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coliseum edits

·2196 words·11 mins
  • Finally, all scores should be saving and persisting through reboots.

*Druid bugs worked out.

*Fixed fail to raise bug on exit from coliseum.

-keep reporting those bugs

thx

-J

*Spear of Azarone fixed/changed and weight reduced.

*Deleveled chars are no longer able to enter lower level arenas in the coliseum.

*High score in level 3 and 4 returned to Eve. Josiah buried up to his neck and covered in honey.

*You can now at any given arena sign and see all the scores for that level in order of highest to lowest.

*Enhanced the following items and fixed such that can not be used in coliseum:

potion of accuracy, potion of good intentions, potion of bad intentions, flask of comradery, glimmering green potion, thick green potion, radiant blue potion, sparkling blue potion, goblet of the sacred order, potion crackling with magical energy.

*Added messages on quaff to illustrate affects better.

*Added messages on cast identify.

*Re-balanced level 2. Reduced mob hp. Reduced poison durations. Minotaur charge is dodgeable (under testing). Reduced bash success rate.

Re-balance level 3. Reduced hit points. Decreased bash success rate. Removed fire resistance. Fixed / reduced level and duration black widow proc.

Rebalance level 4. Reduce a few hit point. Increase ethereal hit point. Change floating head to ethereal. Remove resists from dragon. Dragon made nostab / nogrip. Reduce bash success.

Rebalance level 5: Reduced hit points. Remove some resists. Added some vulnerabilities. Added a damaged by heals. Lowered bash success rate. Removed a warrior proc. Added web to do not cast. Removed some nostab nogrip.

Rebalance level 6. Reduced some mob hp. Removed resists. Added some vulnerabilities. Lowered good alignments. Added some damaged by heals.

Rebalance level 7. Reduced hit points. Removed some resists. Removed some nostab nogrip. Lowered some good align.

Rebalance level 8. Lowered hp. Lowered alignments. Removed nostab / nogrip. Removed resists. Added vulnerability. Added damaged by heals.

Level 9 rebalance. Drastic hit point reductions on demons (overdue from sword nerf). Lowered some alignment. Other lesser hit point reductions. Reaper made into an ether mob. Removed resistances.

Pets left behind in sanctuary room now teleport out to the player.

Mechanics adjustment that should greatly benefit druids and players who use non-melee supplicants. Sorry, I can not elaborate.

Thanks JB, 5x40 arena is a lot better, well as in the previous arena 5 mobs would have been above average, I now do about 7. I think this is fairer for my time and effort.

I devised another level based on a few player suggestions called the chaos pit. It’s four rooms where mobs will drop into the arena until all the contestants are dead or have defeated everything. Mobs will drop in according to their level in the coliseum, i.e. level 1 mobs, level 2 mobs, etc.. Mobs will all be aggro and wandering.

Number of players in group allowed= ? tbd

minimum player level= ? tbd

Maximum time allowed= until dead

scoring= tbd

prizes= tbd

Rules are:

Potions, wands, rods, staves, scrolls and the like are allowed.

Charming the mobs is allowed.

Smuggling players into or out of the pit is forbidden.

No pvp. There’s no reason to anyway.

So that is the concept. I’m not sure how to score it or how many to allow in group. I can record the total# of mobiles killed and how long the group stayed alive. Perhaps the score is some algorithm of total# of 40’s in group versus the number of mobiles killed. I’m open to ideas. Thx to those who have contributed.

Wow, great idea!

I’m still actively banging this thing out.

I’m thinking of limiting groupsize by total number of 40’s in the group. So lets say 18 total 40’s, the equivalent of 2 9x40’s or 9 1x40’s. Under 40 will not be allowed.

Score can just be total number of mobs killed. Actually completing the thing, killing all 125 mobs, won’t be a common occurrence and will probably warrant a special reward.

For score tracking / recording, I’m thinking I record the group leader and his highest scoring group. So for example Valiant leads his group of players x, y, and z. It will record Valiant’s group of x, y, and z and score. Then Valiant leads a different group of players w, v, and u. It writes over Valiant’s previous group and score.

I still don’t have anything in the way of prizes yet. I think I need to balance it out and tweak the mechanics before I can decide how to reward.

How about a royal rumble. Players vs Mobs in a 2x2 room grid. Mobs are wandering and are all aggro, there are always 4 mobs spawned with the empty room getting the spawn, there is a time limit, mobs get progressively harder. Rewards no different than currently, items, drachma and honor. Max players in rumble 8 or less. I want to watch from a grandstand too…

The general idea being that the group must separate into smaller sub groups and fight the easy mobs in each room if they desire to kill more mobs in the time limit. As the mobs get harder people will die and get pushed out of the rumble. The group will have to join up in a single room eventually and all fight together to stay alive as the mobs team up… Orbs are in all 4 rooms… So a sneaky dying player could flee out and await orb restore… if the group are all joined up and fighting mobs in one room… just hope when they kill it, the new mob doesn’t spawn in the room!

I wouldn’t worry about limiting 40’s… already its clear the coliseum is biased to warriors… a group of warriors is going to do better… it’s not about the 40’s. Don’t make it too technical, 4 rooms, 4 auto spawning mobs… prepare to fight!

jezer wrote: already its clear the coliseum is biased to warriors… a group of warriors is going to do better…

The champion of the 4x40 arena disputes your muscle-biased allegation!

  • Magi the Druid Mage

PS: Just wait til the avatar necromasters return from their breaks to claim the higher level scores!

Oh, come on Magi, all the other arena’s have melee classes as top. :roll: Talk about ignore the elephant in the room.

