MA and Nexus logging

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LinuxPup
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Post by LinuxPup »

I'd really like to see the epic NPC defenders more often... they're pretty cool. :)

Perhaps have them spawn every time like an epic boss... where the respawn time (after being killed) is 30 minutes or so.
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Post by Lorkar1 »

Amoenotep wrote:if you don't know about a problem in another faction..please don't speculate what you think happens. please be specific with facts and not embelish with stories please.
You say be specific but do not address who it is you are speaking to.
If you are addressing me, then I will respond thusly.
(A) There was an issue brought up (by MLoki if I am not mistaken) in the not too distant past when the 3 map rule was put in place concerning specifically the AO cradle and its proximity to the DCN and Slave guildhalls.
(B) The asking of a question is not speculation but simply asking a question.
(C) I am not seeing the embellished story you are referring to.
(D) Moving the AO cradle solves two issues, it makes the 3 map rule irrelevant to both the guildhalls and the nexus.

If you are not addressing me then...see above.

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Post by Amoenotep »

those areas were added to the 3 map rule...relics won't be moved...areas will be quarantined
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Celorn
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Post by Celorn »

disastro wrote: There are lots of ways to kill a pm, if you're unable to figure out how I suggest you roll a PM and then count the number of ways your butt gets handed to you. Hint: your wimpy dex based rapier/fist toon is NOT the right counter build to a melee pm! ask a brethren or gary out of bb for tips, i've seen em do real well vs PMs.
I agree with most of this--but note, I have a 'wimpy dex based rapier' toon that has gone 1 on 1 with more than one PM and won, it's all in the way you build it. Mamba and Nog also have dex based toons that can beat PMs.

The main issue is numbers here.... When the 3 leaders of the Brethren were all on last weekend, we rallied up quite a FORCE and destroyed MA, with equal numbers and proper organization, they didn't stand a chance.
disastro wrote:nexus logging is however a valid complaint, i look forward to having the telport script adjusted to take this into account. Just let me never see the day when a scroll based "wailer" expects to be effective in Real Combat.
I'll have to say this is the main explot-type problem we have, both with RK and MA (it's harder to tell if RK is doing it since the nexus portal is around the corner from the cradle).

And of course there is still the balance problem with the zones of every cradle -- ie: AO has a giant, open area with lots of guards, yet TC has a tiny area with only around 5 or 6 guards, MA has 3 separate wings with 3 or 4 in 1 and up to 8 or so in the main one, etc... and of course some towns have multiple exits, but others like AO and MA only have 1, thus making defense easier and attacking more difficult.

But overall, it all comes down to numbers in the end... whichever faction has the most players online (as long as there are some good players and a leader to organize a party) is going to be able to get and hold the relics, builds, pseudo-exploits and city-layouts are only going to effect some minor variables, majority will usually rule (except possibly in the case of persistent, and lucky speedy monk-cheese and uber-AC, pot-chugging PMs).
Last edited by Celorn on Fri Apr 13, 2007 11:31 am, edited 1 time in total.
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Post by P. Fricebottle »

I don't use the Nexus, too many monsters around to bother with and rest.
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Blystos Re
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Post by Blystos Re »

I'm going to go ahead and side with Celorn on this one. Yes, the AO relic cradle is huge and the defenders aren't too tough, but there is only one way out of Sleeth. The cradle areas are balanced in different ways, but still balanced. It's just a matter of coming up with a good strategy for defence (or offence).

It doesn't seem like the -Slaves- have ever had trouble reaching the cradle before I was able to leave, so it's not that big an inconvenience...plus, you know what path I am going to take when leaving, so why not just wait there?

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Post by disastro »

Celorn wrote:I agree with most of this--but note, I have a 'wimpy dex based rapier' toon that has gone 1 on 1 with more than one PM and won, it's all in the way you build it. Mamba and D'art also have dex based toons that can beat PMs.
dex/crit build is probably the long way around to taking down a pm, but your point is well taken. player skill goes a loooong way.

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Post by Blystos Re »

disastro wrote:dex/crit build is probably the long way around to taking down a pm, but your point is well taken. player skill goes a loooong way.
Crit would have nothing to do with it.

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Post by disastro »

Blystos Re wrote:
disastro wrote:dex/crit build is probably the long way around to taking down a pm, but your point is well taken. player skill goes a loooong way.
Crit would have nothing to do with it.
what i mean by "crit build" is anyone going for high ab-large crit range, i.e. rapier/kukri + imp crit, possibly with wm added. as opposed to i.e a 2hander axe dropping 50-70 noncrit damage. Or monk going for many attacks: dual kama expects to deal damage via sheer # of attacks as opposed to relying on critical hits.

i had a ftr/monk build that was pretty effective at taking down crit immune creatures that left other wms sucking wind. i ran average damage calculations at one point. my scyther is ... a work in progress lol.

edited for clarity.

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Post by Umpa »

OK, I'll rollup a level 40 PM with 30 of my choice scrolls and 100 heal pots, and you can try and stop me from taking your flag and walking away with your uber dex noncritting, nonstunning, non slowing dex build. Oh I'll have 71ac, 90DISC, and bardsong going for my saves.

LinuxPup
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Post by LinuxPup »

71 AC? Why so low?
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LinuxPup
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Post by LinuxPup »

I think a solution the pot chugging "problem" should go towards any build (not just PMs), and shouldn't be just a blanket nerf as much as an opportunity for build strategy.

Example:

While taunted, an individual acquires x% chance of failure on drinking a potion, where x might be related to the difference between target's concentration and the taunter's taunt skill.


And taking Bards away from MA? The Ascendancy is the supreme arcane power of Atheria and don't you forget it. While we're at it, lets take Paladins/Clerics from NC, Rangers/Druids from TC, and Dwarves from RK.
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LinuxPup
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Post by LinuxPup »

Also, for those with a focus in Enchantment school, let Tasha's Hideous Laughter somehow prevent people from drinking pots... with a save and some restrictions of course... like maybe a x% of failure instead of 100% failure of using pots.

Have you ever tried to drink while laughing? It's not easy! :wink:
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disastro
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Post by disastro »

heh let the screaming begin if anti-pot changes are put in... and said changes are applied to mobs too.

can you imagine the slaughter in dwarves if you cant drink while taunted.. true evil.

LinuxPup
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Post by LinuxPup »

Sorry about the chain posts... I'm on a roll here. :)

Let Assassins and Blackguards create potions that look exactly like heal/cure crit pots, but do lots of damage to the drinker or kill them if they fail a fortitude save. Then they can plant them in areas or give them to "allies" in their party.

Unlike Blackguards, Assassins should be sneaky enough to maybe even sneak them into an unsuspecting player's inventory. :twisted:

Last thing someone needs is to lose 150 dmg from a poisonous pot when they're near death trying to stay alive from Ebenezer's maxed IGMS. :)
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