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MoligantMon 11-Aug-14 02:17 PM
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#56227, "Please put things back the way they were.....PLEASE..."
Edited on Mon 11-Aug-14 02:29 PM

          

I seriously hate the changes made that slow you down if you are carrying too much. Why? Because it seems nowadays every time I am hit with a -str (or is it -dex) affect, it seriously screws up my ability to get away. And the worst part is prior to being maladicted...I'm fine.

Then all of a sudden I am trying to run and get away and I've got this message telling me I'm too heavy or whatever. So my choice is to drop weight real quick while trying to get away.

Carrying less stuff is an option but not a very viable one for certain builds that depend upon ingrediants for example. It is even worse when you can't for one reason or another quaff and get away like that. It basically penalizes certain builds unfairly and I don't understand why this change was implemented. What was broken that needed fixing and why is this imho (CRAP) better?


EDITED TO ADD:

Also another thing I hate about this but maybe its just my computer but since this change, when I am fleeing maladicted and getting that message my directions don't seem to work the same. As in, I'll flee and end up in a room further than expected or I'll type in directions I know like the back of my hand (I'm one of those who can walk a few places blind) and end up somewhere else. This means my characters are dying because its like my body (in game) isnt working the way it is supposed to.

Please please please...sometimes change isn't for the better.


  

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Reply I have been playing since 1995..., Polmier (Anonymous), 12-Aug-14 11:13 AM, #15
Reply My suggestion is to make it impossible to recall while ..., KaguMaru, 11-Aug-14 03:13 PM, #3
Reply Moar bad teleports plox., Zephon, 11-Aug-14 07:51 PM, #10
Reply I would love to see this too, yes please (Anonymous), 12-Aug-14 07:28 AM, #11
Reply I like it, incognito, 11-Aug-14 03:04 PM, #2
Reply That didn't take long did it?, vargal, 11-Aug-14 03:16 PM, #5
Reply Not really, incognito, 11-Aug-14 03:56 PM, #7
Reply Maybe I have been playing too long..., Moligant, 11-Aug-14 03:29 PM, #6
     Reply Can't say build, incognito, 11-Aug-14 04:02 PM, #8
          Reply Gotcha, Moligant, 11-Aug-14 04:14 PM, #9
Reply This is a great change, -flso, 11-Aug-14 02:52 PM, #1
     Reply I'd allow people to teleport because it's inherently un..., KaguMaru, 11-Aug-14 03:15 PM, #4
          Reply Most non-mages don't get to teleport in combat, -flso, 12-Aug-14 07:50 AM, #12
               Reply All of the upvotes, Scrimbul, 12-Aug-14 08:04 AM, #13
               Reply One last concern..., Moligant, 12-Aug-14 08:18 AM, #14
               Reply It was more that some skills would be too lethal is you..., KaguMaru, 12-Aug-14 12:57 PM, #16
                    Reply Entwine - 0 tick duration. Done., Scrimbul, 12-Aug-14 08:41 PM, #17

Polmier (Anonymous)Tue 12-Aug-14 11:13 AM
Charter member
#56249, "I have been playing since 1995..."
In response to Reply #0


          

I see no issues with this changes. After it was implemented, I realized it should have been this way all along. If your strength or dex is seriously affected then it should be hard to get away.

With the low player base on a pk mud, sometimes there needs to be a way to track down and seal the kill.

I also think this change makes perfect rp sense.

Changes is not necessarily bad, you just need to adapt your play still.

This mud has always been about adapting.

  

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KaguMaruMon 11-Aug-14 03:13 PM
Member since 15th Sep 2012
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#56232, "My suggestion is to make it impossible to recall while ..."
In response to Reply #0


          

Moar death pls

  

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ZephonMon 11-Aug-14 07:37 PM
Member since 21st Mar 2007
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#56242, "Moar bad teleports plox."
In response to Reply #3
Edited on Mon 11-Aug-14 07:51 PM

          

I almost agree 100% with this. I would not feel bad if word of recall got a higher failure chance (maybe 30%) when you have your adrenaline timer. I feel at times it is a little bit too much of a "free pass" for mages to escape combat.

That being said, it has saved my character's lives many times. At least teleport has a chance of putting you into a bad situation or a annoying spot to be in. Word of recall has less of a chance unless someone is stalking your pit or just happens to be really close when you word. Having played multiple mages it might be a little bit too easy to get away with word of recall.

Edit: Maybe also having it much higher in combat. 50%? Balancing numbers are not my thing. Just an idea.

  

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yes please (Anonymous)Tue 12-Aug-14 07:28 AM
Charter member
#56245, "I would love to see this too"
In response to Reply #3


          

Only time i ever die is because I can't recall instantly for some reason.

It would make instantly leaving a fight slightly more risky and make it more tempting for people to stay in an area with the enemy and try run away, giving people a chance to chase and fight.

On that note I'm also glad there more movement /speed lag penalties of some sort even if its only due to maladiction. It sometimes feels like I see someone in silverwood, move in to attack them, they flee and before I can even decide where to go they are already nearing hamsah.

  

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incognitoMon 11-Aug-14 02:56 PM
Member since 04th Mar 2003
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#56230, "I like it"
In response to Reply #0
Edited on Mon 11-Aug-14 03:04 PM

          

And it has never stopped me getting away despite me having had it on me a lot. You must be getting really really maladicted well beyond your max str if this is hurting you that badly.

Either that or you're in some terrain I've not yet had it in (eg mountains).

My suggestion is to break off before you are FAR below max str, assuming you're carrying lots of weight. So gear for some stat loss to make that take longer and gear with saves so you lose only 5 str from a wither not 20.

Also marking in combat does lag, last I played or fought an assassin. If you wonder why an assassin didn't do something when he could have, he's probably just marked you, or at high level is just about to owaza you.

