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- Mar 12, 2011
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I don't really feel like writing another essay, so can we just make Frostbow provide Fire resistance instead of ice.
Thanks
Thanks
Bad game design?We could but it should be fairly obvious why we didn't.
Yeah my point being: The Intention part is trash. I'm not sure if we are playing the same game. I'm struggling to find "all fire maps". In fact in no map will fire immunity suffice. I know this, because I play the game. Item value is very important, because inventory is limited. Fire Immunity pots are the most available resistance pots.It is WAI.
No one gets stuck, because you can just respawn forever. It just isn't engaging. But show me how you do the clouds on Loda, even with a maxed out Ring of Grounding. Maybe we are all just bad and thats why there is no counterplay.Though that's not usually where I get stuck on Lodagond
Oh, you're going to be a special problem child aren't you?But show me how you do the clouds on Loda, even with a maxed out Ring of Grounding. Maybe we are all just bad and thats why there is no counterplay.
Wouldn't normally be used for that, it's just an extra feature for those darn rainbows I keep telling people not to make. Should be permanent until stowed though, then another 10 seconds for it to come back up. NOV2015 is a bit glitchy with it.the resistance lasts for such a small period of time that i've never actually heard of anyone using it for that purpose
Which was the case before I got here... Granted, it made more sense when we had 11 maps, and, as I've said so many times before, I'd like the stair stepping to be smoother, but certain items, yes, are required to move into the next tier, the intent being to force you to do certain maps. Now that we have near 100 maps, we could do much smoother stair stepping, but as I'm not willing to tear down a nostalgia based game and start from scratch, it means layering on new factors instead. (Besides, you know what happens when we nerf anything around here, or if some item someone struggled for doesn't instantly turn you into a god - end up with endless threads like these.)The same issue is true with gpops and the armor system that gives a flat 40-50% damage reduction as soon as you are able to get gladiator armor.
1) You cheat your way through every map when you test, but you can't just cheat your way to the clouds in lodagond in 5-10 minutes when proving a point?Sure, I'll dump a day and rare opportunity at weekend development for encoding video, just to do that for you (neglected to roll my client back for it though):
Pretty sure it's never been permanent until put away. I even remember a message in the hud that says you get ten seconds of resistance or something but its been a while since i've used it so I could be just making that part up i guessWouldn't normally be used for that, it's just an extra feature for those darn rainbows I keep telling people not to make. Should be permanent until stowed though, then another 10 seconds for it to come back up. NOV2015 is a bit glitchy with it.
This would be a fair point if you weren't still doing it. See comments like these:Which was the case before I got here... Granted, it made more sense when we had 11 maps, and, as I've said so many times before, I'd like the stair stepping to be smoother, but certain items, yes, are required to move into the next tier, the intent being to force you to do certain maps. Now that we have near 100 maps, we could do much smoother stair stepping,
Similarly, yes, you must have resistance potions and armor when dealing with any challenging area, the higher the level the area, the more you'll need.
Soup is the biggest offender of all time. Now everyone essentially has infinite mana. Soup would be fine if you couldn't just buy infinite quantities at Edana for 200 gold but somehow you either don't see how it's going to cause every new monster to assume players have infinite mana, or don't think that is a problem.as always, bring soup (more than I did).
You can bury the nostalgia in a nostalgia based game just as easily by adding too much of the wrong stuff. A well planned reset is much more likely to preserve nostalgia than piling on more and more new features, especially if the new features just make players more and more god-like. Nothing ruins nostalgia more than a game full of god-like players. It's the bane of every online RPG, from Everquest, to WoW and it's the reason why WoW Classic and Everquest Classic are so popular right now.I'm not willing to tear down a nostalgia based game and start from scratch, it means layering on new factors instead.
That's not true, before they were clouds they were bugged out horrors that crashed maps but were not nearly so tough, and the ring of lightning resistance had long been out before they were turned into clouds to stop the map from crashing. It also bothers me they are still called shriekmaws when they no longer have maws, but that's another discussion.There are no other permanent, non-expendable lightning resistance options, and most of the truly nasty lightning mobs (including most of those on Lodagond) were in the game before it was.
