|
|
Empoweree | Thu 23-Oct-03 03:21 AM |
Member since 08th Oct 2003
11 posts
| |
|
#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.
|
|
|
|
 RE: Poison thieves.,
Valguarnera ,
23-Oct-03 11:22 AM, #5
  would logs of such events be of use?,
incognito,
23-Oct-03 12:11 PM, #6
 RE: would logs of such events be of use?,
Valguarnera ,
23-Oct-03 03:33 PM, #7
 RE: would logs of such events be of use?,
Isildur,
23-Oct-03 04:07 PM, #8
 RE: would logs of such events be of use?,
Zulghinlour,
23-Oct-03 04:28 PM, #9
 RE: would logs of such events be of use?,
Valguarnera ,
24-Oct-03 01:17 AM, #10
 RE: would logs of such events be of use?,
Isildur,
24-Oct-03 02:35 AM, #11
 Simple is good. (n/t),
Valguarnera ,
24-Oct-03 03:29 AM, #12
 Or you could....,
idontplay,
24-Oct-03 01:40 PM, #13
 This was also put in when we did the first changes. (n/...,
Valguarnera ,
24-Oct-03 02:58 PM, #14
 That has to be a bug.,
Calion,
23-Oct-03 10:21 AM, #4
 could be worse,
incognito,
23-Oct-03 03:34 AM, #2
 RE: Poison thieves.,
Beast,
23-Oct-03 03:34 AM, #1
 I hope it hasn't been "fixed",
incognito,
23-Oct-03 06:46 AM, #3
 play before you critisize,
laxman,
03-Nov-03 01:40 PM, #15
| |
|   |
|
incognito | Thu 23-Oct-03 12:11 PM |
Member since 04th Mar 2003
4495 posts
| |
|
#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?
|
|
|
|
|         |
|
Zulghinlour | Thu 23-Oct-03 04:28 PM |
Member since 04th Mar 2003
9792 posts
| |
|
#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!
|
|
|
|
|           | |
|             |
Valguarnera | Fri 24-Oct-03 03:29 AM |
Member since 04th Mar 2003
6904 posts
| |
|
#2722, "Simple is good. (n/t)"
In response to Reply #11
|
|
|
|               |
|
idontplay | Fri 24-Oct-03 01:40 PM |
Member since 04th Mar 2003
11 posts
| |
|
#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?
|
|
|
|
|                 |
Valguarnera | Fri 24-Oct-03 02:58 PM |
Member since 04th Mar 2003
6904 posts
| |
|
#2725, "This was also put in when we did the first changes. (n/..."
In response to Reply #13
|
|
|
|
|
Calion | Thu 23-Oct-03 10:21 AM |
Member since 04th Mar 2003
373 posts
| |
|
#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*
|
|
|
|
|
|
incognito | Thu 23-Oct-03 03:34 AM |
Member since 04th Mar 2003
4495 posts
| |
|
#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.
|
|
|
|
|   |
|
incognito | Thu 23-Oct-03 06:46 AM |
Member since 04th Mar 2003
4495 posts
| |
|
#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.
|
|
|
|
|     |
|
laxman | Mon 03-Nov-03 01:40 PM |
Member since 18th Aug 2003
1867 posts
|  |
|
#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.
|
|
|
|
|