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Kadsuane | Thu 24-Mar-11 06:54 PM |
Member since 04th Mar 2003
169 posts
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#37474, "Illusionary Equipment request"
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I think I have already brought this up once and there wasn't any comment on it from the staff. Could the current system be changed so not every limited and maxed weapon/shield becomes no-disarm, no break? Maybe change it so the weapons can still be disarmed but they just disappear? Same should apply to shields.
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RE: Illusionary Equipment request,
Zulghinlour,
25-Mar-11 08:09 PM, #15
It seems simpler than that,
Valkenar,
25-Mar-11 11:46 PM, #16
Is a possible solution,
incognito,
26-Mar-11 09:45 AM, #17
RE: Is a possible solution,
Valkenar,
28-Mar-11 09:53 AM, #18
Your suggested solution has some problems, I think,
incognito,
28-Mar-11 01:04 PM, #19
RE: It seems simpler than that,
Isildur,
28-Mar-11 07:25 PM, #20
Yeah, that's how I kind of feel about it,
Lokain,
28-Mar-11 10:29 PM, #21
It would be interesting if illusionary weapons ,
Quixotic,
25-Mar-11 09:42 AM, #8
I just don't see how this not considered an unintended ...,
Kadsuane,
25-Mar-11 10:25 AM, #9
RE: why bother responding,
Quixotic,
25-Mar-11 10:51 AM, #10
I haven't had a problem with it yet.,
Dallevian,
25-Mar-11 12:54 PM, #12
Hey, I did answer your question! (n/t),
Daevryn,
25-Mar-11 04:10 PM, #13
Hey pal,,
Tsunami,
25-Mar-11 04:39 PM, #14
RE: Illusionary Equipment request,
Daevryn,
24-Mar-11 09:14 PM, #2
K Thanks n/t,
Kadsuane,
25-Mar-11 02:23 AM, #3
RE: Illusionary Equipment request,
Mekantos,
25-Mar-11 04:04 AM, #4
Twelthed. n/t,
Lhydia,
25-Mar-11 04:59 AM, #5
Not a perfect solution but a partial one,
incognito,
24-Mar-11 07:00 PM, #1
RE: Not a perfect solution but a partial one,
BaronMySoul (Anonymous),
25-Mar-11 07:24 AM, #6
RE: Not a perfect solution but a partial one,
TJHuron,
25-Mar-11 08:49 AM, #7
This. nt,
Artificial,
25-Mar-11 11:30 AM, #11
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Zulghinlour | Fri 25-Mar-11 08:09 PM |
Member since 04th Mar 2003
9792 posts
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#37492, "RE: Illusionary Equipment request"
In response to Reply #0
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>I think I have already brought this up once and there wasn't >any comment on it from the staff. Could the current system be >changed so not every limited and maxed weapon/shield becomes >no-disarm, no break?
I considered it in the original implementation and decided against it.
>Maybe change it so the weapons can still >be disarmed but they just disappear? Same should apply to >shields.
The problem lies in knowing who is valid to actually grab the illusionary item and use it without it disappearing.
I think it's a good balance between knowing where everything comes from vs. fighting the mob as it was originally designed. There are very few ranking areas/mobs that this actually affects, and those that do are rarely at their limit.
If I allow anyone to pick it up and make it disappear it also goes against the original purpose which was to allow folks to know where things come from. Meaning that you can wander around dirt/disarm/get/flee and then people don't know where that thing comes from until someone kills the mob, or the game reboots.
This was not a change for the veterans who have encyclopedic knowledge of what comes from where. This was focused on leveling the playing field between veteran and newbie and allowing everyone to see where that unique item comes from when it's actually in (and giving you an idea of what it's going to take to kill that mob if it is ever in).
As Daevryn pointed out, much of this is just a repeat of the original (Illusionary) thread and my opinions haven't changed even after seeing it in game for quite some time. So long, and thanks for all the fish!
