In order to train sneak beyond poor, you have to move a minimum amount of rooms in order to get a chance at an enlighten/skillful. The problem is you rarely do this while exping/zoning and the way you end up training sneak feels very artificial. Please remove the minimum amount of rooms requirement and possibly reduce the chance at learning to compensate, so people can train this in the 99% of the time they use sneak.
__________________________


Your conception is totally
Your conception is totally off base.
__________________________Don't tell me how to do it; it sickens me.
My conception is based on
My conception is based on the many hours I played a thief; perhaps you should elaborate. I have never trained beyond poor sneak without going out of my way to spam rooms with a refresher, and have never gotten an enlighten or skillful in less than ten rooms (yes I know aggressive mobs helps). Currently it's too hard to train sneak in normal play. Spamming circles around a city with a refresher is hardly normal play. Getting a chance to learn if you attack a mob while sneaking is quite reasonable but isn't the way you go about training it. The result is many thieves are reaching 25+ with poor sneak when in fact they probably use sneak all the time.
There is no restriction to
There is no restriction to learning sneak based on "rooms traveled". Personally, I train sneak in the course of regular zoning. No, I cannot divulge the exact way to train sneak most effectively. I can tell you, your way is not it.
__________________________Don't tell me how to do it; it sickens me.
I like Nol's way of training
I like Nol's way of training myself, it may be artificial, and less efficient, but it's safe. It's kind of like skilling up in poker by sitting there dealing to yourself and considering pot odds. Although the wipe where I leveled a thief specifically to check certain things for my alt, I managed to train the hell out of sneak without having to use that trick once (hide, though, still frustrates the hell out of me).
The skilled thieves/scouts I know (I don't count myself among this number) don't really use this method though, and seem to train just fine while doing whatever zone they do leveling up.
I think your concern is the fact that so many people use this same method to train sneak, instead of training it in zone; I imagine this is because, when they asked someone how to train sneak/hide, this is the general method someone gave them, and as much as you might complain that it falls outside the realm of normal game play, it works just well enough that many don't feel the need to train it while putting themselves in harms way.
Besides, there are plenty of skills where the 'artificial' means of training is a lot easier. Rescuing certain mobs from each other, for example, is a far safer way to train up past awful than subject your group to that skill in a real zone. Disarm would take forever to train up if you didn't go out of your way to do weak mobs with a lot of weapons, that you otherwise wouldn't bother with, since in the big zones most mobs aren't armed, and the group usually wants you to be using impair/gaze or bash/kick/parry instead of disarming anything but a stabber.
Xyril wrote: Besides, there
Besides, there are plenty of skills where the 'artificial' means of training is a lot easier. Rescuing certain mobs from each other, for example, is a far safer way to train up past awful than subject your group to that skill in a real zone.
There is nothing dangerous about grouping with another tank and rescuing each other at fair in a relatively easy zone.
__________________________mighty Drakantus!
Drakantus wrote: Xyril
Besides, there are plenty of skills where the 'artificial' means of training is a lot easier. Rescuing certain mobs from each other, for example, is a far safer way to train up past awful than subject your group to that skill in a real zone.
There is nothing dangerous about grouping with another tank and rescuing each other at fair in a relatively easy zone.
But Drakantus just my point, how often do you tag team a "relatively easy" zone with another tank when you don't need to do some training?
Actually, I take that back. Given the exp system that makes it somewhat profitable to take a group into pigmies, or to 6 man Que Kul, nowadays I suppose that IS 'normal zoning' even beyond the first week of the wipe.
Well, my fault for trying to give an example without giving away any useful info, and just using a poorly chosen example. Suffice it to say, there are still an array of skills (even for the beloved warrior class) where the best training practice (or at least the most widely known and used) falls outside the realm of normal zoning.
nol wrote: The result is
The result is many thieves are reaching 25+ with poor sneak when in fact they probably use sneak all the time.
a level 25 Thief.
You are 18 years old.
You have 401(401) hit and 36(128) movement points.
Your behaviour has been Evil.
The chill of evil pervades your soul.
You have scored 17254352 exp, and have 2168(7580) steel coins.
You need 4745648 more experience to advance.
You have never died.
You have been connected for 52 minute(s).
You have been playing for 0 day(s), 23 hour(s) and 44 minute(s).
sneak (very good)
I think you're doing something wrong here. Sneak's always been super easy to train over the course of leveling.
Nol, a hint check the
Nol, a hint check the helpfile on sneak, it gives you a hint on how not to train it. Though i agree with you, its retarded. I would like to see that paticular restriction removed myself, the one that is in the helpfile, as its hard not to have such things on ya. I also think there is a very valid point being made about less used skills like target, disarm, and the like. I will bet money that there isnt a single character in the last few years that got disarm to superb through the regular course of leveling without specificly aiming for that skill to be superior at 30. im willing to bet that 90% of the ranked bashers still have target at awful to poor. These less used skills should either be easier to learn, or there should be a method where you can max them out without waisting hours upon hours. And don't tell me to use target in a zone when its below average, because you far to many chances to target the wrong mob, not to menchin assist trains, and the fact that besides certin situational use, target is virtually worthless. Take taunt or spook, to train these in actual combat, and leveling is unrealisitic. It's just stupid to have the situational skills on such a high learn level compared to primary class skills, which are on a low learn level but are the ones that are always used.
