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Messages - Iwku

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31
Suggestions & Ideas / Re: PK
« on: June 04, 2008, 03:02:28 am »
If there was an option for one-loot PK and full-loot PK, and everyone was one-loot PK.. I'd go one-loot PK because I'd be an idiot not going one-loot PK.


If there was such an option, and everyone chose that option then it would tell you something.  I still think some people would chose to go full pk to get the full loot.

Anyway, I am sexist! What about the Sicilians? Until recently they had different rules for female and male members regarding clan obligations towards going PK.

32
Suggestions & Ideas / Re: PK
« on: June 04, 2008, 12:54:20 am »
QUOTE:
"So I would think that having one-loot PK and full-loot PK would result in a majority of one-loot PKers (ranging from wusses to above average in skill) and a minority of full-loot PKers (who are extremely skillful in PK). And this ratio would probably be stagnant, because there is no chance of anyone improving, by PKing each other to learn, because of inherent risk."

I think you're wrong.  There would be the bullk of the pkers in the middle range, either wusses or above average fighting and then there would be the top end of elite pkers fighting.  Each category can fight and learn, just lose the amount they are comfortable with.  Eventually, as the wusses got better they would move up to above average and then eventually skillful. Skillful pkers would always have other skillfull pkers to fight, just makes it less intimidating for wusses to join in.  Why would any wuss in their right mind go for full pk against a skillfulll top tier pker?  That's just insane.

33
Suggestions & Ideas / Re: PK
« on: June 04, 2008, 12:13:59 am »
Great scenerios Erwin.

How I was thinking it would work would be: Player A is full pk and player B is one-loot pk.  So they fight.  If player A wins he only gets to get one item from player B.  If player B wins, he only gets one item from player A.  However if they were both full pk, then they could take as many items as they wanted. 

34
Suggestions & Ideas / Re: PK
« on: June 03, 2008, 11:44:25 pm »
I just wanted to say one last thing before I drop it.

My comment to have different rules for male and female pkers wasn't meant to be sexist and it in no way suggests females are shitty gamers and can't pk. I would never want to run in to Hesara in a dark alley. She seems more scarey and skilled than the lot of you.

In general (just a blanket comment), male gamers or pk'ers seem to catch on faster and seem to be more interested in all the numbers and technical stuff which pk probably requires to be good at it.  I believe in general there is a difference in how males and females approach on-line games. And the difference isn't good or bad or sexist or whatever, it just is.

Only one of my friends likes on-line games. I tried to get him to try text games but he just likes the graphical war games where you kill people and sneak around and figure out all the angles how to do it best. I tried his game, but it didn't do anything for me. So yeah, there's probably lots of females that like that kind of thing and are great at it, but the majority are probably wusses and don't want to lose everything, so it's not fair why they can't play pk too...on a different level.



35
Suggestions & Ideas / Re: PK
« on: June 03, 2008, 08:14:52 pm »
Ok, that was a stupid idea separating pk based on sex.  What I really just wanted was to have was a option for full loot pk or a single-item loot pk.  I can see that is never going to happen.  So I will drop it.

36
Suggestions & Ideas / Re: PK
« on: June 03, 2008, 02:05:13 am »
I don't agree that arena is for people who suck at PK. There's lot of pk'ers who arnea. But maybe people who are wusses don't pk. And your definition of a wuss is.....being afraid to lose everything?

The arena seems twofold.  It is an event where people can show who is better at fighting in a totally controlled, premediated and artificial environment.  And it is a way to test out new skills against others.

PK, is more of the hunt and the survival and the unknown and being prepared for anything. In a way PK is easier because the anticipation just before you know you have to go into the arena is nerve racking.

I've never tried PK but I would like to, mostly so I can get my frustrations out if I get pissed off. Like for example....in the unlikely event that I would ever be pissed at you, even if I would lose I would get some satisfaction in hunting you down and attacking you. 

Your mind seems made up, but maybe sometime in the future think about two levels of pk.  You talk about wanting the game to be more indepth, and this could achieve that for us wusses.

