelled, party heal, re-aim weakest target etc, retreat
out and re-enter when low etc.
However these are the current limitations that prevent most of these from
becoming a reality:
1. Mobs cannot give themselves the full spell up that real players do.
As a mob cannot cast 60+ spellups on themselves, nor help each other cast
60+ spell ups on each other, it makes it less important to dispel them.
2. Mobs cannot have 10+ swings per round.
As mobs cannot have all the third fourth fifth attack and second third
dual swings, they cannot emulate real player melee dodges/swing hit%.
Mprog simulated swing hits cannot be dodged by players and arn't a good
enough emulation of real melee swings.
3. Mobs cannot have 7 dodges, thus players get to have very high hit%
on mob than vice versa.
4. Mobs cannot use alot of player skills, such as aim/rescue.
Aim/rescue in geniewish are emulated through mprog and arn't as realistic.
Mobs also cannot really retreat, it can only be emulated with mprog.
5. Summing up the above, a 80k HP mob that is level 201, will get obliterated
by a player that is 80k HP and level 201.
Unless a lot of coding time is put into creating a special mob type that
can accurately emulate real players, otherwise mobs will never feel 
similar to a player in pvp.
That said, mprog can be made to make many mobs require a lot more player
interactions to defeat, rather than just spamming attack spells.
Inferno Rank5 Neck (scars) Forsale
Note #49316
posted on Forsale
Saturday, September 15, 2018 @ 10:45
+-----------------------------------------------------------------+
| Keywords   : Fire Burns Scars Heat Rank5Neck                    |
| Name       : Scars from the Heat                                |
| Id         : 2017779892                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 5,000                     Weight :    28           |
| Wearable   : neck                                               |
| Score      : 500                                                |
| Material   : fire                                               |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +30      Hit roll     : +30         |
|              Strength     : +5       Intelligence : +5          |
|              Dexterity    : +5       Constitution : +5          |
|              Hit points   : +300                                |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +45      All magic    : +45         |
+-----------------------------------------------------------------+
send tell with gold/USD offer if interested.
prefer USD donation prebids.
Re: Gameload EQ and Enchanting +++
Note #40336
posted on Ideas
Monday, September 3, 2018 @ 00:18
Reply to: Note 40333 posted by Lasher

Currently a solidify spell cast can have 3 outcomes:
1. Success cast: +DR/HR and remove invis flag and add solified flag
2. Fail cast: no DRHR added, remove invis flag, no solidify flag added
will require spending 2 tp to setflag
Enchanter focus may kick in to reset this and give another cast attempt
3. Lost concentration: nothing added, no flag changed

If Solidify cast does not check invis flag, and simply checks for solidified
flag, then outcome #2 no longer matters, as it'll be same effect as #3.
This change will effectively make non-enchanters more effective at enchanting
everything.
Resonate/Illuminate follow the same logic.
I'm not sure whether this is the intended outcome of this change.
Re: Regen Rates ++
Note #40332
posted on Ideas
Sunday, September 2, 2018 @ 20:21
Reply to: Note 40331 posted by Zoot

I don't see any harm with clan heal room heal rate being able to heal a SH
to full within 1-2min. The only major effect is that in a raid, a defender
will benefit more from this, although it's not a big issue since no one's
raiding at the moment anyway.

However I think it will be a missed opportunity if this is just a simple
clan upgrade. It can be one of the perks of wolf maze raid, where you obtain
items to upgrade your clan healer room heal rate :p
Geniewish Rank5 EYE forsale
Note #49216
posted on Forsale
Monday, August 20, 2018 @ 02:45
+-----------------------------------------------------------------+
| Keywords   : rank5 genie piercing scrim eye                     |
| Name       : ~~Genie's Piercing Scrim~~                         |
| Id         : 2002830008                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 7,000                     Weight :     0           |
| Wearable   : eyes                                               |
| Score      : 550                                                |
| Material   : cloth                                              |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +55      Hit roll     : +55         |
|              Hit points   : +400     Moves        : +150        |
+-----------------------------------------------------------------+
| Resist Mods: All magic    : +50      All physical : +50         |
+-----------------------------------------------------------------+
send tell if interested
(Wanted) Ideas Collage
Note #40259
posted on Ideas
Saturday, August 18, 2018 @ 03:05
Idea 1.
Allow raiding with (Wanted).
Wanted flag should be no difference from opk/HC flags
when handling pvp activities.