I'll clarify further as
I'll clarify further as people could be jumping to conclusions. The spamming through city method gets sneak to fair or good but no further, ten passes alternating through grak's and pigmies with a refresher got it to v. good, which took about an hour. At this rate it should take 20-30 more passes to get it to superb. It is possible I'm running into a recently traveled rooms/mobs sneaked past buffer but I doubt it goes as far back as a hundred rooms. It would be nicer if sneak went up through usage in general leveling. If you sneak, move a few rooms and backstab an unsuspecting mob then flee/backstab until it's dead, you will never train sneak. If you sneak, find a mob, hide then backstab it, you will never train hide. This is counterintuitive. Shouldn't you get better at mugging related skills if you use them to successfully mug someone? If you argue no only because there's ways to do it better, you're missing the point.
Skilling. This depends on
Skilling.
This depends on how you see the game. A big part of the game is the work it takes to skill or spell your character. Learning everything you are able to do, in the course of "adventuring" is a totally unrealistic approach to character development both in the real world and in our virtual one. It sends a bad message--you can get places in the world without real practice and hard work. While it has been made markedly easier, getting skills up is still the real dynamic of this game (levels are more or less irrelevant and ranks are largely overrated.)
Target, rescue, taunt, spook, and disarm are very powerful skills. If you don't aggressively train them, you are foolish--and that will come across when you actually need to adventure as you will be ill-prepared. We could make a game where you logged in and just zoned and all your skills automatically went to superb based on zone experience--but this would essentially be a fps. Skills/Spells and their training are the foundation of the game.
__________________________Don't tell me how to do it; it sickens me.
I agree with Terk. Getting
I agree with Terk. Getting your skills during the course of adventuring seems realistic but not really if you think about it. In real adventuring, going into zones to skill up means that you put yourself in danger that might cause your death. See the bones/skulls lying around dungeons and caverns? That's failed skill by rookies.
Skills need to be trained for improvements. If you don't spend the time training them correctly, you won't improve on them. This is true even for real life skills (like sports). You just need to spend hours and hours doing the same thing over and over (correctly) to get improvements during matches/games. Repeat for each aspect of the sport and you get a good athlete. For example, in tennis you would just train your serves first, then your forehand, then your backhand. Once you get them skillful enough, you play the game and train all aspects of it at once. Trying to improve just by playing matches won't really get you anywhere unless you are SPECIAL. I assure you that won't be the case for you.
Spending time training skills separate casual players from dedicated players. You will survive with skills at v.bad but if you get it to excel/superb you will get the extra benefit in the course of playing. So it's just a matter of time vs benefits.
Be happy that skills don't corrode without usage or with age like in real life.
__________________________------
Gulca stops following you.
Terk wrote: Skilling. This
Skilling.
This depends on how you see the game.
Apparently, it depends on what class you play.
As a warrior, I train ALL my skills in normal usage. Weapon skills, bash, kick, parry, punch, even disarm all go up through normal usage in zoning, there isn't any specialize training technique needed.
I could perhaps understand making a particular classes skills harder to train to counter balance a strong class, but considering how weak thieves are that can't possibly be what it is. It seems more like a situation of the immortals capable of coding are interested in coding things they personally want to see in the game. Which is perfectly understandable, it's not like you guys are paid for what you do, but it just looks transparent when you come up with outlandish excuses for why certain broken things remain broken- when the truth is... they are simply broken but nobody who can fix them cares.
__________________________mighty Drakantus!
gulcagulca wrote: If you
If you don't spend the time training them correctly, you won't improve on them.
Training occurs every time you visit the guild master and type "learn", it doesn't need to be implemented any further than that.
__________________________mighty Drakantus!
Drakantus wrote: Terk
Skilling.
This depends on how you see the game.
Apparently, it depends on what class you play.
As a warrior, I train ALL my skills in normal usage. Weapon skills, bash, kick, parry, punch, even disarm all go up through normal usage in zoning, there isn't any specialize training technique needed.
Good for you, I guess?
Maybe you're just more accustomed to the warrior class than I have, but I've always found that optimizing my leveling means neglecting certain skills temporarily. Maybe its a subtle difference, less obvious than running off to find some trapped chests or specifically going into X zone to train a certain skill, but I imagine there is some slightly opportunity cost in training up parry/target/etc, especially at lower levels.
I could perhaps understand making a particular classes skills harder to train to counter balance a strong class, but considering how weak thieves are that can't possibly be what it is.
