Pain!

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Volgar
Posts: 47
Joined: Fri Nov 18, 2005 3:50 am

Pain!

Post by Volgar »

n
The Great Blight
Through the endless expanse of decayed and rotting matter, you continue on in
despair. You are eager to move on, and escape this foul place.
Unfortunately, there appears to be no end in sight.
[ Exits: s w ]
*Dross* is here, fighting a rotting tree!, riding a black warhorse.
A rotting tree is here, fighting *Dross*!.
A rotting tree is here, fighting *Dross*!.

HP:Battered MV:Excellent >
k human
You blast *Dross*'s head hard.

HP:Battered MV:Excellent - Dross: Battered --- a rotting tree: Healthy>
bash human
HP:Battered MV:Excellent - Dross: Battered --- a rotting tree: Healthy>

*
*Dross* panics, and attempts to flee!

HP:Battered MV:Excellent - Dross: Battered --- a rotting tree: Healthy>

A rotting tree hits *Dross*'s shoulders.
A rotting tree hits *Dross*'s head.

HP:Battered MV:Excellent - Dross: Battered --- a rotting tree: Healthy>
-
*Dross* leaves west, riding a black warhorse.

HP:Battered MV:Excellent >
% -
*
They must have left already...

HP:Battered MV:Excellent >
w
k human
The Great Blight
The sweet and humid air makes you gag, and struggle not to retch. Sweat
trickles down your clothes, and creates an overwhelming desire to scratch and
rub your limbs. You feel unclean, as if the contamination of the Blight is
spreading to you, and you check yourself for a rash or some outbreak of
disease.
[ Exits: e w ]
*Dross* is standing here, riding a black warhorse.

HP:Battered MV:Excellent >
bash human
You barely blast *Dross*'s body.

HP:Battered MV:Excellent - Dross: Battered>
HP:Battered MV:Excellent - Dross: Battered>

* - %
*Dross* panics, and attempts to flee!

HP:Battered MV:Excellent - Dross: Battered>
-
*Dross* leaves east, riding a black warhorse.

HP:Battered MV:Excellent >

* e

They must have left already...

HP:Battered MV:Excellent >
k human
The Great Blight
Through the endless expanse of decayed and rotting matter, you continue on in
despair. You are eager to move on, and escape this foul place.
Unfortunately, there appears to be no end in sight.
[ Exits: s w ]
A tall, rotting tree is here, leaning to one side.
A tall, rotting tree is here, leaning to one side.

HP:Battered MV:Excellent >
bash human
They don't seem to be here.

HP:Battered MV:Excellent >
Bash who?

HP:Battered MV:Excellent >
s
The Great Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ Exits: n e s ]
*Dross* is standing here, riding a black warhorse.

HP:Battered MV:Excellent >
k human
bash human
*Dross* strikes your head very hard.
You do the best you can!

HP:Battered MV:Excellent - Dross: Battered>
HP:Battered MV:Excellent - Dross: Battered>

* - flee
Cancelled...
You panic and attempt to flee!

HP:Battered MV:Excellent - Dross: Battered>

The Great Blight
The ragged wastes of the blight slowly begin to take on some semblance of a
feature beyond wasted grass and mutated insects. The ground is pitted and
stained, with small fissures running north and west.
[ Exits: n w ]
You flee head over heels.

HP:Battered MV:Excellent >
n
e
The Great Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ Exits: n e s ]
*Dross* is standing here, riding a black warhorse.

HP:Battered MV:Strong >
The Great Blight
The ground here is cracked and dry. Many small fissures scatter the landscape,
and in the bottom of some of them there is a hint of a low, red glow. The
twitching forest lies in a circle about the clearing, but you are momentarily
free from the dark shapes.
[ Exits: e w ]
A trolloc stands here, snarling at all who pass by.
A trolloc stands here, snarling at all who pass by.
A tall fade stands here, cloaked in shadow.
A tall white stallion is standing here.

