4Dimensions Forum
General Category => Suggestions & Ideas => Topic started by: Estidn on March 21, 2009, 04:34:26 am
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Meteorites. They don't destroy ships and there is like one meteorite in the entire space.
Missiles don't work
Space is too easy :P
Wolfhounds are pointless.
Flank- Could be a combo of bash and backstab or just a higher multi backstab
Trample- Mobs stand up right after trample.
Drinking from a container doesnt get you drunk.
When bidding on an item, if drunk, you auctalk a random number.
And drunk as a skill isnt worth it. I can barely hit anymore and got hit roughly 100% of the time. My skill is at 100%
The script on circlet and other equipment from Vic England wont let me use % in chat.
Repop times are disgusting.
Really needs to be a cap on exp tnl percentage 200 or 300% is fair. Redic for trying to kill a high level mob and coming out 800mil exp tnl in the hole
**** PLEASE PLEASE PLEASE**** Add an auto reboot every 24 or 48 hours. Just gets goofy having to wait for some quests.
My vitality seems to be going down at an alarming rate. I had 400/800str and walking through Cosmo Canyon put me a like 40% left. Toch said something about his mana doing the same thing.
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Rescue is bugged badly.
Hungry and Thirsty should be taken away from nobat, and added to the regular functions. Hungry and Thirsty should also impact dmg, and vit. However, the rate at which you become hungry and thirsty should be slowed. We need to make these functions important, otherwise they just belong in nobat. I really think they should be implemented though, including sleep. We need to make players tired and require them (if they ahven't had food or drink in a while) to become tired, and they need to sleep. Yay for sleep deprivation! brings down dmg, and vit. So long as you stay fed you'll be okay and you'll not have to sleep.
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Sleep deprivation is goofy. :P
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Okay everyone should know Rescue has been fixed.
For the following quoted from Estidn:
**** PLEASE PLEASE PLEASE**** Add an auto reboot every 24 or 48 hours. Just gets goofy having to wait for some quests.
Then the builders need to look over the quests and make changes since we seem to be more stable. I can't see an auto reboot just because of quests or because of the way quests are done. We could always make it never crash :)
Prometheus
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More on Estidn quotes:
My vitality seems to be going down at an alarming rate. I had 400/800str and walking through Cosmo Canyon put me a like 40% left. Toch said something about his mana doing the same thing.
I would say drop a note to Mozilla or Nauzhror and see if they can see anything wrong with the pfile. I know we sometimes get odd bugs in the pfile which causes stats to go strange.
Prometheus.
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Yeah i'm gonna have to have one of the coders look over my pfile. My stats are goofy and I logged in today with an extra set of equipment in hand.
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For the following quoted from Estidn:
**** PLEASE PLEASE PLEASE**** Add an auto reboot every 24 or 48 hours. Just gets goofy having to wait for some quests.
I'd like to point out that the fault much more often lies with the Questor than the Quest.
A reboot will not solve the problem, when it is caused by the player not doing things right.
We get too many reports about allegedly bugged quests, which are perfectly fine - the player just missed something essential. (This was for instance the case with the quest Estidn was referring to in the above quote. I know, because they asked me too, and I checked the script).
Normally you should never be forced to wait for more than a zone reset, i.e. 30 minutes to 4 hours, (which is maxtime for reset). The exception is features like farming and gardening, where the possibility to do it has been changed from once per reboot to once per RL day.
Bugged scripts do of course occasionally occur, but they are a lot more rare than most players think.
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Actully I think it was two diffrent things we we're talking about. But quest's aren't my only arguement. It seems like lag gets pretty bad without a crash now and again. Could just be me but I think reboots are healthy :-).
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Maybe, but not once a day.
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You're right. What bothered me most was getting kicked off my browser cause the donation pit was so full. After everyone leveling for 5 days the mud was sloppy and filled with all the junk from people not sacing corpses. Maybe something can just be done about that. Where if multiple items of the same type are laying around in a zone they can auto dissolve. I donno maybe the coders can think of something to combat that. I just see it becoming a much bigger problem once we go 6+ days without a crash we're gonna see lag getting worse.
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I've always thought that things laying on the ground should have an auto-disolve timer as much to clear up the mud as to represent the wear that would happen to things just lying around out in the weather and all. I forget why I was told it wasn't going to happen. I think it may've been because it doesn't actually lag the mud that much - or some such thing. Either way, I ended up saccing random objects as I walked around the zones with my mort. Seeing as I don't log on my mort much... it's up to you! And the other ones out there to keep the mud clean of debris.
Kvetchy
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Concerning the reboot thing, I think any mud will be very cautious about implementing an auto-rebooting feature. First thing is that high reboot time reflects well on the mud connector, since it shows you are a stable mud.