I agree that in principle, its rather unfair that skills like pick/disable/detect, which groups all benefit from, are primarily trained on a thief's solo time, with little chance to do so in group zoning (and probably a lot of uproar if people put more traps and locks into more zones). From the point of realism, though, it doesn't make sense for a thief to train up those and other thiefy skills while in groups, UNLESS those traps/etc are made a larger part of zoning.
but it just looks transparent when you come up with outlandish excuses for why certain broken things remain broken- when the truth is... they are simply broken but nobody who can fix them cares.
... wow, isn't that sort of hitting below the belt? Especially in light of the recent, albeit minor, changes to thieves, this seems something of a backhanded complement followed by a jab to make the whole "complement" portion seem rather disingenuous.
I agree, in light of what you're saying, basher skills DO seem a bit too convenient to train compared to those of other classes, but calling the immortal response to this thread "making outlandish excuses" is, to be frank, sort of being a dick for no good reason. Perhaps the staff should reevaluate the balance between classes with extra emphasis on the amount of "extra" effort it takes to get things up. Maybe make it easier for a thief to train sneak/hide while getting dragged or leading, and make it harder to train the more vital warrior skills in zone.
Drakantus, I don't
Drakantus, I don't understand your comment. It sounds as if I am asking for a change in the training/skiling aspect of the game. I am not.
I'm just saying that you need to "train" (go skilling) until you hit skillful and go "learn" from guild (implied) to increase you skill. To actually "train" you need proper way else it will be mostly waste of time. Track is an example. Tracking yourself will give you a hit but you will never learn anything even if you do it a billion time.
__________________________------
Gulca stops following you.
Xyril wrote: Maybe its a
Maybe its a subtle difference, less obvious than running off to find some trapped chests or specifically going into X zone to train a certain skill, but I imagine there is some slightly opportunity cost in training up parry/target/etc, especially at lower levels.
Absolutely. I can't train parry unless i am tanking, and training bash while tanking is just stupid most of the time, to take some examples.
But both of those activities (tanking, not tanking) are normal for a leveling warrior. It's not like training some of the more exotic thief skills where you do have to perform activities that are completely unrelated to your normal leveling process.
... wow, isn't that sort of hitting below the belt? Especially in light of the recent, albeit minor, changes to thieves, this seems something of a backhanded complement followed by a jab to make the whole "complement" portion seem rather disingenuous.
I guess I tire of reading abusive, blunt, rude posts by immortals towards the few remaining players of their game. I recall last year several posts about how changes X, Y, Z will never happen. Then 4 months later the news says those changes were just implemented. WTF? It sometimes looks like immortals just despise any suggested change that they can't take credit for, publicly discount it as a worthless idea that would ruin the game, and then a few months later they quietly add a change that does virtually the same thing as the original suggestion.
Meh, I probably made a few enemies with this post, maybe I hit things to close to the truth and this thread will be locked, but w/e I don't really care anymore. I'll speak my mind or not at all.
__________________________mighty Drakantus!
I'm not really sure what you
I'm not really sure what you are talking about. a) I don't code. b) Apparently, you don't play theives. Thieves are obviously enormously buff. The reason minor changes are made to their skills are more a whim of coders to help newer players than a real need to "balance" them--those changes barely effect good thieves. Disable, detect, etc. are extremely useful in the non group setting. Thieves are the easiest class to make buff in the game, so to say your post is unfounded is a euphemism.
Of all the classes that are unfairly balanced, this is perhaps the worst example I have ever seen. I think you essentially say that warriors train very easily as opposed to thieves. This is not necessarily wrong. What is wrong is that you assume all classes should train in exactly the same way. Warriors are made particularly easy, because they are the newbie class of the mud--a concept that is well understood. Thieves are harder to train for a newbie, but way buffer in the long run. A fully stacked warrior would be totally at a loss for killing a fully stacked thief.
__________________________Don't tell me how to do it; it sickens me.
So the thread has progressed
So the thread has progressed like this
idea: Make training sneak more intuitive.
replies: You're doing it wrong.
me: Here's how I skill sneak.
Terk: You have the wrong attitude towards skilling. Skilling should take an appropriate amount of effort.
I agree. I don't want skills to be given to players for free. I played low int minotaur barbs for two wipes, one with 9 int and got superb in every skill except mend, which was impossible to get above poor. It didn't happen overnight, it took weeks of on and off training. I didn't mind because that was the way anybody would train except in greater quantities. Sneak is different. If someone had pointed out that sneak is a lagless skill and thus needs special conditions to train so that people don't trivially get superb sneak, I would be confident that he wasn't misinterpreting the argument. I disagree with the current implementation on what these conditions should be.
Terk: Thieves are already buff. Thieves don't need to be buffed.
