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Topics - Iwku

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General Discussions / Recovery Time
« on: June 12, 2015, 01:10:20 am »
I love this game. I haven't played in a while. I stopped playing in most part because I made the mistake of remorting into the gypsy class. And while obviously some people like playing a gypsy, it was not for me. There was no choice but to go through all the classes. I am glad to see now there is a choice of specializations. It is nice to see old friends and meet new people and I really look forward to learning the lay of the lands again and the quests. 4D has never left my mind. This mud is 1st class. Also congrats to the Table Round clan.

My frustration is the time it takes to recover. I tested it three times and it takes 20 minutes. I made sure I wasn't hungry or thirsty. I killed some mobs for 6 minutes, then spent 20 minutes idling to recover - then repeat. That slow progress is very boring. I don't remembering it being that way before. Vryce told me about opa potions that I had forgotten about that aid in recovering health points, but the vendor wouldn't sell them to me saying I had too many magical items.  Some new player may not know about opas and wait it out to recover and get fed up and not stick around. Still, even without potion, it shouldn't take 20 minutes to get to your full health points.

I guess I am wanting to know if this is everyone's experience and if something can be done to speed up recovery time. It doesn't even give you a tick to encourage you; I get no prompt of encouragement from the computer screen unless I hit return.

2
Building Board / Basic Building Question on Testing Rooms
« on: January 02, 2012, 02:06:43 am »
I can't remember how to do this. How do I turn off the building editor mode so I can test it like a mortal in the world would see it (ie. without seeing trigedits, etc beside the mob or object)?

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Suggestions & Ideas / Code Updates
« on: August 03, 2008, 02:17:11 am »
Quote:
At a suggestion from IWKU I'm going to try to post bug changes / updates here and I will hope the other coders will do so as well. Here is the current list:
A) Nauzhror changed the tier and level of the following spells / skills:
mana shield, brace, parry
B ) Nauzhror fixed scribe so that you need to know the spell to scribe it.
C ) Typo fixes.
End Quote

Thank you Prometheus.

Whether changes are conveyed through in-game change notes or on the forum boards, what matters most to me is understanding the change. For example in (A), was mana shield, brace and parry spells/skills increased or decreased? What prompted this change or how does this change affect things, etc.

Just reading something was "changed" doesn't really mean much to me. I would find it helpful if coders could briefly say how something was changed. It doesn't have to be lengthy. (B) and (C) are good examples of this. Otherwise, I just read the note, don't understand it and don't really care if it doesn't affect me.  Having this information on the boards though would be great because then if at some point it does affect me, then I can go back and find a reference to it. In-game change notes are good, but are only sent to current players so new players are not able to access that information.

I do appreciate all the hard work the 4D coders do. But to put all that work into making a change, and not have people understand it seems like a waste, when they could just write one sentence what the change means.



4
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.

5
General Discussions / "Quest" in Player Title
« on: April 13, 2008, 04:45:34 am »
I've always been curious what "quest" in a player's title means.

When I type 'quest', I get a message "you are now part of the quest".  It doesn't give any information on the quest or how to join. Sometimes, I think that the imms give a quest to GM's which is great, but mostly I think that "quest" in the title means that someone is pk and doesn't want to participate in pk at the moment, so it's a secret message to other pk'ers not to attack them.

I still have in the back of my mind about going pk, and would love to know if putting 'quest' in your title gives you some control whether you want to participate in pk or are on a pk break and for other people to leave you alone.

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