Idea 2.
Allow revenge with (Wanted).
Same reason as above. There's PKOFF option so baiting with
wanted should not be an issue.

Idea 3.
Cost of setwant increase with usage, and decrease with nonusage.
First setwant cost 2tp, second 4tp, third 6tp, fourth 8tp.
Cost reset after a week.

Idea 4.
(Wanted) flag disappears after 1 million xp earned.
OR
(Wanted) flag disappears after 1000 QP earned.

Idea 1/2 should require minimal coding, as it is simply a 
change of the flag to be in line with opk/hc flags.

Idea 3/4 require more coding.

These ideas used to affect very few players, and perhaps not
worth the time coding them. But with a much bigger player
population keeping their wanted flags, it is perhaps time
to reconsider working on these ideas.
Inferno Rank@5 Neck Forsale
Note #49186
posted on Forsale
Monday, August 13, 2018 @ 19:04
+-----------------------------------------------------------------+
| Keywords   : Fire Burns Scars Heat Rank5Neck                    |
| Name       : Scars from the Heat                                |
| Id         : 2003291222                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 5,000                     Weight :    28           |
| Wearable   : neck                                               |
| Score      : 500                                                |
| Material   : fire                                               |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +30      Hit roll     : +30         |
|              Strength     : +5       Intelligence : +5          |
|              Dexterity    : +5       Constitution : +5          |
|              Hit points   : +300                                |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +45      All magic    : +45         |
+-----------------------------------------------------------------+
taking bids
buyout: 2.6 billion +reown, or 180usd donation
Geniewish Rank5 Eye Forsale
Note #49182
posted on Forsale
Sunday, August 12, 2018 @ 10:34
+-----------------------------------------------------------------+
| Keywords   : rank5 genie piercing scrim eye                     |
| Name       : ~~Genie's Piercing Scrim~~                         |
| Id         : 2002830008                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 7,000                     Weight :     0           |
| Wearable   : eyes                                               |
| Score      : 550                                                |
| Material   : cloth                                              |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +55      Hit roll     : +55         |
|              Hit points   : +400     Moves        : +150        |
+-----------------------------------------------------------------+
| Resist Mods: All magic    : +50      All physical : +50         |
+-----------------------------------------------------------------+
1billion gold + reown
Inferno rank2hold forsale
Note #49164
posted on Forsale
Tuesday, August 7, 2018 @ 10:55
+-----------------------------------------------------------------+
| Keywords   : Demons Dessicated Diaphragm Rank2Hold              |
| Name       : a Demon's Dessicated Diaphragm                     |
| Id         : 1999888540                                         |
| Type       : Armor                     Level  :   200           |
| Worth      : 2,000                     Weight :     4           |
| Wearable   : hold                                               |
| Score      : 350                                                |
| Material   : leather                                            |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Hit points   : +250     Constitution : +10         |
|              Hit roll     : +25      Damage roll  : +25         |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +30      All magic    : +30         |
+-----------------------------------------------------------------+
80mil + reown, send tell if interested.
Re: Tier skills
Note #40217
posted on Ideas
Thursday, August 2, 2018 @ 07:13
Reply to: Note 40216 posted by Khadaji

Melee classes depend heavily on regular melee weapon based damage, and a tier
has a big advantage in high level weapons with higher average damage.
Spellcaster classes depend on combat spells for DPS, and thus without a tier
bonus a tier spellcaster will not gain much DSP from tiering.

At t0-t1, the base (nontier) damage of spellcaster is already very high
compared to the base melee damage of melee classes. On top of that, with
lower stat cap at lower tiers, and less than optimal gears,  melee weapon
based damage is naturally lower than combat spells.

So at low tier, spellcasters are often stronger in pvp, at high tier,
pwar get stronger. Spellcaster's tier bonus in spell damage is merely
compensating but not giving spellcasters greater advantage after tiering
when compared to melee classes.
Test Raid cost
Note #1065
posted on Raiding
Sunday, July 29, 2018 @ 20:23
Propose ONE of the following solutions:
1) one-time reward of 100 QP upon completion. Many other goals already have
QP goal rewards.
2) Refund of 20 QP to party leader upon breach

Aside from that following suggestions may be considered:
1) allow setwanted players to raid
2) First raid goal is considered easiest mode. Can consider adding a second
raid goal that adds a small amount of difficulty, including making the
jail mob nonscannable, and removing key from player upon giving 50k gold.

