? Class Updates:
o Rangers
Reduced to 220% exp
Regeneration moved ?back? to Druid-1
o Thieves
Class Stealth +20
Picklocks +10
BS Min +5 / Max +10
Increased to Combat 3
100% Exp Chart
o Gypsy
Combat 3
190% Exp Chart
o Missionary
Combat 3
190% Exp Chart
o Bard:
200% Exp Chart
o Paladin
6-10 HPs
o Warlock
150% Exp Chart
5-8 HPs
? Item Updates:
o Large Silvery Cross and Copper Cross properly set to negate Nebo Secondary, but not Necromantic Bolt
o Rod of Might set to all alignments (was neutral only)
o Quarterstaff set to Mage/Mystic usable
o Silver Casket from Delf Queen fixed to not self-destroy on cleanup
o Blackwood Staff drain reduced from 99% to 50%
o Thrag Heart drop rate increased to 50%
o Serpent Scourge altered to 1H-Blunt weapon (from 2H-Sharp) and increased from Mag-1 to Mag-2
o Dwarven Work Boots upgraded
Added +1 AC
Added +3 Accuracy
Reduced encumberance from 200 to 150
o Silvery Mace Upgraded
Mag-2 Weapon
Price reduced from 1 Runic to 20 Plat
o Katana, Daikatana, Hellblade and Deathcoil drop rates increased to 25%
o Runic Warhammer moved to Mag-3 to provide more choices for Mag-3 Blunt pre-level 30
o Turtle shell drop rate increased to 20%
o Red Enameled Scalemail reworked:
Altered to Chainmail
Weight reduced to 800
Dodge set to -3
o Caster Sashes Added as drops to bosses:
Curio Shop ? Sash of the apprentice
Nomad Chief ? Sash of the learned
Goru-Nezar ? Sash of the mage
Dark-Elf Queen ? Sash of the arch-mage
Raksasha Rajah ? Sash of the Wizard
Demoness Irikani ? Sash of the arch-wizard
Gnaj ? Sash of the elder wizard
Ozrinom ? Sash of the ancient wizard
Zanthus the Lich ? Sash of the master wizard
o Golden Snake Earrings given +5 Accy and +5 S/C
o Silver Ring +5 Mana Rgen, removed from mummy drop
o Skull Sword enhanced
8-22 damage, BSMIN +5/BSMAX +15
o Lifestealer altered to 1H and speed slowed to 1700
o Onyx Earrings: removed cursed flag (deleted -Illu and -Percep), added +10 mana regen and increased from level 30 to 40 restricted
Sellable/buyable in Arly general store
o Spider Silk Robes given +10 dodge
o Snakeskin Boots added back to game:
2/.5 AC, +5 Stealth, negates mermex/swamp/serpentkin poison
Dropped by huge pulsating cocoon
Silk
o Bow Weapons enhanced:
+1 AC
+10 BS Accuracy
Minimum Damage increased +2 for shortbows, +3 for longbows, +4 for X-Bows and Magical Bows
Silvery Longbow upgraded to HITMAGIC-2
? Non-magical so witchy?s can still use, but will hit MAG-2 monsters for all other classes
o Beholder eye and Orc Heads no longer delete @cleanup/maintenance
o Bard Cloak fixed to allow use of spell.
o Giant Crab Shell encum. reduced from 170 ? 120
o Black diamonds now sellable/buyable at Sarkhee?s Jewelry (25 gold per diamond at 50 Charm)
These will not rgen, only stock the ones which are sold, MAX: 150
o Malachite Ring: +10 S/C (curse removed)
o Ruby Earrings updated, Max Dam +1
o Iron Earrings updated, A/C +1
o Amethyst Pendant Updated: added +1 A/C and +5 ACCY
o Dark Onyx Ring updated: removed -ILLU and EVILONLY flags
Item now available in game
o Snakeskin boots remove not gettable not droppable and destroys on death flags
o Onyx earrings remove the not droppable flag
o Aged desk remove del@maint flag
o Change room outside oz to 5 minute regen 17 2235
o Put alder chest on spectral mage 10% drop
o Add astral staff to one of the recyclers
o Increase drop rate on high druid ? 10%
o Remove shadow master from blackwood forest regen rooms
o change room 16 2142 to room type lair so cocoons will regen there
o increase drop rate on cobra earrings and shimmering papyrus (5%)
o remove del@maint flag from shimmering qnd silvery scroll
o 468 frothing pink potion max damage +3
o 471 white potion prev +10
o 467 yellow potion alterspdmg +10
o 608 glowing crystal flask remove the negatives
o 1660 bubbling blue potion Dispell (BlindUser) -- RemovesSpells(globe of darkness(440), darkness hits(443), darkness(933), infernal darkness(1102), monster dark plague(1113), sandstorm(1310))
o 1658 yellow potion..change name to glowing yellow potion change description try alter spell damage +20
o 1659 crimson potion mr+20
o 1661 oily potion dodge +10 / 25 rounds
o 1662 grey potion heal 200 to 300
o 1663 sickly green potion change to glowing green potion change description speed +80 crits +5
o 1665 rainbow potion rfir +20 rcol +20 rlit +20 rston+20 for 60 rounds
o nexus spear to level 60 from 45
o titanic stone maul to level 60 from 45
o wbs from 20-65 to 20-60 to limit smash some
o second ganghouse guard for summoning...stationary...did the increased max area stay? (Done!)