  • I have removed a slight handicap the coliseum had against players using pets. There should be noticeable score improvements. I had already removed the shifted handicap.

  • Fixed level 9 bug with mob hp.

The coliseum had incorporated the notion that druids and necros had a minor advantage. That may have been true near the end of S3, but not now.

@Jezer limiting the # of 40’s was my way of controlling group-size without setting an exact number. Also I thought it’d be interesting to see what breakdown of group performed the best. 4 4x40’s versus 2 8x40’s for example.

Btw: The breakdown of classes that excel at the coliseum is not indicative of how those classes perform in the game as a whole.

*Mindfroy the Illusionist will no longer be able to penetrate mindbar to paralyze you.

When did you remove pet handicap? Yesterday I took in 2 slimes, and used them on a death giant… they missed a lot but the battle went on for much longer… I couldn’t figure it out… guess this might have been it.

I suspect 4 x 4x40 would do better than 2 x 8x40. More players, more attacks, more opening moves, more chance of success, also other classes don’t add as much compared to the first 2. Would be interesting though, maybe closer than I think.

Thanks to those of you who did some testing on the chaos pit beta. I fell asleep or I would have done some on the spot bug correction.

I see retrieve cmd and timer aren’t working. I will hit those after work.

Thanks Pixie for being there to deal w/ problems.

I ran the pit twice last night with Cyprimus, I think Cizin ran with Cyprimus a couple of times before that.

For a beta “mini game” as it were, it’s a pretty dam fine attempt. It’s hard to even give much constructive criticism when it probably already reaches the mark. Two solid players can reach up to near wave 10 where you start to fight the mobs from arena 6 on mass. The waves around that are nicely difficult and perhaps can only be done with multiple healers at the same time. It’s hard for thieves and monks to do opening moves due to some swarming… but this probably is a good thing. There is a good collection of ethers and I found myself wanting every single class to be there for some reason or another… except necro’s they smell… :twisted:

The only thing I’d change about the pit is the way the token’s work. It’s drachma and it’s personal, I’m afraid we are far to greedy to work that one out amongst ourselves and can see that disrupting the harmony of the mud and inter player relationships very easy. Essentially some players will always need “parents” to play nice with the other children and you imms are that.

Thanks so much for the positive feedback. Breeze mentioned the personal octs to me as well. I forgot they were in there and could be sold for drachma. I will address it.

Still not sure how to prize the thing. Still very open to any ideas regarding this feature.

I know I need to fix the retrieve corpse function, and the group death function, and the acquiesce function. I got sent the details by email.

I’ve disconnected it for now. Going to work on it this evening.

*Groupdeath raise / teleport works now even if team member has morted / acquiesced.

*Group teleports to entrance now on final victory.

*Trapezoidal token breaks into hexes instead of personal octs.

*Retrieve corpse function fixed.

How about this. The team who beats this thing with the fewest total levels by a fixed date wins X drachma.

How about a scoreboard that lists the group members, and the fastest completion time achieved by that group, with higher rewards for faster completions.

Say you start with a prize pool of 200 drachma, and then you “lose” 5 drachma every minute. If you win in 30 minutes (which is pretty hard, i think), you’d get 50 drachma.

If you attempt it again with a better group and win it a minute faster than your previous record, you’d get 5 more drachma.

I heard personal octs were removed from the entire coliseum? That might have been a good idea from the pit, but it was nice to have a few pieces of renewable drachma from the level arena’s. Given the quality of drachma eq these days, and with our multi-classes we seem to need more of it, I didn’t see the harm. I popped a fair few of those tokens… still a whole 450 drachma from my next item… that is like 112 tokens… at a max rate of one or two a day? I’d like to see more renewable drachma in the game, even if it’s an option to sell runes at the weaver.

The token prizes were intended as token prizes, not additional drachma rewards. I don’t really care for the idea of people cycling for a random pop that gives drachma. If it were up to me we’d nix the selling of flawed gems and reddish colored eye clasps as well.

Chaos pit is functioning pretty well. I added a scoreboard. Go to the entrance and type look scores. Prizes / contests should come soon.

Here’s the board currently. It appears better ingame.


  •                                                                  *
    
  •             Pit Champions                                        *
    
  •                                                                  *
    
  • The group: Juggleblood *

  • Completion time: 60 minutes. Group levels: 405 *

  •                                                                  *
    
  •             Valiant Efforts                                      *
    
  •                                                                  *
    
  • The group: Juggleblood *

  • Killed 50 opponents in 1 minutes Group levels: 405 *

  •                                                                  *
    
  • The group: Zuzu Shyla Law *

  • Killed 53 opponents in 26 minutes Group levels: 935 *

  •                                                                  *
    
  • The group: Cyprimus *

  • Killed 54 opponents in 20 minutes Group levels: 360 *

  •                                                                  *
    

Now that I have the basics down, I could use some suggestions on the waves.

Here’s some possibilities I have thought about:

Combine wave 1 and 2 into one massive wave of arena level 1 mobs.

Make wave 2 all relatively small ethers.

Looking for more ideas. Accepting suggestions on just about any aspect including, but not limited to: mana restores, drachma rewards, coliseum prize obj affects, coliseum prize pops and frequency, wave modifications, maximum group size, board layout, etc…

Small stuff:

You must now be level 40 in your primary class to enter.

You must now have at least one other person in your group to enter.

Group stats should no longer save if score < 30.

Players who acquiesce or corpse will remain on grouplist on scoreboard, but will not be rewarded or teleported post-match.

**** Now 25 Drachma for Completion ******

May only be rewarded once, but may enter as many times as you wish with whomever you wish. No drachma rewarded to players corpsing or acquiescing from the pit.

!