I have been noticing lately that I spend more time regenning than I do actually playing. A lot of it has to do with having to prep with several spells to get ready for a run, which only lasts a tick or maybe 2 because my mana depletes so fast(when I have to use breathe weapons). So I have a thought to cut down on prep time.
Make a 2x40 awakenee that can cast some druid spells, such as fluidity, morning glory, canopied arbor, natures revival, etc. Or maybe the awakenee could be a “mage stone” of sorts for a druid. The druid could “mem” 4 or 5 spells into the awakenee after awakening it. The druid would still have to sanc and stone skin self, but the awakenee could save the druid some time. It would be a dryad or nymph follower or something like that, kinda of like peri.
Other thought, maybe tangle vines’ grapple ability could increase in level with druid so that druid can “web” while shifted?
I mentioned a similar thing recently re spending too much time regenning- the recent mob saves fix I guess is making runs a lot shorter for me now - I can’t hit as much as I used to without needing a regen. Spending so much of the time just sitting at the keyboard regenning is making gameplay relatively boring - not a good thing. Don’t really know what can be done - somehow I doubt coders will ‘un-fix’ the mob saves thing that was recently fixed, and I doubt they will increase regen rates. This of course is in reference to solo runs, not group running. Anyone else noticing the increased frequency of regenning?
Regen isn’t one of my favorite things, but that would mostly explain why I have 2 characters that pretty much don’t regen. If you can put together and run a good group, you can sometimes make regen a very rare event. Or if you’re Mike, figure out how to avoid it altogether.
Explain this regen u speak of?
It’s what the leader calls for when needing another beer.
Regen isn’t one of my favorite things, but that would mostly explain why I have 2 characters that pretty much don’t regen. If you can put together and run a good group, you can sometimes make regen a very rare event. Or if you’re Mike, figure out how to avoid it altogether.[/quote:2u9zgxuo]
Yeah I agree - with groups it’s not really an issue, it’s pretty much only with soloing where it’s really starting to suck. Perhaps if we had a bigger player base to support sizable groups being available more often, but alas we do not - depending on what time of day you log on.
Multiplay for solo only would be groovy if the chars were (for example) not allowed on the same continent, thereby avoiding possibility of ‘cheating’ by using one to assist the other ..then we could play one char while the other regens, but that’s never going to happen hehe.
Of course this also depends on what sort of runs you’re doing and mobs you’re hitting. It just happens that I solo a lot of the time because some days I afk for short periods of time fairly frequently for one reason or another, and afk too often is not acceptable in groups (and almost impossible if you’re the tank) - you tend to get accused of botting, and players have been wiped for that in the past. The alternative is to spend much of the time regenning if you play solo. When I do have time to play without frequent afk but I don’t want to spend all that time regenning, I just check the live info on the website here, and if there’s no open groups running then I don’t bother logging on. I don’t know if that’s such a good thing for sloth as a mud though if there are others doing the same thing, as I suspect there are.
Whatever, I’m just blabbering. So anyway, how do you have chars that never regen in solo? You just run kobolds and gnolls or what? hehe :twisted:
I have chars that don’t blast. The spells I use usually last about 24 ticks or so and I regen hps like candy. I have no mana regen and I pretty much don’t care. If I’m on BH I usually pop into T&D for short periods if I get especially beat up.
And if there’s no groups, that usually just makes it easier for me to start one :)
so just pound down fat mobs that dont do much damage in rounds? joy. T&D getting notorious for pthieving so I hear.. altho just get changed elsewhere and don’t carry any coins I guess. What classo btw?
:wink:
I do quite a bit of damage.
Warrior/Monk/Cleric/Druid
Nice AC, damage reduction, fluidity, sanc, great regen, eudaemon, etc, etc.
Have to pick mobs carefully without blasting, but I don’t seem to have much trouble. Crystal falls is actually a nice place for me.
CF? Ack I used to hate that place - died so many times there.. mind you, I was a lot smaller back then heh.
Yeah I guess I need to have some of the new classes.. seems not so good for solo with my old classo only chars now.
Thanks for the info :)
Re groups vs. solo, my comments were talking about regenning while solo. Playing in groups is very nice and regen is not a problem. I, like Weasel though, can’t commit to participate in a group very often. Solo-ing takes too much time in Sloth in my opinion.
