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Messages - Tor

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Suggestions & Ideas / Re: 100 Cha limit and backstab damage
« on: August 02, 2015, 04:47:37 am »
Yes, if your flee fails, for what ever reason, or if as sometimes happens, they follow you when you flee, they can continue to hit you. (Aggravating to not have trap aware and be stuck unable to move for minutes after having won the battle, but such is life.) *Peers at Kvetch* There are some rooms that one can't can't flee or retreat from with tough mobs. *Grin*

How does anyone train a spell to 99 percent?  As far as I know the maximum is set to 98 percent for mortals, exception being some species are "born" with 100% like centaur with 100 percent ride and mount. *Laugh* Not much use as they can't do either.

I have had the lost concentration on casting heal 3 or 4 times in a row, (after which death occurs, if not before), which is possible at < 2% occurrence but not very likely. This happens both when casting on self or on others. I will try and remember to log some occurrences and post them. Just as a quick check used a spell that I only had only trained to 80% 100 times with no fails and in the process trained it up to 83%. Then cast heal, (not in battle), trained to 98% 100 times and had 4 failures for loss of concentration.  As the results should be random doesn't really prove anything. To small of a test to satisfy the rule of large numbers.

Also spells have a chance of missing target, (just like melee can miss the target), or not producing any results, (you cast the runes of <spell>, but no damage or miss message), as well as failing from the caster loosing concentration. If it matters my accuracy is 327, it seems to be capped there as it hasn't increased in many remorts, (don't know if that is only improved while melee or not).

Suggestions & Ideas / Re: 100 Cha limit and backstab damage
« on: July 07, 2015, 01:59:50 am »
As it is easy for these high level mobs to do 25 percent of a players hit points in damage in one or two rounds, would a percentage of the players remaining hit points instead of their maximum hit points be unreasonably low? Ie: player has max hit points of 3600 hit once or twice for 900 damage, then encircled for 3600*.75=2700 produces dead, where as encircled for 2700*.85=2160 leaving them with about 400 hit points. Remembering that some of these mobs can get multiple hits on a player per round and are located in rooms where fleeing and retreating are both impossible. Grabbing a potion and quaffing it takes two rounds, (I think, haven't used it in awhile), and the heal spell has frequent failures.

Suggestions & Ideas / Re: 100 Cha limit and backstab damage
« on: July 05, 2015, 10:42:29 am »
1. I'm all in favor of your suggestion on reducing the backstab/encircle damage. It makes no sense to me that through maximum armor and sanctuary, (which is supposed to reduce damage to the minimum for that type of hit), for nearly 8000 hit points of damage, it could be higher, but I've seen very near 8k several times. Even at 75 percent of the players max HP there is a probability of the first encircle killing them.

2. I'm in favor or increasing the limit on Charisma to the proposed 150 limit, I'm not sure it can be reached though. When I hear many casters talk about their Cha it seem many don't reach 80 even with divine mind and know of no one that makes it without using divine mind. I'm the first to admit that there is much I don't know.

Suggestions & Ideas / Re: PVP
« on: April 07, 2015, 01:30:34 pm »
Sorry Diandra I had no first hand knowledge on this and was operating on information given me by a player with more experience with the perzes.

Suggestions & Ideas / Re: Perzes and Restrings and Stuff! Oh my!
« on: April 06, 2015, 02:28:27 pm »
The only reason that I have had anything perzed for myself or anyone else is more rp than anything else. That and being told by imms that I cannot restring an item that has stats. Without a way to change the descriptions, we all start looking like a bunch of twinkies. The perzed items that I've paid for are all wearable by anyone that gets there hand on them, and respond to the old keywords, making it more difficult to know which item you are affecting. This makes it especially hard when looking, examining items in a room while exploring.

It might also encourage some players to experiment more with combinations of equipment, than to adopt the attitude that Jimbob is an awesome gypsy, I must duplicate what he wears to be good.

As far as the non-perzed list... well, there are always exceptions aren't there?

Going back over the some of the things that were discussed/changed during my hiatus. It appears to me that the decision was reached to provide players that didn't get to pick a bonus the ability to do so was reached. This was never acted upon. I would think that in the interest of balancing this would be of been a high priority?
Could we get this back on the action plan?

Suggestions & Ideas / Re: PVP
« on: April 06, 2015, 01:22:33 pm »
Interesting, stumbled across this, if this script is so readily available why is it unknown of EVEN to the people doing us the favor of making the perzes? It was always my understanding that perzes could only be worn by the owner, but this is NOT the case with items being currently made.

Personally I can understand the desire some have to test ones self against other players, but not the need to strip them of their equipment. I would suspect the players that are most into this would be tempted to wear rp gear that looks like their good stuff when they aren't actively stalking another.

Crafting Main Board / Re: Player Response to Crafting FAQ?
« on: January 29, 2015, 02:16:58 am »
Locked Thread: I think that locking the main thread, in addition to "keeping it clean", will limit player input. It also can make some think that only inputs that support certain opinions will make the final cut.

Realism: As far I see the crafting plan to be quite unrealistic at present. eg: Hilt must be made by woodworker. I have numerous quality bladed tools, none of them have a wooden handle. Any material, that comes to mind, that can be shaped/finished with woodworking tools and skills can be done with those used in shaping and finishing metal. Metal cannot be tooled with woodworking tools. Fire has long been used in shaping, hardening and decorating wood items. Pommels are both decorative and provide a balance for the blade, as far as I know there is nothing that says they must be a jewel stone.