37
Suggestions & Ideas / Re: PK
« on: June 02, 2008, 11:34:30 pm »
No? Ok. But maybe you could think on it some more, how more people could try pk without risking loosing every single piece of stuff they have. Personally I thought the wuss category could work.

The arena and pk are two completely different things.  There is no comparison between them.

Also, please everyone show some courtesy not to insult people on this forum who are not able to access the forum and answer back. It's not fair, and those types of irrelevant insults just get the topic sidetracked and serve no purpose other than making a negative atmosphere. Thank you.

38
Suggestions & Ideas / Re: PK
« on: June 02, 2008, 04:32:13 am »
Shoot, I just lost my entire post.

Anyway, first...don't call him Nanna. That's totally derogatory and something I shouldn't expect from the leader of the honourable knights.  It lowers my opinion of your group. And my understanding was Nanukimo's actions in the junkings were harsh on the recipients, but were not against the rules and were totally justified.  You have no idea the crap he had to put up with.

I agree PK should be a state of mind. I posted as an afterthought maybe there could be different rules for female and male pkers.  And the more I think about it the more it makes sense.  I would like to pk for fun, some risk - that's my state of mind.  Maybe there could be different levels of pk, so just the total male alpha looters don't get all the fun and we could all have fun with it.

Anyways, cool that pkers can whine to you group.  Waht a bonus.

39
Suggestions & Ideas / Re: PK
« on: June 02, 2008, 03:22:30 am »
How would this be?  You get to loot all the gold or tokens the person is carrying plus one item?  To me that would make PK fun and not so risky, or cause bad feelings that comes from a full loot.

Or, maybe there could be female pk (see above) and male pk (full loot)??

40
Suggestions & Ideas / Re: To GM or not to GM
« on: June 02, 2008, 01:31:27 am »
I originally voted to remove GM because personally I like the idea of specializing rather than remorting and going back to zero. But given all the recent changes (or proposed changes) and how I've felt about it, I've tried to put myself into the shoes of a GM and I guess if I was a GM I would be very warry of the possible deletion of GM.  I would like to change my vote to neutral.  Anyway, here are just some thoughts on GM.  They are not all my own but I hope you find them worth reading and considering before going forward with the deletion of GM's.

Removing Gm is not going to make the characters more in depth. Gm is not what causes the classes to be unbalanced. It’s not what causes mutliclassing to suck and it sure in **** is not why people don’t group together. And Gms are not overpowered.

Classes

The gladiators showed that classes are not balanced. This is no fault of Gms. Skills and spells need to be properly adjusted. There are tier 1 and 2 spells stronger then tier 4 spells and there are quite a few useless spells.

MultiClassing

Once again having all tier 1 and 2 skills on Gm is not what makes multiclassing suck. Mutliclassing sucks for one because you only get max hp/ speed bonus on whatever tier you are on. Say you a tier 2 thief, tier 2 mage. You only get max hp that a tier 2 thief gets and only the max speed bonus a tier 2 thief gets. Which is going to make that character suck against any a non multiclassed tier 4 player.

Grouping

You say Gm ruins grouping because they are exp hogs - ever taken a look at most of the current Gms out there. They have the best equipment or most of it. That is what causes them to do more damage. What’s going to happen when everyone starts hitting Tier 4 and they are not going to remort out of the class because there is no point to. They are not going to hunt, so no point to group with someone when hunting wouldn’t do them any justice.

There also needs to be stronger mobs that CALL for the use of grouping. Just removing GM is not going to make everyone go “lets group and Kill dinos” because you don’t have to be GM to kill dinos effectively.

GMs being overpowered

Gms should not get every tier 1 and 2 skill because it makes being a certain class in Gm more powerful than another class. But, that is not the Gms fault. That is who ever coded the systems fault. For instance, a tier 4 Gm thief gets parry, dodge, phase and brace. While a tier 4 warrior only gets brace and parry. That is who ever coded parry and brace to be a tier 1 and 2 skill. Either start moving some of the better skills up a higher tier and only allow a gm to pick a handful of spells and skills they want when they reach GM.