o 1528 silverwood helm reduce to level 20, remove stoneskin spell..redundant if we give rangers stone...add druid to class list...give +3 acc
o Negatives removed from evil weapons:
o Soulsword
o Hell Flail
o Hellblade
o Demons Maw
o Demon-carved halberd
o Brimstone Hammer
o Removed drain spell on Fangblade
o heavy black rod..remove the -8 acc
o negatives removed from beastly claws
o increase rod of might limit since its all alignments now? (x3)
o GJR placed in general store (currently free, rgen 2 @100% every hour)
o spiked collar remove the curse add 2 acc
o change lotd death spell 916 to illu+999 and removespell 440
o meteorite rod..add mana regen +10%
o heavy bone mace..increase stun to 10%
o put fluked trident to regen in thuluks axes (1 Max, rgen 1 @ 20% every 4 hours)
o skull wand damage 8 to 18, mana regen +10
o rune-etched sceptre mag-3 SC +5 mana +10
o rune carved staff mag +2 4-13
o thunderstaff remove mage only mag-3
o withered walking stick change description from thin to thick stick..mag-5 10-20 2000 speed
o bladed staff price set to 500 gold, same as glowing warhammer
o frost scepter open to all classes 5-17
o prismatic claymore in tower shops
o golden broadsword 7 to 17 damage
o add warlock to classes for soulblighter
o dwarven-craft hammer mag-3
o kopesh sword 6-17
o elven war-spear 9-18
o golden sickle 6-14
o war mattock put in colins 5-15
o obsidian greatsword level 75 Magical +5 -- Casts: [dark fire(172), Damage 1 to 6, 100%]25-85 4000 speed dropped by demon lord..mag-5..change demon lord weapon in dats limit 3
o adantite scimitar put in tower 1 handed 5-21 1700 level 20/Mag-2
o vorpal katana in tower 1 handed
o kai battle staff level 75 dropped by nahr 1006 a/c +3/0 mystic ju +5 10-30 3000 speed
o star hammer level 75 speed 3200 limit 3 drop from golden phoenix
o nexus blade level 75 drop from 1028 handsome man limit 3 3500 speed
o staff of power drop from lorzina in hedge maze level 75 mage, druid, priest mana regen +30 mana +50 mag-5 10-40 2500 speed lim 3
o cosmic staff drop from dark mage, change to level 50 usable by mage, priest and druid mag-5 limit 3 10-40 2500 speed limit 3
o ivory crozier dropped by nahr 1009 mag-5 2500 speed lvl 75 mana regen +20 mana +50 14-48
o deathblade drop from angelic hunter level 75 EvilOnly +210, Magical +5,15-50 3500 speed BsMaxDmg +30, BsMinDmg +20 -- Casts: [absorb(950), DrainLife 5 to 20, 33%] - change his weapon in dats
o sadamune- remove the - from the name level 75 ninja 25-85 drop from nahr 1005 100% bs min +20 bs max +20 4400 speed
o ethereal chakram put in lost city weapons
o serrated scimitar drop from brigand chief..drop 10% change weapon on boss in dats
o item 365 kusari gama 8-21
o put black potiom and golden vial in gnome alchemist shop
o increase the quantity of turq pots in both gnome and temple
o spell serenity remove then -5 max damage its a penalty the mage and druid spells dont have
o reduce training key to 1 hour regen and 3 in stock
o reduce 1086 cloaked figure to 10000 exp
o silverwood staff dclaw and crozier to lim 3
o remove curse from bleeding main-gauche
o put item 1483 displacer beast cloak in dreary shop..priced near a runic maybe?
o remove the -10 dodge from ivory bracers...and the curse
o templar greatsword 10-30
o platinum greatsword 10-35 +5 acc crits +2
o make gnome commander stationary
o #332 padded vest AC/DR: 6/.3
o #: 9, Name: grey robes AC/DR: 7/.4
o #: 273, Name: red robes AC/DR: 7/.4
o #: 274, Name: black robes AC/DR: 7/.4
o #: 275, Name: white robes AC/DR: 7/.4
o #: 276, Name: green robes AC/DR: 7/.4
o #: 277, Name: blue robes AC/DR: 7/.4
o #: 278, Name: violet robes AC/DR: 7/.4
o #: 279, Name: yellow robes AC/DR: 7/.4
o #: 280, Name: orange robes AC/DR: 7/.4
o #: 289, Name: silk robe AC/DR: 8/.5
o #: 1346, Name: wedding gown AC/DR: 7/.4
o #: 410, Name: gilded robes AC/DR: 9/.4
o #: 411, Name: runed robes AC/DR: 9/.4 +10 mana regen
o #: 118, Name: high-necked robes AC/DR: 10/.5
o #: 752, Name: black silk robes AC/DR: 10/.5
o #: 1262, Name: spider silk robes AC/DR: 10/.5 +10 hp +10 dodge
o #: 853, Name: prismatic robes AC/DR: 10/.5
o #: 858, Name: astral robes AC/DR: 12/.6 Dodge +5
o #: 862, Name: silversilk tunic AC/DR: 15/.8 Dodge +10
o shimmering white robes C/DR: 12/.6 +10 mana regen notevil
o sacrificial robes C/DR: 12/.6 +10 mana regen
o crimson blood robes 16/.8 mana regen +40
o golden sun robes 16/.8
o black stained tunic, 12/.6
o black embroidered robes, 10/.5
o black ninja robes, 9/.4 +2 dodge
o ninja battle armour 13/1.3
o winged sandals 2/.1 quickness +50
o black silk slippers 2/.1
o prismatic slippers, 2.5/.1