Overall a great opportunity for players to learn raiding.
Re: Raise setwanted incrementally ++++
Note #40169
posted on Ideas
Tuesday, July 24, 2018 @ 05:10
Reply to: Note 40168 posted by Liber

I'm all for that idea.
Unfortunately I suspect those players that utilize setwant a lot won't like it
very much. They view usage of setwant as something of a deterence, not fun.
Re: Raise setwanted incrementally +
Note #40166
posted on Ideas
Monday, July 23, 2018 @ 20:47
Reply to: Note 40164 posted by Tymme

Agree with the idea of raising cost that resets.
Can be reset within 24 hours, or at midnight, or after a week.

Cost can be either tp or gold. However if it is in gold cost, base cost
should be no lower than 10mil. (current tp price is 5mil each)
Inferno Rank5 Neck Forsale
Note #49124
posted on Forsale
Sunday, July 22, 2018 @ 10:49
+-----------------------------------------------------------------+
| Keywords   : Fire Burns Scars Heat Rank5Neck                    |
| Name       : Scars from the Heat                                |
| Id         : 1992469674                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 5,000                     Weight :    28           |
| Wearable   : neck                                               |
| Score      : 500                                                |
| Material   : fire                                               |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +30      Hit roll     : +30         |
|              Strength     : +5       Intelligence : +5          |
|              Dexterity    : +5       Constitution : +5          |
|              Hit points   : +300                                |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +45      All magic    : +45         |
+-----------------------------------------------------------------+
selling in donation (when it reopens) or in gold.
send personal notes with offers pls
Re: Let me setwanted myself +++++
Note #40149
posted on Ideas
Tuesday, July 17, 2018 @ 13:03
Reply to: Note 40130 posted by DjVoltron

As someone who will set a whole clan wanted just because of an attempted PK
on him, I think he clearly doesn't want PK to be active at all and he wants
setwant to be as cheap as possible.

Fortunately despite that someone's actions, using setwant does not deter
anyone from PKing that person.

On the other hand, raiding being inactive has EVERYTHING to do with with
a lack of reward. Put rank6 reward in, i bet for you tomorrow raiding will
start. But of course some ppl will whine about unfair etc and I doubt
any meaningful reward will ever be added.
Raided 291eye (850 score)
Note #49083
posted on Forsale
Thursday, July 5, 2018 @ 22:51
+-----------------------------------------------------------------+
| Keywords   : 291eye vengeance goggles                           |
| Name       : (Raider) Vengeance Goggles                         |
| Id         : 471125662                                          |
| Type       : Armor                     Level  :   291           |
| Worth      : 111,800                   Weight :     0           |
| Wearable   : eyes                                               |
| Score      : 850                                                |
| Material   : adamantium                                         |
| Flags      : unique, glow, hum, magic, held, burn-proof,        |
|            : nolocate, solidified, resonated, illuminated, V3   |
| Clan Item  : From Retribution                                   |
| Stats Added: 5                                                  |
+-----------------------------------------------------------------+
| Stat Mods  : Strength     : +5       Intelligence : +15         |
|              Dexterity    : +10      Constitution : +11         |
|              Hit roll     : +1       Damage roll  : +46         |
|              Hit points   : +145     Moves        : -290        |
|              Wisdom       : +6       Luck         : +7          |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +16      All magic    : +12         |
|              Slash        : +3       Pierce       : +2          |
|              Bash         : +1                                  |
+-----------------------------------------------------------------+
5 objstat on it
NOT OWNED!

