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Grawk


Imoutgoodbye

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Changed. Best meele bracers ever, now.

mace of holy spirits - 2 handed, sucks for non giants.

mace of unholy spirits - disarmable. re-equip weapon only for clerics.

wooden stakes - hehe, I love this one.

thunder bolt - Hard to get.

tempest trident - Hard to get

spear of craving - malform

blade of the sun - better options, hard to get.

molten sword So crappy, the only use I have for it is bard edge.

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And back on topic.

Valek, part of FL's charm comes from the fact that we can loot each other.

I know of no other game that allows PCs to take each other's equipment when killed. And this is why skill > EQ.

Yes, EQ can change the outcome of the battle, but if you have the skill, you will get the EQ, eventually.

A lot of people say, "Hey, you win because you have better EQ".

No, people have better EQ, because they win, and they win, because they are more skilled than you, usually.

You will probably ask here: "But does someone who is more skilled than me really need the EQ?".

Yes, he does, for the same reason for which in real world, people who are more skilled than you (usually) get paid more. This is to inspire you to WANT to become more skilled. I don't think I can explain this to you, and I don't understand why you fail to grasp the concept. You are older than me and presumably wiser. EQ should not be your ultimate goal in FL. It should be skill. EQ will come as an outcome, as a side effect of skill.

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In my book, skill is best shown by survival, not killing. EQ is likewise best acquired through survival, not killing.

Going along the lines of what F0xx is saying: Your goal shouldn't be putting together re-equipping suits or going on eq trips or learning how to stomp players. It should be learning to keep what you have. Time will inevitably bring you whatever eq suit you want if you stay alive.

If you need to re-equip, you've failed.

This is why the moderate system breaks down as a learning tier...you encourage people to take more chances and fighter harder targets with the promise to keep most of their eq. Instead, you should be teaching people to minimize their risks and choose their fights and tactics very carefully. Then you'll make a better player. Play it as a survival game, not an action game. Think in terms of strategy, not just tactics.

It is fairly easy to amass kills by choosing favorable targets. It is quite difficult to stay alive (while staying online) against unfavorable odds. This is why PK record numbers alone aren't a very good indicator of skill.

The staff has traditionally encouraged players to take risks, take deaths, and generally play aggressively, especially against odds. Such playing styles are rewarded with fast promotions and the like. But I believe this to be directly contrary to how the game is best played, in terms of both RP (to stay alive is your primary goal) and PK (efficiency).

Anyways, that's my old-timer's advice to any player.

A good motto for FL success:

The patient hunter gets the kill. The patient prey also gets the kill.

Success against any opponent or odds is inevitable, as long as you survive.

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Amen to Celerity.

Learning to survive is key. I've seen the top players fight each other. It's rarely a pounding. It's a give and take, match after match after match, because even though both are good at chasing, they have gotten even BETTER at escaping, which has helped make them what they are.

FL success is less about winning and more about not losing, then, the really good ones will recognize when not to run but press a slight advantage or capitalize on a mistake/oversight of their opponent and will come out the victor.

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I haven't read through all of the posts so this may be redundant, but it seems like every fight I've had with your characters, it's like you're not paying attention to the text...which is my segway into:

Your MUD Client - If you aren't exploiting the eff out of your client's features, you're doing it wrong. Make your client do most of the work for you! Color triggers, aliases, fastpaths, timer resets, etc. This is another reason why LOGGING YOUR FIGHTS IS VERY IMPORTANT. The features are there for you to take advantage of...and trust me, every successful PKer does. If you use zmud and want tips, PM me.

I could go for a Polygamy Porter right about now.

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I use aliases and color triggers. I try to highlight anything landing or dropping on myself or opponents. Never used speedwalking. Sounds like a death trap to me. Never used chasing triggers or the like, always been interested to see if I could make 'em work. Never had the gumption to try though.

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I use a roller.

I also use a relatively complex tweak on Mattamue's Mushclient targeting system, or Tintin (which is easily the most customizable thing on the planet) The targeting system allows me to type the name of my target, then my already existing macros now go for that target. So alt+a/s/q/w are my macros, allowing me to use the number pad for movement, where, scan, and affl. In a pk situation being able to run/chase with one hand, and attack with the other is invaluable as in a PK situation I literally never have to hit enter.

I use 0 triggers, timers, or highlights. Custom affects list ftw

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I am probably the only person who actually types out most of the text, although I will copy my current enemies name and I will type out murder then paste the name while using the keypad to run around and chase. Go me. Triggers are used for training. Timers, eh, who uses them. Just count if its that important. But, colors, yes. Love them colors.

gMud ftw!

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I am probably the only person who actually types out most of the text, although I will copy my current enemies name and I will type out murder then paste the name while using the keypad to run around and chase. Go me. Triggers are used for training. Timers, eh, who uses them. Just count if its that important. But, colors, yes. Love them colors.

gMud ftw!

I somehow doubt the validity of this statement.

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