The thing that makes most Gms powerful is that they have spent a lot of time in the game. And with all of that time they have learned how each class works, how all the spells works and they have done quite a few good quests so by the time they hit GM they have good quest equipment. Gm is not unkillable - the main thing with how strong you are depends mainly on Equipment.

Making characters more in depth

Actually I think it’s just going to cause more players to become lazy. After you hit tier 4 there is no need to level, and not everyone can quest or likes to quest so there will be even more people sitting around in recall doing nothing.

You remove Gm and raise the amount of exp tnl. That is going to cause more aggravation. It’s going to take longer to get your spells and skills. And sometimes as it is going from mid level tier 3 to tier 3 level 51 on most classes takes forever because the amount of exp is almost trippled from what you needed as tier 1. So it’s going to even take longer and just is going to make it more boring and less exciting.

In conclusion

No one forces you to be Gm. And Gm is not what is ruining the mud. Gm is not what makes you uber. It needs some changes done to it but removing it no. Its a status symbol and it actually gives you something to do in the game and work for. No one forces you to level and you dont have to be Gm to be strong. Virisin, Lionheart and a few others prove that already. Dont blame Gm on why your weak. its called you need to start figuring out quests. And gaining quest equipment. A gm thief with 200 damroll is gonna suck just as bad as a thief with 200 damroll.

41
Suggestions & Ideas / Re: Trainer List of Skills and Spells
« on: June 02, 2008, 12:14:04 am »
Kvetch said ‘speak now or forever be silent’.

I’m kind of coming to see how the training mobs might be a good idea.  I guess I’m guilty of sticking to the zones I know, and venturing out ever so slowly and cautiously. Maybe it’s the kick I need to get me out exploring new areas.

Thank you for adding the zone name to the list of T3 & T4 skills/spells rather than just listing the dimension. It’s still very hard because most of those zones are in scary future or pre-historic places or hard dessert places but it’s better than it was. It also seems frustrating and confusing when there are a few mobs with the same name but only one of them teaches the particular skill/spell (maybe that has been changed or fixed?). It might be hard in some of the zones, like the Punk Concert, RIP and the Nile, to find trainers because you get attacked at lower levels, but it just could be something about me that made them attack.

I still don’t fully see why all the information (i.e. mob name) isn’t available to all tiers, since people or clans can give out or post that information as it becomes known. Within a few months, all the names will be posted in clan halls, so why not list it now? And I still don’t get the argument that the training mobs are to get people exploring but yet there is some magical cut off in information between T2 & T3.

It seems to make it harder for new people, who are probably loners in their first class at T3 & T4. They might not even know they can ask for that information. On the other hand, if they come into the game expecting to search for training mobs, then it might not be as big of a deal to them just getting the zone information at T3 and they’ll just accept it.

It’s great that more mobs will train skills/spells. Thanks Erwin for making all those suggestions.  Most of the extra training mobs just seem to be for T1 & T2 skills/spells.  Are there any plans to make some more training mobs for T3 & T4 (maybe for encircle the guard in New Goz. or that RIP guy?) and is it still being discussed to list mob names for T3 & T4? Either way I can live with it how it is now.

Thank you for listening and allowing us all to give input.

42
Suggestions & Ideas / Re: Removing Potions and Wands Revisited
« on: May 30, 2008, 03:22:33 am »
I do have faith.  I love this game and trust you all in making the right decisions.  But as a player...sometime change doesn't at first appear = good.  It's more like change = ???????.  Thanks Virisin.

43
Suggestions & Ideas / Re: Removing Potions and Wands Revisited
« on: May 30, 2008, 02:22:50 am »
QUOTE:
Think about some of my more controversial ideas in the mean time, this one isn't really a huge change as of yet.

"as of yet".........that's what worries me.

44
Suggestions & Ideas / Re: Removing Potions and Wands Revisited
« on: May 30, 2008, 01:50:52 am »
Quote:
"I just put ideas out there and hope for the best. And then sometimes they catch on, and I go about helping to design the idea and fending off any real workloads being placed on me. (I've got it down to an artform.)"
- you're funny :D

Thanks for taking the time to make such an informative reply. I appreciate it.