send personal note with offer if interested
Inferno Rank3light forsale
Note #49074
posted on Forsale
Sunday, July 1, 2018 @ 21:41
+-----------------------------------------------------------------+
| Keywords   : Reflection Inferno Rank3Light                      |
| Name       : A Reflection of the Inferno                        |
| Id         : 1984357158                                         |
| Type       : Treasure                  Level  :   211           |
| Worth      : 2,000                     Weight :     3           |
| Wearable   : light                                              |
| Score      : 645                                                |
| Material   : light                                              |
| Flags      : invis, magic, held, burn-proof, nolocate,          |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +45      Strength     : +6          |
|              Intelligence : +6       Wisdom       : +6          |
|              Dexterity    : +6       Constitution : +6          |
|              Luck         : +6       Hit points   : +150        |
|              Mana         : +100                                |
+-----------------------------------------------------------------+
400mil + reown fee
send tell if interested.
Buying donation with gold
Note #49054
posted on Forsale
Sunday, June 24, 2018 @ 21:30
Will pay 110mil for every 10 USD donation in my name. (in QP)
Please send tell/note if interested.
Re: pendant from barrick - bonusloot ++
Note #40026
posted on Ideas
Monday, June 18, 2018 @ 04:08
Reply to: Note 40017 posted by Redryn

There's no clear cut guidelines on bonusloot for nonbonus items.
As of now it seems to be added on items that function as keys, but are not
looted as part of keyloot.
Another interpretation may be items that everyone will likely want to loot
even if they have autoloot turned off.
Not very important, just a minor improvement in quality of life change.
Re: pendant from barrick - bonusloot
Note #40016
posted on Ideas
Monday, June 18, 2018 @ 02:34
Reply to: Note 40013 posted by Muzmuz

+1
Re: Can we timeout our quest cooldown offline? +
Note #39991
posted on Ideas
Saturday, June 9, 2018 @ 22:10
Reply to: Note 39988 posted by Impurifan

Currently we do have something that cooldown offline: Daily Blessing.
Of course we can have another 3-Hourly-Blessing with smaller rewards.
state of dispel magic
Note #39947
posted on Ideas
Thursday, June 7, 2018 @ 11:34
With the proliferation of epic gears, it has never been easier to overmax
on stats. Dispel magic is close to useless in pvp now.
Buff dispel magic in PvP significantly, and that'll make spellcasters
consider dispelling targets instead of just spamming damage spell from start
to end.
QP Sales Ticket
Note #39866
posted on Ideas
Monday, May 28, 2018 @ 05:14
The usual way players transact in QP is via reauction of decanter or bag by
the QP buyer, and bidding on that decanter or bag buy the QP seller.
The inconvenient part about that transaction is that the QP buyer has to
remort/retier in order to reauction the decanter or bag.

Idea:
Donate 10 USD for a QP Sales Ticket.
QP Sales Ticket can be placed on the market anytime outside of reauction.
QP buyer will place QP Sales Ticket on the market, QP seller will bid QP
on it. When sold, this QP Sales Ticket can be retained by the the QP seller,
returned to the QP seller, or redeemed at Ravi for 10 TPs.
OPK flag change (repost)
Note #39852
posted on Ideas
Sunday, May 27, 2018 @ 04:40
The term OPK and its meaning seem very obscure to many players.
This idea propose to replace the flag OPK with the word
"OPEN PLAYER KILLING", consistent with the wanted flag.
Existing flag:
[    NITINOL    ] (WANTED) (@x165OPK) Wire [Ba'al]
New flag: 
[    NITINOL    ] (WANTED) (@x165OPEN PLAYER KILLING) Wire [Ba'al]
Re: Clan vaults
Note #39785
posted on Ideas
Wednesday, May 23, 2018 @ 02:35
Reply to: Note 39755 posted by Tymme

+1
Inferno Rank4 Bracer (arms) Forsale
Note #48925
posted on Forsale
Sunday, May 13, 2018 @ 11:41
+-----------------------------------------------------------------+
| Keywords   : Bracers Platinum Chain Rank4Bracers                |
| Name       : Bracers of Platinum Chain                          |
| Id         : 1964924765                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 4,000                     Weight :    20           |
| Wearable   : arms                                               |
| Score      : 660                                                |
| Material   : platinum                                           |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| 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         |
+-----------------------------------------------------------------+
send tell with offer in gold/donation.
WTB donation with gold
Note #48889
posted on Forsale
Thursday, May 3, 2018 @ 20:44
Will pay 1.1 billion gold for 100 USD, or 110mil for 10 USD donation.
Will match the highest price in the market.
WTB donation with gold
Note #48881
posted on Forsale
Wednesday, May 2, 2018 @ 19:18
Will pay 1 billion gold for 100 USD donation in my name (QP).
Will also deal with smaller ammounts, ie 100mil for 10 USD donation.
Geniewish Rank4 Head Forsale
Note #48878
posted on Forsale
Tuesday, May 1, 2018 @ 21:21

