dt's are useless/dodge combo etc

An archive of older topics.
Post Reply
Aj
Posts: 809
Joined: Sun Dec 19, 2004 8:49 am

dt's are useless/dodge combo etc

Post by Aj »

An Underground Lake
A dark underwater lake quickly sucks you into its roiling currents. Just
seconds later you body slams into a submerged rock that knocks the last of the
air out of your lungs. Your death is mercifully quick.
[ Exits: None! ]
You are dead! Sorry...
Crossway of Shadows
WELCOME TO KINSLAYER!
TYPE 'KIT' FOR A STARTER KIT OF EQUIPMENT.
IRC CHANNEL AT: irc.modblog.com:6667 - #shadar
TYPE NEWS FOR A LIST OF NEW STUFF.
TYPE POLICY FOR THE CURRENT MUD POLICY.
SAY 'FOOD' TO BE GIVEN SOME FOOD.


HP:Battered MV:Faint >
A Small Ledge
AAAAAAAAAAAAAAAAAH! As you attempt to maneuver about the small ledge, you miss
your step and fall. You glide down gracefully, landing neatly upon one of many
jagged spires, impaling yourself through the gut!
[ Exits: None! ]
You are dead! Sorry...
Crossway of Shadows
WELCOME TO KINSLAYER!
TYPE 'KIT' FOR A STARTER KIT OF EQUIPMENT.
IRC CHANNEL AT: irc.modblog.com:6667 - #shadar
TYPE NEWS FOR A LIST OF NEW STUFF.
TYPE POLICY FOR THE CURRENT MUD POLICY.
SAY 'FOOD' TO BE GIVEN SOME FOOD.




these are only 2 of 4 dt's I have found, these do not promote mud growth they agravate and frustrate, why does every builder think they have to include a dt? I've never understood this concept




okay now that I've got that off my chest :p I would like to bring up the ever controversial dodge/combo/abs/stab/charge discussion

I have seen that the channeler class really fuggers up the balance between all the other classes, take abs - dodge balance then throw in a channie that can armor themselves and you just impeded the balance.

I have a few suggestions that might or might not improve the balance ratio but let us discuss them and find a resolution, first dodge is kinda crappy with the exception of the uber channies that are all spelled up, parry is a little to much atm. flees is my big concern there is not any reason to ever change your mood from brave because of such a high % chance of successful flees and the initial time one exits the room after attempting to flee is a pulse or two to short, increase this and it just might balance bash out. now the balance between skewer and stab is out of wack atm, skewer is a shorter timer and does more dmg and takes less practics to become sufficient at, this is not good, Appears to me a few people were successful at stabbing and maybe to successful so it was downed all that will do is make people change tactics in the end it was the players skills that made them successful not the tactic. Atm everone and their dog is charging even channies, a charging bshing fballing channies is a little to much.

eq - smobbing

Why are smobs so hard these days? I was logged on for 6 hours today before I had any company, I would of loved to do a smob or two but couldnt solo. My belief is smobs should be reasonably hard but not impossible for the solo player, make all of the main smobs cronies stabbable and/or skewerable and give the main mob tons of hps so it takes 20 minutes to beat him down, that like 30 minutes + of work for a solo player, that is very reasonable on a mud with such a small pbase

horses - why are these beast so damn tough? I understand to prevent lame tactics such as stabbing them in battle but with channies stacking them in blight and elsewhere it takes me longer to kill one than it does for the channie to stack another. either lower their hp's a tad or reinstate the blight mv malus for humans would be my suggestion.

I think I hit on all topics






.....
Clark
Posts: 52
Joined: Sun Dec 05, 2004 3:53 am

Re: dt's are useless/dodge combo etc

Post by Clark »

Aj wrote: eq - smobbing

Why are smobs so hard these days? I was logged on for 6 hours today before I had any company, I would of loved to do a smob or two but couldnt solo. My belief is smobs should be reasonably hard but not impossible for the solo player, make all of the main smobs cronies stabbable and/or skewerable and give the main mob tons of hps so it takes 20 minutes to beat him down, that like 30 minutes + of work for a solo player, that is very reasonable on a mud with such a small pbase
I totally agree with you there. Smobs such as Garwin and HL have become insane. Garwin kills a group of atleast 4 whenever we hit him. It would take like 6 people to barely take him down in a reasonable amount of time. I see the need for upping smob difficulty, but most smobs should be able to be killed with 2 people.
Aj wrote:
horses - why are these beast so d*** tough? I understand to prevent lame tactics such as stabbing them in battle but with channies stacking them in blight and elsewhere it takes me longer to kill one than it does for the channie to stack another. either lower their hp's a tad or reinstate the blight mv malus for humans would be my suggestion.
If you kill a horse it basically kills the human. Unless they have plenty of vials then they are dead. Stacking horses is a smart thing to do, so what if people do it. Usually pk is in and around gk these days and if a human gets low he has to spam from gk to fd, which he will have to dismount near mid gap. He will be lucky to get in without getting another horse/using vial/waiting ticks.

Clark Roderan
Guest

Post by Guest »

Dt's are horribly stupid, I never liked them, see no point whatsoever to em either man.

