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16
Suggestions & Ideas / Re: Changes made to Gypsy class Discussion
« on: June 30, 2012, 08:30:14 pm »
If you want an easier way to level, choose a different class. If you want to be a commerce king and be able to sell things to or help your fellow players, Gypsy is still the way to go. Why would a class that gets tinker and woodsing, two of the best skills in the game for improving others damage also be a competitively powerful combat class? It just doesn't make sense.

Gypsy is still playable, it's just a little bit more work to play them. Not the end of the world. If you don't feel like the benefits you get from Gypsy are worth the loss of dodge, simply remort or petition for a class change. This wasn't simply a nerf, it was a rebalancing with both good and bad. Dodge should not come back in. The HP bonuses were too high for gypsy. That's why half the mud were actually gypsies.

We're also working on other classes while doing this. Ranger and Warrior have both been tweaked in positive ways. Ranger is more competitive than it used to be. There will be some other tree based skills for them shortly but in terms of actual combat they're more playable. Re-balancing may be painful, but it's essential to making a game that's equal fun to play and that isn't primarily made up of Gypsies and Priests.

17
Suggestions & Ideas / Re: fix this please....
« on: June 29, 2012, 01:30:53 pm »
Code: [Select]
struct weapon_type_data {
int hands;
int speedtop;
int speedbot;
int evasiontop;
int evasionbot;
int accuracytop;
int accuracybot;
int balance;
const char *name;
};


In sequential order.

18
Talk to me about that tomorrow. Should be straightforward to get them back in.

19
General Discussions / Re: EXP
« on: June 27, 2012, 12:03:41 pm »
That's exactly what happened. It's meant to be a stop gap from hardcore wimpying.

20
Suggestions & Ideas / Re: Elemental Staves
« on: June 24, 2012, 03:54:10 am »
This feature is now in and live. Enjoy.

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Suggestions & Ideas / Elemental Staves
« on: June 24, 2012, 02:00:17 am »
From the previous thread:

Doesn't look like I'll be able to get to that tonight, but the good news is we now have working elemental focuses.  Fire focuses can cast fire spells with more power than a normal focus (but are standard issue for other elements).

Sounds great!
Of course, what Zsijn is talking about is the ordinary trees that you trade to the lumbermill, not the magic ones that you make staffs from.
But I suppose a certain  number of the ordinary trees turn into magic ones, so the loading percentage should be about equal for both kinds?

I am also not sure that I quite got the part about the elemental focuses.
How do you assign the fire focus to them? Do a certain percentage of all the staffs get it, or is it based on what kind of tree the staff was made from?
Will other focuses get elemental ice or water to counteract the fire spells?

Quote
I'd also appreciate some ideas on which trees should give which elemental modifiers. Please limit it to one modifier per tree.

Like I said, there are 50 different kinds of trees, and some of them are a lot more common than others, which I suppose should influence the value of the modifier.
I could post a list of the trees, but that is not much use without the percentage load.

Which elemental modifiers are available?
Are all the available spells sorted under any of the elements fire, water, air, earth?

Also, like Jaros pointed out, the age of the trees should make a difference to the factor - as well as the level of the players woodsing skill.


I'll break this down into question by question:

How do you assign the fire focus to them? Do a certain percentage of all the staffs get it, or is it based on what kind of tree the staff was made from?
Will other focuses get elemental ice or water to counteract the fire spells?


It'll be dependant upon the type of wood. Check "help trees" for a list of magic trees. These I've found out are actually completely different from what are used for lumberjacking. Only about 8 elements in total will get elemental staves: Fire, Ice, Electric, Water, Earth, Air (the newbie element, will make quite nice staves), Spirit, and Death.

When casting within that element of your stave you will get a bonus multi based on:  The age of the tree, the skill of the woodsinger, the reagents you used when singing (gathered via crafting), and refinements made to the staff itself.


Which elemental modifiers are available?
Are all the available spells sorted under any of the elements fire, water, air, earth?


