Posted by Leech on 02/01
Just wondering if/when the regen rate's gonna be updated, i only have
450 hp's and it takes 1 hour 15 mins sleeping to heal.. i do this like
5 times a day and is getting old, i'm just glad i usually have other
things to do and are no longer paying by the hour for my net access.
oh.. another similar prob is HOL mobs, one can easily lose an item needed
to max out their fighting stat.. HOL mobs take like an hour to repop, the
player's practically crippled til the item's replaced and yet when the mob
finally repops the item's eaten and usually not just once.. it can go on
for hours.. I'm curious, don't you IMM's want this MUD to be enjoyable!?
From: Ptah
Wednesday, January 29, 06:55PM
Regen rates have been under discussion, but there are no concrete plans
to change them before skill trees. One thing to remember is that the
value of a hit point will in many ways be different under skill trees--
and also that "only" 450 hit points reads extremely oddly--450 hps is
a lot in our system, when compared to the mud as a whole (and not just to
the manufactured hp monsters of today).
Another issue, btw, in slow regen, is tick length. When players leave 100
bandages in their clan hall, they are slowing ticks down... we zap out
huge piles of duplicate mobs and items when we find them, and attempt to
correct the bug--they do cause a lot of lag.
Lastly, I am not sure I understand what the problem is with the HoL mobs
specifically. We're working on changing the mobs so that you can tell
by looking whether or not they have the item you are hoping to get, rather
than having it destroy itself on a random chance. However, I don't see
that players could possibly be "practically crippled" by failing to get
one item--if you are, then I gently suggest that you're not wearing a
flexible and useful set of equipment--particularly if you are clanned.
You need to be able to work in a pinch with the loss of _several_ items
if need be.
-Ptah
From: Warke
Thursday, January 30, 11:05PM
With a paralyzing-anything ending a battle in 2-3 rounds (more against
a hp-monster, of course) I think there need be some changes made to
compensate for this, at least in pkill. Mobs are fine, they last long
even with a super-duper paralyze, but as far as the players go, if
yer hit by a paralyze that lasts longer than a round, you are really
dead...
Can we have it so only str/con fighters can take advantage of the
paralyze (much more so then dex fighters would) or have paralyze not
be random but depend on strength or constitution--healthier, stronger
people do recover quicker, no?
From: Leech
Friday, January 31, 08:58AM
so umm, why do regen even need to be discussed? they're obviously at
LEAST half the rate they should be and should only take 5 mins to fix
or is the coding that messy that even this would be a big job?
From: Gail
Friday, January 31, 11:24AM
Well, there's a number of parameters, theres how many hp/tick you get base, per
level, per con, there's making sure that we don't increase healing rates to
the point newbies can't kill mobs, then the healing skills/spells need to be
re-evaluated, etc.
Maybe you're willing to make random changes to the code and hope all works
out for the best, I prefer to make sure they'll actually improve things.
From: Solomon
Friday, January 31, 12:25PM
Um, this is something I didn't realize, altho is makes sense. You'll be
changing regen rates for mobs too?
As far as healing spells being re-evaluated, can you make them more effect-
ive, depending on your mind? Casting a cure light and netting 1 hp kinda
sucks if you have 100 mind. Damage spells favor high mind, I suggest that you
consider making healing spells do the same.
From: Ptah
Friday, January 31, 02:30PM
There is no distinction between player regen rates and mob regen rates.
They are exactly the same regen loop. So yes, any change would be
across the board--which of course means that many might consider it
pointless. :)
Breaking the link between mob and player regen rates would be a terrible
idea, btw, because it means that we would be making the value of a hit
point different between mobs and players. Things would quickly become
much harder to balance.
-PTah
From: Ulric
Friday, January 31, 04:28PM
I have been thinking the same thing about the mind link to spells
that solomon mentioned earlier. Please give a bigger distinction
between 100 mind and 60 mind because besides stun.. there isnt hardly
one. I really dont think spell level and your mind should compare
the mind is much more important than how many levels you have known
a spell. When was the last time that someone could do something
that requires intelligence, being stupid as a rock, but still do
it almost as well just because they had known how to do it for a
long time? Heal, like many other spells, should be very affected
by you mind.
Ulric, a 100 mind mage who dislikes 50-mind so called mages.
From: Lagmonster
Friday, January 31, 06:16PM
forgive me, but not all the mages were super geniuses, tho
with hard work, and practice, they could improve upon their
practice...
but i do think it's ridiculous for a 100mind mage to net 1 pt
in a cure light...is it pure random or is there a dice that
takes mind into consideration? As far as cure light goes, thik
we could lift the hp-dice (2d6?) and implement there, with
100 mind at least netting 9, and up to 13, etc.
From: Psytrac
Friday, January 31, 11:08PM
just curious...why is it that hol mobs and the like rarely miss
their regular attack? Even with 100 perc you cant really hit
100% of the time...at least for me, that is.
From: Solomon
Saturday, February 01, 05:47PM
Heh. I don't suggest you make different regen rates for players and mobs,
Ptah. I see where you're coming from. It just never occurred to me before.
Silly me, I thought the universe revolved around me, and never thought that
a change benefitting me would also benefit mobs. ;)
As far as getting more milage out of a high mind, it was my understanding
that your damage spells were more effective if you had more mind, so that
you would get closer to that 60-point immolation. I don't know what effect
(if any) mind has on spell duration, but that would be another reasonable
benefit. I'm not sure what other benefits a mage would expect.
Finally, 60 mind or 100 mind, a mage is a mage. In fact, a 50 mind mage may
be -more- effective, cuz he can manage to boost his other stats a bit more.

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