Second is that, there may be advantages to players that know a reboot is coming (specific item loads or token pharming) but that is a type of advantage that is created outside the scope of the game and should not exist.
And finally, items laying about is by far not a valid argument for wanting a reboot ;) Think about how many thousands of rooms, items, mobs, and variables the mud is keeping track of, and suddenly, that zone filled with trash seems like a very small speck in the grand scheme of things. Of course, if there IS a lag problem from high uptime, the coders might need to take a look at things. Perhaps things aren't as efficient as they could be, etc.
As for the quest thing, I would never blame the questor in messing up the quest. I think you should instead promote the questor to try as many possibilities as possible. Ideally, the quest maker should prepare for as many of the things so that making a wrong choice doesn't cause the quest to be stopped and require a reboot. This might require builders to think in the shoes of a questor when they're setting up quests though. The questors themselves could also help by reporting things that went wrong for them, so that they can be fixed to not happen again in the future. Though in my opinion, you guys just have way too many zones, too many quests, and just not enough staff to really get everything done in the most ideal way possible :P
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Though in my opinion, you guys just have way too many zones, too many quests, and just not enough staff to really get everything done in the most ideal way possible :P
No such animal. The large number of zones lets people go where they want when they want. For example, I am so not interested in going into space, but Medieavel and Prehistoric are ok. Old West is iffy to me. I keep trying to examine it with my mort and usually give up. What I'm saying is, if this were a space mud - or if most of the zones were in space - I probably wouldn't be here. I think the fact we have a wide variety of zones keeps us alive and people interested.
Though, having said that I will admit... I think the world is a bit large for the population we have. So.. we need to fix that by getting more players. Anyone wanna volunteer for that job?
Kvetchy
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No No, I meant you don't have enough staff to go through all the zones in the mud to make sure everything is unbreakable by the questor ;) Hence why part of the responsibility is still left to the questor.
I'm just saying, in the ideal mud, the zones would be built in way where it is impossible for a questor to screw up in such a way that a reboot is necessary to clear that mistake.
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Hayato is right about this, and I must say that I am extremely grateful to those of the older players, who actually REPORT the glitches in the quests, so that they can be fixed, even when they might have an advantage of an abusable glitch being kept. (He is one of those good players himself).
Regrettably there are several of the older quests that aren't set up in an optimal way, partly because we didn't have the options in the DG_code back then, and partly because we simply were too inexperienced, and didn't forsee all the different approaches that a player could take to a solving a problem - we just test the quest the way that they are 'supposed' to be done, and sometimes forget to test the 'else' options.
One particular problem that many of them share is, that if you happen to lose a quest item that you are supposed to deliver in the middle of the quest, you might get totally stuck. In some cases there is a possibility to redo the quest from the start, but even that isn't always possible. So cases like this should always be typo reported, that makes it easier for us to fix the quests.
That said, I sometimes get a bit tired of players who claim that a quest must be broken, when the only problem is that they haven't yet figured out the right way it should be done. In some cases this is even a result of quest-blabbing - i.e. someone told them part of the quest but not all the details, and so they try to make shortcuts.
So, for the umptiforth time; Don't blab, and NEVER discuss quests over open channels - and that includes CT. Even if everyone on line has already done the quest when you start discussing, you never know when someone who hasn't logs on and catches part of the conversation.
So just don't discuss ANY quests, on ANY channels EVER. Period.
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Can we make projectiles more sexy please? As it is now, they're no more fearsome than a fly bite.
I'm not entirely sure if this was done for a reason, or whether these were just the standards for a world
with much less armor to hide behind, but projectiles have the capacity to be extremely entertaining instead of just remaining obsolete.
Weapon Ammo Range Max damage
Throw - 1 Avg 10
Grenade - 1 Avg 20
Sling Rock 1 Avg 10
Bow Arrow 2 Avg 20
Crossbow Bolt 3 Avg 30
Gun Bullet 2 Avg 40
Hrm. If I happen to shoot at somebody ,and in the unlikely probability hit them dead on, I want to see some serious blood. Maybe then even the more skilled players would opt for a more unconventional weapon of choice rather than whatever the strongest sword of the day may be.
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Hey can we also make an on/off function to prevent/allow players to GIVE us items? This would prevent item abuse when players load other players with a ton of crap items to slow them down. Accepting items should be voluntary, not the opposite.
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Yeah.. I want that on mobs too... :P
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Absolutly not. Thiefs don't need more buffing.
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Can we make projectiles more sexy please? As it is now, they're no more fearsome than a fly bite.
I'm not entirely sure if this was done for a reason, or whether these were just the standards for a world
with much less armor to hide behind, but projectiles have the capacity to be extremely entertaining instead of just remaining obsolete.