o astral slippers, 3/.1
o silversilk slippers 4/.2
o enigma slippers remove mana regen increase ac to 2/.1 lim 3
o cotton gloves, 1.5/1
o silk gloves, 2/.1
o fur gloves, 1.5/.1
o white satin gloves, 2/.1 notevil
o black silk gloves, 2/.1
o prismatic gloves, 2.5/.1
o astral gloves, 3/.1
o silversilk gloves 4/.2
o enigma gloves remove mana regen lim 3
o hooded mask, 2/.1
o dented wizard's hat, 2/.1 lim 3
o executioner's hood, 1/.1
o barbed circlet, 1/.1 add negate spell 1027 and change scarecrow fear to 1027
o silver hood, 1/.1
o gnomish fish-helm, 1/.1
o holy miter 2/.1
o skullcap, 2/.1
o runed cowl, 2/.1
o iron crown, 3/.1
o black dragon hood, 2/.1
o golden headdress, 4/.2
o dusty tricorne, 4/.2
o jeweled turban 5/.3
o cloth pants, 2/.1
o silk trousers, 2.5/.1
o black silk pants, 3/.1
o prismatic trousers, 3.5/.1
o astral trousers, 4/.1
o spider silk trousers, 4/.1 non-lim
o multicoloured sash, add item dodge +2 1/.1
o beaded belt, 1/.1
o silver belt, 1/.1
o leather belt, 1/.1
o black leather belt, 1/.1
o midnight sash, 1/.1
o golden belt, 2/.1 max damage +3
o fine platinum chain, 2/.1
o ogre-skin baldric 2/.1
o belt of faith 2/.1 max damage +3 lim 3
? Spell Updates:
o Spell Mod installed with Mob Spell fix
o RCOL/RFIR are now stackable for mage/druid
o Priestly Items
Protection from Evil and Holy Aura are no longer stackable
Sacred Bastion and Hellfire Shield set to provide a standard +20 AC and +5 DR
o RLIT moved to Mage-1 from Mage-3 to coincide with RFIR and RCOL being Mage-1
o Increase stocks in orfeo on the max 1 spells
o Remove the variability in the +enc on trav
o Put hp tick back on song of battle..+1 or +2
? Miscellaneous Updates:
o Zanthus updated to be re-visitable as many times as you want, but will only get quest EXP from first time.
o Vary the Level-15 Quests
High Druid ? Level 12 Quest, 150K exp
Ice Sorceress ? Level 14 Quest, 250K exp
Golden Chalice ? Level 18 Quest, 250K exp
Phoenix Feather ? Level 15 Quest, 750K exp
o Orfeo Shop set to 275% markup
o Sheriff Lionheart no longer charmable
o Reduce Goru/Beholder Rgen times
Goru reduced to 200K Exp, 4 hour regen
Beholder 150K Exp, 4 hour regen
o Dwarven Guards/Royal Soldiers changed to neutral and stripped of summon spell
o Minotaur Champ/Chest rgen timers changed to 24 hours
Dropped items sell prices adjusted to 16% of former value
o Effects of FRAIL in Mod-9 reduced to a more manageable level
o Titan spell shop adjusted to 3 max with 15% rgen for each spell
o Eye of the Beholder ILLU spell value altered from 9999 to 999
o Banshee wail reduced from 80 rounds to 20 rounds
o Set racial stats to GMud standard
o Black Fortress:
Key bosses set to 18 hour rgen
Blood Champ set to 20 hour rgen
o 4th Quest ? Level 40, 40M exp
o Reduce Other Side Quests
Appy Quest ? Level 25, 2M exp
Appy Quest set to not destroy, so multiple uses per day
Adult Red Dragon ? Level 35 Quest, 10M exp
ARD Regen decreased to 15 hours
o Skali?s Armor shops raised to 300% markup
Makes it more difficult to get that first set of plate armor
o Smaller bosses given chest drops
Gnoll chieftain
Nomadic Chieftain
Others
o Cash drops on storm giants and necromancers reduced
o Revised the golden locket quest
o Leprechaun cash drops reduced
o Tasloi Shaman increased drop rates on spider silk gear
o Pickaxe has 5% chance of breaking when used in diamond mines
Diamonds ARE the hardest substance known to Dwarves!
o Harpy Queen added to game in Harpy Aerie.
Drops harpy feather needed for later quest
o Mamba regen ? 23 hrs
Areas edited to add more lairs:
o Slums: more lairs added/more cultist lairs added
o Crumbling Tunnels: 34 lairs added
o Elite orc guards increased from 260 to 400 exp (orc mansion)
o All sewers upgraded with more lairs
o Kobold caves increased from 13-24 lairs
o Deep Jungle
o Tasloi entry area (in penis area on map)
o Mermex Caves
o Umber Hulk Caves
o Lost City (more 1x Shaman lairs added)
o Catacombs
o Gold Mines
o Quaggoths
o Redstone Tunnels (Stone Elementals area expanded, lairs added 1x and 2x)
o More Gladiator/Captain lairs added to northern and southern area of Goblin Caves
o Dark House caverns lairs increased, and tentacled abom?s around pool added
o Obsidian Passages (red dragons) lairs increased, timers reduced
o Mossy Tunnels lairs increased
o Ogre Camp near Ancient Ruins, lairs increased
o Dying Grove lairs increased
o Graveyard lairs increased
o Added a tunnel system connecting Slums Sewers to Rhudar Sewers, with lots of lairs in between.
o Room below Newhaven Arena connected to arena
2nd Arena room in Newhaven. Room was always there, just never accessible.
