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Thief tips of the day


npc_death

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This is gonna be something I update as I learn new lessons with my thief. I think it will eventually be a good resource for news playing thieves. Feel free to add your own thief tips too...I sure as hell need them. It would also be nice if similar threads could be started about other classes.

Today's tip(s):

*Blackjack is key to a thief against a strong melee class (or anyone really). If the opponent is poisioned, set an antimagic trap rather than going for backstab. Even though it might cause a lot of damage and may even lead you to victory, it is not as safe as blackjacking and prying weapons/necklaces and planting talismans.

*Invest in a way to detect magic so that you can see when the blackjacked opponent will wake up. It's also helpful for catching them as sanc falls.

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Are you sure you can post this stuff ?

There is a reason esays are kept a bit vague, and we cannot comment on fightin glogs on PK log thread.

Please be carefull about what you post. I realy do not wish to see lost of decent played thieves :D.

And i am sure you would not be happy whith me posting lets say the % of blackjack failure on several senarios and how to achive those scenarios. Or % land of dirt kicks. Or Bash factors. Or what ever. ~Liek the incrdible Mya's "How to slowly die as a Turtle Elven Paladin!!!"

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Yeah its all well and good having an essay of each and every class, but every class has its own secrets and ways of playing which should be found out by playing them. I and many others have played thieves and having taken the time to work out the strengths and weakness's deserve to reap the rewards. I appreciate youve taken effort into making this post and im sure it would help others but things are best learnt from trial and error.

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This has got to be the most unnewbie friendly mud I've ever been to. heh.

I mean, I'm just glad I started playing as long ago as I did, because the game has become this kind of system which prevents newbies from standing a real chance.

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What I've noticed is that EVERYONE I fight can PK. That's makes it very difficult for newbs, and I think these tips will help them catch on faster so they can compete and not give up on FL because it's just too hard. But, I see y'all's point, so I won't post anymore until I get some imm (dis)approval.

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:D I know it may come across anti newb but ive been here a good while and its taken me ages to getto a half decent standard, all from perserverance, trial and error and other characters dropping the odd hint or tip. Ive played a number of thieves and like to think i can fight with them and against them to a certain degree, this was from playing the class and finding out. For people to start posting the complete ins and outs kinda makes me feel cheated :rolleyes::mad: .

There is an essay section that allows newbies to get the basic grips of the class, they can ask questions here and will get some answers dependent on the question. Moreover they can ask ig which encourages rp and i find produces the most answers. Hell if you play a thief seek out a teacher if your that stuck.

Of course im not an imm so they may think posting is helpful, so anyone fancy doing one on battlemages havent played that class yet, oh and Invokers always wondered whats the deal with that staff thing, hell things could be getting a whole lot easier, sorry for the rest of you who spent ages finding all this info out, suckers. Hope i got my point over without sounding like a bellend :D Maybe create a hint book or document that can give all the ins and outs and charge people for it and put money towards Beherns and the up keep of the mud. Could have every item and weapon identified among other things.

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heh.

This is, honestly, the only mud I've played on where not helping people out is emphacized by so many players.

And...of course Vets support letting people figure it out themselves, its stuff they already know ;).

There are, yes, some nice little "secrets" which I know and will probably never tell anyone. I know a few random secrets which I am quite confident are vastly unknown by most of the pbase, even many of the vets, as I'm sure most of the Vets have secrets they'll never tell and I probably had no clue to.

However...what was mentioned in the first post is not even close to crossing the line, and hell...if he WANTS to give away the secrets which give him the edge in pk...its his choice, right?

*shrug*

Peace Out

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"There are, yes, some nice little "secrets" which I know and will probably never tell anyone. I know a few random secrets which I am quite confident are vastly unknown by most of the pbase, even many of the vets, as I'm sure most of the Vets have secrets they'll never tell and I probably had no clue to."

I thought the same, but i find myself telling them in game to players who get beaten by others.

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heh.

This is, honestly, the only mud I've played on where not helping people out is emphacized by so many players.

And...of course Vets support letting people figure it out themselves, its stuff they already know ;).

There are, yes, some nice little "secrets" which I know and will probably never tell anyone. I know a few random secrets which I am quite confident are vastly unknown by most of the pbase, even many of the vets, as I'm sure most of the Vets have secrets they'll never tell and I probably had no clue to.

However...what was mentioned in the first post is not even close to crossing the line, and hell...if he WANTS to give away the secrets which give him the edge in pk...its his choice, right?

*shrug*

Peace Out

a post so full of wonderful one liners, heheheh

Back in 2.0, maybe even 1.0....some IMP I think it was said something to the lines of

"If a handful of people don't know how to do it, or use it...it's most likely a bug. And if it's not a bug, and you think only you know about it....you're wrong."

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*Like with anything else, to make traps work to the best of their ability, use your common sense. If you have to flee from combat before your opponent, try doubling back past your trap. They might just follow.

*Master your skills. That way if plant/pry/steal/whatever doesn't work, you can blame it on luck instead of thinking 'damn, it might've worked had I mastered it.'

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Nowhere ANYWHERE has the IMM staff said you cannot share tactics.

If you want to reveal tactics or strategies you use, fine.

Delving into the way things work codewise and breaking the game down to mathematics is how the mystery gets lost.

No one learns anything being spoon-fed except how to look for a handout.

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I have learned this game from trial and error and feel my toons are quite effective in making the "public scene"

But Warpnow is right...

This mud has to be one of the most un-newbie friendly ones out there. My first ever experience was getting past lvl 10 and getting gank killed by 15, asking for help and getting told to piss off in game in rp constantly, and finding at best inaccurate info regarding game basics on the forums...some things in those essays are so wrong that people shouldnt read them.

BUT! Because of all this the game is more rewarding when you actually figure something out, when you find that new item, when you discover that sneaky tactic...so its a split...newbie friendly is good..but hey, if you want long time returning players then FL has the right idea.

Newbies will come and they will go, those that leave after the first death werent going to stay anyways...but someone who plays the game and trys to learn and explore will stay for a long time to come. But the thing that makes FL a returner for me is that you CANNOT find lists of areas and you CANNOT find walking directions to quests and then walkthroughs for them and you CANNOT find the mathamatical solutions to min/maxing your toon's like you can on the MMORPG seen...this is what makes FL an awesome experience.

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I have learned this game from trial and error and feel my toons are quite effective in making the "public scene"

But Warpnow is right...

This mud has to be one of the most un-newbie friendly ones out there. My first ever experience was getting past lvl 10 and getting gank killed by 15, asking for help and getting told to piss off in game in rp constantly, and finding at best inaccurate info regarding game basics on the forums...some things in those essays are so wrong that people shouldnt read them.

BUT! Because of all this the game is more rewarding when you actually figure something out, when you find that new item, when you discover that sneaky tactic...so its a split...newbie friendly is good..but hey, if you want long time returning players then FL has the right idea.

Newbies will come and they will go, those that leave after the first death werent going to stay anyways...but someone who plays the game and trys to learn and explore will stay for a long time to come. But the thing that makes FL a returner for me is that you CANNOT find lists of areas and you CANNOT find walking directions to quests and then walkthroughs for them and you CANNOT find the mathamatical solutions to min/maxing your toon's like you can on the MMORPG seen...this is what makes FL an awesome experience.

Seconded.

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