About This Player Forum
Open discussion about OLC for those that are interested in making the world work, but can't be bothered to learn how to code for real.
Talk about item and mob balancing, program writing, and learn to design for the game.
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Enethier joined the player forum
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I'll have to try again tonight. A few nights ago I was struggling to get this to work.
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You can't blame me for Zoichan...
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Ah right, my mistake. I forgot we were instinctively trying to confuse people...
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All good. Sometimes I forget people don't instinctively think of things.
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Just trying to help finish your explanation
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Correct
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Then I imagine you'd add the echo and dam to a trigger with a RNG so its not firing all the time.
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All you do is create echoes: Mob echo Describing the attack. And damage the target: Mob damchar $n <min> <max> kill (if you don't want it to ever be lethal, leave off kill) <damage verb>
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Now this sub forum has lessons on the creation of mobiles, items, rooms and an explanation of resets. I was wondering if at some point we could expect a lesson on the creation of custom abilities that hostile (or friendly) NPCs could have stored within their arsenal to potentially unleash?
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What's your take on damage dice? Let's take these for example: 1d19 2d9 4d4 5d3 10d1 They're all average 10, but the damage range for each gets tighter as we move to the right. There's very few examples (a projectile and a sword that I'm aware) where the damage dice is a d1. Does the staff try to stay away from this end entirely because of the consistency of damage, so the lowest they go is a d2 simply to have a range, an unknown, in the damage dealt, especially for the higher end weapons? Similarly, there's few 1d weapons out there. Does the staff tend to say away from these as the range is too great? A streak of good rolls on a 1d59 can wreck someone's day while a streak of bad rolls are, well, bad. I trust it doesn't, but if luck played a factor in the rolling of damage dice, I can understand why staying away from a huge range would be preferable. Or is it preference that weapons are built more toward the middle of this range?
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They're not a weak choice, but I can count how many times any of my ogre zerks have ever lost to a mino zerk on no hands. So zero times. Doesn't mean they are bad, just not best in the majority of cases. Not practicing swing is stupid, to be blunt. It's come about do to not understanding the skill. People tend to think it "consumes" one of their attacks when it triggers. It does not. So not practicing it is just the result of an assumption that spread like wildfire. We've had to individually correct people that bring it up in prayer, and state it openly in the forums, several times. We get told we are wrong, that we clearly don't know the code, etc.... so... Just generally let people nerf themselves. The only potential case for not practicing swing is for when DK charmies turn on the DK mid battle, and you hit it with the swing, it refocuseson you. Which... not likely. I personally would rather drop necro and ranger pets just by smacking the player around. Or get a few passive hits through a rescue while I'm lagged. Even just the potential is a great way to discourage some very popular pet tactics (or at the very least reduce their potency).
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Akoz joined the player forum
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I see it as the tradeoff for being nodrop, and it helps make weight a more impactful balancing factor on things like nymph hearts. You have to choose if you're going to have guaranteed hearts, but less, or have more, but stealable. The more staple consumables like herbs and potions would see no sizeable increase in weight. If we cap weight reduction at 50%, it essentially just turns 1 quiver/backpack per bag into just shy of 2 (since they have their own weights even when empty).
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So your standard cabal container would have a weight multiplier of 115%? If that were to happen, wouldn't it look better (with essentially a zero net change) by just making them have a 300 pounds limit with 100% weight multiplier? This way you have a range of 20%-100% weight multiplier. I'd say 20% might still be too high, putting a low end cap at a solid 50%. I'm surprised there's not more quiver users out there. The majority stick with backpack/satchels. At least containers with weight reduction can't be placed inside another with weight reduction. It's bad enough that containers without (sacks/bags) can be put into weight reduction containers.
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Cap weight reduction at 50%. The closer to 50, the less total items, minimum 20. Cabal containers add 15% weight but are nodrop, can hold 110 items (max of others being 100). Loss of abusability in backpacks and quivers would get some kickback, but that's to be expected. This was something that Volgathras and I were trying to push through the committee, but ultimately couldn't.
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Containers broken? What do you mean? Lots of weight, high item count and a weight reduction that turns a 100 lb weight limit backpack into a 1000 lb, a weight so ridiculously high that you actually have to work to reach the limit before the capacity? /sarcasm If they were more reasonable, I might not be so much a packrat. Semi-rhetorical question time: How would you balance something like that without a lot of flack?
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I would, but I don't want to give anyone the idea that any of my ideas on the matter will survive even 2 replies in the imm discussion boards. Everyone disagrees on that kinda stuff, players and staff alike. Yes. Drow have 2 racial questlines, one for female and another for male, that are being tested currently. No. I hate containers. They're broken as is.
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Although it's not OLC could you elaborate more on a possible qclass for a neutral, what do you envision? Do you see the possibility of more high end spells for level 50+ scrolls being added or even tweaked? Are there any quests being added for other races like Humans? Are there any changes to possible rare containers? IE: chalice and the hole
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I put down berserkers as needing the most work is because they are very simple. You select FG or ogre, and Reaver or Gladiator. You choose Fury path or delete. You spam weaponcleave. Sometimes you haymaker but only if you fireblind, else you're just wasting time you could be cleaving. Bodyslam when you're winning and they're low enough to kill in the laglock. Otherwise run off and reset with regeneration doing you favors. And that's it. That's the extent of the class. It's one dimensional. It needs a better reshaping of paths, perhaps a more widely varying skill set for each path, to actually encourage non-noobs to choose a path that isn't fury, for non-RP reasons. Once you've played a zerk path for like... 2 hours at 50, you've hit the surface level of everything about the class. The most complex part is when you should rage, and when is it worthwhile to haymaker.