I agree with smobbing. Some smobs are being wotmuderrized. I still would like 1 "baby smob" for each side so that ppl can easily reequip, but they would have to kill it first. :P

Yah horses are beasts...but I think they are fine the way they are, if you need to go semi-afk, or not get stabbed, just k horse and you'll be fine.

I also agree about channies. I think its ridiculous to have channies stabbing or charging or bashing, or even bashing/charging.

Absolutely ridiculous. I think channies pracs should be hurt or somehow, so if a fool wants to go stab, they cant pull off dodge/combo.

I think a channies purpose is to use its power: channeling, thus, not all these extra fool-hardy skills which only non-channies can use.

Viim and I believe Sonea are both true channies, we don't have any extra ability. I think thats how it should be, and if a channie wants to do the other, it should be harder for them to prac them somehow.
Lithium
Posts: 906
Joined: Wed Oct 15, 2003 3:43 pm

Post by Lithium »

All that downing stab did was make it harder for the average player to get kills. What pisses me off more is that the solo thief CANNOT finish off anyone except maybe an abser after getting off the stab. Give us projectiles or ambush!

Deathtraps are pointless, turn them into emote damage rooms or something.

Channies die the same as anyone else, my only beef with the class is they have too many hps. Nothing's more frustrating than stabbing someone like Sophia or Sonea to batt, then getting your ass handed to you when you try finishing them off. Being able to kill them with a single stab/charge/whatever would make me alot happier.

Horses have way too many moves. Their hps are fine, but any trolloc whose tried chasing a mounted human will agree that once they get past you, it's futile. Either up our move regen or down warhorse moves.
Aj
Posts: 809
Joined: Sun Dec 19, 2004 8:49 am

Post by Aj »

something I was thinking on lastnight

Someone posted in amother topic that thieves should only be able to utilize their stealth skill to get kills, I totally disagree. A thief should do alot of dmg via stab then be able to melee a bat, beat, crit player down if the circumstances allow it.

If we were to use the same theory given for thieves then a channie should only be able to use weaves to get kills, a warrior bash, but where would charge and skewer fit in here? That would be the "hope he gets some lag skill?" See my point you cant exactly fit a skill with a class if so then channies would not bash and charge, which I really dont mind but where is the channie malus? yesterday it took me 4 tries to stat a 14 16 13 17 17 mc, hps are way to much imo.
Guest

Post by Guest »

Viim wrote:
Viim and I believe Sonea are both true channies, we don't have any extra ability. I think thats how it should be, and if a channie wants to do the other, it should be harder for them to prac them somehow.
You are also the one of the only channies that have 19 dex. I only bash absers because i fail to many weaves to actually kill them with the sps i got.
Sonea
Posts: 191
Joined: Thu Oct 28, 2004 4:19 pm

Post by Sonea »

19 dex isn't much different from 18. i don't see what's wrong with channelers stop saying there is something wrong. there is something wrong with channelers that can bash/stab/charge/etc. but nothing wrong with the average channeler that is one of them ol' school ones.

also lithium if you could kill me in 1 stab i'd have 225 or less hp because that's what you usually do to me.

smobs shouldn't be upped imo. it just stops people from smobbing them that simple. people are trying to make others go down south which i don't agree this is the way. just like noone hits yurian though his load is good he's just too f*cking hard. plus how many times do you see the amount of people that it would take to hit garwin or yurian on that would rather smob then pk. or to see 6 humans on but no trolls that want to pk. it's few and far between don't doubt that.

yes you do see a lot of people down south on wot mostly because they don't want to pk they want to rp or they want to smob and know others want to smob. this mud has almost no rpers and not a good enough player base that they can have a good amount pking up north and a good amount still down south.
User avatar
Galnor
Site Admin
Posts: 3023
Joined: Wed Oct 23, 2002 12:37 pm
Location: On The Run
Contact:

Post by Galnor »

Just because Garwin is hard does not mean that others are as well.
Guest

Post by Guest »

Viim stats: 19 19 19 17 16, max of 321 hps at lvl 50..hurts, makes me a strong ass channie tho.) =Statted a bazillion times for that. Thank god for shimm axe dmg ;)

Your right Galnor, sure Garwin is hard, but i think Aj's main point is that it would be more...fun and make players more active if smobs could be soloed over a long period of time.(30+ minutes)

Problem with channelers once again: They have 0 malus. Aj is completely right, i have 2 channies, i notice no malus anywhere, except my int on my fc hurts me like hell. Viim can go charge/bash, he can go stab, he can pull anything and still be dodgy/combo. That's just wrong, in my perspective, a channeler is a frickin powerhouse due to channeling, and that ends it.

Channies are so uber b/c they can do the exact same thing as every other player(and still do have awesome weaves...wtf...is wrong with this?), except poor warriors cant even pull of stab/dodge/combo. Channies can.
User avatar
Galnor
Site Admin
Posts: 3023
Joined: Wed Oct 23, 2002 12:37 pm
Location: On The Run
Contact:

Post by Galnor »

A practice reset should prove channelers have a malus. :)

And I know what AJ's point is, but how is one SMOB being hard going to ruin the fun for the others? It means more players need to be on, which is what we want... Something that requires a lot of players, and them having something to do.(By the way, global quests are next in line)
Panzer
Posts: 9
Joined: Wed Dec 08, 2004 11:29 am

...

