Recent Posts

Pages: 1 ... 4 5 [6] 7 8 ... 10
51
General Discussion / Re: pwipe date?
« Last post by oom on November 16, 2019, 02:30:19 AM »
Some thoughts...

I don't think class sets were so powerful they ended up in the hands of top end clans... Even in MYTH last wipe the only people who really chased class sets were the more casual players. I think I used the shaman 4 piece set a lot but that's mostly because the shaman eq in this game is pretty much doesn't exist.

As far as nerfing any easy to load +dam and making it unlimited .. why? why nerf things?

I think the decay thing has a fine line. Without pk the only real competition in this game is loading limited items and the decay system keeps that going. Even for really casual players the rush of loading something cool is what keeps many of them hooked. I could see something like increasing the decay timers a bit. It seems like 2 weeks or so is kind of the standard amount of time for most items to decay. I'd be fine with making it 3, I think that would alleviate a lot of decay chasing. I would also be in favor of making items unlimited but decay fast. Even unique items. Have one dragon orb that's real and lasts 3 weeks - 1 month and also have an unlimited one load 5% of the time that lasts for 1 week, just make it obvious in the description/lore. That lets people build a set that lasts a bit longer than currently and also allows for people to get lucky with fun items that don't last long but are constantly being replaced with other fun items.

Back to nerfs.. If there is one thing the community universally hates it's nerfs. The 2hander nerf was a mistake, admit it, revert them all and move on from it. Honestly, I'd revert the nerfs of pretty much everything this wipe. Healing % done items are pretty much a joke, 2% on stuff that used to be 8-10... And of course there is a ring in a new zone that can be loaded in under a minute, killing no mobs, that can be +10%, maybe it's 8, I don't remember for sure. It just doesn't make sense to me... Why was healing done % so overpowered? Just remove it entirely and put in some real shaman gear if healing done is now useless.

What's up with class sets by the way? People loved them, why were they removed, why can't we get some form of communication about it at least?

And while I'm at it. Reincarnation is pretty cool. What's not cool is having 6 chars online in a clan and the biggest group size is 2 because neutral, goodies, and evils can't really xp together very well. If the mud is going to transition into a long xp grind maybe we need to ditch xp bonus based on align and just let everyone get about 80% of what the current opposite align xp bonus is right now. To help with this, ditch the faith system. It was cool back in the day, it has a little bit of nostalgia. Currently all it does it impose a punishment on anyone foolish enough to forget to cast a spell when they log on. The fact that legend dk's are auto impune is kind of an acknowledgement of the fact that the whole thing is more of annoying annoyance than something that adds to the game. All DK's always impune. All paladin's always perfect faith. Boom!

Back to the original question posed.

Can we get some wipe info? I don't think anyone expects an exact date but maybe something like letting us know it won't be until spring or whatever would be cool. I don't really want to reincarnate 2 more times and get burnt out right before a wipe announcement and I don't want to avoid playing for 2 years because I'm waiting for the wipe either.  Could we at least get a "hey we know we usually wipe in like september and that was a couple of months ago, we're probably not wiping until xxx date because yyy is in the works and we want to get that done first" or maybe a "because reincarnation is supposed to be a multi-year grind of perfecting your character wipes are now 3 years long" I don't know.. you answered that guys question about saving spells!
52
General Discussion / Re: Dissemination of Information
« Last post by oom on November 16, 2019, 01:06:22 AM »
In the past people grouped around a lot more. Now people seem to be much more insulated as a whole, maybe it's because the hardcore groups of friends stuck around and the soloers slowly died off. Either way, information used to spread organically a lot more than it does now. At this point most groups of people kind of know what they know and it doesn't much change without some outside help.

I would say that maybe some of the same people complaining about decays "because we're old and don't have time to chase decays" might be able to understand where others are coming from on this topic. There are zones I've explored on and off for literally 5 or 6 years and still haven't 100% solved. I do enjoy solving zones but if people want help and put forth some effort I see no reason, other than greed, to not want to help them out.

On the topic of dissemination of information... Why the hell can't we get some actual help files about stuff. What do stats actually do? Is 5 learn better than 1int when i study a book? What about a charm? What about when I'm learning? Is 4dex better than 10 bash? What do my spells do? The lack of information about how things work in this game is ridiculous to me. It's a game for nerds and it hides all of the math. I would have a lot more fun and maybe a lot of items/prep etc people constantly overlook would see more use. I just don't get this magic behind the scenes crap. I'll also say I think it's BS that some people know the behind the scenes magic from current or past status on the wizlist, or from shared info, and others don't and probably never will. It's one of the things that honestly has sapped a portion enjoyment of this game from me.
53
Reincarnation / Re: dargonesti red robe bug, affinity and other incarnation thoughts
« Last post by Malthros on November 15, 2019, 04:25:47 PM »
I guess there was another minor issue during reincarnation, however I'm not 100% certain about that. A new dargo test char had 37 hp at level 1; my redrobe also had 37 hp after reincarnation as a dargo. Do the mages receive no +hp bonus? To tell the truth, I expected to get +5 hp, as the help file said "5-15 hp depending on guild".

Not sure if that's important, but when I passed the reincarnation procedure, I was wearing my medal with +15 hp enchantment on it, so in practice my mage started with 37+15=52 hp. The rest of the eq was mostly +hitroll to let me butcher the centipedes faster.