I don't think anybody is asking to buff thieves. At the risk of derailing I think thieves are given too much credit in pk and only kill stupid people. A solo thief should not kill anyone unless it's one stab or very special situations like a no_recall room with no exits. For ganking/randoming pk a thief sucks. A thief will only redeem itself in clan pk if you have stun or already have ten people. Otherwise a volleyer is way better. For zoning and tournaments thieves are perfectly fine. Because thieves only kill stupid people, the class is well suited for moderately skilled players. A skilled player could be trusted with thief gear/knows how to pop gear, but this is true with any class. It is better for a skilled player to play a druid with lots of area, mage with elite spells, a basher, a healer, a main tank, almost anything else. This is why thieves are generally relegated to alts that are summoned to disable and pick, and have never in recent recollection made a difference in clan pk.
Quote: Absolutely. I can't
Absolutely. I can't train parry unless i am tanking, and training bash while tanking is just stupid most of the time, to take some examples.
But both of those activities (tanking, not tanking) are normal for a leveling warrior. It's not like training some of the more exotic thief skills where you do have to perform activities that are completely unrelated to your normal leveling process.
My point is that while both activities might be "normal" for a leveling warrior, its rare (for me at least) to get a significant number of skills up by the time I'm ranked without putting some extra effort into it. You can superb everything eventually just by making a point of using more ignored skills long after you've started ranking, and eventually you'll superb, or you can specifically dedicate some time with training as the main focus, which might get your skills up faster, but at the cost of more time devoted primarily to skilling.
The exact same is true of thieves. Though obviously many zones aren't trapped, a thief does have the opportunity to train his "exotic" skills to superb during the course of normal zoning. (They may not be a majority, but there are still plenty of fun zones with non-critical locks/traps to train on.) He may not be able to do it at the exact moment he's participating in the "big three" "real zoning events" of tanking, damaging, and healing, but there are still ample opportunities for him to untrap things during "normal zoning."
Maybe the problem is that disable, especially superb disable, is too useful, there are too many easy ways to solo train thieves, and thieves are too buff at soloing. While some people have fun training these skills up in zoning, in every clan I've been in, if we didn't have an active player with superb disable at some point in time, we'd encourage whoever was leveling up a thief to work on those skills to the exception of everything else, and they usually wouldn't mind, since when soloing they could still do a wide range of zones, while speeding up their training by specifically targetting zones with high trap counts. Training other skills, such as disarm, are much the same way--trainable during normal zoning, but trainable at some pretty obscene rates when you target certain zones--but they really don't recieve the same pressure to be trained. And obviously, all skills that require certain conditions (traps, mobs with weapons, etc) to train will be more problematic than skills that simply require a warm body to fail against.
... wow, isn't that sort of hitting below the belt? Especially in light of the recent, albeit minor, changes to thieves, this seems something of a backhanded complement followed by a jab to make the whole "complement" portion seem rather disingenuous.
I recall last year several posts about how changes X, Y, Z will never happen. Then 4 months later the news says those changes were just implemented.
Examples, please? Since it's so endemic, I'm sure you'll have no problem digging up a link or two.
WTF? It sometimes looks like immortals just despise any suggested change that they can't take credit for, publicly discount it as a worthless idea that would ruin the game, and then a few months later they quietly add a change that does virtually the same thing as the original suggestion.
So basically, its completely improbable that such a change in plans might come from, say, a change in leadership in the game, the ability to realize that the "old system" may not be working in a new context, or convincing arguments from players who are able to argue a point against the immortals without being a complete and utter douchebag about it?
And honestly, how often do the immortals "take credit" for ideas? Adepali made that large posts about the minor changes that came from the idea file, and if ever there's an acknowledgement of some imm's efforts on the news, its never "Thanks for coming up with this innovative idea that made the game great!", its almost always something like "Thanks to Sancho for organizing this," or "Thanks to Umarth for doing all the coding bitchwork to implement this new class," or "Thanks to Loopley for having absolutely no social life and debugging this zone so we could put it back in!"
Or maybe I'm wrong, and the imms are a bit petty, and might sometimes shoot down an idea from you, only to implement it much later, once they've forgotten about the incident, and once the idea came from a mortal who didn't preface their suggestion with, "Here's some advice from one of the few remaining players to the lazy so-called administrators of this crap-hole of a game..."
I guess I tire of reading abusive, blunt, rude posts by immortals towards the few remaining players of their game.
Pot? Kettle? Wha?
We all have the urge to vent at people who obstinately disagree with us, I know I'm guilty at that at times, but its your posting history that's most rife with abusive language and rudeness. I don't really blame you--whenever you make one of your insightful and innovative suggestions that could singlehandedly revitalize the game, some imm comes along disagreeing with you, or bringing some bullshit excuse about "feasibility" or what not, you naturally want to call him on the fact that he's clearly too lazy or arrogant to put in an idea that he didn't think of himself. But still, you could have been a little more polite about it.
Meh, I probably made a few enemies with this post, maybe I hit things to close to the truth and this thread will be locked, but w/e I don't really care anymore.
Hehe, do you seriously think that? Frankly, I think if anyone was going to label you an enemy, they probably would done so after one of your previous abusive diatribes. So I wouldn't worry yourself too much.
I'll speak my mind or not at all.[/qoute]
Oh, the latter, please?
