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chalices, mana, other thoughts

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Posted by Dune on 10/17

If you guys are going to yank chalices, then make meditate availiable to everyone. You could make it TOTALLY suck for low mind and spirit... but dont give people with less than 60 mind no option to regen. Dont limit the viable character options EVEN more....making every mage have to have the current meditate mins. My suggestion is to start looking at a way to make preserve items for create mages only... make them perma cursed or something. As for magic sink, now that I think about it.... the dispel arrows and magic sink balance is fine. To dispel a sink, you need to shoot and risk a wfw.... a low mind mage deserves not to get the wfw, and a high mind mage will have a better chance... so the fact that both sinks react the same way to dispel arrows is ok, imho. The more I think about it, the more I think that needing two shots to dispel a magic sink... giving the person 2 chances to wfw is too much advantage. One more thing... if you are going to yank hps items, make sure you look at the damage tables... and wfw, parabackstab, and daze chances. My ongoing frustration with legend is that we have too few hps all round. Someone gets a nice para.. wfw or backstab, or a double daze, and a low con fighter is dead. Mandarb hates this crap and so do I. Some punk gets luck, and wins... Its no wonder that hps items are such high priority when people make pkillers... the rent could be used for a lot of other things, but almost never is.... no one wants to lose to lucky paras. So if you plan on taking out, or changing dramatically our ability to compensate for the fact that you code us with too low hps all round you are going to get a mud where whoever gets the first para wins. Even with all of us hedging this threat with hundreds of hps of hp gear, this STILL happens... ask Mandarb, it makes him crazy. My suggestion to start, is to limit hps gear significantly and then make 100 con give around 750 hps. 40 con around 450hps or so.. This way, even if our random number generator is messed, and paras happen in sprees, etc... the fight will last long enough for someone to actually recover from a lucky attack and have some chances to fight back. If you are worried about balances against mobs, etc you could do a combo of altering the damage reduction equation for pkill and giving us mo hps for con, and less from items. Btw, Splat has been saying this for years, and no one listens to him. I agree with him.. and I think we can satisfy Mandarb and his frustration at luck ruling the outcome of pkill fights. I posted longer than Darkheart!

From: Drifter Monday, October 16 2000, 02:32PM yea you posted longer than darkheart, but you put more spaces :P

From: Cumference Monday, October 16 2000, 10:44PM hm i agree with the part about more hps g chalice pouch fill chalice waterskin drin chalice put chalice pouch bah stoopid chalice...even tho i'm on a non-mage char :P cackle

From: Bonk Monday, October 16 2000, 11:09PM Balance vs mobs.. levelling wouldn't be affected at all as you'd still lose the same amount of hps and have to regen just the same. The only difference would be in taking out big mobs. What should have been done long ago is that mobs should have standard hps xp etc +-% for their level for easy system wide changes.

From: Jesus Tuesday, October 17 2000, 03:02AM I have to agree with Dune and his +HP gear theory, being that without any gear on, I have 308 HP at level 50. -sad, that's three backstabs, thank god for self healing, or I'd never win a fight. Oh wait, I never win now, I wonder why. -JCS

From: Darkheart Tuesday, October 17 2000, 06:50AM Or we could just lower the pk cap even further. A rip to shred doing, say, 25 pts or so, a max dam bs doing roughly, 70? Far as sinks go, i can live with the current system, it's just a matter of jumping the sniper instead of being jumped by one, anyway. it would be interesting if we took out dazes, paras, and stuns out entirely, letting them happen only against mobs. Still though, unless we set a standard that if my dex is higher than yours, my skills never miss and never fail, while if yours is lower than mine, your skills never hit me, and if it's the same, it's either all hit or all miss, we'll always have arguments about luck. Priority still depends on luck if you can't stun, as far as i can tell... and some mobs simply steal priority regardless of the circumstance. Anyway, i don't think there'll ever be a way past the luck argument, since even if we lower the chances of it happening, it'll happen unless the chance is zero. It's not as if you lose less xp cuz the other guy won by luck, either. So... i'd just say we live with the fact that there are times when you can't wake up after one para or a wfw, but reduce the costs of such by lowering xploss and time for full regen. With the pktimer, i wouldn't mind if ppl got healed to full after it wears off while being imposed with another 10 tick timer during which they can't be involved in pk (but can try to make up xp via mobkill) and have it be an option that's turn on-offable if you're accept all with no one on the reject list. Dh

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