Are you kidding me? The clouds are way harder than Maldora. Aside from the yellow crystal the shadow forms are the hardest thing in lodagond, but you can't really compare those things since the yellow crystal isn't a mob. the shadow forms are the hardest mob.(I mean, if you think the Shadow Forms are bad, may the gods help you when you reach Maldora.)
Actually, most games have a limited amount of choices a player can make with all the items he has. For example, most games don't let you equip every single ring or accessory at once, they make you choose, which allows for at least some semblance of character customization. MSC does not have this at all and just consists of every player wearing the same equipment and spamming the same attack, usually some silly combo like infinite soup+bearclaws.As with most games, resistance for the related element is mandatory, when facing an elemental boss.
Don't cheat with every test, but yes, that's what I did. Not gonna spend all day slogging from Lodagond 1-3 for this.1) You cheat your way through every map when you test, but you can't just cheat your way to the clouds in lodagond in 5-10 minutes when proving a point?
It's intended for 35, didn't lose more than half my HP.2) Every skill in this video is at level 40. Hardly representative of the level range Lodagond was intended for.
As intended. (Albeit, the "best" armor is just 10% better than the next four below it, and it's not the best helm for the job.) But yes, you are expected to have farmed out CotBG and acquired mighty collection of potions, well before you face Lodagond, and have at least the best of everything you can get at a maxed 35, plus some hand me downs (plus help, if you intend to go to the end). ...and of course you have the Ring of Grounding (as Cyc suggested), if not a straight up lodestone potion for pure immunity.3) You're drinking a protection potion, wearing a ring of grounding with max skills and the best armor.
Should be 10 seconds until it takes effect for exploit prevention, then permanent until stowed - was the intent from its inception. Never seen it drop while equipped, but it's had some issues applying in NOV2015, particularly if it's equipped before joining a map, and once in while just seemed to fizzle when being swapped rapidly.Pretty sure it's never been permanent until put away. I even remember a message in the hud that says you get ten seconds of resistance or something but its been a while since i've used it so I could be just making that part up i guess
Infinite manna in 3 minute bursts in a non-stacking item. Seems to be WAI. No monster rules have been changed since its inception, but certain mappers started going crazy with some multipliers, so it was added as the new bail out standard.Soup is the biggest offender of all time. Now everyone essentially has infinite mana. Soup would be fine if you couldn't just buy infinite quantities at Edana for 200 gold but somehow you either don't see how it's going to cause every new monster to assume players have infinite mana, or don't think that is a problem.
He has six times the DPS, ten times the HP, more tricks, and I can't legit solo him. *shrug*The clouds are way harder than Maldora. Aside from the yellow crystal the shadow forms are the hardest thing in lodagond, but you can't really compare those things since the yellow crystal isn't a mob. the shadow forms are the hardest mob.
Classic has the same problem with player level differential that the current versions do. Any player with double the levels over another is effectively god. Thankfully, we don't deal with a lotta PVP, but our high end players still end up blowing through expendables to deal with the hardest maps, and don't cakewalk them too badly, save maybe when a lot of them get together (even then, tend to be some casualties). Cakewalking lower end maps is a fundamental feature of most level progressive RPG's.Nothing ruins nostalgia more than a game full of god-like players. It's the bane of every online RPG, from Everquest, to WoW and it's the reason why WoW Classic and Everquest Classic are so popular right now.
Crow requested they be swapped out for Shadowforms to create a holy weapon gate to bump Lodagond back up to late game content (albeit, dark works as well, though you aren't apt to have the best options there). Think the name didn't get swapped on em all though, true.That's not true, before they were clouds they were bugged out horrors that crashed maps but were not nearly so tough, and the ring of lightning resistance had long been out before they were turned into clouds to stop the map from crashing. It also bothers me they are still called shriekmaws when they no longer have maws, but that's another discussion.
