maybe once every player in the server dies once to him, the boss regens, and so on
Maybe a revive spell would be neat (like in sveencoop)
Maybe a revive spell would be neat (like in sveencoop)
That'd help too. Trickier to setup. It'd have to be on the GM so people didn't start doing things like reconnecting everytime they died to a boss to avoid it. Maybe a 50% regen for killing all the players would be kinder though - or on a script-by-script basis. I think with, Maldora, for instance, it is inevitable that he'll eventually kill everyone once.FER said:maybe once every player in the server dies once to him, the boss regens, and so on
Maybe a revive spell would be neat (like in sveencoop)
Tons of people have AoBs now? This is new.Shurik3n said:Doubling the death penalty isn't going to do much when tons of people are walking around in AoBs now, if anything it would just widen the gap between high and mid level players.
True, although I was thinking, in addition. Plus I've been considering adding an AFK kicker.Xeropace said:Exploitable - Have one person (Probably an AFKer, or spare character, or just a noob) stay out of the boss arena.
True for the higher level characters. But this is more about stopping low level characters from repeatedly suiciding on high level bosses in an effort to peck them to death.Doubling the death penalty isn't going to do much when tons of people are walking around in AoBs now, if anything it would just widen the gap between high and mid level players.
J-M v2.5.5 said:Tons of people have AoBs now? This is new.Shurik3n said:Doubling the death penalty isn't going to do much when tons of people are walking around in AoBs now, if anything it would just widen the gap between high and mid level players.
Too bad, because thats how its supposed to be. Even among high levels, bad teamwork leads to the battle lasting 1 hour.I don't recall any of the non-highest level players ever beating it as a group
Used to be the best dagger, some used itI don't remember anyone beating it with pfks.
have you ever tought of luring them one by one? also if you noticed, Reavers dont have much (if any) defense at all, so weapons like great axe will deal 400 damage charged and 200 unchargedit was always with the use of walls to block the monsters (reavers) and spamming lit storm
He said he would someday try and add a singleplayer modeI know you said that you don't want to work on a singleplayer mod
I can rest my case on that statement right there.I remember around the time of snow everyone either had top notch equipment and ran it for everyone to get GiBs (which I'm sure is how they got around as all weapons do). I don't recall any of the non-highest level players ever beating it as a group.
As for the stun resistance, it's not such a huge thing on foutpost or some maps but in some maps you get repeatedly stunned/frozen. It's as if the script is triggered to leap and stun you again the moment you're unstunned (Boars ). I'm not saying parts like the start of snow are impossible but it CONSIDERABLY makes you stronger with 70% resistance to it. Obviously this should be the case because it's a high level item but my point is that on maps like the_keep it can be a real **** to be stunned repeatedly and then the little damage you did heals the monster.
I think my idea stems from the fact that I believe you should be able to grind down bosses with effort. As Shurik3n said, and everyone knows, equipment spreads like the plague once someone is good enough to farm it. Coincidentally, this occurs right after they get the new equipment.
It's this easy: contrary to what some people (*cough*The Man In Black*cough*) may think, I do enjoy a challenge.Thothie said:Double post to prevent the TL;DR effect.
I want some input from people who hate bosses. Specifically J-M.
I'd like to see if you had any ideas, however much you may object to the concept, to cut down on n00bs attacking bosses beyond their level, while at the same time, encouraging teamwork against such creatures. Since as Shurik3n pointed out, the increased XP loss is a minimal threat under the new system.
I r open to ideas on the subject.
FER said:How about after a certain amount of hits the boss staggers for a moment? Meaning that more players=boss staggering quicklier
J-M v2.5.5 said:Hmm... I somehow thought you wanted me to give you boss ideas (I actually gave 3 though ).
Add to that list... only thing I can think of right now is:
- If the boss kills somebody, he gets an extra super strong minion in the boss room - the soul of the fallen player turns into some evil rapist ghoul or something.
I don't think you should remove regen-on-kill for bosses though; that would make everything way too easy.
However, I'd suggest removing the 10% HP/min regen. rate thing, because Atholo is already annoying enough with that crap.
Whoops, there I go again.
Thothie said:..The Ice Queen was the meanest biatch in the game at the time, by far. She was a royal pain in the ass to beat...I remember around the time of snow everyone either had top notch equipment and ran it for everyone to get GiBs (which I'm sure is how they got around as all weapons do). I don't recall any of the non-highest level players ever beating it as a group.
Thothie said:Thatâs what other players are for â to cover you when yer ass gets stunned. âSides, as ye pointed out, ms_snow has been dominated 50,000 times now. Itâs not as if all the stunning has ever stopped anyone.