HP:Battered MV:Strong >
k human
They don't seem to be here.

HP:Battered MV:Strong >
k human
They don't seem to be here.

HP:Battered MV:Strong >
k human

*Dross* has arrived from the west, riding a black warhorse.

HP:Battered MV:Strong >
You blast *Dross*'s head hard.

HP:Battered MV:Strong - Dross: Battered>
k human
You do the best you can!

HP:Battered MV:Strong - Dross: Battered>
bash human
HP:Battered MV:Strong - Dross: Battered>

* -
A snarling trolloc tickles *Dross*'s legs as he pounds him.
A snarling trolloc tickles *Dross*'s body as he pounds him.
A shadowy fade slashes *Dross*'s hands.

HP:Battered MV:Strong - Dross: Beaten>
%
A shadowy fade slashes *Dross*'s arms.
A snarling trolloc tickles *Dross*'s legs as he pounds him.
A snarling trolloc barely pounds *Dross*'s feet.

HP:Battered MV:Strong - Dross: Beaten>
-
*Dross* sends you sprawling with a powerful bash!

HP:Battered MV:Strong - Dross: Beaten>

*Dross* panics, and attempts to flee!

HP:Battered MV:Strong - Dross: Beaten>
bash human

*Dross* leaves west, riding a black warhorse.

HP:Battered MV:Strong >

A shadowy fade strides away west.
A snarling trolloc leaves west.
A snarling trolloc leaves west.

HP:Battered MV:Strong >
w
k human
bash human
Bash who?

HP:Battered MV:Strong >
The Great Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ Exits: n e s ]
A trolloc stands here, snarling at all who pass by.
A trolloc stands here, snarling at all who pass by.
A tall fade stands here, cloaked in shadow.

HP:Battered MV:Strong >
They don't seem to be here.

HP:Battered MV:Strong >
Bash who?

HP:Battered MV:Strong >
tr
HP:Battered MV:Strong >
- +
*
You see fresh tracks of a human leaving vvSOUTHvv
You see fresh tracks of a human leaving >>EAST>>
You see fresh tracks of a TROLLOC leaving >>EAST>>

HP:Battered MV:Strong >

A shadowy fade strides away south.
A snarling trolloc leaves south.
A snarling trolloc leaves south.

HP:Battered MV:Strong >
s
The Great Blight
The ragged wastes of the blight slowly begin to take on some semblance of a
feature beyond wasted grass and mutated insects. The ground is pitted and
stained, with small fissures running north and west.
[ Exits: n w ]
A trolloc stands here, snarling at all who pass by.
A trolloc stands here, snarling at all who pass by.
A tall fade stands here, cloaked in shadow.
*Dross* is standing here, riding a black warhorse.

HP:Battered MV:Strong >

*Dross* strikes your arms.

HP:Beaten MV:Strong - Dross: Beaten>
k human
bash human
You do the best you can!

HP:Beaten MV:Strong - Dross: Beaten>
HP:Beaten MV:Strong - Dross: Beaten>

* - % -
*
Your bash at *Dross* sends him sprawling!

HP:Beaten MV:Strong - Dross: Beaten>

A snarling trolloc pounds *Dross*'s body.
A snarling trolloc tickles *Dross*'s arms as he pounds him.
A shadowy fade slashes *Dross*'s legs.
A shadowy fade slashes *Dross*'s body.
A snarling trolloc barely pounds *Dross*'s body.
A snarling trolloc pounds *Dross*'s waist hard.
You blast *Dross*'s arms very hard.