Generally you have to swap out some equipment, and use some expendables and/or spells. Very few games make you completely reconfigure your whole character for every encounter, though yes, would like more configuration options, and yes, we'll eventually get us a class system going - framework for it is there, at least.Actually, most games have a limited amount of choices a player can make with all the items he has. For example, most games don't let you equip every single ring or accessory at once, they make you choose, which allows for at least some semblance of character customization. MSC does not have this at all and just consists of every player wearing the same equipment and spamming the same attack, usually some silly combo like infinite soup+bearclaws.
Sure, I'll dump a day and rare opportunity at weekend development for encoding video
Meh, I tend to only have 2-4 hours a day where I'm awake enough to deal with this crap these days, and even then, only every few days, as I oft have to reserve those precious moments of lucidity for RL stuff. I am not well, and am on a rainbow of pills. Generally, if I have to deal with a flamewar on the forums, dev time goes to that instead, though I suppose they don't require me to be quite so alert (particularly when it's regarding something we've been over countless times - though not pointing at you there).Maybe not only the game design is antiquated.
intentional bad game design.complaining about an item not being absolutely optimal, intentionally, is among the types that tend to fail
And when the patch arrives, there is still shitty game design.I'm going to stop posting suggestions and flaming until the patch comes out.
So should you.
some people in this community like to put on AOB and rush to their deaths mindlessly a 100 times to kill something
fundamentals of MMO's
But I guess using three weapon for 90% of the playtime is bueno.
And I will keep doing it. I just call them AOB phases. Why would I waste precious resources, when I can just widdle them down bit by bit.
Wrong.I'll go play with the other Shadow Forms a bit - though none of them use the Shadow_Form_Boss script, nor are using different multipliers than these (save for some DR).
{
"origin" "2877 -1282 -456"
"targetname" "horror"
"spawnarea" "horrors"
"killtarget" "t2block2"
"angles" "0 0 0"
"scriptfile" "monsters/shadow_form"
"lives" "1"
"defscriptfile" "monsters/giantbat"
"spawnchance" "100"
"delayhigh" "300"
"delaylow" "30"
"classname" "msmonster_giantbat"
}
{
"origin" "208 1840 320"
"dmgmulti" "1.75"
"params" "make_ghost;add_1000_health;fifty_armor"
"title" "Ethereal Shriekmaw"
"spawnarea" "fwave2"
"killtarget" "t2block2"
"angles" "0 180 0"
"scriptfile" "monsters/shadow_form"
"lives" "1"
"defscriptfile" "monsters/giantbat"
"spawnchance" "100"
"delayhigh" "300"
"delaylow" "30"
"classname" "msmonster_giantbat"
}
So obviously, this isn't true. Not even remotely.and most of the truly nasty lightning mobs (including most of those on Lodagond) were in the game before it was.
Yeah, I kinda stumbled across a lot of Felewyn symbols and therefore shards so a whole bunch of blood drinkers were needed to get some unholy blades (good item sink by the way; well played). A total of 117 Felewyn shards, or at least those are the ones I kept count of (shards, not symbols). I guess now you know what the Roman numeral "CXVII" in J-M v2.5.5's signature means.Even for this, a quick scan of FN tells me there's 2,266 characters with either one of the items unique to the Lodagond-4, or one of the five Sorc_Villa items crafted using them (multiples of them)
Delete gertenhell, island1, islesofdread2_old, lostcaverns, ms_caves, ms_quest, ms_soccer, ms_swamp, ms_town, ms_underworldv2, orcplace2_beta, pvp_archery, pvp_arena, pvp_canyons, unrest and unrest2_beta1 and noone would even notice.Now that we have near 100 maps
It's quotes like these that really make me question your "I've played the game more than any of you"-attitude.Albeit, the "best" armor is just 10% better than the next four below it
Silly Oyster. Levels don't actually mean anything, nor does logic. Remember back when the level cap was at 40 and the_wall got released? I'll just let Mrannoyus do the talking:Every skill in this video is at level 40. Hardly representative of the level range Lodagond was intended for.
Functionally it's closer to 25. The only enemy that could possibly be considered tough for a level 35 player would indeed be those shadow forms. Everything else would be super easy.It's intended for 35, didn't lose more than half my HP.