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Valkenar | Fri 25-Mar-11 11:46 PM |
Member since 04th Mar 2003
1203 posts
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#37493, "It seems simpler than that"
In response to Reply #15
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>The problem lies in knowing who is valid to actually grab the >illusionary item and use it without it disappearing.
Well I don't know what to suggest here since I don't know how it's structured, but if you have a flag on the item why not just say that NPCs can grab it, and players can only sacrifice it?
>I think it's a good balance between knowing where everything >comes from vs. fighting the mob as it was originally designed.
So we agree that the original design of the mob is to have the item, but be able to disarm/break/etc it to overcome its power, right?
I would argue that the original design of the mob is to
>If I allow anyone to pick it up and make it disappear it also >goes against the original purpose which was to allow folks to >know where things come from.
Why not restore it on area repops? Then you get at most 15 minutes or so of the item not appearing.
>This was not a change for the veterans who have encyclopedic >knowledge of what comes from where.
So I'm kind of a veteran because I've played a long time but I never begged people to show me gear so I never knew where anything comes from. Personally I've found this to be a mixed bag because suddenly I'm seeing all sorts of things and having ah-ha moments, but on the other hand, there are ranking mobs that are less or completely non-viable.
Elves in the battlefield and silvery spirits are the two most obvious examples, and I think I've ranked on both of those with almost every evil character before this change. I could probably come up with more if I thought about it. It's not the end of the world, but it's not insignificant either.
The bigger deal to me is that it makes tough mobs who have a weapon plus some other piece of eq that you want a lot harder to beat. And those are all over the place now.
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incognito | Sat 26-Mar-11 09:45 AM |
Member since 04th Mar 2003
4495 posts
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#37494, "Is a possible solution"
In response to Reply #16
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Make all illusionary weapons exotic and give them "swing" skill?
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Valkenar | Mon 28-Mar-11 09:53 AM |
Member since 04th Mar 2003
1203 posts
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#37496, "RE: Is a possible solution"
In response to Reply #17
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>Make all illusionary weapons exotic and give them "swing" >skill?
I don't get it. I understand the words, but not how it relates to my post.
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incognito | Mon 28-Mar-11 01:04 PM |
Member since 04th Mar 2003
4495 posts
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#37497, "Your suggested solution has some problems, I think"
In response to Reply #18
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Such as mobs that have wandered out of their normal area probably not getting their weapon back? I'm not sure whether a repop affects a mob that has left it's home area if it is still alive, for example.
Either way that's not a major issue, but I just thought I'd throw another suggestion into the mix, and posting underneath your suggestion seemed as good a place as any. i.e. I just took it as a "suggestion" subthread.
My solution is pretty crappy, I confess, but it does mean that mobs aren't going to be mowing you down with pincer/flurry/entwine etc. without you being able to do anything to prevent it. With my solution, you're taking a little bit of damage and possibly a little bit of lag. Bad from a realism point of view, but potentially helpful from a fun-stick point of view.
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Quixotic | Fri 25-Mar-11 09:42 AM |
Member since 09th Feb 2006
837 posts
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#37483, "It would be interesting if illusionary weapons "
In response to Reply #0
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could be resisted against and disbelieved like a fiend and other mental attacks during the course of combat.
Sure it would be a pain to code, but would still inflict some of the pain on the playerbase that is desired in exchange for the new players learning where eq is located.
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Kadsuane | Fri 25-Mar-11 10:25 AM |
Member since 04th Mar 2003
169 posts
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#37484, "I just don't see how this not considered an unintended ..."
In response to Reply #8
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I can understand Nep's response given our mutual dislike, why do you even bother to respond to my posts dude? But surely someone on the staff open to looking at this issue logically. Considering that the dwindling playerbase is also affecting eq limits, maxing out a LOT of mid level Eq. I just don't understand how giving every weapon wielding mob in the game a no rem, no disarm weapon is considering a good change.