From my observations, reincarnation bonuses work like equipment in that you don't see the effect reflected on your HP at login.  So on my 3rd reincarnation I'd log in at level 1 with the same hp as a 'new' barbarian of the same race but if I took off all my gear the 3x reincarnation bonus HP (and HP from +con reincarnation selections) showed in score.   Is that what you saw or was the lack of HP showing up in 'score' too?
54
General Discussion / Re: pwipe date?
« Last post by Malthros on November 15, 2019, 04:22:41 PM »
For some historical context:

At some point we removed tons of item limits and tinkered with load % downward. Personally, I loved this approach, because you could slowly build up reserves of items and you would find stuff in zones constantly, even if you didn’t expect it. Once items decayed you’d generally have a replacement if you were active which you could store in the vault.

I remember there was backlash from it, though. People didn’t like everyone running around in an armaboro set with mithril bracelets and having 80%-90% of the power of more hardcore players. Maybe there was more trash PK? Maybe it made better individual items feel less valuable? I’m sure there was some reason we shifted backward, but I have trouble remembering now.

I generally think that there should be readily accessible paths for solo players to get to 80-90% of the hardest core players (if that exists anymore), so they can do zones casually and not have to worry about gear so much. I’ll admit that this was a bias to my preferred play style, and at this point in my life I can’t really see being able to play again. Any game I can’t accomplish the majority of daily activities within 30 minutes during the week and an hour to two on the weekends is a challenge to work into modern life.

I agree with this.  Loading a bunch of lim 1-2 items and having a ton of +dam or heals or a metric shitload of mental_acuity to endlessly spam* elite spells on a nobash orbed mage, and so forth, are awesome and when people hit those points they make an impact in their groups and the rest of the MUD.

But if a clan is zoning for dozens of hours a week I see zero issue with them having a bunch of people with 5-6 +dam, a dozen or so heals, and so forth allowing them to run most zones.  Could that group kill Cyan?  Maybe.  Would they have a hell of a time compared to that elite killdozer squad?  Hell no.  Is it better than them having 2-3 dam, 7-8 heals, and taking twice as long to clear less zones?  No.  Even back when Arctic and MUDs in general were popular and active games the whole "I zoned for hours and I got was this lousy repair bill" issue with lack of drops and progress killed interest as much as any win-at-all-costs-make-them-quit clan wars.


* assuming this doesn't have some cap that only imms and imm friends know about.  I assume it does cap though because a 100% mental acuity mage would be ridiculous (and I want one).
55
Newbie Area / Re: how do saves work?
« Last post by el conquistador on November 15, 2019, 01:35:16 PM »
with each - ss you are less likely to become cc'd as i understand it
56
Newbie Area / Re: how do saves work?
« Last post by Hoodoo on November 13, 2019, 01:05:09 PM »
To clear up another potentially confusing stat or two..

Saves are good negative.  Resists are positive.

Apply is good positive (damage mit), ac is good negative (evasion).

Can't think of other stats which might confuse.
57
General Discussion / Re: pwipe date?
« Last post by el conquistador on November 13, 2019, 10:35:54 AM »
i have heard people talk about that wipe like it was some kind of disaster.  but i loved it!  one of my favorite arctic wipes for sure. 
58
Newbie Area / Re: how do saves work?
« Last post by Kam on November 13, 2019, 09:40:19 AM »
Yes, the saving throws system works similarly to the rules for AD&D.

In which a negative affect to your saving throw is beneficial.

So those -1 saving_spell items you're turning up are useful!
59
General Discussion / Re: pwipe date?
« Last post by Jorake on November 13, 2019, 06:48:33 AM »
Those were the days huh. Belly skewers and spiked copper plates for everyone! I also loved that time. Back then CT was a daily sometimes 2 times a day thing for me. Small time. And snagging a granite bracer every so often was a huge deal. Made you want to keep playing to see how much you had improved and to try to find other stuff. Also, handing out a +dam of any type to group mates felt awesome. Made them want to log more as well.

Terk for overlord!
60
Reincarnation / Re: dargonesti red robe bug, affinity and other incarnation thoughts
« Last post by Nasredin on November 13, 2019, 06:19:32 AM »
I believe there may have been a small quirk in our original bug fix.  Please try again.

You're my hero. You made my day... or, rather week!

Was going to write this 'thank you' post much earlier, but couldn't resist the temptation to try my new reincarnated char first... The other addicts here certainly know the rest of the story.

Anyway, the original bug is fixed, dargo is now an available reincarnation choice for the robed mages.


I guess there was another minor issue during reincarnation, however I'm not 100% certain about that. A new dargo test char had 37 hp at level 1; my redrobe also had 37 hp after reincarnation as a dargo. Do the mages receive no +hp bonus? To tell the truth, I expected to get +5 hp, as the help file said "5-15 hp depending on guild".

Not sure if that's important, but when I passed the reincarnation procedure, I was wearing my medal with +15 hp enchantment on it, so in practice my mage started with 37+15=52 hp. The rest of the eq was mostly +hitroll to let me butcher the centipedes faster.

Pages: 1 ... 4 5 [6] 7 8 ... 10