o Earthen Mounds lairs increased
o Limestone caverns lairs increased
o Cave worm area under black house upgraded (more lairs)
o Additional lairs added to Sandbar
o Added mercenary lair at ?snap chains? area in slums, with boss
Merc Captain drops wooden box
o Added Brigand Camp in Dteeth hills, near eastern portion of map, off main road
Brigand Chief drops wooden box
o Spectral Knight area, Lairs added
o Non-rgen rooms fixed in Blackwood Forest area
o Serpentkin area: Lairs Added
o Wererat area: Lairs Added
o Ancient crypt lairs increased, fine broadsword drop decreased from 2% to 1%
o Slimworms Area, Lairs Increased
o Dark-Elf City
Royal Guard lairs added to storage areas on bottom level
Dark-elf mages increased to 2400 exp
Dark-elf Priestess? increased to 1800 exp
Warlocks moved to 1200
Faithkeepers to 1000
Temple Lairs increased, mutant spider removed from index
o Smuggler/Thief lairs added to Straw Passages
o Hilltop Fortress lairs increased
Giant War Dogs removed from lairs outside warpens (in fortress)
o Bountiful Oasis (both)
Handsome Man/Beautiful Woman lairs increased
o Diamond Mines:
Added more lairs
Increase EXP rates
DF Malivek put on unique index and confined to extreme NE portion of diamond mines
o Old Mines:
Add more lairs
Increase EXP rates
Reduce mob# in lairs
o Lairs added to cleared fields outside town gates
Link to MME Export: https://drive.google.com/open?id=0BzOz6_4ex-H2ajZmVmNYRDFRcEU (https://drive.google.com/open?id=0BzOz6_4ex-H2ajZmVmNYRDFRcEU)
Will these changes be in pvp also? I say go for it ;D
The only one I don't like is having GJRs in the game.
Quote from: Vile on Apr 07, 2017, 03:34 AM
Will these changes be in pvp also? I say go for it ;D
The only one I don't like is having GJRs in the game.
GJR's will not be incorporated into the PVP realm. Other than that, folks can try out the updates in the PVE realm and decide on which ones they would like to see in PVP side.
Some notes:
1. Last I knew, cosmic staff spell doesn't work on Gmud. Years ago I had one genned for me by Gardner and the spell never worked.
2. You may want to revisit your changes to Priest armor spells (Sacred Bastion, Hellfire Shield). Not only is this nerf extremely significant, it actually makes those two spells worse than the base level 11 priest armor spells. Not sure why this nerf is even being put in, as it significantly cripples priests defensively combined with the nerf to prev + aura. It's essentially a 30+ AC nerf vs most monsters.
3. Blackwood Staff drain reduced from 99% to 50% - While I understand blackwood staff isn't everyone's cup of tea, this nerf makes it effectively useless as an item to build a completely different styled caster class around. This item wasn't overpowered as only casters can use it. Last I checked, all 3 caster classes combat is basically awful until late game as is. More options for unique builds are a good thing, and this simply destroys a build opportunity.
4. While I appreciate the nerfs to necromancer cash drops, the most glaring and obvious issue still exists. One person scripting here can flood the realm with 1000s of chests, potions, wands, and items. In my opinion it would be wiser to remove golden box from this mini quest turn-in and simply up the drop rate of chests from all chest dropping bosses. It makes much more sense for bosses to frequently drop chests than for an easy monster that can be killed in one spell or backstab.
5. remove the -10 dodge from ivory bracers...and the curse - In their standard form, the ivory bracers offer a tradeoff between damage and defenses. This change elevates this cheapo item bought in slums to essentially the standard choice of bracer for most classes for the entire game.
6. enigma slippers remove mana regen increase ac to 2/.1 lim 3
enigma gloves remove mana regen lim 3 - You're essentially removing the available mana regen to complete a 2 kai tick at level 50, and moving it to a limited weapon drop off Nahr that is level 75. This is a bit harsh for the highest exp table class in the game.
Been super busy so I haven't had time to fully analyze the MME export. I'll post more in the next few weeks.
All of your comments will be analyzed and re-visited, so please keep them coming.
Any chance the PVP kill message could be altered to show everyone who had engaged, not just the person who dealt the killing blow?
XXX, YYY, ZZZ just stabbed AAA!
Quote from: Vile on Apr 08, 2017, 01:31 AM
Any chance the PVP kill message could be altered to show everyone who had engaged, not just the person who dealt the killing blow?
XXX, YYY, ZZZ just stabbed AAA!
Interesting concept, I'll ask Vitoc how much work this would be to code in.
2 quick answers
First the summoning bone quest will be rewritten in the text block to make the reward a % of chance not the 100% it is now as it is a significant issue that is on the list to be dealt with. It will probably end up being a 10% chance for a chest and higher % chance for some other items.
Second the enigma gear mana rgen is being removed because a quest all mystics can do will increase kai regen to 2 and the extra 100 would be too much then. We are still deciding what level the quest will be.
Quote from: Winterhawk on Apr 08, 2017, 11:44 AM
2 quick answers
First the summoning bone quest will be rewritten in the text block to make the reward a % of chance not the 100% it is now as it is a significant issue that is on the list to be dealt with. It will probably end up being a 10% chance for a chest and higher % chance for some other items.
Second the enigma gear mana rgen is being removed because a quest all mystics can do will increase kai regen to 2 and the extra 100 would be too much then. We are still deciding what level the quest will be.
Cool, thanks for the explanation. I'm a fan of many of these changes, so I hope you guys don't take it too personally when I poke at a few of em.
I do want to say that I see a lot of reasons to be a caster right now, and not as much equality on combat classes (although the new 1h are great besides starhammer which is less than lackluster). I would suggest maybe revisiting some of the level requirement scaling on some of these items, as in some cases the requirements simply seem too high. Alternatively, maybe they could be left as is with a new tier of 65-70 items to fill that gap. We all know the leveling doesn't go so fast for most classes at 65+, so a 65 item could easily find itself being used til 80+ when it's worth changing to the 75 tier.