Actually, scratch that. Whenever you post on a topic, I get to indulge my latent tendency to be aggressive and condescending without looking quite so bad, and without causing the usual expected backlash against my ideas, so please, do keep speaking that mind of yours!
Xyril wrote: Drakantus: "I
Drakantus:
"I guess I tire of reading abusive, blunt, rude posts by immortals towards the few remaining players of their game."
Pot? Kettle? Wha?
You think a game player posting rude, abuse, blunt posts is the exact same as the game administrators doing so? Look at professional games, the official forum representatives would NEVER post the sort of things Aristox, Terk, or Sancho commonly post as responses when they disagree with the poster.
Game players making dumb posts is a normal occurrence and neither can nor should be prevented. Those who administer or work on the game are held to a higher standard.
__________________________mighty Drakantus!
I hope you aren't taking
I hope you aren't taking everything as a personal attack, although I have no problem toning down my responses to you. I assumed based on your post style that you liked no-nonsense responses.
Unlike games where all the game mechanics are pretty much made available for players, our system is opaque.
This alters the dynamic between player and staff. My perspective is that I understand game mechanics extremely well, and better than anyone ever could from just playing the game. Furthermore, knowing the history of why and how things are balanced come into play for me. Being Creation Overlord means I know basically every item, fight, and how to best use classes with this information. Considering the complexity of our classes and our gear, it is shocking how well balanced a lot of this stuff is now. Certainly it is not perfect, but when there is a skill, which I train to superb in about 10-30 minutes of regular use, getting loaded on with complaints the answer is not that it is broken, it is that you aren't being creative in your training.
Responses from the staff that are sharp are 95% due to this dynamic. We want to nip these complaints in the proverbial bud, because they make the game seem like every skill hasn't had hours of consideration and thought put into it. That doesn't mean anything is perfect, but a sharp response means simply that you are barking up the wrong tree as far as what we are considering worth changing. Continual pushing of this angle that has already been ruled out is totally exasperating. What's also exasperating is that people who want to crap on the game most love continually pushing the exasperating angle.
Now lets talk about the credit thing. I'm sure it is correct that things that have been said to be stupid in the past have changed at later dates. That said, this is by no means a regularity. The vast majority of things that are said to be stupid, actually are just stupid. I think it is a credit to the staff that even when something is said to be stupid outright, they will discuss it enough to still consider changing it. I don't think anybody on the staff makes changes to "take credit for it"; the number of things we've all put into the game that are uncredited is simply amazing.
To conclude, I will say that imms are taught very early to remember Axiom 1, this is possibly a weakness, but it also saves a lot of time.
__________________________Don't tell me how to do it; it sickens me.
[Double Post Removed]
[Double Post Removed]
Drakantus wrote: Xyril
Drakantus:
"I guess I tire of reading abusive, blunt, rude posts by immortals towards the few remaining players of their game."
Pot? Kettle? Wha?
Game players making dumb posts is a normal occurrence and neither can nor should be prevented. Those who administer or work on the game are held to a higher standard.
Oh, I completely agree with you here. The staff SHOULD be, in general, expected to be lesser jackasses than the mortals. However, that doesn't preclude my right to express how incredibly disengenuous/hypocritical/"douche-baggical" it is to here that particular accussation come from you, of all people.
Also notice no rebuttal of anything else I said.
Drakantus wrote: Xyril
Drakantus:
"I guess I tire of reading abusive, blunt, rude posts by immortals towards the few remaining players of their game."
Pot? Kettle? Wha?
Game players making dumb posts is a normal occurrence and neither can nor should be prevented. Those who administer or work on the game are held to a higher standard.
Oh, I completely agree with you here. The staff SHOULD be, in general, expected to be lesser jackasses than the mortals. However, that doesn't preclude my right to express how incredibly disengenuous/hypocritical/"douche-baggical" it is to here that particular accussation come from you, of all people. For one, while the expectation that immortals should be courteous is far greater than that of players, that in no way implies that mortal behavior like, well, yours, should be encouraged, tolerated, accepted, or in your case, worn as some sort of self-awarded badge of honor. Not to mention the fact that sometimes your posts seem deliberately crafted to provoke an unhappy response from the staff. I mean really, it's like repeatedly running back at 1 hp to loot your corpse after a PK, and then reporting the guys for multi-killing.
Also notice no rebuttal of anything else I said.
Xyril wrote: Also notice no
Also notice no rebuttal of anything else I said.
I've lost interest in arctic. I don't care enough to spend the time to dig around for examples to post in response for a game I never play. Maybe if I have a slow day at work I'll spend some time on it, but don't hold your breath.
__________________________mighty Drakantus!
Drakantus wrote: Xyril
Also notice no rebuttal of anything else I said.
I've lost interest in arctic. I don't care enough to spend the time to dig around for examples to post in response for a game I never play. Maybe if I have a slow day at work I'll spend some time on it, but don't hold your breath.
Its okay, this is more or less the response I expect, expected excuse and all.
