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notice and what not

Posted: Mon Jun 06, 2011 11:16 am
by Norum
Stab seems to be the only skill in the game that requires opponents to practice a skill to a fairly hard percent to not die instantly, or have a vast majority of your health be removed. Due to stab being able to still blick a lot of characters, I think that either 93% notice needs to work better, or stab damage needs to be downed a bit across the board. It's the only skill in the game that forces opponents to burn that many practices just so they won't die.

Re: notice and what not

Posted: Mon Jun 06, 2011 12:30 pm
by Jinn
notice shouldn't be free for anyone either.

and by free i mean 0 mv costs

notice should cost 1move for EVERYone

Re: notice and what not

Posted: Mon Jun 06, 2011 12:37 pm
by Landor
Thats the point. you get someone to stab you in the back with a dagger with out you knowing and see if you're still standing.... the damage is fine.... and notice works great at 93% i can even use it effectively at 85%, your just shit at it and need more practice. For someone who thinks he is so awesome at PK you sure do whine and bitch alot. . . . just sayin.


You mad bro?



P.S @Jinn, Yes it should be free. Untill horses get uped or mvs do notice shouldn't cost anything. otherwise everything is useless, warhorses hag every 20-35 rooms, you will personal hag every 10-20.. not to mention white horses!! they can't even make it from FM stables to FD west gate with hagging WITHOUT notice on, imagine that WITH notice.... like wtf....... you just want it to cost people so it benifits you and other rogues or anyone who uses stab...

Re: notice and what not

Posted: Mon Jun 06, 2011 3:02 pm
by Jinn
If you make notice cost something it adds an advantage to people who are able to use notice the way it should be used: off when chasing/running. On when engaging stabers/standing around. The people who are able to manage their notice the best will gain the advantage of having a more effective move pool. Those who run around with notice on will not be able to function nearly as well.

IÔÇÖm all for abilities/features that reward skill. I feel having a cost associated wih notice is one of the easiest and clearest ways to give skilled players an advantage for managing their moves efficiently. Hell, compared to that OTHER mud, moves here are absolutely crazy high in terms of how far you can run per tic. Adding something to *potentially* cull that is a good thing imo.

Notice should not just be turned on and forgotten about. If notice is free why even bother having the notice command, it should just always be on if you prac it...

Add a cost for everyone! no exceptions! :)

Re: notice and what not

Posted: Mon Jun 06, 2011 4:13 pm
by Racyn
LOL u sed 'ass'

Re: notice and what not

Posted: Mon Jun 06, 2011 7:30 pm
by Norum
You feel the presence of someone nearby....
*Barf* is sitting here.
Clark Denaris is here, fighting *Barf*!, riding a black warhorse.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
A Ko'bal trolloc is here, fighting Clark!.

HP:Scratched MV:Draining >
They don't seem to be here.

HP:Scratched MV:Draining >
They don't seem to be here.

HP:Scratched MV:Draining >
Suddenly *Nicotine* stabs you in the back, R.I.P....
You wish that your wounds would stop BLEEDING so much!
Your fame has been diminished.
Ugh! You lost a level!
You are dead! Sorry...

According to Landor I suck for my notice failing twice in a row at 93, maybe even 94%.

Also, Jinn doesn't want people to have free notice so he can just flee and hide all the time which makes it easy mode to survive. Now you'll actually have to learn how to conserve moves, know when you can hit and not hit, etc. It's not as easy as hitting flee, mashing the keyboard a few times, then hide. Sorry it's harder to play your class now bro.

Re: notice and what not

Posted: Mon Jun 06, 2011 7:41 pm
by Koradin
Random idea -

What about decreasing the time the NOTICE effect lasts to about 5 or 6 tics, and then make it cost some mvs in order to turn it on? That way, people still have to play strategy a little in order to use it, but it doesn't drain mvs every single room while it's on.

Re: notice and what not

Posted: Mon Jun 06, 2011 7:49 pm
by Norum
I don't think the characters in the game who can do the single biggest damage output with one skill should also have the biggest moves advantage. Thieves should learn how to stay alive/escape like the rest of the classes, instead of having a moves/survivability advantage.

