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Messages - erwin

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256
Suggestions & Ideas / Re: KOTM / KOTY rules discussion
« on: April 13, 2008, 11:14:54 am »
Hmm..what's your definition of fairness?

I see that the fights start after a "Ready, Go" or any such sort from the witness..that's fairer than PK in which sometimes you are caught unawares.

As for anything goes, well, a non GM would find it harder to kill a GM, but potions / wands / scrolls / mounts et al should at least even things out, somewhat. (Ok, that's probably a blatant lie, since potions/wands weigh around 10KG and GM can cast buffs for free.)

But you can counter that. Put these items in your clan container in every room in the arena, and take them out and use when needed (assuming there's a script that prevents non clannies from picking them up.)

257
Suggestions & Ideas / Re: Bugs.
« on: April 13, 2008, 11:09:31 am »
Nod. Point taken, my bad.

258
Suggestions & Ideas / Re: Bugs.
« on: April 13, 2008, 12:22:49 am »
Elementals don't come in pairs now, I think.

They have a lot of melee skills, but seem to fail on the offensive ones (kick, snare, etc.) They can succeed in skills like grip, focus, boosting their combat abilities.

Elementals, from weakest to strongest are,

Water Elemental - T2 spell
Air Elemental - T1 Spell
Earth Elemental - T3 spell
Fire Elemental - T4 spell.

The water elemental is useless as a combatant, it dies too fast for it to attack back. Only use is for RP and walking container. Maybe a distraction like clone.
The air elemental is slightly better, lasting a few more rounds, but I've never seen it attack either. Useful as meat shields.
The earth elemental is a step up from both elementals, able to last rather long, and do decent damage.
Fire elementals are godly. Way, way, way too much HP, and can kill gladiator chars in one round.

259
Suggestions & Ideas / Re: To GM or not to GM
« on: April 13, 2008, 12:16:58 am »
GM helps to kill high level mobs convieniently.

Put it this way, a T4L50 thief (non GM) can kill mobs up to T4L50 easily, with just regular combat (with backstab, encircle).

However, the thief faces problems with higher level mobs, in the sense that other skills 'poison weapon' don't work on them, immune to backstab, etc. Encircle helps, but that's the only skill which does so.

So I GM for buffs, and cure critic, which makes it easier for me to kill such mobs. If there wasn't GM, I'd probably go for either hunter or priest, just because the other classes unique skills/spells tend to not work on higher level mobs who seem to be immune to them.

On second thought, how about having skills like tinker, manipulate, poison weapon, etc, limited to the person who performs the skill. Eg, if I tinker a weapon, I should be the only one that can wield it. Otherwise, what's to stop people from just levelling a T4L50 (class), that can do that, and then pass a weapon to their main character?

260
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 12, 2008, 10:54:51 pm »
But remember..players can track mobs.

261
Suggestions & Ideas / Re: Bugs.
« on: April 12, 2008, 10:53:38 pm »
Steal doesn't work in ARENA rooms too

262
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 12, 2008, 04:38:46 am »
Hmm..how about

Low level skills - approximate zone / dimension

Medium level skills - vague hints

High level skills - nothing.

Because as an average player levels, he'll probably enter zones and find trainers for low, medium, high level skills. As he progresses to higher levels, he should have already found a few of the trainers for the high level skills..making vague hints redundant.

Giving locations like "Encircle skill can be found with the guildmaster in Olde Yorke" would just make the player run there, learn it, and leave the zone.

263
Suggestions & Ideas / Re: KOTM / KOTY rules discussion
« on: April 12, 2008, 04:35:11 am »
KOTM should be no holds barred.

If you can do it, it should be allowed, because usually every tactic can be countered by another tactic.

Of course, should any bugs / loopholes come out during play in KOTM, that's entirely another issue :)

264
Suggestions & Ideas / Re: Some Skills
« on: April 12, 2008, 04:31:55 am »
A newbie thief has a speed bonus. Warrior's dont.

265
Suggestions & Ideas / Re: Some Skills
« on: April 11, 2008, 09:17:58 pm »
One skill should at least be moved there, either parry, or either brace. Can't be both, how would a newbie warrior survive?

266
Suggestions & Ideas / Re: Elementals
« on: April 11, 2008, 09:11:56 pm »
Yeah, but Tier does.

Or rather, a water elemental can be killed in one-two hits, but an air elemental takes roughly more to die.

I'm wondering why a T2 spell is weaker than a T1 spell, perhaps the tiers should be swapped?

267
Suggestions & Ideas / Re: Elementals
« on: April 10, 2008, 09:36:55 am »
Is there something wrong with the elementals, or is it just how I cast them?

This is what I get when I summon an air elemental (T1 spell), and a water elemental (T2 spell) when typing group.

                     [ 2150H    10M  5000V 0T ( 0.0%)I] [30 ---] the water elemental
                     [ 5658H    10M  5000V 4T ( 0.0%)I] [35 ---] the air elemental
                     [  191H    10M  5000V 0T ( 0.0%)I] [ 1 ---] Erwin (my clone)

The water elemental seems to be of a lower tier, has lesser HP, and of a lower level than the air elemental, even though it's a T2 spell.

268
Just poisoned a divinely crafted longsword with 10 step poison, timer was for 140 minutes. That's like way less than the thin needle.

269
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 09, 2008, 07:40:06 am »
By that argument, a problem is that sometimes you kill the mob before you can practice, other times it is killed by someone who just wants to get past the mob.

270
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 09, 2008, 02:20:37 am »
I'd say knock for the tomb robbers in Valley of the Kings, and Enchant Weapon for the mage in Ali Baba (he enchanted the ankh)

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