It would also be nice to see some real end game scripting options that can compete with the glaring standouts. While it's cool that a solo caster with a healer can make 12-15 mil/hr in Gremlins, it's not exactly balanced compared to the choices for most other classes. Rather than nerf this place it'd be nice to see some options that can compete along side it for non-roomers.
There are more things to come, including new sets of craftable armour sets for all armour types at level 60 and 80 as well as more weapons. Also bear in mind this list and the mme export are pre-testing stats..I expect to do extensive actual play testing on these before they are singed off as final. Many of the items looked at and adjusted came from this forum so please continue to post any concerns and questions.
Winterhawk
Good Job on the updates...Like the changes on the (bad) potions and worthless items.
Should also add the weapon: jeweled adamantite ninjato (1739), dropped by Remik of the Ebon Blade.
According to my MME v1.8.2, it has an item # associated with it but not linked to a weapon.
That one will be part of the "do something with Remik" portion of our plans :)
Good stuff guys. Thanks for all your hard work.
Glad to hear that GJR's are staying out of the pvp realm.
I would personally prefer that you kept things like the AR bosses (Goru/Beholder) to 24 hour rgen times, as well as keeping the Appy a single day respawn. These areas/rgen times/rewards tend to create conflicts as people try to rush to them at cleanup/check on them during the day, which (I think) is what we prefer as a pvp realm. I imagine the idea is so everyone can get their 2nd quest/appy done... I think this could be solved by implementing a shop (maybe gh shops?) where you can sell the goru-head/eye that could then be purchased.
Anyway, haven't had a chance to really digest this all - but looks pretty good on the surface.
Quote from: Blake on Apr 09, 2017, 12:45 PM
Good stuff guys. Thanks for all your hard work.
Glad to hear that GJR's are staying out of the pvp realm.
I would personally prefer that you kept things like the AR bosses (Goru/Beholder) to 24 hour rgen times, as well as keeping the Appy a single day respawn. These areas/rgen times/rewards tend to create conflicts as people try to rush to them at cleanup/check on them during the day, which (I think) is what we prefer as a pvp realm. I imagine the idea is so everyone can get their 2nd quest/appy done... I think this could be solved by implementing a shop (maybe gh shops?) where you can sell the goru-head/eye that could then be purchased.
Anyway, haven't had a chance to really digest this all - but looks pretty good on the surface.
Yeah, there are quite a few changes that probably should never make it to pvp realm. The boss spawn structure is fairly well designed from a pvp standpoint. Too short of timers totally removes the gameplay aspect of controlling bosses to keep your pvp enemies from advancing. There are some who would argue this "weapon" also has a place in PVE realms, but plenty who wouldn't.
what are the stats on the "caster sash" ?
Caster Sashes
what do they do?
you wear them and "1"?
the changes look great from a pve side of things,
and nice job on fixing the items. the cursed items were always stupid
gypsy has gotten a lot of attention honestly i always thought they should have sleep
i dont know how that works without giving it to warlock also which i dont think fits
give mystic a knockdown (lvl 30?) maybe use the smash code i dont know
a cool solo quest for mystic would be nice
how about if only 1 person can backstab at a time.
multiple people engage on a backstab, only the first person gets the hit
its kind of ludicrous to think that five guys are all sneaking up and then hitting you simultaneously
all with daggers?
1 BSer at a time
>Kill Message< should go to who gives the killing blow always
i love the idea of there being a place in town where you can buy locations
it has to be like a 10 plat / lvl
so 5 runic for a lvl 50
maybe also you can pay to not be able to be located
the shop keeper would obviously be "Piper"
these are all things you should consider
..and why take dodge from black silk robes i mean thats just a good come up at low level for squishies
The sashes are a waist item that will range from level 10 to level 90. They add ac, mana, SC, and mana regen in varying amounts as they get higher and will mostly drop from bosses in increasing difficulty. The level 90 sash is dropped by Zanthus for example.
Sleep is a very powerful spell and will remain a mage-3 spell but gypsys and warlocks both should be a good choice to play with the new changes'
As for the black silk robes, they still have the +5 dodge it was just not changed so wasn't in the change list. ;)
Really impressed with what you guys have put together thus far. I've enjoyed bouncing thoughts back and forth with Winter and some of the other regulars in game.
Do you guys need any financial backing for this project? Monthly cloud server costs? Internet bill? Upgraded x, y, or z? Happy to help. I'm sure others would step up too if needed.
A lot of these thoughts have been discussed in game, so I figured it was time to bring some of them to paper. My suggestions/thoughts pertain only to the PVE realm.
