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Post by hnefi on Jan 30, 2009 4:43:38 GMT -5
I should add that the monotony at lvl 4-7 are eased by the nice monsters we have on the server. Lizardmen Shamans may be a nuisance, but I love having to fight actual spellcasters! It was especially great as a warlock, because it meant I could time my blasts to synch with the Shaman's casting, giving me a chance to interrupt them. Actual tactics - who would've thought? Umber Hulks are nice for similar reasons.
One thing I wonder though - why are there Strong Fire and Electricity traps on the unlocked doors in the bandit caves? When I ran there as a lvl 1 character and got hit with 50+ damage twice for touching unlocked doors, I got pretty annoyed. Reduce them to Minor traps please - it's a lvl 1 area after all. Unless, of course, the traps were put there by a griefing player.
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Post by Zealote on Jan 30, 2009 6:57:23 GMT -5
I should add that the monotony at lvl 4-7 are eased by the nice monsters we have on the server. Lizardmen Shamans may be a nuisance, but I love having to fight actual spellcasters! It was especially great as a warlock, because it meant I could time my blasts to synch with the Shaman's casting, giving me a chance to interrupt them. Actual tactics - who would've thought? Umber Hulks are nice for similar reasons. One thing I wonder though - why are there Strong Fire and Electricity traps on the unlocked doors in the bandit caves? When I ran there as a lvl 1 character and got hit with 50+ damage twice for touching unlocked doors, I got pretty annoyed. Reduce them to Minor traps please - it's a lvl 1 area after all. Unless, of course, the traps were put there by a griefing player. Lmao, have you tried to fight a Lizardman Shaman with a pure fighter? Its awesome: First he casts doom. Then he makes you run in fear Then he can paralyze you Then he spams Inflict Wounds on your head. IMO, thats what we need in other areas. PS: He also heals the Lizard Warriors you're fighting. Gotta love him.
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Post by hnefi on Jan 30, 2009 7:38:52 GMT -5
Yeah, he's brilliant, especially the healing part. And when he's all out of spells, he uses Domain powers to turn into a great fighter. He's a major PITA, just like casters should be!
I also noticed that when you're fighting two (or more) bandits in melee, the one you are attacking will activate parry mode to make it real hard for you to inflict damage while his buddy whacks away at you. To counter it, you need to switch targets every round. Works great.
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Post by Erulaan D'Anhoor on Jan 30, 2009 9:35:27 GMT -5
Unless, of course, the traps were put there by a griefing player. A player who sets traps for random killing is not griefing. He is being a pain in the ass. Some characters just want to add a little spice to everyday life, that others may see as over the top. for the record, Erulaan is incappable of setting traps
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Post by hnefi on Jan 30, 2009 9:41:40 GMT -5
Unless, of course, the traps were put there by a griefing player. A player who sets traps for random killing is not griefing. He is being a pain in the ass. What's the difference?
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Post by broham2 on Jan 30, 2009 9:46:47 GMT -5
A player who sets traps for random killing is not griefing. He is being a pain in the ass. What's the difference? There are valid RP reasons of setting traps in the bandit caves, FYI. From what I've seen though, if they were player-set the player would have to set you hostile first... and you would know that...
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Post by hnefi on Jan 30, 2009 9:51:08 GMT -5
No, player-set traps treat neutral players (anyone not in your party) as identical to hostile players, unless there is a hak on this particular server that changes that specific behaviour.
Anyway, while I can think of many valid RP reasons to put traps in those caves, I can't think of any valid RP reasons for leaving two rather expensive and very powerful traps there after leaving the area, killing any low-level party trying to hunt some bandits.
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Post by broham2 on Jan 30, 2009 9:58:20 GMT -5
Really? I'll have to do some testing, I am certain that previously characters had to be set to hostile.. but that was likely before the hardcore rule change... hmm.. well that makes things a whole lot more interesting.
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Post by adzling on Jan 30, 2009 10:16:52 GMT -5
*cries at all the wondrous monsters on the surface*
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Post by broham2 on Jan 30, 2009 10:41:43 GMT -5
*cries at all the wondrous monsters on the surface* *slaps the crier and tells him to man up* Man, make an alt on the surface... plenty of places to explore while awaiting the expansion of the UD and the transit to be put in place.
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Post by adzling on Jan 30, 2009 10:48:35 GMT -5
haha im a one toon man!
i cant make sense of the xp system either, whenever i party with folks i make less xp than solo
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Post by DEV Jlf2n on Jan 30, 2009 11:03:31 GMT -5
Explain to me how this doesn't make sense? When you group you kill monsters twice as fast. Do you really feel like you should get as much xp for killing a monster in a group as you do solo?
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Post by hnefi on Jan 30, 2009 11:27:32 GMT -5
That makes sense from a balancing perspective. But in this case, there's nothing to balance against. No one is hurt by having parties bring perks without downsides.
The idea of having only bonuses and no penalties to partying is to promote player cooperation and interaction, as well as encourage use of strict supporting chars. People will be happy to party with a low-level wizard who can only cast two mage armors a day if it doesn't cost them anything, whereas as it is now, some (or a lot) people prefer to solo instead.
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Post by adzling on Jan 30, 2009 11:37:35 GMT -5
well i just don't know how the xp system works hence my comment.
i'm just confused.
i had expected it to work the hnefi describes, a slight perk in xp for partying.
as it is i make more xp soloing.
while i dont let that stop me from partying, i like the RP. I often run into people who say "soloing" because they make more xp that way and do not want to party.
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meldor
Senior Member
QC Team
Posts: 369
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Post by meldor on Jan 30, 2009 11:46:24 GMT -5
I was actually talking about this yesterday and I have an idea. I understand well the xp system right now but the mechanic of the game make it that alot of peoples can make characters that can solo too easily thru most areas.
I think soloing should only be possible like in exterior areas while dungeons and crypt should be filled of deadly traps, group of monsters that help each others (mages, sneaker, tanks, healers)... that way you have no choices but to make balanced party to go into dungeons and crypts the way it supposed to be in pen and paper.
As a reward to this better chests loot and xp.
But make it soo hard that only a good group of minimum 3-4 peoples can advance into it.
I know you guys are planning to to a tower for epic lvl. I hope it's going to be like that *smiles*
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