+-----------------------------------------------------------------+
| Keywords   : rank4 genie turban head                            |
| Name       : ~~Genie's Turban~~                                 |
| Id         : 1953743505                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 7,000                     Weight :     0           |
| Wearable   : head                                               |
| Score      : 500                                                |
| Material   : cloth                                              |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
| Found at   : A Genie's Last Wish                                |
+-----------------------------------------------------------------+
| Stat Mods  : Hit roll     : +50      Damage roll  : +50         |
|              Moves        : +450                                |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +45      All magic    : +45         |
+-----------------------------------------------------------------+
100mil + reown and it's yours
Re: Object bonuses on epic 'rank' items.
Note #39625
posted on Ideas
Wednesday, April 25, 2018 @ 02:36
Reply to: Note 39616 posted by Lasher

I believe the randomize bonus on epic gear only needs to be very very tiny
for it to become worthwhile for hardcore players to repeat running of the
epic for the tiny increment in power.

How tiny is tiny?
As a reference, the small% droprate of tricolor crystal and the tiny stat
bonus from tricolor crystal was enough of a reason to rerun inferno, back
in the days when reown was not available.

I don't think any allmagic/allphysical resist should be added.
If the consensus is somehow that randomized bonus resist is desirable on
already very powerful epic gear, I believe small amount of specific resist
(ie +5 cold resist - 5 shadow, +5 light resist -5 slash) can be added.
There's something wrong with epics. ++++
Note #27559
posted on General
Sunday, April 22, 2018 @ 08:58
Reply to: Note 27558 posted by Celebrity

I suggest trying Titan and Terra.
These are not mass-epics, and can be very fun, provided your idea of
an epic isnt just another area quest :p
There's something wrong with epics. ++++
Note #27557
posted on General
Sunday, April 22, 2018 @ 01:54
Reply to: Note 27553 posted by Icecool

I am often struck with how little players even bother to read guide now a days.
I know some people dislike reading online guides as they prefer to solve an
area puzzle on their own and not have spoilers.
But with regards to mass epics, reading guides is essential in understanding
what's going on and not being that boogie dragging everyone back.
But day in day out we have people asking "tronhi is not there".

One of the most fun thing about a MUD game vs a regular PC game is how
complex it can get and the vast amount of information to absorb and learn.
Is it really very fun playing a game just following instructions and spam
key 1/2/3 all day long?
Random Team Wars
Note #39594
posted on Ideas
Wednesday, April 18, 2018 @ 03:14
Been awhile since me or others have suggested this.
Some have suggested very elaborate ideas of an arena, but let's
keep it as simple as possible, and gauge the level of participation before 
putting in more effort into it.

Phase I:
Existing war framework.
Instead of Race/Class war, split players randomly into two teams.
During the initial test phase, war win/loss/kill/death do not count
towards warinfo. All participants get a warwin spellup at the end.

Phase II:
Add respawn mechanisms and new winning objectives.
Dead players transported to morgue in warzone, and players can step out
of morgue after a very short cooldown period to re-join the fray.
Add barney mob in each team's base, that the other team try to kill.

Phase III:
Can add additional features like randomized mazes, some form of reward
system, leadership board, levelling playing field between t9 and t0s etc.
But please leave these things to phase III so as to avoid adding a very
complex feature and little players participating.
Re: Nerfs
Note #27517
posted on General
Monday, April 16, 2018 @ 09:16
Reply to: Note 27515 posted by DjVoltron

When a new skill or feature is added, it's not realistic
to expect it to be perfectly balanced. Sometimes it's a little
too weak resulting in a wasted feature, sometimes a little too 
strong requiring some nerfing later on.

It takes time for a new feature to sink in and for the player
base to respond to it and for the imm team to gather data to
decide on whether to buff that feature up or nerf it down.