- Backrank currently provides +15 hidden AC and -10 ACC. It is logical that backrank should also provide +Dodge and +MR. Suggest +5 dodge +10 MR. Make ACC -15 if it needs more balance
- Nexus Spear & TSM going from 45 -> 60. Not sure I understand the why in this. Smash tanks benefit hugely from l45 as it gives them the 15 levels to build out AG/INT in order to effectively use Darkbane as their end game combo. Lev 60 seems counter-productive unless the goal here is end game Nexus 6 swingers
- Guardian Golem & LOTH respawns should be 24hrs at the most. Since gotos are given, NPP is rarely used except to access the Timelord. The coveted items that drop from these mobs (especially golem) currently have an attorcious percentage at success. Plat bracers, etc should not take one single player 6 months to get
- Rare 'chest only' drops from mod 9 chests to be increased to 5%. blbs and hbbs are currently 1%. The number of people who actually have these items years after launch is staggeringly low. You have people waiting 6 months hitting chests daily/weekly who have yet to win the RNG game here.. or never will
- Scalemail desperately needs options above lev 40. Full sets preferred at 50+. Right now Witchies are hamstrung and are ultimately capped at 40, minus some random items and weapons
- Each Mod 9 boss should be given a percentage chest drop, increasing based on difficulty of the boss. Current mob drop rates are fine where they are: rot behold, cmd, darken, etc. Dread captain has it right as a lower difficulty boss. Someone scripting the galleon will always win that RNG battle. Those looping gypsy, enigma, bloody, etc should have chances as well
- The 'good' class is extremely imbalanced. I'm talking specifically about platinum plate, gold braided belt, gavel of justice, silver signet, etc. Any warrior, pally, priest right now is crazy to not go good. What items are proposed to make this more balanced
- Backstabbing has been needing love for as long as I can remember. We all know roughly around lev 40+ it becomes irrelevant. I suggest Thief bs min / max should be more like +50 and not 5/10. Introduce BS weapons that actually increase BS by +100 or possibly even more. There is currently 0 reason to backstab once your round average > av bs
- Not sure why pallies are getting 6-10 hp increase from 5-9. They are already currently the number 1 end game scripting machines (minus mages). Why beef them up even further? Also looking at the data, it is currently the most played class in game if I am not mistaken
- A lot of discussion has taken place in game about lim sweeps and gang house hoarding. Originally there were weekly or monthly lim list posts. What is policy on this? If we stick with lims with no multipliers, this is going to be terrible to manage. Right now we have gangs with dozens of stacked lims, toons that logout for a year and leave their ultra hard to get lims rotting. A broader discussion needs to happen here with everyone's thoughts taken in. No consensus was ever come to in game as there is really no win/win. A lot of valid arguments on both sides
- Will the reset come with an active mudop? Hopefully not one that has an active scripting character for historical reasons. Very thankful for the work Strongbow/Jack has done in both realms thus far. I assume with the new changes you will want to very carefully monitor and gather feedback
- We will assuredly notice bugs, tweaks, failings, improvements that will need to be added/removed in order to balance the new changes once they are live. How flexible will the new patch be to tweaking and making these changes on the fly? Will it require a full board reset?
- Lim removal. Again after in depth healthy discussion with Winter on this topic, I am not alone in stating that lims should be wholly removed from the game. This should also be its own forum topic and brings up great points on both ends. However, there is not a single MMO today I can think of that has a lim system. You spend enough time killing a certain boss or quest path, you are given an RNG opportunity that based on how many times you kill this boss/quest, you will eventually receive your hard earned item. Whether you're the first person(s) to get there is specifically geared towards sprint games or games that are season based. Meaning, every few months they get reset. MajorMUD is in essence a long run game where people play for months, years, leave, come back, new people come in. The current lim system (with no multiplier) caters to those racing out the gate. I'm not alone in saying that my main goal in every RPG, RTS, FPS I play is to eventually have the best spells, gear, lairs, etc. If I'm an excellent player and know the game in and out and yet I started 4 months late on a board that already has all the lims, that IMO is not fair and removes the desire to play for some
Thanks in advance for your thoughts. You're all doing us a great deed by investing your time and energy in to this new release. I am for 90% of the changes taking place. Please take my suggestions as just that and take no offense to my opposition or questioning. Hoping to spark healthy dialog.
A few answers :)
backrank is an engine change that would require specific coding to implement and we have pretty much used up our coding allotment fixing permastun, flux and other spell recasting, getting smash secondary attack working, getting spike and shock damage in place, and a few other things still in the works.
nexus spear and tsm at 45 were a bit over the top for smash damage for one thing and it is also an effort to spread out the weapon progression some. There are a number of new weapons both limited and not coming for level 75 as well as some to fill in lower levels.
Guardian golem and thrag are both set to 24 hours and the drop rates on the items are improved so they will be in play much sooner
NPP is going to be more important as there are several new portals being added to the realm..volcano, storm mountain, north blackwood and old mines so far. Wastelands will also become more important as lairs are being added and the behemoths will drop hides that can be crafted into Armour so loth needs to be left as is for regen but i do suspect drop rates will be tweaked.
drop rates on the boots can be increased it is a bit on the low side :)
there are new crafted sets of Armour for level 60 and level 80 in all flavors silk, leather, chain, scale, plate and ninja and some attention has been payed to witchy and blunt weapon options
good aligned vs others: the pattern has always been good gets defense, neutral gets stats, evil gets damage. So in that vein the evil weapons have been stripped of the curses and negatives to help balance and some items have been added or altered to attempt to balance this somewhat,
backstabs are a tricky issue...they don't obey the same rules of acc vs ac that attacks do and we are still looking at this as being used for the pvp as well as the pve but there are some items that will add to bs damage and accuracy coming
hit points are being increased for ALL classes by 1 min and 1 max..this wont affect low levels much but with higher level script areas and higher accuracy monsters coming it will help all evenly at the high end.
lims vs unlimited items
This one has been argued to death and there are good points made on both sides. I was a proponent of unlimited items until this push when the cap was pushed to x20. Seeing the way this has played out I started to appreciate the limited concept again. Tons of gear sitting in houses unused is one thing when they are limited and can be swept but nothing can really be done if they are unlimited, so i'm not sure if that's any better. Instead of unlimiting everything we are trying to make alternate items that are close, or equal and different, so the better or more persistent (or even just the lucky) players still can get the best as a show of skill but there are alternates that others can use and it doesn't make or break a character.
