Suggestions for improvements.
Posted: Sat Jun 04, 2005 10:59 am
Well, my wife closed the window where I had a thousand word essay all written up for you, so I'll now skip the flowery speech and start over with just the meat and potatoes. I don't know if any of these suggestions are easy to code, hard to fix, or whatever, I'm just putting my opinion out there.
Things I'd like to see changed/tweaked/fixed:
1-Notice: In general, notice is hugely overpowered. Everyone and their mother has 86% notice which is all you need to see 99% hide. At the minimum, your notice should be within 5 points of the persons hide skill. Hence, you have 99% hide, I need at least 94% to see you.
2-Mob HP: Certain mobs have FAR too many hps. Wolves, scouts, and warhorses specifically. Spending 2-4 tics killing these mobs in straight up melee combat is absurd. You can lower the time it takes to roughly 2 minutes if you happen to land every bash and avoid 'tickling' during your damage roll. 2 minutes is still much too long to have to spend on this type of mob. No, I don't think they should be dead in one hit, but a lvl 40, 19 str, immense axe wielding trolloc SHOULD be able to make quick work of all of them in a minute or less.
3-Damage rolls: Damage is uncertain and inconsistent. Using the same char described above, a bashed, unarmored mob can be barely hit, OR fragged, you never know what type of damage may be dealt. If you are bashed and unarmored while being pounded by that immense axe wielder, you SHOULD be getting hit very hard at the least. Consistency is the key and it seems to be severely lacking.
4-Zones:I've built on WoT and another mud and I know the rigors of trying to get the zone right. Zone building 'inspectors' tear apart your work to get grammar and spelling correct. Here, there are a bunch of typoes and misspellings dotting the mud. I personally enjoy Scorch Earth, Gaint Trees, and the like, but it shows a lack of attention by the builder and the imm who approved it. It's probably far from important to fix, but it's just my observation.
5-Huge differences between weapons: Comparing the lowest grade in a weapon class vs. the mid grade and mid vs high end, , there is a vast difference in damage and usefulness. Of course there should be weapons that are better than others, but the differences now are astronomical. The difference between and crescent axe and radiant axe are tremendous, as is the difference between a radiant and immense axe. Weapons need to be brought in-line with each other and not have such a huge gap between. Yes, you can buy a crescent in a shop, but can you frag a bashed, unarmored mob with it? Not likely. Hell, you'd be lucky to LAND the bash in the first place.
You can compare daggers, spears, and swords the same way. I've used a good many of them and haven't grabbed a unique yet, but the differences between each end are much too great.
I don't know if the problem lies in coding because strength damage bonuses seem not be added to the damage, or if the weapon allows you to do only so much damage or what, but this really should be a priority to look into.
6-Lack of mob types, eq types: As the mud ages, I'm sure more will be added, but killing the same trees over and over is redundant. Granted, it's extremely easy to level and this is half the fun, but some spice needs to be added in the form of new and exciting mobs and eq.
7-Mob loads: Walk into Whitebridge lately? How about that other city near the blight (Shar something)? My god. Waltzing into every room holding 8+ guards is crazy. I think the max load/zone needs to be checked.
8-Channies: Overpowered? Perhaps a little, but at least here you have a good chance of even HITTING them. Plus the timers on spells seems to be quite good.
I've spent the past month here and I'm a transplant from WoT (5 years), and prior to that MUME (2 years). I realy like the atmosphere here compared to the others as this is what WoT USED to be like. There don't seem to be a lot of immature punk l33T (that right?) players here. It seems that most of us are here for one reason, to PK.
I've built a few zones on WoT and another mud, and I know how difficult certain matters are to address. This post isn't a flame, just a few suggestions on how to make things a little better.
Things I'd like to see changed/tweaked/fixed:
1-Notice: In general, notice is hugely overpowered. Everyone and their mother has 86% notice which is all you need to see 99% hide. At the minimum, your notice should be within 5 points of the persons hide skill. Hence, you have 99% hide, I need at least 94% to see you.
2-Mob HP: Certain mobs have FAR too many hps. Wolves, scouts, and warhorses specifically. Spending 2-4 tics killing these mobs in straight up melee combat is absurd. You can lower the time it takes to roughly 2 minutes if you happen to land every bash and avoid 'tickling' during your damage roll. 2 minutes is still much too long to have to spend on this type of mob. No, I don't think they should be dead in one hit, but a lvl 40, 19 str, immense axe wielding trolloc SHOULD be able to make quick work of all of them in a minute or less.
3-Damage rolls: Damage is uncertain and inconsistent. Using the same char described above, a bashed, unarmored mob can be barely hit, OR fragged, you never know what type of damage may be dealt. If you are bashed and unarmored while being pounded by that immense axe wielder, you SHOULD be getting hit very hard at the least. Consistency is the key and it seems to be severely lacking.
4-Zones:I've built on WoT and another mud and I know the rigors of trying to get the zone right. Zone building 'inspectors' tear apart your work to get grammar and spelling correct. Here, there are a bunch of typoes and misspellings dotting the mud. I personally enjoy Scorch Earth, Gaint Trees, and the like, but it shows a lack of attention by the builder and the imm who approved it. It's probably far from important to fix, but it's just my observation.
5-Huge differences between weapons: Comparing the lowest grade in a weapon class vs. the mid grade and mid vs high end, , there is a vast difference in damage and usefulness. Of course there should be weapons that are better than others, but the differences now are astronomical. The difference between and crescent axe and radiant axe are tremendous, as is the difference between a radiant and immense axe. Weapons need to be brought in-line with each other and not have such a huge gap between. Yes, you can buy a crescent in a shop, but can you frag a bashed, unarmored mob with it? Not likely. Hell, you'd be lucky to LAND the bash in the first place.
You can compare daggers, spears, and swords the same way. I've used a good many of them and haven't grabbed a unique yet, but the differences between each end are much too great.
I don't know if the problem lies in coding because strength damage bonuses seem not be added to the damage, or if the weapon allows you to do only so much damage or what, but this really should be a priority to look into.
6-Lack of mob types, eq types: As the mud ages, I'm sure more will be added, but killing the same trees over and over is redundant. Granted, it's extremely easy to level and this is half the fun, but some spice needs to be added in the form of new and exciting mobs and eq.
7-Mob loads: Walk into Whitebridge lately? How about that other city near the blight (Shar something)? My god. Waltzing into every room holding 8+ guards is crazy. I think the max load/zone needs to be checked.
8-Channies: Overpowered? Perhaps a little, but at least here you have a good chance of even HITTING them. Plus the timers on spells seems to be quite good.
I've spent the past month here and I'm a transplant from WoT (5 years), and prior to that MUME (2 years). I realy like the atmosphere here compared to the others as this is what WoT USED to be like. There don't seem to be a lot of immature punk l33T (that right?) players here. It seems that most of us are here for one reason, to PK.
I've built a few zones on WoT and another mud, and I know how difficult certain matters are to address. This post isn't a flame, just a few suggestions on how to make things a little better.