However to expect no nerfs and buffing everything else is
unrealistic. If hammerswing is too OP, and we buff every
other class, and then ops staves too OP, and we buff other
nonstaves skills, and very soon, every mob and epic area in
the game will need buffing too and then ops your EQ will need
to buff as well and ops rank5 EQ need buffing too.

TLDR: If we want new features in fast with minimal imbalance,
we need more testers. If not, we need to accept that some 
buffing/nerfing of new features are to be expected. We can
only hope that these adjustment are done in a timely manner.
Re: Punitive Gear
Note #39567
posted on Ideas
Sunday, April 15, 2018 @ 07:19
Reply to: Note 39565 posted by Wire

The point is what does curse flags serve on a key?
What does a Tier level 250 key serve?

What does it serve to have most of the mobs drop punitive gears?

How does any of these add any thematic element to the area?

How does it make the area more fun? or more challenging to play?
Punitive Gear
Note #39565
posted on Ideas
Sunday, April 15, 2018 @ 07:10
Punitive gears are gears with overall undesirable effects/stats
that a player will never want to wear or keep in inventory.
These gears are worse than junks, they're meant to punish a
player for doing (or not doing) something.

Punitive gears are often designed with curse flag, negative stats,
forced into player's inventory and forced upon player to wear it.
It is sometimes deployed in popular levelling areas to create
"challenges" for the players. Punitive gears are also often
very high levelled (ie lvl 250) so that their curse flags will
be very hard to remove.

However there are some clear situations that punitive gears have
no part to play. 

1. Keys
If it is a very very important and hard to obtain key in a mass
epic run, it may be ok to leave nodrop on it. 
But making an easily obtainable key lvl250 and curse flagged as 
a punitive gear serves no purpose, adds no value to the game.

2. Routine gear drops on mobs
Once again, if by making these punitive in nature serves no value
added purpose to the gameplay, it should not be there.

As a builder, tier levelled EQ should only be used on items of
important values, such as final rewards. Making keys level250
curse flags serve no purpose except to troll players.
Example:
     (K)(I) a Prismatic Key (250)
     (K)(I) a Gleaming Key (250)
     (K)(I) a Shimmering Key (250)

So why do builders add punitive gears in places that seem to 
serve no purpose anyway? Who knows, sometimes it is to because
some of these punitive measures do not affect the builders as
the builders have a certain wish?
Re: There's something wrong with epics.
Note #27505
posted on General
Saturday, April 14, 2018 @ 01:36
Reply to: Note 27480 posted by Crowley

Going to reply to Crowley's initial note first:
1. Under-utilized Epics 
Agree with your point, much coding and testing time has been placed into
every epic area. So efforts should be made such that these areas continue
to remain relevant and meaningful for players to run in for several years.
In thisaspect, perhaps Terra/OC/IF2 can be looked at. We'll also have to
understand that players in games generally get bored of an old feature
after several years, and
sometimes it is inevitable that a particular area/activity fade out after
awhile.

2. AFK epics - Mini vs Mass Epics
Agree with you again, that from a design stand point for an epic, is to
maximize individual engagement of every player, and not letting the leader
to be the one doing everything and everyone else just AFK pheal. Not
easily done, but
definitely one of the priorities in designing an epic area. It is a lot
easier to achieve this in 

Mini-epics like Titan/Terra/Winds than in Mass-epics. Let me explain.
If you have a limited group of 5 players, you can set the difficulty such
that if any one of them AFK for 30 seconds, whole run fails. 
Mini-epics also have a short run duration of 15-30min, which is easier for
players to remain 100% attentive. If a run fails due to anyone AFKing, the
group can kick that player, find another player to join, and restart
another run.

However in Mass-epic of 40 players, that similar requirement for every
single player to be 100% attentive becomes very hard to achieve. If you
set the level of individual participation similar to that of Titan/Terra,
half the group
will have to be kicked as they either suck, or inexperienced, or lagged,
or slow on phone.
(then why have Mass-epics?)
So why not convert all Mass-epics into Mini-epics and have all
individualized timers instead of global timers? 
Answer is simple: Inclusiveness.
Winds is very simple to run, so even completely inexperienced and weak
players can take part in it. 
There's no player cap, so there's no reason not to bring along someone
weaker.
However Winds is also TOO SIMPLE. If all our epics are like winds, it'll
be of zero challenge to the experienced players, and will be boring for
hardcore players.
That is why we do have harder Mini-Epics like Titan and Terra that require
players to read guides, not just wait for instructions, and remain 100%
attentive, as every
individual's errors or lack of actions can lead to group wiping. In this
aspect, these are the most similar to the Raids in WoW. If the only way to
obtain the best gears in 
the game is via joining more challenging Mini-Epics like Terra/Titan, weak
SHs and phone users and incompetent players will never be invited to run
them. The point of
Mass-Epics is thus to provide an avenue for ALL players to have access to
the strongest gear in the game. This is why even a player that is kicked
of the epic group can still
be allowed to tag along and gain reward at the end without the leader
having control over it.