Re 12345’s characters, I also have a “tank” type character for which regen is not nearly as much of a problem, but that hardly solves the problem for the other classo’s.
I also don’t know of any great solutions. Increasing regen would unbalance the game. However, I don’t think it is a good idea to ever use lag, regen times, cycling for repops, and any other downtime type of issue to balance or make a game more difficult. To some extent those things are unavoidable in muds, but maybe some improvements could be made? For example,
1.) Why couldn’t fast repop be the normal repop rate? If it is too fast in some cases, areas could not repop with players still in them.
2.) Could cycling for an item be replaced with forges or something else. In my opinion, nothing is more boring that cycling the same mob over and over for an item. I think some item pop rates could be tripled or even quadrupled without making it too easy. The maimed elf is good example. He is hard enough to kill, so why have super low pop rate( I don’t actually know what his pop rate is, just example) Instead of having tons of chop mobs, make a mob hard to kill even once, but have high pop rate.
Maybe these ideas aren’t feasible with the way sloth is set up, but if there is any way solo-ing could be sped up, that would be great. Real life is going to severely limit my sloth time for awhile, but I’d like to keep with it a little bit at least. It’s hard to keep up at all though when you can only play 30 minutes a day or every other day. That is only 1 maybe 2 good runs for pine after all the prep time.
Anyway, Sloth is a great game, hopefully something can be done to speed things up a bit.
No offense 12345 but you must do some shitty ass exp runs doing that.
smoke
I mentioned a similar thing recently re spending too much time regenning- the recent mob saves fix I guess is making runs a lot shorter for me now - I can’t hit as much as I used to without needing a regen. Spending so much of the time just sitting at the keyboard regenning is making gameplay relatively boring - not a good thing. Don’t really know what can be done - somehow I doubt coders will ‘un-fix’ the mob saves thing that was recently fixed, and I doubt they will increase regen rates. This of course is in reference to solo runs, not group running. Anyone else noticing the increased frequency of regenning?[/quote:m0eap244]
Mob saves were never touched, so that is definately not causing this. Although we plan on either 1)redoing mob saves so that player offensive skills no longer fail close to 100% of the time against high level mobs or 2) adding a skill which would increase the chances of getting full damage on an offensive skill or 3) both 1 and 2…
Enjoy,
Splork
Strange.. wonder what it is then. I know Oly wasn’t touched, so it’s not an area thing. Certainly mobs are harder to kill there than they were a few weeks back before those changes that were reversed…
You just became a decrepit old xopek so now it’s so hard for you. giggle
hehe yeah probably.
No offense 12345 but you must do some shitty ass exp runs doing that.
smoke[/quote:139f9x7x]
I run coins in CF, not xp. I can get about a mil a tick running xp without stopping or taking damage. I find it boring enough that I’d rather lead groups though.
I do some of my best work in 2-man groups. With a Cipha or a Rynquald following, I manage to run quite well in a lot of areas :)
Maybe if you are impatient to regen or cycle a mob it’s time for you to play tetris, huh?)
Gee that was a helpful comment. Actually, sometimes I DO play tetris while I’m regenning. Go figure.
Actually Weasel, I’ve been learning some of Lyme lately. Ran a 2-3 man group there and managed to keep a steady flow of xp coming in. All grouped weren’t unpleased. Also took a crack at a 3 man chop group that was rather short lived because I had to rent. Managed to drag down a 30 mil mob before we were forced to regen.
Seems like a decent place to run smallish groups if you can find someone else around who’s bored and struggling. Honestly, my char can’t kill much of anything on Lyme by himself… save perhaps some chicklings, but with a good follower, the possibilties are quite nice indeed.
I think we calculated that in a 2 man group we made over 50 mil each our first hour. Adding a 3rd man didn’t lower it too much. I’d like to say that we were running as high as 70 mil / hour at one point, but I only estimated our start time, so that may be high.
I’m sure Weasel runs at much better than -9 and the +10 damage that I do. Smallish groups rock :)
As I mentioned before, I agree re groups - regen is not really an issue - I was, as were others, referring to soloing only, for reasons already given.
8)
I just don’t get the problem. Regen always existed and will exist, soo?
