Stedding PK

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Kathala
Posts: 216
Joined: Sun Mar 22, 2015 8:12 am

Re: Stedding PK

Post by Kathala » Thu May 30, 2024 11:37 am

Kitiara wrote:
Wed May 29, 2024 5:53 pm
If the MUD wants to see FCs not go full dodge then we need to readdress/adjust 280 max hps. I hate dodge, I would love to go back to combo... but as it stands now even with 243+ DB i still get bashed constantly and go from healthy to batt or beat... and thats not even on DS mobs, that is just 2 or sometimes 1 Trolloc and/or fade. Lowering that db even further to wear combo... and maybe being able to eat 2 bashes that land even more often instead of 1... yea doesn't make sense. Maybe it does for the elite Channies in pk, but not for us normies.

This becomes an even bigger issue if/when the proposed Armor weave changes land.
I loathe dodge and the fact that I have to be dodge to function has actively made me play less for years. I don't think hps are the only part of the equation though, plain combo in and of itself on an uber hunter isn't great - you need a rare in order to be competitive. I was playing combo before I had 315 hps too, so it's not just that.

Fermin
Posts: 459
Joined: Sat Sep 10, 2016 12:16 pm

Re: Stedding PK

Post by Fermin » Thu May 30, 2024 12:12 pm

My suggestion based on what I believe is the worst part of the area (getting s flee from rottendoor).

add a one way down exit with door from 2s rottendoor that leads to the tunnels (the channel allowed place below the stedding with decent mob support and more DS support and dismount only).

CODING: 40+ open / close of a door in a tick will break the door for the next 2 tics, doesn't work on doors called gate.

Ric
Posts: 22
Joined: Mon Sep 05, 2022 2:31 pm

Re: Stedding PK

Post by Ric » Fri May 31, 2024 9:06 am

Ric wrote:
Tue May 28, 2024 9:18 pm
4. Do nothing

Feneon
Posts: 1912
Joined: Sat Dec 19, 2015 5:02 pm

Re: Stedding PK

Post by Feneon » Tue Jun 04, 2024 1:55 pm

I appreciate the feedback. At this point, as mentioned, I do like the layout, however I can see why the shop and the loft aren't in use much. Moving them, though, would lead to a lot more DS mobs being on the central walkway.

I'm leaning toward:

1) remove rottendoor
2) disconnect the Craftman's Shop and move the mobs from the interior to the exterior that load in there.
3) remove the no-mob from 1e of trees, but leave the no-mob at trees.

I like the idea of the shop eventually becoming a connection to the tunnels as they are pretty unused, but right now I'm here. I think this would provide better dlines for the area, while allowing brokengate to still break flees when used correctly. Letting mobs roam further to the west will allow gradual killing of support in the area as well.

It's a slight adjustment. I'm open to moving rottendoor 2s as well. A door in that area is nice to take advantage of on both sides, but the one exit room provides a lot of dline choices. In the interim I've just continued with the do nothing suggestion and am open to more feedback on why the above is a bad idea.

isabel
Posts: 1776
Joined: Wed Aug 31, 2016 5:19 am

Re: Stedding PK

Post by isabel » Wed Jun 05, 2024 4:49 am

Bring back the sometimes loading warder pair! That was such a cute dynamic.

And has a lot of wotmud history

As others have said, love the imm approach to these things. Also I want to hear what Eol thinks.

Nevaeh
Posts: 73
Joined: Fri Mar 31, 2017 8:04 am

Re: Stedding PK

Post by Nevaeh » Wed Jun 05, 2024 3:13 pm

I would highly recommend NOT to put a tunnels entrance in the stedding or by the stedding patty. That would tremendously favor dark side in their ability to escape and bring in numbers that would make it over the top. LS would be at an extreme disadvantage trying to chase or keep pace with any that would go through that exit except for a few players meant to be dismounted on LS.

Ric
Posts: 22
Joined: Mon Sep 05, 2022 2:31 pm

Re: Stedding PK

Post by Ric » Wed Jun 05, 2024 6:52 pm

Ric wrote:
Fri May 31, 2024 9:06 am
Ric wrote:
Tue May 28, 2024 9:18 pm
4. Do nothing

Kryyg
Posts: 407
Joined: Mon Jul 03, 2017 9:52 am

Re: Stedding PK

Post by Kryyg » Wed Jun 05, 2024 10:34 pm

Nevaeh wrote:
Wed Jun 05, 2024 3:13 pm
I would highly recommend NOT to put a tunnels entrance in the stedding or by the stedding patty. That would tremendously favor dark side in their ability to escape and bring in numbers that would make it over the top. LS would be at an extreme disadvantage trying to chase or keep pace with any that would go through that exit except for a few players meant to be dismounted on LS.
Agree.

I think it’s still new and change is not needed yet. I need to die a bit more there before I can see major issues with it. The rooms south of rotten door are mostly dangerous when mounted especially and I usually immediately dismount if I’m trying to get away. I would say - as of now- there is a slight advantage to DS which is the purpose of the area. To turn the tides a bit. But I play a fade, am almost always low and crit, and enjoy the dark room of fade patrol. Let it marinate some more.

reil
Posts: 238
Joined: Sat Apr 23, 2016 3:27 pm

Re: Stedding PK

Post by reil » Thu Jun 06, 2024 9:30 am

The last thing an area with 4 exits needs is a 5th one.

Feneon
Posts: 1912
Joined: Sat Dec 19, 2015 5:02 pm

Re: Stedding PK

Post by Feneon » Thu Jun 06, 2024 2:25 pm

to reiterate, not thinking of doing that now. The only suggestions I've put up are these:

1) remove rottendoor
2) disconnect the Craftman's Shop and move the mobs from the interior to the exterior that load in there.
3) remove the no-mob from 1e of trees, but leave the no-mob at trees.

In the interim I've just continued with the do nothing suggestion and am open to more feedback on why the above is a bad idea.

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