Essentially any damage spells and any spells currently modified by staves such as Battle Rage, etc will get a benefit if you're using a stave of the appropriate element. This lets you focus on being a specific type of mage. We're currently lacking a lot of the types of spells that do receive bonuses from focusing on an element but I think with time and a little work on Graham's part we could actually see that being part of the gameplay content.


The long term goal here is to make this part of a crafting system and as such these sorts of stave settings will NOT be available to builders. Doing so just encourages yet another arms race as we've seen with damroll, innates, etc for every new zone that comes in. Every single zone will try to push things just a little bit further thereby creating additional balance problems. The Pike is a good instance of this. It's essential that as we build out this feature we focus on how we make crafting more usable by players, how we create a player market, and how we make focusing on a specific element a core piece of gameplay.

22
Suggestions & Ideas / Re: lumberjacking
« on: June 24, 2012, 01:48:59 am »
Gonna create a new thread for this and reply to your topic so we don't get too off track with the lumber stuff. I suggest you get Thotter to write you a fancy little lisp script to calculate your tree loading rates for lumberjacking.

23
Suggestions & Ideas / Re: lumberjacking
« on: June 24, 2012, 01:09:57 am »
Doesn't look like I'll be able to get to that tonight, but the good news is we now have working elemental focuses.  Fire focuses can cast fire spells with more power than a normal focus (but are standard issue for other elements). They both increase your damage, and increase the effects based on the wood you use, the skill at woodsing, and a few other variables that I'm looking for ideas on. Moves/maxmove would be a kind of cool one, making vitalize a little more useful. The more tired you are the more likely you are to make a mistake with the wood.

I'd also appreciate some ideas on which trees should give which elemental modifiers. Please limit it to one modifier per tree.

24
Suggestions & Ideas / Re: lumberjacking
« on: June 23, 2012, 08:47:25 pm »
Not to worry, it'll use the same vnums, just make the way tree loading is calculated a lot more sane. What we have right now are complex formulas that probably made sense when they were being coded but that are a bit of a mess to wade through. You won't need to do any more work on your end, it'll be backwards compatible. ;)

25
Suggestions & Ideas / Re: lumberjacking
« on: June 23, 2012, 03:34:15 am »
I tried to look up the data for you, but the way trees is programmed is too convuluted to really read. So I'm going to code my own tree system tomorrow. I'll also put in a little engine for elemental variables which should help us with some of the spell rebalancing, in addition to making lumberjacking also a player trading activity.

Long term, the idea is that crafting, not pikes, should be the main source of badass caster multis.

26
I think we should hold off on buffing lightning bolt back up until we have a grasp on how large a change we've made here and in other areas. Keep in mind people that we're buffing a lot of other spells so while you can't fall back to the easy one hit win, ideally, the goal is that you have different spells for different environments and situations which suit you.

This should make combat both more dynamic, and more interesting. We've also been thinking about how to do a proper combat overhaul of mob ai for quite some time so that is something else that's on the horizon. Although it might be painful right now, you should look at this as progress as in the long run our goal is to make the MUD better, more fun to play, and more varied for everyone. 


I think we should applaud Graham for his initiative in getting this shit started.

27
Suggestions & Ideas / Re: backstab
« on: June 03, 2012, 10:48:39 pm »
Could make blackjack and blind somewhat useful too. Wonder how this would balance with the other classes?

28
Suggestions & Ideas / Re: fix this please....
« on: May 27, 2012, 12:12:48 am »
Attention span lacking:  Essentially we're looking for the ability to set weapon type in OLC? Rather surprised it can't do that as it is. I'll try to look into that soon.

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Typo Change Announcements / Re: Typo Fixes
« on: May 10, 2012, 08:13:32 pm »
That's not really breaking the deed system. At best it's gaming personal deeds based on deeds not requiring at least clan_rank 1 to put. The real benefit of deeds is in the clan bonuses anyway.

30
Barrel of Laughs / Re: 2 jokes
« on: May 09, 2012, 02:58:11 pm »
Armenius' day job is as a standup comedian.

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