Iâve moved Stun to the elemental resistance system for MAR2008b full/APR2008a. So if it makes ye feel any better, if you do resist being stunned, youâll remain resistant for 10 seconds afterwards, as with any element.
Thothie said:Coincidentally my ass. Itâs cause all the high ups go âOooo! A new weaponâ â itâs the only reason most of these folks play, is to get some new God-like weapon. Sometimes it seems as though if I released a patch with 50 new maps, 100 new creatures, a solid story line, and no new weapons, the population of the game would drop to 0 the next day.
Thothie said:In anycase, this is among the reasons why we, against my better judgment, introduced level requirements (thank you, Evaan). Level requirements will probably expand as the game goes on. Weâll probably figure a way to make it work on armor, and bows, and then maybe, just maybe the twinking (that plagues EVERY MMORPG) will slow down a bit.
But of course the level gap (also a problem in every MMORPG, and already a major problem in MSC) will start to get worse. I suspect, eventually, weâll need to introduce more n00bie servers. At the moment, judging by the populations, one seems to be enough, but I suspect Iâll be going around to the FN hosts who can host multiple servers and asking for their help hosting more in the near future.
The game lacks a steady progression. You say that the level 20s are meaner than ever and I think that's simply because the higher level people are giving them equipment they shouldn't have yet.
You donât have to, we already covered that. But this is just one of many common plagues of the MMORPG genre. The only way around it are level requirements (which for most stuff, we have, and weâll likely have more in the future).I would like the game to be adventurable in that you can progress through it while playing many maps and have a chance. You shouldn't have to have level 40 people give you progressively better items to beat maps. Personally, I think that people would enjoy playing as an adventurer more than a begger.
There are plenty of new mid and low level maps as well in the past few months. Indeed, quite a bit more than high level maps (well, if you count Lodagond as one map, otherwise we break even). The current world as a whole has MANY more low and mid level maps than high.I know the appeal is always to make new maps and make them harder with better eq (logic: new content brings new players, old players like new stuff that's hard for them, mappers like newest best stuff on their map) but my point was that the difference is too great at these stages because of the elemental/new systems that were added.
All we can do for new players is fix bugs and maintain newbie servers. The game gets easier for them with every revision, so they catch up with the l337s faster. The l337s are not getting it easier as quickly as they are, due to the leveling wall they have to face. This is lifting, but not as quickly as the low level players are getting new features and new stuffs. I can still get to level 20 in 6-8 hours of play. That took about 40 hours of play a year or two ago, when I got my primary [FN] char that high. If we ever re-vamp the spell system the low level players are going to have new spells falling on them like rain in Seattle.2)Old players show the game is alive and show what to strive for. However, I think it would be better to invest in NEW players because that's how you will expand your playerbase.
Didnât I mention we were working on level reqâs for bows?If there are five people on my server and a sixth joins who's the same level as us but has orion
The level gap is only increasing when you have to keep adding new content in the form of better weapons/harder maps. I think the mining system and additions like that would help keep old players and not make the gap larger. If you could mine on some lower level maps then it might be like a MMORPG where you can have higher level people on your server to look up to as you still play on the same map.
Thothie said:The game lacks a steady progression. You say that the level 20s are meaner than ever and I think that's simply because the higher level people are giving them equipment they shouldn't have yet.
While that contributes, itâs not entirely true. The level 20âs have more equipment available to them of their own level than ever before, and their abilities function better than ever before. A level 20 with level 20 equipment, going back to 2005, wills till wipe the floor with any character in that game.
Thothie said:The progression is very steady until you hit around level 30, IMO. Then it gets slow. This is to cut down on the level gap that you are complaining about, however. This is how almost all MMORPGâs work, first few levels go by in a breeze. Next few get harder, by the high end, you hit the grind.
Thothie said:You donât have to, we already covered that. But this is just one of many common plagues of the MMORPG genre. The only way around it are level requirements (which for most stuff, we have, and weâll likely have more in the future).I would like the game to be adventurable in that you can progress through it while playing many maps and have a chance. You shouldn't have to have level 40 people give you progressively better items to beat maps. Personally, I think that people would enjoy playing as an adventurer more than a begger.
