Bring in New and Old blood to MUD

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Post Reply
eviscerator
Posts: 100
Joined: Wed Mar 25, 2015 1:29 am

Re: Bring in New and Old blood to MUD

Post by eviscerator » Fri Mar 04, 2016 4:59 am

Fades aren't OP.

Channelers and rogues need adjustment.

Stab should be changed to blick only if their target is <200 hp. If they are >200 hp then it should be a % up to 95%. Remove stab lag. Let them earn a kill by chasing and not bullshit scripts and flee stabbing in which the target can't do anything to stop it.

Channelers HAD a natural balance with the majority of channelers having 200-240 hps way back when. I think the average of all active semi-decent channelers up north is 300 now? I know both of my FCs are 330 hps. That is 40hps less than my warder had before rerolls.

Weapons need rebalancing. It's not hard, comments were made that the last few weapon changes took so much time. The fact is the last few weapons changes made every other weapon outside of sblades and long blades useless, so clearly whoever did it has a gross lack of knowledge about this game. If you are combo and using anything outside of sblades or long blades you are setting yourself up for failure in any setting. I'll sit down with an immortal next weekend and we can go through every single weapon. I know the OB/weight/PB/damage that will make a weapon viable or not. You just help me with where it loads and load %. We can balance everything in a day. I know this isn't possible due to whatever non-sense it takes to get changes done but the offer stands whenever we decide to move things forward. I only use herons so this change is more for the masses not for me :)

Paj

Re: Bring in New and Old blood to MUD

Post by Paj » Fri Mar 04, 2016 5:44 am

Zerk attack on warriors is great, until your opponent just FLEES and you end up attacking an agro mob. STUPID. If a warrior is going to zerk (which is a death sentence), give them the ability to change targets. Hard code, sure. But it is in game on fades. They're already going to die, give them a reason for a glorious death other than the other side going 'Hey he's zerk, come gang up on him while hes on this mob'.

Rogues. Don't care. If you can't fight them, don't fight them. If there's only two rogues pking and fleestabbing, leave.

Channelers. Add % defence to mix it up. Ice spikes do diddly against plate armor but tear up leather. Fire burns up plate armor but does diddly against leather. Adds something new as well a strategic defense and offense to playing with/against channelers. Probably requires code, but still can't be that difficult. Right now its 'channeler check weather, channeler use ice/fire'. Doesn't matter what the channeler uses, the fade/trolloc is going to get reamed.

Back to clans:
Just setup every clan Rank 1 as their interim/acolyte/apprentice/whatever stage. Give them 10 automated quests to complete within a time period. It can be PK, RP, or Quest, just automate it so these guys aren't sitting around for months waiting for other people (who may or may not still play) to vote on a player they haven't played with. As people have said in other posts. ITS A GAME. If people can't play, they aren't going to play.

Why come here to imerse in the world of the Wheel of Time if they can't have an opportunity to be a part of something grand, without waiting months on other players.

Relaes
Posts: 55
Joined: Tue Jul 07, 2015 5:11 pm

Re: Bring in New and Old blood to MUD

Post by Relaes » Fri Mar 04, 2016 7:08 am

There are chase scripts now? Haha! I refuse to believe it!

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: Bring in New and Old blood to MUD

Post by Elysia » Fri Mar 04, 2016 8:29 am

eviscerator wrote:Weapons need rebalancing. It's not hard, comments were made that the last few weapon changes took so much time.
It's not hard to do. It actually requires starting with compiling data because the data the game offers is incomplete. Then inputting bashing items into the formula to see how they line up. Tinkering with the numbers a bit until you're happy with it.

Yes, not hard. If I/we had nothing at all else to do. :roll:

Firimei Lang
Posts: 1268
Joined: Fri Feb 05, 2016 6:09 pm
Location: UK

Re: Bring in New and Old blood to MUD

Post by Firimei Lang » Fri Mar 04, 2016 10:45 am

Paj wrote:Zerk attack on warriors is great, until your opponent just FLEES and you end up attacking an agro mob. STUPID. If a warrior is going to zerk (which is a death sentence), give them the ability to change targets. Hard code, sure. But it is in game on fades. They're already going to die, give them a reason for a glorious death other than the other side going 'Hey he's zerk, come gang up on him while hes on this mob'.

Rogues. Don't care. If you can't fight them, don't fight them. If there's only two rogues pking and fleestabbing, leave.

Channelers. Add % defence to mix it up. Ice spikes do diddly against plate armor but tear up leather. Fire burns up plate armor but does diddly against leather. Adds something new as well a strategic defense and offense to playing with/against channelers. Probably requires code, but still can't be that difficult. Right now its 'channeler check weather, channeler use ice/fire'. Doesn't matter what the channeler uses, the fade/trolloc is going to get reamed.

Back to clans:
Just setup every clan Rank 1 as their interim/acolyte/apprentice/whatever stage. Give them 10 automated quests to complete within a time period. It can be PK, RP, or Quest, just automate it so these guys aren't sitting around for months waiting for other people (who may or may not still play) to vote on a player they haven't played with. As people have said in other posts. ITS A GAME. If people can't play, they aren't going to play.