HP:Beaten MV:Strong - Dross: Critical>
say pain
You growl 'pain'

HP:Beaten MV:Strong - Dross: Critical>

A shadowy fade slashes *Dross*'s legs hard.
A shadowy fade slashes *Dross*'s hands very hard.
A snarling trolloc tickles *Dross*'s legs as he pounds him.
A snarling trolloc barely pounds *Dross*'s legs.
*Dross* is incapacitated and will slowly die, if not aided.
You blast *Dross* with all of your might, killing him!
You blast *Dross*'s legs into bloody fragments!
You receive some experience points!
You feel more important now.
Your blood freezes as you hear *Dross*'s death cry.
*Dross* is dead! R.I.P.
Dross
Posts: 33
Joined: Sat Nov 19, 2005 6:47 pm

Post by Dross »

even though i chased you to blight with little bit more hp, i still didnt think i would rip. That patty is nasty stuff, it comes in after i am on you causing me to risk flee lagg and get out before bash or landing bash before you do and get out. At the end i did get some lagg before you bashed me but the main reason why i died was cuase i paniced. I could of done better and gotten out, but i just paniced and wasnt thinking.

Was fun, next time i put up a better fight.
Vurek
Posts: 868
Joined: Sun Jan 16, 2005 7:24 pm

Post by Vurek »

I don't understand why you fleed off him after you hit him 1s of the trees(2n of old blight patty), and then proceed to walk to patty.

Seemed like a pretty fair fight to me, didn't see the use of the patty. Shrug, I must be an idiot.
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

Probably because he thought he messed up on timing and he knew Dross had him on the bash... Think Vurek think!
Vurek
Posts: 868
Joined: Sun Jan 16, 2005 7:24 pm

Post by Vurek »

Still doesn't explain the point of moving/running to blight patty. When he could have chilled 1s of dross as he was originally doing.

I would have chilled 1s, or moved away from friendly mobs for the time being.

But then again maybe dross had way better eq, but I don't see the point moving to a patty at that high hps :D

And THAT is what I mean chase. I'm not gonna say Think Chase. Think. Because that is an enormous predicament for you. So quit being a moron 8)
Viral
Posts: 163
Joined: Sun Jan 22, 2006 8:16 pm

Post by Viral »

Just one question. Why post stuff about this topic now that it's been at least a month or so? :P
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

Boredom?
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

Besides, I have to show up Vurek. We already decided, and Vurek agrees, that he will be taking orders from me on the mud in the near future. :P
Vurek
Posts: 868
Joined: Sun Jan 16, 2005 7:24 pm

Post by Vurek »

Haha. That was my presumed guess as to my future once out of jail. But we know that's not all true, if I did everything you said, or followed you, it would only result in LS failing as a pking force. We would merely be allowing DS to have all masters again, with a lack to LS.


I posted a reply to this because I meant to question the usage of blight patty under presumably fair conditions, I still don't and don't think I'll ever understand it. Seems similar to a trick and merely making pk more of an easy win than fun. Shrug.

Also, I enjoy reading logs, and mainly any logs other than my own, as I participated in mine, I know what's going to happen, whereas with others it's something to see, either good or bad. :P
Volgar
Posts: 47
Joined: Fri Nov 18, 2005 3:50 am

Post by Volgar »

I didn't post the whole log, but when I was down south, he was beating me badly.. He had better abs and a better axe, the only reason we were at similar health was because I ran north and managed to rest for a couple tics before he showed up.
Vurek
Posts: 868
Joined: Sun Jan 16, 2005 7:24 pm

Post by Vurek »

Nod, I was assuming that was the case, but still a little bummed at the use of bpat so early :(
Lithium
Posts: 906
Joined: Wed Oct 15, 2003 3:43 pm

Post by Lithium »

Trees are pretty uber too. On a beat basher, I got Chase from hurt to crit before him and his buddy finally managed to finish me off. People are more likely to hit at trees too. The only potential downside is, they can't hit unbashed dodgers.

So yeah, everyone should use trees instead of patrols!
Axxey
Posts: 190
Joined: Tue Nov 16, 2004 5:25 pm

Post by Axxey »

we humans should use our trees too...
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

I would fight 2 people anytime if humans had trees. I used to use the trees around FD all the time. The patties near FD are nice, but they are either too strong (against people who outnumber by 1) or they dont do much against groups that just fleehit with 2 or 3 more.

