Shattered Kingdoms

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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 7:30 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
reader wrote:
Mira wrote:
You will lose concentration on the spell as soon as you move out of the area it was casted at.


Yes, but how do you define 'area' when cast in the wilderness?


I do not think you know this but the overworld map is divided into many, many areas. The easiest way to check if you have moved into a different area (as a pc) is to use the weather command. It's sort of funny that the weather can be so drastically different from one room to another.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 8:16 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
reader wrote:
Also, classes like shaman/sorc/necro/etc have a distinct advantage here, if that command takes ME to use.

Mercs/etc can generally not even keep themselves manifested, while the ME classes can stay manifested eternally.

I specifically addressed this because I know any character needed to use it. Poltergeist sucks down whatever you have available. It splits ME and PE to start and then just uses more of the other once you run out of the first.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 8:43 am 
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Location: Redwood City, California
Algorab wrote:
Poltergeist can only be used when dead. Command is poltergeist <target> <direction>.

As for the Moot...there weren't supposed to have been any more gate targets in Inns for a very long time, not sure what happened there. Hopefully your KD can fix it.

Update: We did something about it.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 8:52 am 
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jerinx wrote:
My only question: Has the difficulty in parrying massive weapons been applied to their chance of parrying, as well? Is it just as hard to parry with a greatsword as it is parry a greatsword?

Yes, it is a bit harder to parry with massive weapons. Did I forget to mention that earlier? My bad. It's not nearly as bad a penalty though as your target gets to try to parry a massive weapon.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 9:02 am 
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jerinx wrote:
Poltergeist is ill-advised, but it's not breaking the game in any way. Unless you add lag on the front-end instead of the back-end, it's just...ill-advised.

We'll probably tweak it again tonight and on-going if necessary.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 9:49 am 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1086
Location: DC
Awesomeness. My only tweak that takes it from like "meh/potentially abusable" to "win" would be adding a "you start to concentrate"-like pause on the pointing at the item and then it moving. Make it along the lines of a delay equal to a resurrection. Something that is a longer cast time than spirit sight + exorcism, so exorcism can be used to counter it in a pvp-situation. Like, "You point at %" (x seconds later) "% starts floatingblahblah" - and don't even let the concentration start until combat ends. This would prevent the major abuses I can think of.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 10:14 am 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
reader wrote:
That spell needed a wimp.

It's by far the most powerful of the cabal room spells. Put it at the stones and it's Game Over for anyone who recalls and fails their save.

This isn't really true, since afaik you can keep recalling and each time you recall you will have the opportunity to save against the spell. If you have ten recall vials on you, you will have ten attempts to save against the spell. Plus, any class with access to scrolls can teleport away. Other classes have access to dispel (though admittedly I remember my max art sorcerer blowing through his -entire- mana pool trying to dispel that spell).

Code update looks pretty good. My initial reaction to poltergeist was similar to reader's. I would recommend putting a very large lag on this ability, possibly a lag that precedes the use of the ability instead of following it.

Since IMMs are reading this thread, I guess I'll take this opportunity to point out that the save for charm person is still broken. It's the hardest spell in the game to save against, and also the most devastating spell in the game when it lands. Why should these two priveleges be held by the same spell? I think the save for it is broken because of the part of the code that makes charisma of the caster affect its success rate. I don't understand why charm person is 10x easier to land than petrification. Could an IMM please take a look at this spell and verify/deny my assertion that the save is out of line with other spells?


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 10:34 am 
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Joined: Sat Aug 20, 2011 7:28 pm
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I really dislike the change to inn rooms and I am wondering what the Immortals are trying to accomplish with it. Maybe then it would make more sense.

I don't see what makes the capital inns superior to any other inn. An inn is an inn. I'd think it would be a good thing for players to be able to find a place to rest and recover while they are scattered throughout the realms instead of having to stay anchored to the capital.

Also, I don't know about the others but the Hart and Rose used to have multiple rooms with the regen bonus. Now there is one. That room is already annoying with how crowded it is and now it is going to get worse.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 11:08 am 
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Joined: Mon Nov 14, 2005 7:21 pm
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Location: The yellow brick road
SK Character: Bran
Quote:
- Releasable room spells can only be held while in the same area
- Wall of fire damage no longer allows you to gain XP


Yeah, you made WoF completely useless now.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 11:09 am 
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Joined: Sat Sep 05, 2009 2:21 pm
Posts: 123
SK Character: Algorab
mundufisen wrote:
Quote:
- Releasable room spells can only be held while in the same area
- Wall of fire damage no longer allows you to gain XP


Yeah, you made WoF completely useless now.


As D said, tweaking is still going on in relation to the latest changes - give it a day or two.


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