I'm afraid to say this out loud but if that is working as intended, then the rest of the series is not. Everything else in that series can be handled by a patient level 25 solo player without any of those extra goodies, except the shadow forms and yellow crystal.As intended. (Albeit, the "best" armor is just 10% better than the next four below it, and it's not the best helm for the job.) But yes, you are expected to have farmed out CotBG and acquired mighty collection of potions, well before you face Lodagond, and have at least the best of everything you can get at a maxed 35, plus some hand me downs (plus help, if you intend to go to the end). ...and of course you have the Ring of Grounding (as Cyc suggested), if not a straight up lodestone potion for pure immunity.
You can get past everything else though, and you could have gotten past the horrors that the clouds were replaced with assuming the map didn't crash.If you don't all have that, you shouldn't be able to get past it.
This is certifiably insane.Infinite manna in 3 minute bursts in a non-stacking item. Seems to be WAI. No monster rules have been changed since its inception, but certain mappers started going crazy with some multipliers, so it was added as the new bail out standard.
This is what happens when you test everything with cheats and "understand" maps by analyzing an entity table, rather than actually playing. No matter what the numbers say on paper, Maldora is ten times easier than the shadow forms. There's more to a fight than mere DPS, and Maldora gives you plenty of time to recover from a mistake whereas that's not really true with the shadow forms. Also the shadow forms do way, way more damage than maldora...He has six times the DPS, ten times the HP, more tricks, and I can't legit solo him. *shrug*
Players don't "become Gods" simply because they are stronger than other players. You completely forget about the aesthetics behind every player walking around with the flashiest armors and weapons, pew pewing the flashiest spells.Classic has the same problem with player level differential that the current versions do. Any player with double the levels over another is effectively god.
Most/many games would not even give you the option of reconfiguring a character for every fight. In plenty of games you start by choosing a class or playstyle and are stuck with it. I certainly hope when the class system is released you can't just press a button and swap out your class... That would completely defeat the purpose to begin with.Generally you have to swap out some equipment, and use some expendables and/or spells. Very few games make you completely reconfigure your whole character for every encounter
This stuff is happening because it is assumed that players are all decked out with potions. Enemies would not be this annoying if players hadn't been made too powerful too quickly to begin with. Now we are caught in a feedback loop that Thothie apparently thinks is WAI.I would consider some of the new npc mechanics to be more game breaking than the potions (elf with tork bow, hxbow, litch tongue with constant freezes even with 50-75% resist,
Quoted for emphasis.intentional bad game design.
This is one of the lamest aspects of the late game in my opinion.people have the tendency to spam le torkbow with firebrand and demon blood or infernal claws with soup and be like "i am the top dog here".
Quoted for emphasis.The relevant part here is "dmgmulti" "1.75". The shadow forms in the courtyard hit significantly harder than those in the blue magic room.
Fact.
It's been like that since the dawn of time (read: DEC2010a) but I imagine one might miss this kind of stuff if devcmd slayall evil is the modus operandi for testing maps.
Quoted for emphasis.my super beefy 1200+ HP character, combined with ice shield, gold armor and GPoP (the Holy Trinity of MS:C) laughs at his death barrier.
Quoted for emphasis.Drew, Ham and I are of course the three strongest and most skilled players in the game (I say this without any modesty whatsoever). Granted, we were all 100% overdosing on just about every potion there is, but judging by your posts in this thread, I can only say: WAI.
Oh and here's me soloing (!) tier VI of undercliffs -- the crystal puzzle and boss, no less -- in less than four minutes. Also recorded on [FN], also definitely 100% WAI.
Well if there's any good news to come out of this, that's no longer intended (i try to listen at least a little bit to people who do play the game). The bad news is, we have no idea when the updated version of the map he's on is getting released.(Greater Earth Elemental VI just WAI)
So... Making my off handed point? (Granted, additionally, the "lesser" armors would be better, since the NOV2015 Shadow Form can apparently take acid damage.)Closely observing the above values, we can come to the sound conclusion that the "best" armor is just 5% better than the next two below it.