  

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vargalMon 11-Aug-14 03:16 PM
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#56234, "That didn't take long did it?"
In response to Reply #2


          

"My suggestion is to break off before you are FAR below max str"

Obviously the change is meant to increase risk, and your solution is just to be more conservative.

  

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incognitoMon 11-Aug-14 03:56 PM
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#56237, "Not really"
In response to Reply #5


          

I can lose a lot before I am far below max str.

It's not overly conservative not to stick around until you are 10 below your max str if you have covered against some str loss and have decent saves, because you can fight for a significant time without this issue becoming a lethal problem.

  

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MoligantMon 11-Aug-14 03:29 PM
Member since 30th Dec 2010
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#56236, "Maybe I have been playing too long..."
In response to Reply #2


          

The main problem for me is the complete 'feeling' for me is off. I can nearly 'feel' the body of my characters...not literally, but this change makes me feel like I went from being able to just get away to trying to get away while carrying a load of bricks....kinda the point I understand, but the problem is some builds have no choice but to carry a load of bricks around. This change really seriously screws with certain builds more than others. Which build are you using it with?

OVerall I'm just kinda tired. After my current mage I have decided not to play mages for awhile because of the changes to wands. Now I'm not wanting to play the melee build I'm playing because every other fight I'm looking at that red message and feel like I'm carrying around bricks and I hate empowerment classes because of the required time spent praying and stuff.

Frankly I'm running out of classes I enjoy playing because some of these changes are wringing the fun out of them and making them into work and I am not one to say that after over a decade of playing. This is the first time I've said that.

  

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incognitoMon 11-Aug-14 04:02 PM
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#56238, "Can't say build"
In response to Reply #6


          

Other than to say that it doesn't really get worse than the build I've got for this.

Are you gearing for damage and hp too much relative to plus str and saves? I'd recommend having 2 str above your max per 10 levels, and at least -30 Svs. If you choose to boost damage instead, say, then the price is being more vuln to this

  

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MoligantMon 11-Aug-14 04:14 PM
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#56239, "Gotcha"
In response to Reply #8


          

I'll give it a try, but between you and me this is exactly why I'm not playing mages for awile. I just think with all you already have to think about, did we really need to add a change thats adds even more stuff to think about? What exactly was wrong with the old way that required this as the fix? Or did some demon in hell cross the interdimensional rift and possess one of our Imms?

Just in case I am pulling out my tinfoil hat. Does tinfoil keep out demons or just the government?

  

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-flsoMon 11-Aug-14 02:51 PM
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#56229, "This is a great change"
In response to Reply #0
Edited on Mon 11-Aug-14 02:52 PM

          

Will add some spice and variety to fights.

Even better, completely remove recall and teleport, while PK bloody,
for non-mage classes.

  

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KaguMaruMon 11-Aug-14 03:15 PM
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#56233, "I'd allow people to teleport because it's inherently un..."
In response to Reply #1


          

Although removing wording from combat would make things like pounce and parting block even more deadly than they are, and entwine and 'I win button'

  

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-flsoTue 12-Aug-14 07:50 AM
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#56246, "Most non-mages don't get to teleport in combat"
In response to Reply #4


          

So, for recall then:

Most non-mages already have no way of recalling through entwine, unless
they get talismans or have the legacy or have special items (that will continue
to work).

I'm fine with talismans cause they fail often if not perfected and when they fail,
they lag you significantly.

Recall potions on the other hand always work unless the area is cursed or you are cursed. It's very common to see warriors carry 5 recall and 10 teleports (or more even) in their inventory, so that they are available for every fight. There are many
ways to deal with this:

Building on the recent STR changes, make teleport/recall potions *extremely*
heavy.

Have them work 50% of the time *at best*, when PK bloody, and lag victim
4-5 rounds when they fail. People will start thinking about using them
(probably more as a last resort) instead of going on auto-pilot and hitting
that macro the minute one gets into a fight he doesn't want even if at full health.

Orbs of travel need to stop working in PK and become less prevalent in general.

I also wouldn't mind seeing more areas in the game become cursed, Shadow Grove
style.

  

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ScrimbulTue 12-Aug-14 07:57 AM
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#56247, "All of the upvotes"
In response to Reply #12
Edited on Tue 12-Aug-14 08:04 AM

  

          

As much as I hate to see flail spec rager berserkers or gate-healers get more powerful and more autopilot to play, it's extremely excessive to finally get the upper hand on an empowerment class that can curse or use forget only to have them have 10 teleport potions in their inventory and five more tucked into a worn container.

  

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MoligantTue 12-Aug-14 08:18 AM
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#56248, "One last concern..."
In response to Reply #13


          

Wouldn't a change like this (not to mention the change it seems only I dislike) only empower people using chase triggers? And people do use them. Not alot of people, but more probably would. And for folks like me who don't even know the first thing about creating a chase trigger that's also unfair.


  

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KaguMaruTue 12-Aug-14 12:57 PM
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#56251, "It was more that some skills would be too lethal is you..."
In response to Reply #12


          

The classes that can word from combat are generally the squishier ones. Entwine is great but it's not an I win button because a lot of classes have some way of wording from combat. The ones that don't, like assassins and warriors should be able to make a decent effort at fighting back (thieves can shadowdisappear). Same goes for cutoff/stsf/parting block

The point is, certain parts of the game have clearly been designed with the ability to recall from combat in mind and removing that ability would make those other abilities broken.

So it's not completely straightforward.

  

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ScrimbulTue 12-Aug-14 08:41 PM
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#56254, "Entwine - 0 tick duration. Done."
In response to Reply #16


  

          

Not a serious proposal mind you, but it's a thought.

  

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