Before I get onto what I still don't understand and disagree with you about spells, I'd just like to touch on sanctuary spells since you brought it up.

There is one place really easy to get sanc spells and probably many more. But unless you know from previous gaming experience that it is a useful spell or figure it out yourself from experimenting with damage taken that it is useful then the average person might not even notice how sanc affects them. When you quaff it, it doesn't have any cool feedback. And I figure I'm an average player but I'm not about to go about timing things...or I don't even know how people figure out special qualities of spells.

The only reason I know that sanc might be important is that Asmoday took me once to fight with him, and another time took a potential recruit to fight with him.  He stopped to get sanc potions first each time. Me and the potential recruit were later talking and questioned the sanc potions.  The only reason I thought they were important was because he knew what he was doing, but even to this day I don't always think to get them. I go more for the potions that have cool feedback messages. Live and learn...but it's not obvious sancutary potions are so important.

Anyway, regarding the balance between casters and melee classes.  If casters have defensive spells like, demonshreak, suffocate, ice shield, mindfire and facemelt....then how is that different from melee having kick and trample? If both classes have defensive spells or skills, then what's the difference if they can each heal?  How is it fair if caster have defensive AND can heal? Whereas melee just have defensive and can't heal. It seems fair to me if both have defensive skills/spells, but casters because of their unique abilities can heal easier.  Actually, that seems to favour casters.


45
Suggestions & Ideas / Removing Potions and Wands Revisited
« on: May 29, 2008, 10:32:08 pm »
This isn’t a complaint. I’m just trying to understand the reasoning behind removing potions and wands and how it will work. 

This is my understanding from a discussion the other week on the gossip channel.  Let me know if it’s correct. The reason for removing them is that melee classes gets skills like dodge and parry and can also buy potions to cast heal and defensive/offensive spells; but casters can’t get things like dodge so it makes it unbalanced.  Also, the removal of potions would be balanced by a reduction in the difficulty of the mobs currently in the game.

What I’m having trouble understanding is that caster classes get other offensive things like cone of cold, etc. I haven’t been a caster yet (and I can’t seem to be connect to the skills/spells info on the website at this time to give other examples of offensive caster spells) but in my mind it seems if a caster can cast a damage spell and a melee class can do a damage skill, then it’s even.  And the caster can automatically get defensive and healing spells, whereas the melee class has to find them….even again.

If took me over four hours to fight greenie the dragon and that was with the help of Tor bringing me probably over 200+ opas.  It took me hours to fight the hag with tons of potions and wands. So, under the new system, would I be able to just kill greenie or the hag on my own, using dodge and trample and kick?  How would I ever be able to kill that bull?  Or is the idea that I would have to ask a caster to keep healing me? If so, makes it hard to be independent. On the other hand, one of my clan members (Grish, don’t know how to spell his alias) was generously offering to spell us up and he didn’t get any takers probably because we could do it ourselves with potions. So I guess that is an example of something that goes towards your idea of removing potions and wands.

What will happen to all the stores in the game that sell potions? Or finding things on the ground that are potions or wands?  Will they just be turned into bread?  I’ve found it fun to find special potions and wands.  Sometimes they were in easy to get back to locations, but often they were in places that were work to get back to or hard to find locations, so you couldn’t stock up too much.  Should people planning new areas, just stop making potions and wands?

As I said at the start, I’m not complaining.  I just want to understand how it will work.  My concerns are mostly personal because using potions and wands is how I have learned to survive, so I’m not sure how to change how I play if they are removed and I just don’t understand it.

Many of you post things and talk at such a high level, and it would be nice if you would post reasons for things so the people with not as much game savvy could understand and possibly buy into the reasons and goals of changes….rather than just saying things like yah, let’s remove all potions and wands. It just seems to me, that without such explanations that it appears that everything is being taken away, whereas in reality things are probably being added to and made better.

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