Two or three sets of trees around FD would be awesome. Perhaps in the zone nw of FD, so that the zone gets used much more. It would also make it so humans cant flee 3 rooms and get in (like you could from the trees 1n alle FD gate.
Lithium
Posts: 906
Joined: Wed Oct 15, 2003 3:43 pm

Post by Lithium »

Don't make them trees, make them something else which act similarly. Maybe cavalry patrolmen or something.
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

Why? Trees are sick! I love them! Bashing a dodger on a pair and have them frag was awesome.. I used to fight 3 people around trees and it was a fair fight. That was some fun pk.
Aj
Posts: 809
Joined: Sun Dec 19, 2004 8:49 am

Post by Aj »

make shol area a stedding, it's laid out similiar to dark forest, so just s of mnt of dhoom there could be a small stedding with scattered ogiers who could assist humans.

I'd suggest a patty of 3 or 4 and some individual ones to help balance any pk odds.
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

With axes (or even chains!!)! All the mobs in game have swords and spears!
Cannibal
Posts: 145
Joined: Wed Oct 20, 2004 10:21 am

Post by Cannibal »

I suggest not making any patties or fall back areas. Thats what cities are for. Besides, if someone gets low enough to warrant running to mobs, they are low enough to get killed in a city. Unless cities got upped too in all of this. In which case we can rename Kinslayer to WotMUD VII.
Aj
Posts: 809
Joined: Sun Dec 19, 2004 8:49 am

Post by Aj »

cities are now pretty insane cannibal, but with the change to gates its harder for humans and trolls to get to safety. Most pkers dont want to run from pk even if the odds are stacked against them, such as cifon using the patties n of fd to his advantage, but when one human is low vs one troll using such a big patty doesnt balance pk it kills it, so a few strong solo mobs would rocketh.
Vurek
Posts: 868
Joined: Sun Jan 16, 2005 7:24 pm

Post by Vurek »

They said never would implement trees for LS, it doesn't make sense, and that's cool.

Think they are happy with wolves for now, we haven't been having multiple complaints on the terrible balance of N fd with blight for the time being because we aren't having to figh 5+ trolls anymore.

But when we do, it'll get nasty again :D

Wotmud VII? Hrm. I think we are heading towards Wotmud VIII by now :D
Viral
Posts: 163
Joined: Sun Jan 22, 2006 8:16 pm

Post by Viral »

I disagree about making Shol Arbela a stedding with trees and ogiers that assist you. Ogiers dont allow weapons or violence into the stedding. Would make it completely un-rpish.
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

It really doesnt matter to me, I can pk inside or outside of a city. I HATE runnig from pk, even if I am outnumbered. The two patties are ok, but it one single hard patty. Trees were awesome because they were weaker, yet still hurt.

As it is, I cant stand against two people outside of FD because A) I sit and fight, solo (or even with weak wolves/scout) I get torn up. B) patty will destroy those two. I dont recommend making patties weaker, because they really help in group fights when ls is outnumbered. I just ask for a few small patties (2 mobs) near FD so we humans can pk outside a city. If I run in a city, trolls get bored.

This wont alter the pk balance, as blight has some pretty awesome mobs that assist them (which is awesome, I love blight) but FD has 2 wolf mobs, 2 scouts, and 2 patties. I just ask for maybe two sets of mobs on the road to Shol Arbel where pk will be stimulated for times when LS is outnumbered.
Vurek
Posts: 868
Joined: Sun Jan 16, 2005 7:24 pm

Post by Vurek »

Been asking for this for months :), it was a plus when I saw wolves started aggroing and they added like 2-3 n fd. :P

Some IMM told me they had plans for n fd, all in good time :D
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