Who's Online
0 registered and 11 anonymous users online.
Newest Members
Mog, GreenGems, Minzuki, evaker, juffsion
83 Registered Users
Top Posters
608
Cerberus
368
Charon
211
MacTORG
204
Kim
164
carmy
148
Muod
106
Shadowraith
90
Minstrel
88
sabu
49
Rancid
Recent Topics
Page 3 of 6 <12345>Last »
Topic Options
Rate This Topic
#49 - 11/12/07 11:26 AM Re: phase 1 - Tinker guild updates [Re: carmy]
Charon Offline
enthusiast
****

Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
It's kindof silly that it's been almost a month since the changes went in with no reinc. Maybe should just make a list of the current tinkers, and do manual reincs for them and cross them off the list as you go along? That might be easier than designing a system for it.

Mact, If scheduling is a problem you could just tell them a period when you will be on 'tuesday at X:00' PST or whatever.

Or, less ideally, set up a trigger for each person and leave yourself idle. If you use zmud to connect you could just make a 1 time use temp trigger like #temp {tinkername tells you: reinc me!} {reinc tinkername}

Or whatever the commands are.. then everybody would only get one as well and you could monitor it by looking at your triggers to see which went off and cross them off the list.

Just a suggestion to try and ease some of the tinker pain.
_________________________
If you say plz because it is shorter than please, then I will say no because it is shorter then yes.

Top
#51 - 11/12/07 04:02 PM Re: phase 1 - Tinker guild updates [Re: Charon]
Muod Offline
member
*****

Registered: 10/04/07
Posts: 148
Loc: MA/CA
yea, its at the point where i dont believe a reinc is coming.
Top
#74 - 11/20/07 06:12 AM Re: phase 1 - Tinker guild updates [Re: Muod]
sabu Offline
journeyman
****

Registered: 10/22/07
Posts: 88
Loc: wisconsin
Any word on the reinc, it might be faster to cide and then start over.
Top
#75 - 11/20/07 06:51 PM Re: phase 1 - Tinker guild updates [Re: sabu]
Muod Offline
member
*****

Registered: 10/04/07
Posts: 148
Loc: MA/CA
yes, reinc this friday supposedly
Top
#100 - 11/29/07 12:23 AM Re: phase 1 - Tinker guild updates [Re: MacTORG]
Cerberus Administrator Offline
addict
***

Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
I'd like to throw in at least two of my cents.

1) The rune names do not follow old rune naming schemes, they follow old naming patterns. The rune scheme "inscribe malsa sen zora" doesn't tell you what exactly the rune is in any way. -sen zora- is the rune's name, but not what it does. -plasmar- is both the rune's name AND the type of effect it creates. This is not at all in line with Darke, and while I don't find it to be a deal breaker it should never have seen the light of live as it currently stands.

2) I think the biggest question here is should all guilds be earning xp at the same rates. This question isn't addressed in the slightest in any of the news posts or replies I've seen, and it seems to be the elephant in the room. If the answer is yes, the way CMS gives out xp should be tweaked to account for that rather than individual guilds being given new skills/spells/gadgets simply to up their earning potential. If the answer is no, then there should be compensatory results for those in lower earning brackets. I would like to see this issue addressed in depth, as it's been one that has occured since CMS was implemented.

3)I'm not particularly convinced that there needs to be an even number of runes for weapons and armour. I don't think it matters either way though, so will ignore the rest of what this is talking point says.

4) While long-terms give xp every tick of their clock it doesn't pay to lower the amount of time you spend on the long term appreciably in terms of xp or raw materials. It only does in terms of getting back to your "real xp" skill/spell, which is another issue entirely.

5) I'm concerned that the line between fighters and tinkers is non-existant, or near enough to gone that there are no reasons to be a fighter over a tinker. Tinkers have whirlwind, I hear. Balance weapon. A full compliment of combat devs. It seems to me that there should be extreme distinctions between someone who is supposed to be a tinker/blacksmith and someone who is supposed to be a fighter/blacksmith. Maybe I'm off base here, but are tinkers the new fighters? Arguments can be made (fairly easily, I might add) that balance weapon is very tinker-esque, but why on earth are the concerns of what "helped out" in combat even being considered? If tinkers are the new fighters, that makes sense just fine though.

6) Fire and ice runes are in no way comprable to locks on weapons. Adding them has not made it any more viable to pk with fire or ice, specifically because there are so many protections from those common elements. It has served primarily (in my experience) to make enchanter's spells redundant, as they not only require more skill to wield, but also appear to add less damage than their runic counterparts (the latter half of that statement may be completely wrong, as I probably use lower * spells and full skill % runes).

7) As Drey was kind enough to point out, the distinction between the types of tinker within a guild was useful. No one could be a one-stop-shop for all your equipment needs, but with the addition of these new runes and homogenization of tinkers this effectively means that any group or individual need only interact with one tinker - the 40s level friend - who can do anything and everything other than put a TW/TA on their eq. I don't have a problem personally with this, as I happen to know (a) tinker(s) who can now serve in every way, but it streamlines who you must know even further.


All in all, these changes seem to have been well-planned, poorly screened, and then atrociously implemented. Are there no focus groups held about the potential impact of changes like these outside the guild in question? Sure, the guild to be changed will have the most imput on what the changes will mean for themselves (their xp, their business, their friends, etc) but the mud as a whole should be giving their thoughts to temper this sort of sweeping alteration. It seems clear that the names of the new runes, while cosmetic, are easily identifiable as obscene with regard to how those of us who DO pay attention to things like flavor of a place interact within their home. Even such a juvenile trick as making an anagram of the type - inscribe malsa plasmar becomes inscribe malsa alsamp - would have kept the flavor alive.
_________________________
Please mail your views on balance to:
cerberus@darkemud.com

Top
#103 - 11/29/07 08:07 AM Re: phase 1 - Tinker guild updates [Re: carmy]
sabu Offline
journeyman
****

Registered: 10/22/07
Posts: 88
Loc: wisconsin
Now that we finally got or reincarn I am happy. What the reincarn meant to my charecter.