The game will start at 1x lims and future item multiplier settings will be determined as we go, but many have had the limited numbers increased . Adding to this, a number of the new items require the trade in of lower level limited items to obtain and this will put them back into circulation again.
mudops
This is a hard question to answer in advance but a good game ought not need excessive op involvement and the occasional limited item sweep or dupe check or character stripping ought to suffice. I nominate Strongbow to handle this since he's got too much free time on his hands
Quote from: Winterhawk on May 11, 2017, 12:44 PM
mudops
This is a hard question to answer in advance but a good game ought not need excessive op involvement and the occasional limited item sweep or dupe check or character stripping ought to suffice. I nominate Strongbow to handle this since he's got too much free time on his hands
Dang it! I've already taken myself out of play in the PVP realm, I need at least one realm to play in. But, I honestly don't think a playing mudop has as much destructive potential in a non-pvp realm. And, given the nice new unlimited items we are adding, I don't see it being as necessary to have lims as it used to be. I did intend on playing, but not with my account that has MudOp powers, and I wont be hoarding any lims, nor will I have my account with MudOp powers in the realm unless he's needed for brief periods. I can monitor GOS and telepaths with my non-mudop character and bring in the OP as needed to handle issues. Thoughts?
Quote from: Jumpin Jack Flash on May 11, 2017, 08:41 PMThoughts?
Thumbs up. You understand the pitfalls. You've been nothing but a class act in anything I've dealt with you on so you have my vote. On the pro side, I am personally looking for dev team members to be actively monitoring and listening n to the daily testing and chatter as the new mod unfolds. Winter can only pass along so much information. This will be good for the realm as you will be more on top of questions, bugs, imbalances, etc as the player base brings them to attention. Yes there's a risk. Just note a playing mudop even as a non mudop toon will detract certain players from joining.
My main concern here as a player as it has been all along is that the players really do get heard and their arguments and thoughts are considered and not put aside. As much as I respect the combined knowledge and wisdom of the dev team currently, the player base (myself included) have been adding valid feedback and my desire is to see some of that get translated in to the realm changes. Most of what is argued/debated in gos isn't posted on the forums. I'm afraid that good ideas come to the table and the dev team consensus is 'we've already debated that and it's a done deal' kind of thing. On the flip side I do trust that you reading everything carefully. I wish more people vocal in gos would be willing to take their thoughts to the forums. You being around will help capture some of what is going uncommunicated.
I would estimate that around 80-85% of the changes we're implementing thus far have come from forum posts by other users. So yes, Winterhawk reads the posts and as long as there is some thought process and legitimacy behind the requested changes, it's put on the development table for discussion and normally implemented. We're trying to make this a better realm for ALL, not just a select few.
What is the justification for removing war dogs from every lair in Hill Giant Fortress besides the pen?
In a perfect world where eventually you would always kill an equal number of each monster, the average exp per monster in Hill Giant Fort would be 4767. With your change, in that same perfect world the average exp per monster would be 6250. This represents a ~31% increase in average experience per monster. If we apply this same percentage increase to a typical top end hourly rate in this area as is, 5.2 mil/hr, we'd see that increase to 6.8 mil/hr. So now we're looking at a level ~35 area that offers higher solo exp rate than most other areas in the game. I would like to add that I am all for expansion of areas for room spellers. But I think that if we are being honest with ourselves about what is actually good for the game and what isn't-even if said change would impact our own plan or playstyle-then this change doesn't make any sense.
There is another outlier that we can apply this same logic to: Gremlins. Does it really make sense that this area can deliver twice or more exp/hr than any other area in the game? Speaking objectively I really don't think so.
I see 3 different script areas in the fort. First is the wardogs pen for roomers, second is the chief's instant regen room and the room outside it, and the third is the rest of the fort and the 3 closest rooms just outside . My math on the fort portion shows a max of 2.7 mil and I really don't see a level 35 anything doing that solo, but testing will tell for sure. Bear in mind that the exp areas are untested still and will be altered as needed in play testing. Also keep in mind that mana regen flux type spells are fixed so there will be no more keeping a perfect cast forever and that will affect things for casters...which will be looked at in actual play testing too. And maybe the giants just got tired of dogs underfoot all the time!
Quote from: Winterhawk on May 13, 2017, 02:05 PM
I see 3 different script areas in the fort. First is the wardogs pen for roomers, second is the chief's instant regen room and the room outside it, and the third is the rest of the fort and the 3 closest rooms just outside . My math on the fort portion shows a max of 2.7 mil and I really don't see a level 35 anything doing that solo, but testing will tell for sure. Bear in mind that the exp areas are untested still and will be altered as needed in play testing. Also keep in mind that mana regen flux type spells are fixed so there will be no more keeping a perfect cast forever and that will affect things for casters...which will be looked at in actual play testing too. And maybe the giants just got tired of dogs underfoot all the time!
Thanks for responding. In reality, the fort, pen, and even sometimes a few rooms outside end up being scripted by one room speller. I somehow missed the changes to the mana regen spells, which certainly does change the prognosis on this spot.
Are these realm changes being privately tested right now? If so, is there any way I could get access?
We do not have the test realm up yet for gmud...it goes up and down for small portions of time when we need it. Once we get the dats a bit more complete Vitoc will set up a permanent access realm and we will want people to come in and beat on it..test things in real play with an eye to finding things that can be abused or need tweaking. At the rate things are moving I hope to see this happen in the next few weeks :)
Quote from: Coarse Horse on May 12, 2017, 07:22 PM
In a perfect world where eventually you would always kill an equal number of each monster, the average exp per monster in Hill Giant Fort would be 4767. With your change, in that same perfect world the average exp per monster would be 6250. This represents a ~31% increase in average experience per monster. If we apply this same percentage increase to a typical top end hourly rate in this area as is, 5.2 mil/hr, we'd see that increase to 6.8 mil/hr.