Though if you don't even play Arctic anymore, maybe its time for you to move on and find a community of like-minded individuals elsewhere? Perhaps 4chan /b/...
I mean, what's the point? I'd understand if you were trying to make Arctic into a game that you WOULD once again enjoy playing, and I'm assuming you're beyond that minimum threshold of social intelligence where people realize that repeatedly insulting and antogonizing the staff, and putting down anyone else who disagrees with you too much, is an incredibly ineffective way to get your ideas implemented.
So are you just here to trash the staff you blame for 'ruining' a game you once enjoyed, or maybe just trolling because you've got nothing better to do with your spare minutes?
Quote: or maybe just
or maybe just trolling because you've got nothing better to do with your spare minutes?
Ding ding ding ding ding!
Xyril wrote: Its okay, this
Its okay, this is more or less the response I expect, expected excuse and all.
Will you stay stay off the forums for a month if I prove you wrong? Make it worth my while. I'm not going to dig through hundreds of old posts just so you can ignore my response and troll the next thread I post in.
Here is a perfect example of arctic staff treating players like crap-
http://mud.arctic.org/node/1773
Here is another example.
http://mud.arctic.org/node/1528
Notice everyone supporting the OP, until you get to Sancho's reply:
http://mud.arctic.org/node/1258
Here is an example of a player idea that the staff blew off, only to implement later:
http://mud.arctic.org/node/982
Anyway, I have better things to do than dig up old posts. Xyril, go diaf.
__________________________mighty Drakantus!
I've had no problems
I've had no problems training sneak, if that is what this thread is still about.
I looked into these. My
I looked into these. My judgment is that while Sancho is certainly a bit excessive in instances, if this is the worst its been I think we have been held to a much higher standard than any mortal, as we are.
I was particularly interested in the example of a staff blown off idea that was implemented later. I figure a good example exists, but I think this is a bad example. Sancho and Adepali are not the same. Sancho is clearly voicing an opinion with clear reasoning and he never gets credit for implementing the change, which I believe was the point of your argument to begin with. I'm sure Sancho still would prefer that you don't clear a spell failure each time your rank, as some other imms who think the game has become too easy might. Discourse exists and not everyone has to agree.
Also, yeah I've been a bit lazy, but I think if we continue this discussion on immortal manners it should be in a different thread.
Edit added:
Nol: Sorry, your thread got taken to other areas. Ultimately, you were asking a question I could not answer without giving away too much information. My skilling post was not really geared toward sneak, but skills in general--since I felt the discussion became about training skills, when I could do nothing more to answer your effective original inquiry of "how do I train sneak?"
__________________________Don't tell me how to do it; it sickens me.
Drakantus wrote: Xyril
Its okay, this is more or less the response I expect, expected excuse and all.
Will you stay stay off the forums for a month if I prove you wrong?
Man, you really don't like people disagreeing with you huh? The answer is no, by the way. It's like betting on a game of checkers with a monkey--he's not offering a wager in return, he wouldn't pay up even if he were, and win or lose I'll probably get feces tossed my way for my trouble.
Make it worth my while.
No.
I'm not going to dig through hundreds of old posts just so you can ignore my response
A bit hypocritical, no?
and troll the next thread I post in.
I don't troll, though I admit that I've been more rude to you than I am towards others as of late. When I post, its because I sincerely disagree with someone, and with the exception of you, of late, I usually do it without belittling their intelligence, or insulting the staff. So really, who's the troll here? Again, hypocritical post.
Here is a perfect example of arctic staff treating players like crap-
http://mud.arctic.org/node/1773
Here is another example.
http://mud.arctic.org/node/1528
Notice everyone supporting the OP, until you get to Sancho's reply:
http://mud.arctic.org/node/1258
Haha, why did I know it would be Sancho who proved me wrong? Okay I concede the point, the imms definitely cross the line. (This is me not ignoring your response, thus proving yet another one of your arguments wrong btw :P) I do tend to agree with Terk though, even when taking Sancho's gruff manner into account, the staff is still held to a greater standard of restraint than mortals, though I also think that Sancho should be a bit more courteous.
Here is an example of a player idea that the staff blew off, only to implement later:
http://mud.arctic.org/node/982
This is actually what I was asking for, since I was already pretty sure there'd be examples of Sancho being less than friendly, but I really couldn't think of any examples of the "immortals blew off an idea only to take credit for it later" thing. Actually, all you prove here is that the immortals reversed a prior position, not that they "took credit for the idea." In fact, I imagine if they wanted to 'take credit for it' they would have deleted this old thread, no?
Actually I stand corrected. This thread proves nothing. You claim that the staff "says an idea is stupid or that it will never happen" in order to implement it later and take credit for it. (Paraphrase). In this thread, Sancho never said it was a stupid idea, or that "it would never happen." Someone expressed a need for relearns beyond the old system (which was basically upon leveling, a couple of zone items, and permanently sacrificing rank points). Sancho responded by pointing out that there was already a new system in place to address the need. ("No need for what you are saying I don't think.")