I still have 100 blacksmith and 100 forge weapon.
I still have 150 speed rune.

What I gained in all:

I have 100 accuracy
I have 100 shock
I have 100 might
I have 100 cold
I have 150 fire
ANd for some unknown reason I took 100 compare.And I have 70 balance weapon.

What I gained in exp is about 8k per tick. And thats for a lvl 30 skill. I got all this for being level 30 special.

Was this reinc needed....yes. Does it make it unfair to those that don't know me and think they won't get shit made or runed for them....no. For the people that know me, know i do anything for money. I don't care who you are. And I charge a fair price.

I also believe the armour runes were needed in a way. After an armour tinker made a suit and put on phys and magic rune that was it. There was nothing more he could do for that player. Now that there are more runes, it gives them players that went towards armour something else to train and be able to charge for.

The biggest change that happened and no one is saying anything about is the change that there is no limit to runes anymore on weapon or armour. That in all is a very big change and will actually have a big effect on the mud. I think the players that had it all figured out on what the perfect exp weapon or perfect pk weapon will now change. Or it may not.

I do believe that there is still limit to number of enchants that can be put on a weapon aka 4 fires,cold, or blesses. With the new weapon runes it will make it easier on newer players to get cold and fire put on weapons. Sometimes its a bitch to find a single enchanter on, and if they are on they are idle doing tw's or ta's. It is rare that there isn't 2-3 tinkers on that can do either rune. And it takes less skill to wield also i belive

As far as whats the difference between tinkers and fighters. The mindset mostly. Sure tinkers can level up combat and get huge that way but few do. It is sad, but its easy to get big just idleing runes all day. Where as it takes time to sit there and kill shit all day as a fighter.

Plus the same can be said about clerics and paladins. What the hells the big difference. Pallys get more weapons to use and clerics have a few more spells to use. But all in all they have a lot of the same spells and skills.

Bah!!

Top
#104 - 11/29/07 10:55 AM Re: phase 1 - Tinker guild updates [Re: sabu]
Kim Offline
enthusiast
*****

Registered: 10/11/07
Posts: 204
Loc: Europe
"The biggest change that happened and no one is saying anything about is the change that there is no limit to runes anymore on weapon or armour. That in all is a very big change and will actually have a big effect on the mud. I think the players that had it all figured out on what the perfect exp weapon or perfect pk weapon will now change. Or it may not."

It changes very little for weapons, if anything, really... The same things apply as always... Locks are always better than runes.

It affects armour a lot though...

Top
#132 - 11/29/07 04:21 PM Re: phase 1 - Tinker guild updates [Re: Kim]
Kim Offline
enthusiast
*****

Registered: 10/11/07
Posts: 204
Loc: Europe
"5) I'm concerned that the line between fighters and tinkers is non-existant, or near enough to gone that there are no reasons to be a fighter over a tinker. Tinkers have whirlwind, I hear. Balance weapon. A full compliment of combat devs."

Fighters still get more combat devs than tinkers though. 125 vs 100, I think. And fighters have several skills that tinkers don't, in addition to being able to spend many more devs on balance. When it comes to combat, a tinker and fighter of the same level are nowhere near the same power.

"2) I think the biggest question here is should all guilds be earning xp at the same rates. This question isn't addressed in the slightest in any of the news posts or replies I've seen, and it seems to be the elephant in the room. If the answer is yes, the way CMS gives out xp should be tweaked to account for that rather than individual guilds being given new skills/spells/gadgets simply to up their earning potential."

I agree. And yes, all guilds should have the same XP earning potential. Since level is the essential factor in resisting spells, not having it that way is quite unbalancing.

"3)I'm not particularly convinced that there needs to be an even number of runes for weapons and armour."

I agree. Though I am convinced that if you are going to revamp a guild knowing how many runes of a certain kind there are is good to know... Especially if your goal is an equal number of runes...

"All in all, these changes seem to have been well-planned, poorly screened, and then atrociously implemented."

I am not sure about well planned... The organic section of the guild was forgotten completely. That very few used it before is an argument FOR devoting some energy to that...

Top
#137 - 11/29/07 06:40 PM Re: phase 1 - Tinker guild updates [Re: Kim]
Muod Offline
member
*****

Registered: 10/04/07
Posts: 148
Loc: MA/CA
i agree, it completely changes armour as we know it and it may be to a point where everyone is stupidly protected.
Top
#143 - 11/29/07 07:55 PM Re: phase 1 - Tinker guild updates [Re: Muod]
Cerberus Administrator Offline
addict
***

Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
I'd like to know why it was thought individual damage types should get runes to protect against them, but not all individual damage types did so.

How much protection is added via these runes?

How many runes can be put on armour now?
_________________________
Please mail your views on balance to:
cerberus@darkemud.com

Top
Page 3 of 6 <12345>Last »


Hop to:
March
Su M Tu W Th F Sa
1
2 3 4 5 6 7 8
9 10 11 12 13 14 15
16 17 18 19 20 21 22
23 24 25 26 27 28 29
30 31
Forum Stats
83 Members
33 Forums
335 Topics
2543 Posts

Max Online: 339 @ 01/06/25 01:04 AM

Generated in 0.013 seconds in which 0.003 seconds were spent on a total of 13 queries. Zlib compression disabled.