3. Rewards: Hardcore players vs Casual players
This is a game design challenge in every single online game.
How do you provide enough things for the hardcore players to do, while not
making casual players feel hopelessly left behind. 
If you make all rewards obtainable for very casual players, hardcore
players will lose things to do and leave. 
If you add challenging activities for hardcore players and corresponding
stronger rewards for those activities, casual players can feel left out of
the race. 
There are many models out there to try solve this problem, and even to
this date after decades of gaming, no game has found an excellent solution
to solving Human Greed. 
Mass-epics was the first step to try to maximum inclusiveness for players
of all calibres. 
If you are hardcore player, you solve  the run, write guides, lead the
runs. 
If you are super casual, you can choose to not even read guides and just
follow.
Easy mini-epics like Winds is the next step, you can form a pretty weak
casual group of players and still do it at your own time. 
(content longevity)
If an endgame activity can be completed within 6 months, players will stop
doing it and we're back to our problem 1.(Under-utilized Epics)
If an endgame activity takes 1 year of hardcore playing to complete,
casual players may just altogether stop doing it.  
It is also very very time consuming to create a new endgame activity and
test it thoroughly.

This note is getting long enough. It is meant to raise awareness of the
difficulty in designing and balancing endgame activities.
Re: Wanted Flags And OPK +
Note #39487
posted on Ideas
Monday, March 26, 2018 @ 19:33
Reply to: Note 39485 posted by Crowley

Another way to think about it.
How about changing the way wanted flag works, make it function 99% like
forcing a HardCore flag on another player, EXCEPT that player only gets
xp/QP bonus equivelant to OPK instead of hardcore. 
In terms of technicality, Wanted+OPK flag seems to function the exact 
same way as hardcore flag with reduced rewards. The PK death from wanted
flag can be added as well if most people find it necessary.

Advantage of doing this is that the past issues of wanted flagged players
not being to join raids and receive revenge can be solved as it is
treated just like Hardcore flag with some tweaks.
Corrupted Epic Gear
Note #39483
posted on Ideas
Monday, March 26, 2018 @ 04:24
Corrupted Epic Gear with negative effects

This idea is based on the follow assumptions:
1. Gear set diversity is a good thing, we don't want everyone wearing the
exact same things
2. Preparing for and switching gears appropriately before/during battle
contributes to combat strategy and fun

Idea example:
+-----------------------------------------------------------------+
| Keywords   : Fire Burns Scars Heat Rank5Neck Corrupted          |
| Name       : Scars from the Heat (Corrupted)                    |
| Id         : xxxxxxxxxx                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 5,000                     Weight :    28           |
| Wearable   : neck                                               |
| Score      : 680                                                |
| Material   : fire                                               |
| Flags      : unique, glow, hum, magic, nosell, held,            |
|            : burn-proof, nolocate, solidified, resonated,       |
|            : illuminated, noreown, heroonly, V3                 |
| Owned By   : Wire                                               |
| Found at   : XXXXXXXXXXXXXXXXXXXXXX                             |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +46      Hit roll     : -10         |
|              Strength     : +5       Intelligence : +5          |
|              Dexterity    : +5       Constitution : +5          |
|              Hit points   : -10000   Luck         : +5          |
|              Wisdom       : +5                                  |
|              Increases Web effectiveness by 10%                 |
|              Decreases Dissolve effectiveness by 10%            |
+-----------------------------------------------------------------+
| Resist Mods: All physical : -60      All magic    : +90         |
+-----------------------------------------------------------------+