Re: notice and what not

Posted: Mon Jun 06, 2011 8:15 pm
by Clark
Why would we do that? Thieves already have a huge survivability advantage. And stab seems to blick almost everyone.. or atleast get them to sub 50 hps

Re: notice and what not

Posted: Tue Jun 07, 2011 8:56 am
by Ifrit
no free notice!

if someone flees and 'hides' you still have autotrack which, to any skilled player, is a dead give away for seeing when someone is hiding or running. Tracks are very straight forward, the newest one always appears on top. So really, you're rather hypocritcal... you just want ÔÇÿeasy modeÔÇÖ so you can always see when someone is hidden. Flee and hide never worksÔǪ unless youÔÇÖre fighting someone really new or really unskilled. Bro, if that shit works on you that makes me laugh. And honestly, who doesnÔÇÖt get 96-99 notice these days. Get with the times, bro, 93 doesnÔÇÖt cut it. DidnÔÇÖt you get the memo?

Perhaps a good compromise would be making notice cost moves, but also making hide cost moves say 4 moves per hide for trolls and 2 mvs per hide for humans?

and who the fuck says bro all the time, that's just retarded. bro.

Re: notice and what not

Posted: Tue Jun 07, 2011 10:43 am
by Norum
play again so i can continue to knock you off legends bro.

Re: notice and what not

Posted: Tue Jun 07, 2011 10:47 am
by Ifrit
ok :)
edit: oh wait i forgot: bro

Re: notice and what not

Posted: Tue Jun 07, 2011 11:00 am
by Norum
Let me break it down for you bro. When a rogue is running, he can run a few, or more, rooms and hide. The chaser is going to run past him without notice on, unless you go extremely slowly, in which case he could just run in. Now, since you've run past him, he already has a moves advantage, so you come back and turn on notice, but he's left the room. So now you have to turn notice off, and chase again in the direction he ran, once again going past his room by a room or two before you notice tracks are gone due to chasing fast. Now he's got even a few more moves advantage, you turn notice on, come back into his room, but he's gone. Rinse and repeat for 18 years, bro. If you turn notice on to chase, in the past, it was laughable how shitty it made horses.

As a side note 94% notice has a 1/6th chance of failing, I find that to be too high.

Re: notice and what not

Posted: Tue Jun 07, 2011 11:06 am
by Ifrit
i take it as a compliment that you attempt to mimic my style of analysis when posting now, that's twice you've used the "let me break it down for you" approach, i applaud you... you're learning, bro!

you still havn't addressed my main point which is track. a thief runs, he leaves a trail. a thief hides, the trail ends. you've learnt so much i won't break it down for, and assume you understand what i mean, since you're so smart now. Channlers and thieves are the only ones who would have a hard time of it, and they already have a hard time of chasing, but still a skilled channy or thief can tell when someone has doubled back or hid.

Don't do it Norum, don't make me break it down for you!!! bro.

p.s am i using "bro" right? it seems so natural when you use it.

p.p.s i was on and even shouted and you wouldn't pk me. you 'fraid broski?

Re: notice and what not

Posted: Tue Jun 07, 2011 11:13 am
by Norum
It would appear your reading comprehension is as poor as your analysis, why anyone would want to mimic you is beyond my ability to contrive. I already explained why track doesn't make up for the notice moves malus, bro. Also, protip: if you want to be condescending at least try and be correct, otherwise it's pretty laughable and doesn't have its intended effect.

Re: notice and what not

Posted: Tue Jun 07, 2011 11:19 am
by Ifrit
Norum wrote:Why anyone would want to mimic you is beyond my ability to contrive.
speaks volumes about your ability to "contrive".

pro word choice. right click --> synonyms fail.

Re: notice and what not

Posted: Tue Jun 07, 2011 11:26 am
by Norum
b : to form or create in an artistic or ingenious manner.

Now that you're resorting to ad hominems I'm going to go occupy myself with other things. Like so many other feeble minded people you can't argue a point, and have to make fun of the way people speak, or some aspect of the presenter of the argument, be that the use of bro, contrive, or whatever.

Re: notice and what not

Posted: Tue Jun 07, 2011 11:31 am
by Chase
Make hide cost 4 mvs per attempt I'd say bring back notice. But then again, all the DS thieves will try one stab attempt and probably run away.. Oh wait that seems to already happen. If it is going to cost to have notice I suggest something that already should be in game: sneak costs mvs to use, and probably hide too. Then it is even.

