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Subject: "Poison thieves." Previous topic | Next topic
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Top General Discussions Gameplay Topic #2703
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EmpowereeThu 23-Oct-03 03:21 AM
Member since 08th Oct 2003
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#2703, "Poison thieves."


          

Skill: 'mind control poison' for 33 hours.

Another time...

Skill: 'knock-out poison' for 27 hours.

I'm of the opinion that the durations on these poisons are rather disgusting...I've tried using resist poison and most of the time it still hits on the first attempt, I'd say at least 3/4 success rate against me personally.

While I can appreciate that its the main power of these thieves, does anyone else think this could use some tweaking? The mind control stuff seems to hit me with forget for almost the entire duration of the poison, meaning I have to sit around unable to do much for quite a long time. If I was a poison thief, I would think this extremely exploitable, when you consider that all someone has to do is flee and reapply, since even a 1 round attack will not prevent them getting a command in. This is really nasty on people that have powers which prevent being fogged.

  

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Reply RE: Poison thieves., Valguarnera, 23-Oct-03 11:22 AM, #5
Reply would logs of such events be of use?, incognito, 23-Oct-03 12:11 PM, #6
     Reply RE: would logs of such events be of use?, Valguarnera, 23-Oct-03 03:33 PM, #7
          Reply RE: would logs of such events be of use?, Isildur, 23-Oct-03 04:07 PM, #8
               Reply RE: would logs of such events be of use?, Zulghinlour, 23-Oct-03 04:28 PM, #9
               Reply RE: would logs of such events be of use?, Valguarnera, 24-Oct-03 01:17 AM, #10
                    Reply RE: would logs of such events be of use?, Isildur, 24-Oct-03 02:35 AM, #11
                         Reply Simple is good. (n/t), Valguarnera, 24-Oct-03 03:29 AM, #12
                              Reply Or you could...., idontplay, 24-Oct-03 01:40 PM, #13
                                   Reply This was also put in when we did the first changes. (n/..., Valguarnera, 24-Oct-03 02:58 PM, #14
Reply That has to be a bug., Calion, 23-Oct-03 10:21 AM, #4
Reply could be worse, incognito, 23-Oct-03 03:34 AM, #2
Reply RE: Poison thieves., Beast, 23-Oct-03 03:34 AM, #1
     Reply I hope it hasn't been "fixed", incognito, 23-Oct-03 06:46 AM, #3
          Reply play before you critisize, laxman, 03-Nov-03 01:40 PM, #15

ValguarneraThu 23-Oct-03 11:22 AM
Member since 04th Mar 2003
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#2708, "RE: Poison thieves."
In response to Reply #0


          

There were a set of buggy ingredients. Sebeok caught one yesterday mid-day, and I got a batch late last night that were resulting in such durations.

valguarnera@carrionfields.com

  

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incognitoThu 23-Oct-03 12:11 PM
Member since 04th Mar 2003
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#2709, "would logs of such events be of use?"
In response to Reply #5


          

i.e. it might help you to pin down when a poisoning took place with a long duration result, which could help determine the relevant ingredients?

  

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ValguarneraThu 23-Oct-03 03:33 PM
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#2712, "RE: would logs of such events be of use?"
In response to Reply #6


          

Not really. When I'm not as crunched for time as I am this week, I'll probably code up yet another "find the goofy item" imm-tool for ingredients. Right now, we rely on more manual methods.

valguarnera@carrionfields.com

  

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IsildurThu 23-Oct-03 04:07 PM
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#2714, "RE: would logs of such events be of use?"
In response to Reply #7


          

I've never understood why this is hard. That isn't meant as a criticism. Couldn't you just grep (or equivalent) for all poison ingredients, then, based on your knowledge of the algorithm for figuring poison effectiveness, pick out the ones that can produce wackiness?

  

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ZulghinlourThu 23-Oct-03 04:28 PM
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#2715, "RE: would logs of such events be of use?"
In response to Reply #8


          

>I've never understood why this is hard. That isn't meant as
>a criticism. Couldn't you just grep (or equivalent) for all
>poison ingredients, then, based on your knowledge of the
>algorithm for figuring poison effectiveness, pick out the ones
>that can produce wackiness?

Grep won't do this easily as area files are basically ugly ass scripts with lots of numbers in them. It would actually be quicker & easier to write an imm tool to do it.