These new epic gears can be introduced in new area zone, or incorporated
as very low droprate items in existing epic runs.
Re: Hitroll-based Critical Damage +
Note #39481
posted on Ideas
Monday, March 26, 2018 @ 02:24
Reply to: Note 39441 posted by Lasher

Another approach is HR plays a bigger role in PvP, while DR plays a bigger
role in PvM.
Re: Hitroll-based Critical Damage
Note #39318
posted on Ideas
Saturday, March 3, 2018 @ 04:46
Reply to: Note 39315 posted by Watlok

+1
HR ought to have greater importance in pvp to encourage some variation of
eq/stat builds between players/situations.
Aard Stopwatch
Note #39204
posted on Ideas
Sunday, February 18, 2018 @ 23:49
Mudside stopwatch/timer.
I know it can be done clientside, but for the less script savy ppl
this can be very useful. One application is to track Winds timeout :)

Syntax:
stopwatch  start
stopwatch  restart
stopwatch  stop
Re: Please make 2se from recall a safe room. ++
Note #39171
posted on Ideas
Thursday, February 15, 2018 @ 11:10
Reply to: Note 39170 posted by Bitties

Most of Aylor's rooms are not PK rooms.

As we add a little safe rooms here, and some safe rooms there, we might as well
rename OPK to ALMPK (a little more PK) and remove all perks on it and add a
separate category of ROPK (real open player kill) mode.
Revenge effect for Wanted
Note #39093
posted on Ideas
Friday, February 9, 2018 @ 00:31
Is there a reason that wanted flagged players cannot get revenge on others?
Baiting attack from players is no longer an issue with PKOFF.
Re: New mechanic: Channeling
Note #39092
posted on Ideas
Friday, February 9, 2018 @ 00:28
Reply to: Note 39090 posted by Redryn

+1
Lots of interesting applications to replace existing "command lag" effect.
Re: Setwanted PKs +
Note #38900
posted on Ideas
Sunday, January 28, 2018 @ 18:33
Reply to: Note 38899 posted by Arist

If nopk playerA setwwnt on 10 players, he then only has to log off one day
to hide from all setwants, or just hide for 24hrs and only be set once.
Re: Setwanted PKs
Note #38891
posted on Ideas
Sunday, January 28, 2018 @ 01:33
Reply to: Note 38861 posted by Escobar

This is an extension idea to Escobar's idea.

When using setwanted command, user can set cost at 4 tps or
6 tps or 8/10 etc. When Wanted target is killed, the flag
is transferred to the player that killed the Wanted target.
Number of transfers is determined by the the number of tps
spent, every 2 tps gives one additional transfer.

However there's currently a problem that a player that is
protected from setwant from others, can use the setwant
feature on others. Setwant feature should be limited to
players that can be setwanted by others.
Re: Possible PK restrictions. ++
Note #38799
posted on Ideas
Tuesday, January 23, 2018 @ 10:46
Reply to: Note 38791 posted by Daak

(repost)
Hardcore flag: removed after 1 death, cooldown 1 remort

Not meant to take away anyone's right to any xp/qp.
Those XP/QP are just there as an incentive to participate in a
pvp aspect of the game, ie playing hide and seek with higher 
level players, not meant to be fair. Look for duels if you
want fair fights.

OPK flag: remove after X deaths, cooldown 1 day

X can be 3, or 5, or 10, up to discussion. It is really very
rare for a regular player to die that many times unless it
involves griefing of some form. Can keep track of info -h PK
and you'll see that regular normal players just don't die
that many times a day.

There is this mentality:
"I have no interest in any PvP aspect of the game, 
but I have OPK on just for the xp/QP. If I do not
have OPK on I am being disadvantaged in this game even
though I have zero interest in PvP activities"

I do not think the OPK system's intention is to force
players with zero interest in PvP into this system. It was
meant to de-link PK/NoPK from Raid/noraid clans, so
individuals can opt in or opt out of a PvP feature of the
game. Fixing/balancing PK is a separate issue completely
that is in my opinion unrelated to introduction of OPK.
Re: Possible PK restrictions. +
Note #38790
posted on Ideas
Tuesday, January 23, 2018 @ 09:31
Reply to: Note 38786 posted by Pumpkin

+1 to Pumpkin/Fiendish suggestion of removing OPK flag if pked > XX times
with a cooldown.