If you don’t rock solo or you find it tooo boring to regen all the time, find a groupmate and splork stuff. Or pop a perfect regen set and be happy. :)
And yeah, most of us read news, chat or whatever while regening. Not that you have to stare at the screen 4-5 mins you regen :))
a simply wonderful suggestion, although my regen set still needs work..
i love a good 2man splork run,
btw i will be taking reservations :twisted:
Where are you taking me out to Autuo?
smoke
Demo meet Guinex,
Guinex meet Demo,
toss guinex west
Posted by 12345 below,directly quoted:
Managed to drag down a 30 mil mob before we were forced to regen.
3-man chop groups are overpowered and need immediately nerfing.
I blame Splork
:twisted:
It’d be nice without the 5 mil caps. Quicker xp to chain smaller mobs and avoid regen though.
I just don’t get the problem. Regen always existed and will exist, soo?
If you don’t rock solo or you find it tooo boring to regen all the time, find a groupmate and splork stuff. Or pop a perfect regen set and be happy. :)
And yeah, most of us read news, chat or whatever while regening. Not that you have to stare at the screen 4-5 mins you regen :))[/quote:1svjbjxy]
read the whole thread. the original comments were regarding how recently many solo runs became significantly shorter while regen remained unchanged, the overall effect being that an even higher percentage of time is spent regenning - verging on around 80percent now depending on your runs ..ah fuck it I cant be bothered with this - this is what, the 3rd or 4th time I’ve had to repeat the same basic statement? please read the whole thread first :P
shrugs.. you using winds still? maybe fbolts rock more there
Yeah possibly - haven’t popped the books yet.
That is probably a fair bit of the difference then. Frostbolt appears to be slighty weaker than the old firewind, and now firewind is weaker than frostbolt.
Frostbolt is quite a bit more powerful than the old firewind. But yes, firewind was lowered slightly to make up the gap between thunder clap and frostbolt.
So if he hasnt gotten the new spellbooks then he did lose some damage.
Enjoy,
Splork
Ok great, that really answers it then :) I had heard frostbolt was the new spell of choice, but I didn’t realize firewind damage had been lowered from what it was. Thanks. :)
Splork - has firestorm been nerfed a little as well, or just firewind?
The spells are the same Weasel. Firestorm just tosses a firewind at everything in the room.
Yeah I realize firestorm is an area version of firewind stare but that didn’t neccessarily mean they were effected by the same tweaking.
So in other words 12345, yes, firestorm has also been nerfed then. I wonder if an area version of frostbolt will be introduced (frostwind?) as a result..
Laugh, I wasn’t trying to be insulting, I actually meant it’s the same spell. Firestorm doesn’t have any code of it’s own other that to identify all the targets and cast firewind at them. Any changes applied to the base spell affects the area spell by definition.
Good way of doing it actually. Quick, efficient and avoids silly problems like modifying one but forgetting to modify the other.
But yes, every mass spell is exactly like casting multiple versions of whatever it’s base spell is. If one gets stronger or weaker, the other does automatically.
Kewl - yet another thing I wasn’t sure of one way or the other regarding the coding on sloth. Cheers.
hmm. Well so far frostbolt just seems to use my mana up a little faster (28 mana per cast instead of 25) - running Oly has not improved back to near where what it was on most runs for me I’m sorry to say. My last run got me most of the way through the ground level before I needed to full regen again.. pretty pathetic really ..not that this post will make the slightest bit of difference. I guess grouping is more and more becoming the only way to play sloth anymore if you don’t want to become bored to tears hitting smaller mobs and/or spending most of your time regenning, and grouping may well exclude a significant number of players. Sad we don’t have much say in it. One man’s vision huh..
I will lower the mana cost to 25 mana for frostbolt.
Also, we are in the process of adding something pretty cool(well what a couple of us visionaries think is cool anyways). So keep your eyes open…
Enjoy,
Splork
Thanks, appreciate it. Still can’t quite figure why my runs are so severely effected now though - running at about 50% of what I used to in Oly still.. has parry been nerfed? I can’t figure out what else is causing it if Oly hasn’t been changed and saves have not been changed..
parry has been made level dependant or nerfed (it doesnt work 90% of times like it used to).
becides, saves have been changed too (you know this already)
btw, why would a tard solo at Oly while there are much better areas expwise?
btw, I too think that mud is more tending to be a group mud, and soloing is getting harder and harder, and anything that one uses to aid his soloing to a greater extent than anything else, gets nerfed (just my observation).
Taking into account that Jake was always saying that its a group mud, I dont see anything unexpected going on here. However, it does hurt us soloers more than he could have expected.