Post by Panzer »

I understand your point Galnor but I don't think more people are gonna come play so that we can smob better, and for the people who are on It's kind of a downer to see so many hard smobs. A channeler can practicly solo all the smobs, but it takes long and it's not very exciting.

I don't think many people here play for the smobbing, they just wanna be able to pk at their best.
User avatar
Galnor
Site Admin
Posts: 3023
Joined: Wed Oct 23, 2002 12:37 pm
Location: On The Run
Contact:

Post by Galnor »

How many do you consider too hard to kill? I remember being at the point where I could take one out by myself, just in very good equipment. The goal here isn't to make things insane, but to make some require more. Moving them might fix the problem if there is one, though.
Sonea
Posts: 191
Joined: Thu Oct 28, 2004 4:19 pm

Post by Sonea »

if you didn't notice you might be able to practice bash but you're not going to bash an abser. 19 str is way too much and if you use a shim axe you aren't a real channeler. real channelers are staff users or people that main weapon is channeling not bashing or stabbing or charging.

about smobbing
stabbers can smob some channelers can smob some chargers can smob some hell dodge basher might be able to smob some. all smobs have their weaknesses that a certain person can hit.
Guest

Post by Guest »

Deathtraps are pointless, turn them into emote damage rooms or something
Deathtraps are quite great...easy resets if needing to get one...also with someone chasing u hide ur gear and dt and BAM! you keep ur wps and lose no xp....quite Genius!!
Guest

Post by Guest »

Invader wrote:
Deathtraps are quite great...easy resets if needing to get one...also with someone chasing u hide ur gear and dt and BAM! you keep ur wps and lose no xp....quite Genius!!
Yet another reason why there shouldn't be dts. Just get on a worm/tree to get a reset, easy as pie. Saving your wps/eq is an easy wimp way out, not a nice thing to do.
Guest

Post by Guest »

dts are good????? i was trying to explore as i exped and this happens
A Dark Cavernous Tunnel
Here the crack along the cavern floor has grown wide. A small pool of
mineralized water has formed, and the floor itself is hard to gain ones
footing. The slopping of the floor, causes you to slide toward the light
shinning up from the crack.
[ Exits: w u d ]

HP:Healthy MV:Excellent >
d
A Deadly Drop
The glowing of the minerals gives the onlooker his first glimpse at death as he
falls. Sharp stalagmites rise from the seemingly bottomless pit to meet you,
and take your life.
[ Exits: None! ]
You are dead! Sorry...
Crossroads of Fate
WELCOME TO KINSLAYER!
TYPE 'KIT' FOR A STARTER KIT OF EQUIPMENT.
OFFICIAL IRC CHANNEL AT irc.deviantart.com:6667 #kinslayermud
TYPE NEWS FOR A LIST OF NEW STUFF.
TYPE POLICY FOR THE CURRENT MUD POLICY.
SAY 'FOOD' TO BE GIVEN SOME FOOD.

FORUMS AT: www.epicsol.org/kinslayer
[ Exits: n e s w d ]
A large stone fountain is here.
A heavy sack made of burlap lies here.
A pair of well-used hiking boots are here. [2]
A pair of worn pants are setting on the ground, stained with dirt. [2]
A pitch coated torch rests here, waiting to be lit. [2]
A small wooden shield is setting here. [2]
A wooden practice sword is setting here. [2]
A worn in pair of gloves sit here in the dirt. [2]
Some leather armor is bundled here on the ground. [2]
A tattered shirt is here, rotting away. [2]
A thin leather helmet is here. [2]
A stone is here, waiting for your complaints.
The Guardian of Life stands here, ever vigilant.

You feel completely drained of all of your strength...You are dead! Sorry...

that REAALLLYY wants to make me explore nothing in the desc of the previous room leads me to believe that theres a dt down all this does is says DONT EXPLORE
Guest

Post by Guest »

for anyone who thinks channies have uber defense, it may have seemed that way in the past but they pull maybe 1 or 2 at the most db more than regular rangers/thieves. all the agility weave does is make it so they are on an equal playing field when trying to avoid bashes.

as far as channelers being able to charge and bash, what about mc's that wish to remain unknown? are they supposed to go around tickling everyone with their staff and that's it? also, fc's give up a lot of non-pk skills in order to charge or bash. i know i can't afford search, pick, vitality, track, or maxed pracs in shield parry, spears, or charge, among other skills that someone who only channels would have.

anyways what i think would be cool is if the imms did imp a lot more diverse skills and weaves to practice so it would take emphasis off of fireball, air scythe, agility, bash, charge, and stab and mix stuff up a bit. basically let the playerbase choose from a wider assortment so we're the ones that screw up and not the imms for not making the 3 things they have to work with balanced.
Eltargrim
Posts: 70
Joined: Wed Nov 10, 2004 3:59 am

Post by Eltargrim »

agility was downed from 12 to 8. step in the right direction.
Post Reply