So, is the game too easy, or too hard? I'd expect a team of the best players in the game, fully decked out and potioned up, to make short work of most bosses, so yeah, WAI (I mean hell, the ModDB has had a video of Keldorn soloing the same dragon in a few minutes for years - and if you're that skilled and that heavily equipped, you should be able to.)... but if you think the game isn't hard enough, why are you on about the Shadow Forms?Speaking of vaporizing bosses in 40 seconds... here's Dr. Drew, Dark_Ham and myself completely O B L I T E R A T I N G the strongest boss in the game in a mere 38 seconds. World record.
Most of the mobs used in Lodagond existed prior to the lightning ring, and all the new lightning mobs follow the same damage formulas they used. Shadow Forms are very late game beasts, that were added to boost Lodagond to late game content again, and they did their job, to a degree, but given the number of tomahawks that made their way into the world, maybe not well enough. But yes, Runghar, Ihotor, and the Lighting Pharaoh are all boss flagged, and thus all do a lot more lightning damage. Random minion elementals, lightning skeles, and like, do the same elemental damage as other elemental critters in their tier (though it's true, most lightning beasts are late game).So obviously, this isn't true. Not even remotely.
Oyster's point stands. Every lightning monster that has ever been introduced since then has been designed with the existance of the ring of grounding in mind. The insane lightning damage that even regular shadow forms do is one of the many proofs of that.
That's a fair point - missed that in the entity table (not sure why dmgmulti got shifted to the top), but if the regular ones can't drop me below 50% health, then adding another +75% damage shouldn't be fatal, especially given that there's two instead of four, anymore than they were in the first hundred tests, doubly so considering you've two rooms to work with to get em stuck. But I suppose I can check again when I get back...The relevant part here is "dmgmulti" "1.75". The shadow forms in the courtyard hit significantly harder than those in the blue magic room.
Lots of people reported it. Damage was removed from the effect barrier due to crashes, until we came up with a new way to implement it.People who are usually on the side of the dev team, people who gladly report exploits, turned a blind eye.
Then apparently we need more Shadow Forms. Never was intended to be 25. It's on the map as 40-50+, which hasn't been updated in ages, just there's two lulling maps in the middle.Functionally it's closer to 25. The only enemy that could possibly be considered tough for a level 35 player would indeed be those shadow forms. Everything else would be super easy.
Well, it's not ideal, but it is as intended. Ideal would require scrapping the game and starting over, so it's power creep city. Eventually folks will cruise through the current highest difficulty maps without potioning up, and then some new tier that requires even more types potions, spells, and equipment will rear its ugly head, rinse and repeat. Only saving grace there is an end game plan to cap at 60.Now we are caught in a feedback loop that Thothie apparently thinks is WAI.
It's way too easy with the Holy Trinity of MSC (gold armor + gpop + ice shield) and way too hard without it.So, is the game too easy, or too hard?
As far as I can tell the point people are making isn't really about the shadow forms specifically as much as it is about how it appears that you don't really play the game in a manner that is in any way similar to the average player and so when you deflect their complaints you come off as out of touch or clueless. The shadowform discussion was just a way of pointing that out.but if you think the game isn't hard enough, why are you on about the Shadow Forms?
To be clear, I personally don't have much of an issue with the shadow forms in lodagond. The difficulty spike they present does seem very out of place and messes up the pacing of the map, and also overshadows (pun intended) the final boss, but that's not the end of the world.Then apparently we need more Shadow Forms, never was intended to be 25. It's on the map as 40-50+, which hasn't been updated in ages, just there's two lulling maps in the middle.
That's not entirely true. It's possible to go back and insert a better tiered progression without wiping characters now that we have more maps, especially if it's done through questing rather than farming treasure chests ad nauseum. Unfortunately there's not much that can be done about the artificially beefed up mobs though, but you can certainly stop making it worse in the future.Ideal would require scrapping the game and starting over, so it's power creep city.
Why do that when you could instead just start doing story driven content? Why does the reward for every new map have to be a new piece of OP loot? Why can't players be rewarded with access to a secret map or secret room, or "movie" maps, or scenes with NPCs acting out various antics, or even a ticket to a unique play at Deralia Theatre that you couldn't view otherwise?Eventually folks will cruise through the current highest difficulty maps without potioning up, and then some new tier that requires even more types potions, spells, and equipment will rear its ugly head.
