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The Man In Black

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He means fix it so it isn't such an uber training spot for (among other things) AOE spells.
 

Dridmar

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If we can't find a way to make it less "cheatmapish," Thothie could always just remove it from the approved maps list. :?

On the other side, I would like to be able to train in maps besides doing series map over and over to train. I think it would be nice if we had a few other maps like the Thornlands where you could just train up without worrying about having to deal with a boss. :wink:
 

villager

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Dridje said:
On the other side, I would like to be able to train in maps besides doing series map over and over to train. I think it would be nice if we had a few other maps like the Thornlands where you could just train up without worrying about having to deal with a boss. :wink:
I agree. :\
 

Humming Bird

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Vomika said something in-game about re-doing orc_arena. Like making it what Thothie wanted, monsters coming out of 4 doors.
 

Dridmar

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villager said:
Dridje said:
On the other side, I would like to be able to train in maps besides doing series map over and over to train. I think it would be nice if we had a few other maps like the Thornlands where you could just train up without worrying about having to deal with a boss. :wink:
I agree. :\

Glad to see that it's not just me that thinks like this. Thothie, we should have a talk about having more than just series maps.
 

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One thing I find personally 'sillah' is the fact that the highest health person, must touch the chest for a better chance of a rare. ...That just seems so...stupid. I mean what if the highest health player is a complete jerk. He can go "oh wow the items dropped and I didnt even help do the battle BAI!" take the items and leave. Idk it's just a personal head scratcher for me how that seems logical or "hey that's a great idea!" But that's just my opion.
 

Dridmar

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The Man In Black said:
nightmare_thornlands! :p

:( Different areas which are not nightmare areas.
 

Dark_Force9999

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*Random Posting*

Undead_Arena

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Animated Armors (More of an unholy)
 

Thothie

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One thing I find personally 'sillah' is the fact that the highest health person, must touch the chest for a better chance of a rare. ...That just seems so...stupid. I mean what if the highest health player is a complete jerk. He can go "oh wow the items dropped and I didnt even help do the battle BAI!" take the items and leave. Idk it's just a personal head scratcher for me how that seems logical or "hey that's a great idea!" But that's just my opion.

That's not how it works... Judging by some of my chat log some weird ideas like that have cropped up in regards to "nubs ruining chests" - they can't.

If a person with 5hp touches a chest first, it does NOT mean that someone with 500hp won't cause the same chest to have something better in it.

On most of the chests the person has to have been on the map for a certain period of time, and been hit, so for the most part, it is not as if 7 nubs could burn their asses taking out a high end map, only to have a veteran come in and reap all the rewards.

The other way around we had before was causing a large number of complaints - that a bunch of vets would pwn a very hard map, only to have some n00b come in and snatch all their critical items from the chest. This put an end to that.
 

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Thank you for clearing that up. Apparently some of the veterans figured wrong :wink:
 

Thothie

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There was a large misinformation campaign in regards to this change that caused a lot of confusion.

Humming Bird said:
though the project had no people interested in it.
Well, its only going to help new players, as, more or less, everyone who posts here already has the game installed proper, so one can't expect a huge amount of fan fair from the general populous at the prospect, but it is something that's been needing to be done for the longest time now.

Hopefully I don't wind up doing it myself, as it'll eat time, and I seem to be extremely incompetent lately, no doubt I'll forget something critical. ><
 

Gurluas

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Dark_Force9999 said:
*Random Posting*

Undead_Arena

Featuring

Walking Ashes
Living Deads
Zombies
Ghouls
Petrified Skeletons
[Skele] Knights
Horrors
Animated Armors (More of an unholy)

Horrors aint undead.
 

[FSM]The Owneded

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It doesn't make sense to me that more players should increase chance for rare loot. More players really just makes a map easier, and you're rewarding people for doing something an easier way. I think it would make more sense if you made it like diablo II where the monsters get harder with more players therefore justifying the better loots. (harder monsters would give more xp too!) As it is now, the servers fill up to an amount of players that they weren't intended to hold causing very high pings.
With this suggestion in mind, it would also be nice to have a server-side option that allows filtering of players based on hp or level to keep the lowbies from cluttering up servers on maps they(the lowbies) shouldn't even be on. I think this option would allow a lot of private servers to go public as well.
 