I'm currently running a level 53 Missy, level 54 Mage and level 50 Priest, scripting hill giant fortress with Chieftain as a party of 3. Missy is swinging 5's with Azure, Mage is spelling with ELFU, and priest is bashing with amber scepter. (I was using priest with SRIP, but it was a waste of mana as even with him bashing, the trio are 1-rounding each mob, so he's bashing and healing). This party is maxing out at 1.8M per character, which is 5.4M total. Neither the Mage nor the Priest can handle the area solo as of yet, and the Missy....well, we won't even discuss his solo attempts there. The Mage can hang in fortress solo using ESTO, but with the mana flux spells set back to normal, he can't stay above 1M/hour with his mana resting....and this is all with the best lim gear for all characters. I can get a mana tick of 85 without using FLUX or CHSU, and with FLUX running as a bless, his EXP rate actually goes down due to the negative flux from time to time. My level 65 Warrior running solo in hill fort (with chief) was maxed out at 5.8M. This was bashing 5's with Darkbane and 107/36 AC. Only the shamans could inflict damage with their spells, but when those rooms genned 3 shamans at once, he would still get hung from time to time for low hp's. That's with a HOG warrior with 124 MR.
As WH states above, the Fort now supports three distinct scripting areas, with two areas for melee/solo spells, and the warpens for roomers. Each area can produce 1M+/hour for solo characters, and with the potential to gen 3 shamans in a room, there is a danger that wasn't present before. And, as WH stated above, level 35'ish characters may want to steer clear of hill fort unless they are travelling in a party now.
Quote5/17/2017 12:25 PM Sans gossips: i'm a bit troubled by bane's response to my post on the forums
5/17/2017 12:25 PM Sans gossips: it basically amounts to "i'm testing this, and if I can only make X exp here, nobody in the WORLD could make more"
5/17/2017 12:25 PM Sans gossips: considering the source i have my doubts ::)
5/17/2017 12:26 PM Sans gossips: winterhawk does seem open to questions and changes
5/17/2017 12:26 PM Sans gossips: bane not so much
5/17/2017 12:26 PM Sans gossips: i guess when the time comes i'll just have to break shit
5/17/2017 12:27 PM Sans gossips: i think he said his 53 mage in all the best lims can't make more than 1 mil/hr in hill fort
5/17/2017 12:27 PM Sans gossips: which is funny since cam is currently making 5.2 to 5.3 mil there
5/17/2017 12:27 PM Sans gossips: but whatevs
5/17/2017 12:27 PM Sans gossips: i do trust winterhawk's experience but i don't know how much actual control he has
5/17/2017 12:28 PM Sans gossips: even if we occasionally disagree on things
5/17/2017 12:29 PM Sans gossips: would be a shame if that realm ended up ruined by changing things based on pet requests without considering the source...
This is quite funny. My post was just to provide some specifics on what my party was currently making in hill fort with the new changes there. Also, my only part in this update is to make the changes requested by WinterHawk. Sure, we have some discussion on things when there are questions, but all requested changes for the most part are WinterHawk's brain child. And of course, a lot of those changes have come from other users comments here in the forums.
I invested another 6 hours in NMR today, and will do the same again tomorrow, and probably all weekend long trying to get these updates in so the users can begin enjoying them as soon as possible, so I appreciate all your outspoken support. Not sure I could have done it without you!
Bane
I've gone over the preliminary export several times and have seen plenty of things that appear questionable. However, I decided to only bring up this one item to test the waters on how receptive the developers might be to constructive criticism on nuts-and-bolts issues like this one when there is thought and basic explanation behind it. Winterhawk's response seemed plain enough, and even if I still had some questions, I figured they could wait til I could do some in-game testing in light of his explanation of how that area is changing. While we have disagreed on many subjects over the years, overall Winter is a good person to be involved with this. He has the game experience and knowledge to understand the impact that decisions would have on gameplay. I know he even did some map design for Metro years ago (maybe more? not sure).
Frankly, I found your response to have a very defensive tone. Reinforcing this notion is the fact that you went out seeking a direct conflict with me by making this post. Rather than fight with you about it, I brought it up in pvp gossip which I do from time to time. We have had some decent dialogue over there about the posted changes over the last few weeks.
So yes, I am unsure if you are going to do a good job based on some of the problems I've seen in the export. No, I do not think you are open to anything other than superficial criticism of the changes, particularly from me given our history.
Don't take this as me cheering against you, because I'm not. Hopefully any imbalances or mistakes can be worked out in the testing phase.
Quote from: Coarse Horse on May 18, 2017, 11:54 PM
So yes, I am unsure if you are going to do a good job based on some of the problems I've seen in the export. No, I do not think you are open to anything other than superficial criticism of the changes, particularly from me given our history.
Again, my only interaction with this project is to provide the updates into NMR as requested by WinterHawk. As stated earlier, there are times when we converse about the changes, but there are never times when I go off on my own and perform updates that I think will make the game better. So, for you to say you are unsure if I am going to do a good job, what you are saying is "You are unsure if I will be able to correctly update the textblocks, monster data, weapon/armour data, etc., in NMR as WinterHawk requests." WinterHawk obviously trusts me to correctly implement his requested changes, and more importantly, Vitoc trusts me to edit his GMud dats. Any changes made to the game will be available for all to see in the MME export which will be provided once all updates are complete. Additionally, maps (for and to) the new areas will be provided in forums.
If you have any concerns or criticism of the upcoming changes, you're venting your frustrations in the wrong direction.
Here are the component requirements for the new leather armours.