Take this solo/group exp split performed lately. Now one has to either suffer half exp solo penalty or take a groupie, which may not be inconvenient if doing run/afk/run style, etc.
Not sure where that information came from Teron but…
Neither saves, or parry have been touched at all.
Enjoy,
Splork
On a side note, we are busy working on more skills for the non caster classes. Any ideas would be appreciated, they can be either emailed to Kj or myself, or posted here. Mostly looking for warrior and thief.
Feel free to flame these ideas to bits but here goes……
warrior skill
Bloodlust
Warrior level
When under the influence of bloodlust the warrior does double normal damage with every hit, but for the duration of the bloodlust the warriors HP’s are halved.
Dual Wield
The warrior can, instead of using a shield, wield a weapon in his off hand. This gives the warrior an extra attack with the off hand at -2 to hit.
Disarm
Gives a change to allow the warrior to knock a weapon out of the targets hands and onto the floor.
Intimidate
By shouting, screaming and generally putting the fear of god into your opponent, you give your opponent a -3 to hit for 1 tick. Also gives a very small chance (like 2%) that your opponent will run away.
Wrestle
The warrior attempts to wrestle his opponent to the ground. Make it based on a strength and size check (obviously you can’t wrestle dragons to the ground). When succesful the warrior cannot make attacks against his opponent, but neither can his opponent attack him or anyone else in the room. However it allows the rest of the group to have free strikes at the opponent untill the hold can be broken.
Deathglory
Lasts 3 ticks, with this skill activated everytime the warrior kills an opponent his damage increases by 1 point. After 3 ticks the damage drops back to 0 again
Dual Wield
The warrior can, instead of using a shield, wield a weapon in his off hand. This gives the warrior an extra attack with the off hand at -2 to hit. [/quote:ebbq782q]
This free hand is broken or something.. otherwise I can’t understand why I can do 4 attacks with my other hand.
Disarm
Gives a change to allow the warrior to knock a weapon out of the targets hands and onto the floor. [/quote:ebbq782q]
There are quite a few mobs wielding weapon and I don’t sure the damage from this weapon counts into the total damage mobs can do.
Don’t want to be sarcastic, I hope there will be more useful skills for old non-casting classes. Mabbe thieves can get stalk skill or something like this cause it’s seems strange to me that monks goes much more hide and quiet then thieves.
Wrestle sounds more like a monk skill the way monks have been positioned in Sloth. Alsodon;t see how you could do this and have a sword or shield.
I can see what you mean about wrestle, however I would assume a monk would be able to damage his opponent when fighting (aka ultimate fighting championship). Whereas a warrior is just trying to use brute force to stop his opponent moving around. Maybe make it so you can’t have weapon or shield to use it, making it kinda dangerous to use, but once you have your opponent pinned the rest of the group could beat the living shit out of your opponent.
On the dual wield point, I think that would make it way too high level to suddenly be doing 4 more attacks. Was looking for something that wouldn’t be an avatar level 40 skill. Maybe have off-hand second/third attack as a new skill as well then.
I know the game only loosely follows AD&D, but typically dual wield only gives a single extra attack per round. Fighting with your off hand is ackward unless you’re skilled in fighting Florentine.
I think thieves could stand to have more available to them in groups. One of these would be a good addition I think…
Throat slice.
This is a slightly less powerful version of a backstab that has the added potential benefit of slicing the caster’s vocal cords. While not necessarily fatal, the victim normally finds it impossible to utter the necessary incantations for spells. Cannot be used in battle.
Salt toss.
Thieves prefer stealth to fighting toe to toe, so on those occasions they must, they rarely fight fairly. This skill requires a small salt pellet to work. The thief quickly grinds it between his fingers and tosses it at the opponents eyes. If it strikes, the opponent will be blinded and may stop fighting entirely while their view of the world is suddenly replaced by blinding pain. This skill is particularly effective against slimes and leeches, and completely ineffective underwater or against plants and automotons.
well regarding parry I was judging by my own experience.
Maybe I just started parry not working when I started doing hard hitting mobs ;)
as for saves, wasnt it confirmed that they are now counted after spell damage or it was reversed back?
As for skills, I suggest you start a new thread :)
P.S. I did suggest a doorbash skill numerous times
allows a warrior to break doors at a cost of 30mvs. can not damage magically warded entrances.