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Quixotic | Fri 25-Mar-11 10:51 AM |
Member since 09th Feb 2006
837 posts
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#37485, "RE: why bother responding"
In response to Reply #9
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While I do agree that mobs holding illusory eq is quite beneficial for newer players, those with more experience or a good eq list already know this, and so from their point of view they have gained very little--oh look, if I can ever get El Guapo to lead me to hell, I might get to see Bob the Demon holding the illusionary sword I will never get to id because Tim the Fire Giant EQ locker will hold it forever.
The consequence is that the present form illusions are a good way for a subset of the players to learn things about CF, but everyone pays a penalty for it. I am all about finding a mutually acceptable solution so it can be a win-win.
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Dallevian | Fri 25-Mar-11 12:54 PM |
Member since 04th Mar 2003
1646 posts
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#37488, "I haven't had a problem with it yet."
In response to Reply #10
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I mean sure it kind of makes ranking in ruins a bit harder but I've done it without too much issue. It's worth it to me to find out all the other nice little things like generic a/s talismans, some weapons, etc.
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Daevryn | Fri 25-Mar-11 04:10 PM |
Member since 13th Feb 2007
11117 posts
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#37490, "Hey, I did answer your question! (n/t)"
In response to Reply #9
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And, honestly, I don't even remember the details of all the arguments about it. If you want to know them and try to formulate a rebuttal you're better off digging in the forum archives than going off my half-assed recollections.
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Tsunami | Fri 25-Mar-11 04:39 PM |
Member since 25th Mar 2008
1509 posts
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#37491, "Hey pal,"
In response to Reply #13
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n/t = no text.
For shame Daevryn
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Daevryn | Thu 24-Mar-11 09:14 PM |
Member since 13th Feb 2007
11117 posts
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#37476, "RE: Illusionary Equipment request"
In response to Reply #0
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That's probably because Zulg has said no to this about ten times before.
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Kadsuane | Fri 25-Mar-11 02:23 AM |
Member since 04th Mar 2003
169 posts
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#37478, "K Thanks n/t"
In response to Reply #2
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Mekantos | Fri 25-Mar-11 04:04 AM |
Member since 06th Dec 2003
796 posts
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#37479, "RE: Illusionary Equipment request"
In response to Reply #2
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Just passing through the ol' forums, but I recall thinking this was kind of a silly thing for people to have to deal with. It's cool to see mobs with all the gear they are intended to have, even if it's just illusory. But, to be unable to use class abilities to overcome them just seems screwed up. I don't understand the logic, and I don't see how it is fun for anyone.
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Lhydia | Fri 25-Mar-11 04:59 AM |
Member since 04th Mar 2003
2391 posts
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#37480, "Twelthed. n/t"
In response to Reply #4
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incognito | Thu 24-Mar-11 07:00 PM |
Member since 04th Mar 2003
4495 posts
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#37475, "Not a perfect solution but a partial one"
In response to Reply #0
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e.g. If you're ranking on temple spirits, sac the real weapons so that they come back with the real weapons. Then you can disarm each new spirit and repeat the process. You'll never start a fight with one that's unarmed, but you can at least finished the fights that way.
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#37481, "RE: Not a perfect solution but a partial one"
In response to Reply #1
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Really? They're nodisarm, no break? That's ridiculous.
If the issue is from a coding standpoint, why not just put a 1 (not 0) hour rot tick on it if it's not rewielded by the owning mob?
If it's from a gameplay standpoint, how is making ranking tougher at hero in a game with a dwindling playerbase a good solution?
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TJHuron | Fri 25-Mar-11 08:49 AM |
Member since 28th Nov 2007
1132 posts
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#37482, "RE: Not a perfect solution but a partial one"
In response to Reply #6
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I think that ranking mobs with limited weapons are the lesser of problems when it comes to illusionary weapons. I think the biggest issue is high end mobs with great gear that use warrior spec skills. They have a limited weapon that are almost always illusionary and now they are markedly harder to kill because you can't remove that weapon while they boneshatter, riposte etc. It's kind of like how Sitran is such a pain in the ass to kill because that club is norem and he dents and boneshatters and cranials. Now all mobs are like that.
There is one mob I wish I could kill but don't even attempt to because it has great swords that are always illusionary.
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