The relearn system was pretty new at the time, and most people thought it would be a lot more user friendly than it actually was in practice. While I know the staff isn't afraid to implement multiple related changes at once, in this case I think it was prudent to see how the relearn system affected things before putting in another spell-failure change. Once Malthros and Uziekiele were proven right, (about that new relearn system STILL not filling its role well enough), instead of, I presume, simply ignoring that fact as Drakantus would (so as to avoid reversing their own prior decision and thus being a "flip-flopper"), they did put in a modified version of Uziekiele's suggestion (on a slightly smaller scale, giving you one wipe per rank instead of treating it as a level, with a full wipe).
So, just to appease Drakantus, I hereby decree that credit for relearning upon ranking goes to Uziekiele, and not Sancho!
Anyway, I have better things to do than dig up old posts.
Could have fooled me!
Xyril, go diaf.
Wow, threatening death upon someone for disagreeing with you. And you call ME the troll?
Hehe, mighty Drakantus, once again raising the standard of discourse for the glory of player and mud alike!
Xyril wrote: In fact, I
In fact, I imagine if they wanted to 'take credit for it' they would have deleted this old thread, no?
Yeah, that explains why I haven't found other examples yet :P
Seriously, these forums totally blow. No search function at all, so finding old posts on a given subject is a lot harder than it should be.
Here is an other example though-
http://mud.arctic.org/node/2041 Feb 28 07
"9. A few more ideas that won't happen. For most of them, if you have played for a while you know why.
...
* Give kender back their infra!!! its in the bookies!"
http://mud.arctic.org/node?page=2 Oct 7 07 News:
__________________________-Kender can once again see forms in the dark, they have been given
infravision back.
mighty Drakantus!
"My skilling post was not
"My skilling post was not really geared toward sneak, but skills in general--since I felt the discussion became about training skills, when I could do nothing more to answer your effective original inquiry of "how do I train sneak?"
Terk, I think you're quick to assume the worst from people though it seems you have good intentions. It seems that you take a different meaning from what I said than I intended. It's interesting. I'm glad you didn't insinuate that I found it too hard and wanted it changed without knowing the easy way to do it! Also I thought it was clear that I was not asking for how to train sneak, but proposing that sneak be changed so training it is more intuitive. This is probably the third time I'm mentioning this. If you're defensive and say that such a proposal is flawed because I don't know all about sneak, I would say you're right about the latter but wrong about the former. Making training sneak more intuitive might mean that one can't take 10-30 minutes to train it, why should that not be reasonable? Why should skills like steal and plant take 30 minutes to train to superb using a mob that doesn't react to stealing/planting attempts, and much longer if you use any other type of mob? Clunky game mechanics have been part of Arctic for ages. Fixing them won't dumb down Arctic or make it too easy, but increase its general appeal.
Training sneak is intuitive.
Training sneak is intuitive. What you do to train is not intuitive. I am very confused with why you developed such an unintuitive way to train sneak. The only way I can explain how intuitive sneak is to train is by telling you how to train sneak. This is why your effective original inquiry is "how do I train sneak properly?".
Basically, everything you ask for in your original post is already how sneak works. There are no restrictions as you suggest to training sneak. So if we were in another system, your suggestion would be taken, but right now this is already how it works...
I don't know if the alternate suggestion is to make it so it is IMPOSSIBLE to train sneak in the way you have done, but I assume that is not what you actually want.
__________________________Don't tell me how to do it; it sickens me.
You assume wrong. I don't
You assume wrong. I don't have much personal interest in this as my sneak has been excellent for weeks, since shortly after the original post. If I play more actively it will get to superb eventually. I play a thief casually for fun, not to be effective. I'm interested in coming up with a way to train that is not too easy in some cases and too hard in others, and that can't be scripted such in the case of detect/disable/pick. You seem to be going through various ways of dismissing my proposal. At first it was just "you're full of shit" to a more subtle approach. You have gone from "there's no minimum room requirement" despite the fact that you will never learn sneak from using it while leveling, to "Skilling. It depends on how you see the game. A big part of the game is the work it takes to skill or spell your character. Superb skills aren't handed to you on a silver platter, if they were it would send a bad message. Skills should take effort and practice, Arctic isn't an FPS" to the laughably contradictory "it takes me 10-30 minutes to skill sneak to superb you're doing it wrong." You made a kneejerk reaction in "thieves don't need to be buffed" even though nobody said anything about buffing them. What's gotten into you lately? Just relax okay. Nobody is criticizing you. I can see by the resistance you have that no changes will be made to sneak, now that you have personally vested something in the argument and you seem to be sensitive to disagreement.
Still I would rather an implementor such as yourself make condescension-laced posts than not post at all. Kudos for replying!