For real? See above for the same suggestions that I've been harping to you about for ten+ years. In fact I've done way more than make suggestions, I've done my best to put those suggestions into reality, only for you to swoop in at the last second and demand that everything I've worked towards be neutered into "more of the same". Any attempt to reason with you is then met with the same type of slippery "logic" that you've presented in this thread, essentially brushing off everyone with a simple "WAI".Criticising the game is easy, just, as usual, seeing lots of self-contradictory complaints and rants, but no actual suggestions...
So the late game content requires "the holy trinity" (and then some, judging by the videos), as one would expect. Any suggestion here?It's way too easy with the Holy Trinity of MSC (gold armor + gpop + ice shield) and way too hard without it.
Ran through them, doing what I expect players to do and have, and have seen players do exactly that.As far as I can tell the point people are making isn't really about the shadow forms specifically as much as it is about how it appears that you don't really play the game in a manner that is in any way similar to the average player and so when you deflect their complaints you come off as out of touch or clueless. The shadowform discussion was just a way of pointing that out.
However, the way in which you tackled the shadowform in that video demonstrates, at the very least, that you don't play the game in a fashion that is consistent with the average player. That video, combined with some of your comments in this thread, lends credence to the suspicion that you never really play the game and just test everything with cheats and maxed out test characters. If that's true it's no wonder the game is as frustrating as it is.
It'd mean, at the very least, going back and redoing all the maps, items, treasure chests, and monsters, and a whole lotta nerfing, that would lead to yet more endless rants, followed by a new set of rants. As opposed to the standard, "if sh*t gets too hard you blow some expendables (or go back and get the equipment yer missing).", that at least lets us actually do something, with the same old rants.That's not entirely true. It's possible to go back and insert a better tiered progression without wiping characters now that we have more maps, especially if it's done through questing rather than farming treasure chests ad nauseum. Unfortunately there's not much that can be done about the artificially beefed up mobs though.
Well, it'd be nice if I was allowed to, but again, no new good loot, means more endless rants (indeed, generates more than anything else). I *was* hoping to get the lore system in by the end of the month, but then this happened... It's one thing to get stopped by the string space... But yes, we have endless plans for lore and story, that just keep back burnered and delayed, over and over again, by stuff like this.Why do that when you could instead just start doing story driven content? Why does the reward for every new map have to be a new piece of OP loot? Why can't players be rewarded with access to secret areas, or "movie" maps or scenes with NPCs acting out various antics?
I don't like what I consider WAI, but I don't see a single actual suggestion from you in this whole bible of text you've written, nor in the other dozens you've sent to my inbox. Just lots of complaints, and lots of "It should be done like this" rants, that involve redoing everything from the ground up, removing popular game functions that have been here for over fifteen years that the game can't work without, or complaining about fundamental aspects of MMO's.For real? See above for the same suggestions that I've been harping to you about for ten+ years. In fact I've done way more than make suggestions, I've done my best to put those suggestions into reality, only for you to swoop in at the last second and demand that everything I've worked towards be neutered into "more of the same". Any attempt to reason with you is then met with the same type of slippery "logic" that you've presented in this thread, essentially brushing off everyone with a simple "WAI".
People are trying to tell you that they don't really like what you consider "WAI".
Alright, here's an actual suggestion: noone and nothing in the game should ever have more than, say, 40% resistance to [insert damage type here]. Ever.Criticising the game is easy, just, as usual, seeing lots of self-contradictory complaints and rants, but no actual suggestions... Should probably just take the one bit of actual advice I keep getting, and quit bothering.
This is the real problem.It's way too easy with the Holy Trinity of MSC (gold armor + gpop + ice shield) and way too hard without it.
Could convert Shadow Forms to dark damage though, if you think that'd help.
Also, if these comments are veiled threats or something, they're not very good ones. I'll just use MS:C's Holy Trinity and bulldozer my way through them. Effortlessly.Then apparently we need more Shadow Forms.