There's only so much you can do. I think the biggest problem is the wall I believe exists and that the equipment right after is 100x better. Once you get to the equipment it plateaus and the newer stuff is just different/cool. It's not nearly as overpowered as the jump at keep/snow.Thothie said:There are plenty of new mid and low level maps as well in the past few months. Indeed, quite a bit more than high level maps (well, if you count Lodagond as one map, otherwise we break even). The current world as a whole has MANY more low and mid level maps than high./quote]
From memory, the recent low level maps are: chapel, forest, ara and the high level are: b_castle, lostcaverns, lodagond 1-4, cleicert, wicardoven, bloodrose (fits in both categories really but more med-hard), and rickler's (aleyesu?). The new low level maps also seem to be generally shorter than the hard ones. I'm not saying they aren't good but I think my statement still holds. I do like the number of low level maps in MS but the general progression between them is completely different. Since there are so many the level gap between them is small and they're mostly older so there aren't any of the new game breaking things in them. I think this is actually worse than I make it out to be because the resist pots and those newer low level things I haven't had gotten to try were probably added on them. However, with the "low" item limit you can't horde up the pots and they probably seem useless at low levels. I can see new players figuring they aren't useful and instead taking things to sell then transitioning to the elemental weapon+no resist pots realm.
Thothie said:There are mid level element resist items that offer 75% protection. It is also possible to find element resist potions in mid level dungeons ranging from 50% to 100% (note that these stack with said items now). Itâs true there are no low level elemental resistance items, but thatâs kinda the point. Low level characters shouldnât be trying to tango with elementals and grand wizards.
Makes sense, and again I haven't really used resist pots, but there is no way to get the resist equipment before the boss that kills you instantly and heals. I don't like the system because you either got lucky enough to find the pots and figure out what they do or you die to any of the three maps at your range over and over and quit. Then you've got the people with the eq that makes you invincible to it from places you shouldn't be at yet. There's no apparent way to get past this point in the game as people expect to be able to fight things at their level range.
In MMORPGs you grind against monsters to fight against harder ones. There are no big jumps in difficulty. In this you go from orcs and spiders into monsters that use a host of different special attacks on you that stop you from doing anything, repeatedly. You figure you need some better equipment to get by it or some more training because that's how MMORPGs work. Neither of these end up helping you because there's no town that sells you resistance eq and training does nothing against it. MS really isn't like an MMORPG.
An idea might to be to sell useful potions for high prices after the gold reset so at least people know options exist. Maybe make some lower resist pots that last longer and sell them for lower level chars (except with stacking I can see high levels buying one of each type and using them all at once for invincibility...). There is a huge gap even now with the people that have stability/lit/phoenix vs everyone else. The effects of the elements are so large and there's no increments against it.
Thothie said:All we can do for new players is fix bugs and maintain newbie servers. The game gets easier for them with every revision, so they catch up with the l337s faster. The l337s are not getting it easier as quickly as they are, due to the leveling wall they have to face. This is lifting, but not as quickly as the low level players are getting new features and new stuffs. I can still get to level 20 in 6-8 hours of play. That took about 40 hours of play a year or two ago, when I got my primary [FN] char that high. If we ever re-vamp the spell system the low level players are going to have new spells falling on them like rain in Seattle.2)Old players show the game is alive and show what to strive for. However, I think it would be better to invest in NEW players because that's how you will expand your playerbase.
Newbies have lots more options now at lower levels but get frustrated and quit when they hit the resistances/super bosses. Levels aren't nearly as important as equipment. The tradeoff of 100hp for a stability helm
I didn't hear that but it sounds good. It doesn't make a difference that being level 30 with a GiB vs level 30 with an orion is incomparable. Orion kills ten things at once from a range and affects every monster type (I think? More versatile in damage type than GiB regardless), that's assuming you managed to get a GiB anyway.Thothie said:Didnât I mention we were working on level reqâs for bows?If there are five people on my server and a sixth joins who's the same level as us but has orion
Thothie said:The mining system is probably going to favor low to mid level characters for the most part, tis true â but these things take time. I agree that the high end equipment makes the level gap grow faster, but I have, as the high end people keep complaining, made most of the new high end weapons on par with the previous ones, just fancier looking, in an effort to slow that down. The intent, however, is eventually to raise the level cap⦠I *might* stop it at 50, instead of 60, but one way or the other, a lot of what yer going on about is only going to get worse.
Rune Blade of Affliction is NOT a low level item. Itâs level req is 20, and it is found in⦠A very bad place.I agree that there are more low level equip items, like blade of affliction or snakeskin armor, but most of them aren't obtainable.
Keep and snow are about the same level. Iâm curious as to where this level jump is, in your opinion.There's only so much you can do. I think the biggest problem is the wall I believe exists and that the equipment right after is 100x better. Once you get to the equipment it plateaus and the newer stuff is just different/cool. It's not nearly as overpowered as the jump at keep/snow