I will say that in the
I will say that in the context you have presented, I see why I seem to be bickering insanely with you. Let me try to clarify. My posts that occured after the "there's no minimum room requirement" were no longer directed at you or the skill sneak. Instead, people began to talk about disarm, target, taunt, and rescue among other skills--so I was addressing those skills and Drakantus more directly (the thread got hijacked and I sort of let this happen, because there were points which needed to be clarified).
Further sneak does not fall under the skills that don't train normally with levelling up for me. Learning how to train skills is often times the "effort and practice part"; when I was new to the game, training sneak was almost as bad as training hide. The where, when, and how of training for all skills is knowledge that can only be gotten through extensive play (effort/practice--even immortal files can be mistaken in some cases). This information in our game is valuable wipe to wipe, instead of once per char, but still is a result of practice and effort in the game. The idea being that learning how to do something takes effort and practice, but once you know how to do it speed accelerates quickly to give you a competitive advantage over being completely new to the game. It is this knowledge advantage that was gained through extensive playing that lets me train sneak quickly and while leveling, so I don't think this is as contradictory as you make out. The manner in which effort and practice are needed to train skills obviously varies from skill to skill, but ideally exists for all skills.
You're right in thinking that sneak will probably not be changed in the near future, but wrong in thinking that it would be because I have something vested in sneak remaining as it is. I am happy to see sensible changes. When you first posted, my response was to say that sneak could not be changed in the way you suggested, because your conception of how sneak trains was/is wrong. Your suggestion made no sense. Sneak cannot be changed in this way.
Maybe this will help make sneak training more intuitive.
Sneaking is the art of stealthy movement, being able to pass unnoticed as desired from unaware pcs and npcs.
__________________________Don't tell me how to do it; it sickens me.
nol wrote: "Superb skills
"Superb skills aren't handed to you on a silver platter, if they were it would send a bad message. Skills should take effort and practice, Arctic isn't an FPS" to the laughably contradictory "it takes me 10-30 minutes to skill sneak to superb you're doing it wrong."
Nol, can you please explain what is "laughably contradictory" about this?" I don't want to go off a false assumption about your meaning, but my guess is you feel that someone being able to skill in 10-30 minutes is equivalent to "skills being handed out on a silver platter."
I suppose this would be true in a game like WoW, where any information that can be easily taught to the masses (item stats, game mechanics, training tips, etc) usually is, and the distinction between good and bad players mostly lies in more subtle skills that are less easily learned from a web page (how to lead well, how to handle yourself in a 40 man battle, etc).
But for Arctic, things are a bit different. Let's not forget that Terk's played for a while and when he levels a character, he has the benefit of not only his own mortal experience, but also a LOT of inside knowledge of game mechanics and implementation. While I agree that 10-30 minutes, even with perfect knowledge and being entirely dedicated to sneak training as the top priority, is a ridiculously tiny amount of time to superb any skill, let's not lose sight of the fact that in Arctic, the main "work" that matters isn't the skilling in itself, but the effort put into figuring things out enough that you can, wipe after wipe, skill this or accomplish that with far less grunt work than you could in the past.
Not to reopen the debate on the propriety of key words, but for now at least, that's sort of the accepted nature of Arctic--for example, the hard part isn't killing the magical lizard of leprosy and saying 'open open magic chest', its finding him to begin with, figuring out the best, and jumping through whatever hoops there are to learning what to say in the first place. (Or of course, sucking up to someone enough to convince them that sharing that info with you despite the fact it would mean more competition for the lim 3 jock strap of leprosy warding that loads there).
To sidetrack once again (sorry about my part in doing so earlier by the way), I personally think the best system is one of trade-offs and opportunity costs, i.e., you can get a lot done during normal leveling, or you can specifically choose zones to skill in, sacrificing exp for safety and ease or speed in training. Whether sneak accurately approximates this ideal, and whether the staff even agrees that's a worthwhile goal, I can't say, just that in my experience as a mediocre utility thief, sneak trained pretty intuitively in zones (course, my style at the time was to milk the big mobs in the aggro zones for all they were worth, exp/loads, and sneak past the aggro fodder from the beginning, knowing they would max a lot faster anyways). Hide, on the other hand, was a huge pain in the ass.
To use another example everyone should be familiar with, most experienced players can get a character to 30 in under 24 hours of play, given the right circumstances (i.e., loading himself a good rolling weapon off a higher alt). I know people who claim they can get a goodie up past 25 in close to ten hours, though personally I'm not even close to that fast. But even with today's lower exp tables, and reduced penalties to death (and especially PK deaths), most newer and less experienced returning players still have trouble hitting 1x, or do so only with a lot of brute force and trial and error, and with great difficulty at that.
Despite how fast an experienced player can level up a new alt, nobody would argue that ranked characters are "handed out on a silver platter." This isn't based on the difficulty for newbies, or lack of difficulty for experienced players, but because of the harsh learning curve to get from the "okay, I maxed on pigmies, where am I getting my next 5M exp now?" stage to the "it's not a matter of if I can get to 1x, but when" stage and the "crap, i had a few bad gains in a row, time to delete and roll a new one" stage.