Skill Limit: Prevents there being a “renaissance man” in the game, but actually encourages players to have multiple alternates to skirt the issue. As Kvetch has already pointed out, if I understood her post correctly.

Player Interaction: Role playing makes blindly trusting the members of some clans, and esp. some players a foolish endeavor. There are numerous examples of this that I'm sure any player can come up with.

These are just my initial reactions to some of the questions brought up. I'll think on them some more as well as give some consideration to the other questions.

Suggestions & Ideas / Re: Woodsing?
« on: December 15, 2011, 07:10:00 pm »
Re: Elephant Pike Timer

The best I remember the pike timer was about six real life days. It seems to have gotten harder to obtain, as the last time I tried to get one I killed 6 of the mobs and none of them dropped a pike. The first 3 were killed while I had a pike but didn't have the time to go for another that day. (My manager wouldn't accept needing to keep playing a game as a reason for not reporting to work.) The timer on the pike expired before I could log back on and I purchased a good staff to use. This isn't an easy task for me as killing 3 of them nearly depletes my mana and each one takes quite a while and frequently requires my dying and recovery. (I'm sure others can do it much easier and faster.) It takes about 3 real life hours of maintaining meditation and sleeping in a healing room to replenish my mana for another go at them.

Molly, your idea of a sticky priority list sounds like something that is sorely needed. Thanks.
I also agree with your statements regarding the people working on the coding.

I think that Virisin's estimate of the availability of trade points is probably much closer than the 5000 TP in half a day mentioned by Once.
5000TP in half a day is too big by my estimate, I'd say around about 1000TP in a full day is a pretty good haul.
I can't match his average of 1000 TP in a full day, but his knowledge of where and when to obtain them is better than mine. I can't see anyone playing all day, much less 10 solid days to pay for one detector fire. I usually experience several each time I'm on line.

Suggestions & Ideas / Re: Woodsing?
« on: October 30, 2011, 02:11:29 am »
Jaros, I'm sorry you feel the expression of my opinions is selfishness. I fail to understand how my suggestion of prudence is selfish, while one promoting changes isn't.

My statement that I was not advocating any changes, was in response to Molly's question of, “So are you really sure you want me to do this? Balancing is always a delicate thing.” It was not meant as being in opposition to change per se. I merely intended to say that we should, in my opinion, be sure the changes made will have the desired effects before expending resources to implement them. I am not opposed to changes that improve the experience of game play for the majority and/or increase the retention of players, long time or new. I mentioned some changes that were done in the past only as they did not seem to do either.

I, for one, would like to see input from more players in these forums. I know that there are players that want much about the game changed, and others that don't want anything changed in it.

It seems that we have lost the original idea of this thread. Let's see if we can get it back on track.

Suggestions & Ideas / Re: Woodsing?
« on: October 29, 2011, 01:40:53 pm »
I was not advocating any changes, merely expressing my thoughts on the ease or difficulty of obtaining trade points and their relative value. This discussion of trade points started, to my knowledge, in reference to the cost of the new detect high setting being raised from 15 to 1000 TP.

I, along with some of the other players I have conferred with, am happy with the game as it is. I began playing the game because of the rich variety of the zones and choose to play it within the confines of the game rather than complain that this or that is not to my liking. I chose my character's race, accepting its inherent qualities, because it was what I wanted my character to be, rather than how it could could fare at melee or magic and what equipment it could use.

Much discussion and effort have been expended on making the game more newbie friendly, giving them more movement points, etc. I'm definitely in favor of retaining new players, but there was already the ability for them to convey gold for movement points, unless this had been removed. Gaining gold was made much more difficult for them by changes pushed for in the past, when many mobs quit carrying any. At that same time the cost, in gold, for learning skills was increased, making it harder to train up new ones. The loss of skills not used regularly was implemented and then, apparently removed later. All of these changes were said to make the game more interesting, provide balance and improve the games economy. Unless we are sure the changes will have the desired affect, let's not further impinge on the people who work so hard for the game.

The last time there was so much talk of major changes to the game, I began to not play, instead of voicing my opinions. This time I choose to not sit silent.

Suggestions & Ideas / Re: Woodsing?
« on: October 28, 2011, 03:46:06 pm »
Farming for Trade Points

Farming the eight fields north of Olde Yorke and then following the trading steps to maximize the value of the crops I raised 12 Trade points and 9000 coins in approximately 1 hour and 20 minutes.

After over 2 hours since I harvested a crop, I cannot grow another. It will go through all the steps, but about harvest time, "The crop is burned black, useless and dead!" From the help files I expect this to continue for me until the mud is rebooted.

Wow that is surprisingly little for farming. But it IS the easiest way to get tradepoints. Try lumberjacking.

It isn't up to me to disprove every outrageous claim made. It has now been about 9 hours since harvested first crop and the crops still fail at the last step.

Farming the in the area of Sutter's Fort produces similar results, so less than 12 TP per hour for farming, and then can't be repeated until reboot.

Riley seems to have covered the lumber jacking question.

Many of the items that can be traded for trade points, if you know where, seem to only pop once per reboot, and others after a repopulate of the area, which can be a few hours.

I don't find trade points as easy and quick to obtain as indicated in Virisin's posts.

Suggestions & Ideas / Re: Gypsys and Rangers getting a battle skill.
« on: October 15, 2011, 04:36:00 pm »
When will there be trainers that can teach the thrust and slit skills? I'm told that at least thrust for rangers cannot be practiced.

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