Sabre

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[FSM]The Owneded said:
It doesn't make sense to me that more players should increase chance for rare loot. More players really just makes a map easier, and you're rewarding people for doing something an easier way. I think it would make more sense if you made it like diablo II where the monsters get harder with more players therefore justifying the better loots. (harder monsters would give more xp too!) As it is now, the servers fill up to an amount of players that they weren't intended to hold causing very high pings.
With this suggestion in mind, it would also be nice to have a server-side option that allows filtering of players based on hp or level to keep the lowbies from cluttering up servers on maps they(the lowbies) shouldn't even be on. I think this option would allow a lot of private servers to go public as well.
I like the serverside filter idea; as we saw earlier this morning that would help a lot :p
 

Gurluas

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That would completely shun new players out of this mod...i do not vote for that.
 

Thothie

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It doesn't make sense to me that more players should increase chance for rare loot.
Issue was, when we gave the same loot for single and multiplayer games, people simply started making single player servers and passwording them like mad, for fear that someone would steal their loot, and feeling that they were essentially better off on their own. This generated many rumors of cheaters (some of which were true) and also was draining the community by essentially turning this into a single player game.

Making loot dependant on the number of players seems to have reversed that trend right quick. Certainly encourages you to recruit your friends.

think it would make more sense if you made it like diablo II where the monsters get harder with more players therefore justifying the better loots.
Now that there is something I've been toying with. It’s a bit tricky to do, and not all the monsters are compatible with the idea. Ya also can't make it so much harder that it makes it not worth it to play multiplayer, or we're right back where we started from. However, you will note that the Kharaztorant Acolytes are the first to multiply their hp, damage, and XP/gold value by the number of players present.

Diablo II, IIRC, just tossed more monsters at you, however, and that's harder to arrange with this system. I'm hoping I can rig a new map entity that may make this easier for mappers to do. Basically an entity that generates an event with a prefix defined by the mapper, ending with the number of players, so they can trigger monster spawns based on the number of players present. It may also be possible to simply add an optional minimum #player requirement property to monster spawns.

With this suggestion in mind, it would also be nice to have a server-side option that allows filtering of players based on hp or level to keep the lowbies from cluttering up servers on maps they(the lowbies) shouldn't even be on. I think this option would allow a lot of private servers to go public as well.
Having high level players show newbies the ins and out of the game, and take them through some of the harder areas, is kind of a part of the MMORPG experience, and is particularly important in one with a smaller community such as this. As such, even the presence of the lowest level characters helps increase some types of loot.

I considered, at longer length, setting up an HP limit, locking vets out of "newbie only" servers, but that concept has similar issues. Players not wanting to leave a good server may simply wind up making characters over and over again to avoid the level limit, vets may start complaining about only having crappy servers, or visa versa, etc. etc.
 

[FSM]The Owneded

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Eh... I don't really see how you can justify a level 5 joining say wicardoven and bringing everyone's ping up by 50ms because the servers have higher caps than they ought. If you gave the option to filter player levels, the main servers that are always up wouldn't use it anyways because anyone could play on them anyways. It would mostly help out more private servers... which usually have admins that can kick anyways... But it's so much nicer to get filtered out than kicked!
If you only want rare loot to drop with more players, you should've designed the map difficulty for that many players. I'm sorry, but maldora with 6 people(above 400 hp) is a joke; and thats about the only way to get phoenix armor to drop. It's definitely less fun this way.
Diablo II may have sent some more (if any) monsters at you, but the most significant thing about more players was the monster's increase in damage, health, and xp. Sorry, but you had your facts wrong there :p. Try doing the den of evil after typing /players 8 and tell me that theres more monsters.
Sorry about nagging. I can see that you have no intention of making these changes as I stated them. Just saying this because I can.
 

villager

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Thothie said:
Now that there is something I've been toying with. It’s a bit tricky to do, and not all the monsters are compatible with the idea. Ya also can't make it so much harder that it makes it not worth it to play multiplayer, or we're right back where we started from. However, you will note that the Kharaztorant Acolytes are the first to multiply their hp, damage, and XP/gold value by the number of players present.

Seriously, that's awesome.
 

Shurik3n

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Its annoying to have level 20s that arent helping at all say "lol next demon gaunts mine! I call it! LOL" when theres still some 38s that don't have them. Then they think they get to roll for. A simple solution would be to kick them, but that lowers your loot chance. So you either lie to them so they stick around and help your drop %, or give them some new rare item they can't even use and would never have been able to get on their own.
 
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