Why come here to imerse in the world of the Wheel of Time if they can't have an opportunity to be a part of something grand, without waiting months on other players.
All of that!!!

I understand the Tower and some other Clans have rp and some pk reqs, but waiting for months or a year to get the desired rank or stature can be slow when the numbers are low right now. Not wanting to rank race, I prefer being sure and I imagine the Tower does for instance.

Can it depend on the excellence of rp and activeness for someone to get say, rank 5 in the tower? Time wise is it set in stone as a minimum ?

Mangler
Posts: 200
Joined: Wed Feb 18, 2015 5:01 pm

Re: Bring in New and Old blood to MUD

Post by Mangler » Fri Mar 04, 2016 10:49 am

Zerk attack on warriors is totally fine. That bit where you get caught on a mob is the balance to how powerful it is. If you really want to address an issue with zerk warriors it's horse rescue screwing over LS who use it. Zerk attack on warriors does not need to be improved.

Also your ice/fire information is oversimplified. There are ways to work around zones and weather that add tactics. I still think zing/spike/fball should have a 25% SP and 25% dmg reduction though. Similar damage to SP ratio but takes longer to unleash it and requires more tactics. That would help balance the various not very skilled channelers who can just turn up in PK and weave spike 1. and still win.

Elodin
Posts: 926
Joined: Fri Feb 13, 2015 7:48 pm

Re: Bring in New and Old blood to MUD

Post by Elodin » Fri Mar 04, 2016 12:11 pm

eviscerator wrote:Fades aren't OP.

Channelers and rogues need adjustment.

Stab should be changed to blick only if their target is <200 hp. If they are >200 hp then it should be a % up to 95%. Remove stab lag. Let them earn a kill by chasing and not bullshit scripts and flee stabbing in which the target can't do anything to stop it.

Channelers HAD a natural balance with the majority of channelers having 200-240 hps way back when. I think the average of all active semi-decent channelers up north is 300 now? I know both of my FCs are 330 hps. That is 40hps less than my warder had before rerolls.

Weapons need rebalancing. It's not hard, comments were made that the last few weapon changes took so much time. The fact is the last few weapons changes made every other weapon outside of sblades and long blades useless, so clearly whoever did it has a gross lack of knowledge about this game. If you are combo and using anything outside of sblades or long blades you are setting yourself up for failure in any setting. I'll sit down with an immortal next weekend and we can go through every single weapon. I know the OB/weight/PB/damage that will make a weapon viable or not. You just help me with where it loads and load %. We can balance everything in a day. I know this isn't possible due to whatever non-sense it takes to get changes done but the offer stands whenever we decide to move things forward. I only use herons so this change is more for the masses not for me :)
I didn't read this thread except for this page and Manty's OP, but I agree with most/all of that. And zerk attack sure as hell doesn't need to be upped imo, for whoever said that. It really shouldn't be too hard to balance weapons - the issue comes in when you fill the process with so much bureaucracy and oversight by unqualified people.

Back to Mantorok's point, though, a lot of us who have backed off and/or stopped actively recruiting have done so due to a serious disillusionment wrt how the game is run. It's hard to tell someone to come back and play while you see the same issues constantly driving players away, recurring from the same people, over and over. Similarly, its hard to promote the game and knowingly bring new players (or continue putting massive amounts of time/energy) into that kind of atmosphere. The game has not spiraled downwards because of a lack of coding updates - mechanically, the game is great overall and the fact that it has lasted for so long without any active coders is a testament to that. Would some tweaks here and there add to the game? Sure, but the lack of coding isn't why the playerbase has disappeared. That comes from a variety of reasons, whether it be real life/kids/work, other games, or poor management. The argument always comes back to the fact that other muds are doing OK so it cannot be a genre thing, which I rather agree with. Until a change is made in the way that the game is run, numbers will continue to drop. And I rather doubt anything is changing and at this point and it's likely too late anyways.

Melat
Posts: 529
Joined: Tue Jan 26, 2016 1:52 pm
Location: Hawaii

Re: Bring in New and Old blood to MUD

Post by Melat » Fri Mar 04, 2016 2:31 pm

Can someone create a gofundme account or kickstarter to hire an active coder? Or is that against wotmud policy?

I like master bonuses despite me never having one.

I wish 75+% of weapons weren't obsolete, but I decided not to play lblade/axe/club for now and it's been fun (for now), despite being at a disadvantage.
Last edited by Melat on Fri Mar 04, 2016 2:44 pm, edited 1 time in total.

Mantorok
Posts: 513
Joined: Thu Jun 18, 2015 11:56 pm

Re: Bring in New and Old blood to MUD

Post by Mantorok » Fri Mar 04, 2016 2:32 pm

Game has to remain non profit Mel, as per the agreement we got from RJ in that letter.

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: Bring in New and Old blood to MUD

Post by Elysia » Fri Mar 04, 2016 2:35 pm

Flash has also said he is willing to accept donations from imms, but prefers not to accept money from players. Sorry.

Post Reply