I think many of you are severely misrepresenting or atleast don't understand how "easy" it is to chase a thief who is remotely competent. It can be done, but odds are the the thief will get in with mvs and hps spare.

Enter, try a bash, they flee, notice off, track to next room, notice on, engage, start bash, they flee. Over and over again. You're horse will hagg way before the thief will, and if you dismount you won't land a bash or you'll hagg yourself in a couple zones. Stop trying to act like it's a joke to chase thieves. DS has no idea because they never even have to chase a thief.

Re: notice and what not

Posted: Tue Jun 07, 2011 11:43 am
by Ifrit
sneak costing moves isn't a bad idea.

then make it free for greymen, they don't really have enough bonuses to make them a true remort.

Norum: calling me out on personal attacks is, once again, hypocritical coming from you. I see you as a plague on this mud, you don't contribute in any real meaningful way. In fact, you drive good people from the game... and so, when i see your verbal diarrhea -- and damn, there's been a shitload of it lately -- begin to infect the forums again, i have to step up and put you down. It stings, dosen't it. Gives you a lump in your throat? well thats probably how you make other people feel, granted you're just not as good at doing it as i am -- and i'm not proud of that fact.

Don't get into a pissing contest that you'll lose, son.

Re: notice and what not

Posted: Tue Jun 07, 2011 11:47 am
by Norum
Name a good person I've driven away from the mud. And as to your claim that you make people feel a lump in their throat or some such due to your amazing wit and stinging insults, the only emotion I've felt so far when exchanging posts with you is amusement. Continue to labor under the delusion that you're clever, and have any ability to manipulate people's emotions. Your tactics and strategies are better suited for an elementary school playground, step up your game if you wish to manipulate my emotions in any such way.

I would challenge you to another battle of wits but it appears you are unarmed. My honor would not let me beat up on such a foe.

Re: notice and what not

Posted: Tue Jun 07, 2011 11:50 am
by Ifrit
Norum wrote: I would challenge you to another battle of wits but it appears you are unarmed. My honor would not let me beat up on such a foe.
touche sir, touche.

as to who has left?
viewtopic.php?f=12&t=5637

and you're doing a pretty solid job of working on Landor.
There are a plethora of people who resent the way you conduct yourself. The fact that you were banned twice (more?) should add legitimacy to my ohh so fallacious point regarding your conduct on the mud.

Re: notice and what not

Posted: Tue Jun 07, 2011 11:52 am
by Chase
I'd agree to that, but please, they probably have the best remort setup. :P

Effusion, shadowstep (so safe in patty doors), increased mv regen, switching to a target and ignoring group faceoff, better pracs

vs.

Hamstring, stances, whirlwind (blows), slight decrease in pb split, and pracs

vs.

Fade, compel, attack using dps, dodge weaves on %, shadowstallions, and pracs

Re: notice and what not

Posted: Tue Jun 07, 2011 11:57 am
by Barf
I like the idea of 4 mvs per hide for trolls, 2 for humans. Or sneak costing mvs. Also, please stop arguing on forums!

Re: notice and what not

Posted: Tue Jun 07, 2011 11:57 am
by Ifrit
fair enough Chase,
I don't really know much about remort mechanics. but it would be a good perk.

Blademasters should be able to issue a horse with 200 mvs or something :P

I'm unarmed Barf!!! remember?

Re: notice and what not

Posted: Tue Jun 07, 2011 12:03 pm
by Norum
I don't know how you consider Landor to be a good guy, chest loots, same side loots in pk, rages like woah. Also, the last time I was banned was in like 2005 and in case you weren't around back then, it was probably more so to do with me calling out immortals for cheating, than to do with me making fun of other players.

I treat Nyoga, Crunch, Evilina, Landor poorly. I treat, occasionally, anyone who tries to defend them poorly as well. I treat people poorly who have attacked me, or who are trying to insult me. I don't just go up and start berating people for no reason. Occasionally my teasing of someone is a bit too barbed and I insult more than what I intended, but I only go out of my way to treat people poorly when I consider them to be shitty human beings.

Oh, and Nicotine, I treat him poorly too.