So long, and thanks for all the fish!

  

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ValguarneraFri 24-Oct-03 01:17 AM
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#2720, "RE: would logs of such events be of use?"
In response to Reply #8


          

1) What Zulgh said. Grep is less informative when you're dealing with huge piles of nearly identical small numbers. Even if you find them with something clever, it's a pain to interpret. Plus, you're stuck doing everything very manually in the future.

2) Zulgh whipped up the aforementioned tool, which is far fancier and smoove to use than it really needs to be, and I re-checked everything this evening according to our internal guidelines. I owe a few area writers a punch in the groin, but poisons and traps will all provide more reasonable durations, starting next reboot.

valguarnera@carrionfields.com

  

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IsildurFri 24-Oct-03 02:35 AM
Member since 04th Mar 2003
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#2721, "RE: would logs of such events be of use?"
In response to Reply #10


          

What about a tool that takes in a list of area files and produces a CSV list of items data? You could then feed that into Excel and manipulate it however you want. *shrug*

I never knew area files were so ugly. Always just assumed there'd be some human-readable "source" you could more easily work with.

  

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ValguarneraFri 24-Oct-03 03:29 AM
Member since 04th Mar 2003
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#2722, "Simple is good. (n/t)"
In response to Reply #11


          


valguarnera@carrionfields.com

  

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idontplayFri 24-Oct-03 01:40 PM
Member since 04th Mar 2003
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#2724, "Or you could...."
In response to Reply #12


          

Think of what the limit of the poison skill should be with the best possible ingredients and put a cap on the duration of that when done by a player? That way bugged ingredients won't be super bugged?

  

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ValguarneraFri 24-Oct-03 02:58 PM
Member since 04th Mar 2003
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#2725, "This was also put in when we did the first changes. (n/..."
In response to Reply #13


          


valguarnera@carrionfields.com

  

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CalionThu 23-Oct-03 10:21 AM
Member since 04th Mar 2003
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#2707, "That has to be a bug."
In response to Reply #0


          

If not, the imms are on crack. Personally, my game balance sense says the longest knock-out abilities in the game should last for around 10 hrs. That leaves more than enough time for all sorts of nastiness on the victim, depending on class and circumstances. Not to mention the possibility that with knock-out of 27 hrs (or whatever) a thief could just leave you there to wait out the poison. That's got to be fun and quality game time for the victim's player, staring at the screen for 15+ minutes, unable to do anything.

Ditto for a forget of 30+ hours. *boggle*

  

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incognitoThu 23-Oct-03 03:34 AM
Member since 04th Mar 2003
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#2705, "could be worse"
In response to Reply #0


          

ko poison can last 2 days. That's enough time for anyone in your pk to be called from anywhere in the mud, to gang you.

Personally, I'd be happy enough if the poisoner couldn't communicate with others for some reason (i.e. I don't mind my spells dropping as a poisoner is otherwise quite weak). I don't like that a ganging poisoner can use one skill (ko) to enable the biggest gangs possible.

  

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BeastThu 23-Oct-03 03:34 AM
Member since 04th Jul 2003
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#2704, "RE: Poison thieves."
In response to Reply #0


  

          

This has been reported by many people. The poison thief in question is using a broken ingredient that was supposed to be fixed last reboot. Unsure if that actually happened. If not, just avoid them - it's disgustingly overpowered when you're slept for 27 hours and it never fails.

Beast

  

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incognitoThu 23-Oct-03 06:46 AM
Member since 04th Mar 2003
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#2706, "I hope it hasn't been "fixed""
In response to Reply #1


          

since it is now 48 hours, not 27. And it hasn't failed on me yet either, but I imagine there is a way around it. Perhaps antidotes last long enough to be worth carrying around.

  

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laxmanMon 03-Nov-03 01:40 PM
Member since 18th Aug 2003
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#2820, "play before you critisize"
In response to Reply #3


          

poisons fail, a LOT when your just learning them, the people you see that are not failing much are not failing cause they have used them a lot, realize you got 4 shots to fail with each aplication, that is to use a single knock out poison you can fail 4 times before the victim even gets a save. add on top of that finding and maintaining of sufficient ingredients. trust me its a lot harder then you all make it out to be here on the forums.

  

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