Weapon Ammo Range Max damage
Throw - 1 Avg 10
Grenade - 1 Avg 20
Sling Rock 1 Avg 10
Bow Arrow 2 Avg 20
Crossbow Bolt 3 Avg 30
Gun Bullet 2 Avg 40
Hrm. If I happen to shoot at somebody ,and in the unlikely probability hit them dead on, I want to see some serious blood. Maybe then even the more skilled players would opt for a more unconventional weapon of choice rather than whatever the strongest sword of the day may be.
This might be possible. I think Thotter would probably be the better one to handle this than I.
Prometheus
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RANGERS are a rogue based class, giving them enhanced abilities with
short weapons like daggers. They are a speedy class, with many of the
skills for traveling long distances. A ranger's main focus is their
wilderness awareness, and an affinity for animals. They are good
fighters with many high damage skills. But are mostly renown for their
endurance.
Yeah, um....when are we going to actually have things taht help our endurance? Rangers are a severely broken class because they have nothing but basic skills that everyone else already has, and nothing of their own. If this is a "ROGUE" class, it should be fair to say that should have encirlce, or something like it. If they are supposed to ENDURE damage...then they need brace. Something needs to be done about this class. SUPPSEDLY they ahve "high damage skills"...but we don't. We have.....kick..Oh gee, so does everyone else!
So ya, can something be done about this class? I'd like to throw some ideas at you (prom) on GP when you have the chance next. Ranger quite litterally has nothing to compete with.
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So here is a bit of a list of things that I see taht need fixing/tweaking.
Strangle/Throttle/Garotte. Strangle doesn't work on mob past lvl 80, and also stops working after 77% hp of mob..whereas backstab continues to work until 49% HP. IF you manage to kill a mob with strangle, you gain zero XP. Throttle and garotte do not work at all.
SUmmoned mobs (clones/elementals): I think should be equal to and no greater than player level and tier. They should also have stats based upon your own, and assist in combat. BUT should NOT assist in PKing.
Mounts: Need to be upgradeable. They're just too weak vs. our epic mobs.
mobs within groups: Mobs within a group should not be attackable by any and all players within in a group. Instead they SHOULD get pissed and attack you if you ungroup them, rather than purge immediately. Kinda silly taht they purge. They should purge when you log off tho.
Lifesteal: I don't know about anyone else, but mobs power vs. player is out of whack. Even low levels are managing to actually land encircles in upwards to 5k in dmg..and they're not even epic. We need to truly balance things out a bit. I would suggest fixing/putting lifesteal back in. I'm not sure why it was even taking out, but we really need it back. As if grinding isn't hard enough, imagine what it will be like when people actually play my zone... It is an epic zone, and therefore I plead with thye powers taht be to look kindly on everyone else, and put it back in...otherwise people will need a lot of heals, and not get anywhere fast. The zone was built for groups, and epic players like myself, virisin, and so on. Although it is a quest heavy zone, there is a healthy aspect of hack 'n slash for everyone. I honestly think we need lifesuck in. We just don't have a pbase to force players to group enough.
MOBs: It appears that EVERY single mob can encircle. There is no way every single mob is a rogue. I think MOBs need to be looked at more closely because they're too many uber skills on top of their insane amount of dam dice, and so on. I would suggest an actual MOB AI, or a better defined mob class system where they only ahve what players have within the like classes (mobs with warrior class only ahve warrior class skills) EQUAL TO and NOT EXCEEDING their level and tier. This would greatly balance the mob to player system I think. In the cae of mobs greater than 50, they should not go so far to the point in skill/spell power as to be unbeatable. Everything should be reasonable.
Finally, REMOVE ALIGNMENT BASED SPELLS: Spells should not be accessable by alignments. In fact, if anything they should effect your alignment instead. There is no reason for alignment based spells/skills, and should be address accordingly. EVIL EYE should also be an alignment changing spell akin to absolve, being a T2 spell rather than a hgh tier spell. There is no reason for this strange unbalance of alignment effecting spells.
That's all!
-Toch
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I will not change the current long range combat for the current system.
Long range combat (bow, firearms, etc) will be modified for the skill tree, and it will be highly beefed up, so that you can decide to be like Legolas if you choose so.
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Fix the fact that people can tunnel into closed zones. I"m getting tired of rescuing people from them and I really hate seeing things for sale that could only have been gotten from those zones (you may not be able to move out of the zone, but it seems you can fight a mob that's in the room with you). Besides, Prom's threatening taking away tunneling to fix it and I"m sure the morts wouldn't like that ("Look, another thing they've taken away..."). Also, it would be helpful if we could make rooms that can't be tunneled to at all - even in open areas.
Kvetch