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Messages - Chongo

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21
General Discussion / Re: World policy update -- Discussion
« on: October 04, 2011, 02:25:00 pm »
Quote from: Frendh
People can step up if they feel like it.

I'll step up.  I think this shouldn't be the focus of the thread, so hopefully it isn't dwelled on.  I've seen most people lure, including the majority of the DM and development staff.  But there is a line in the sand that I think everyone can inherently feel.

So, stepping up - this is my line, and regardless of what anyone says, I'm sticking with it.  It's the way the server was built, and it's mechanically fair in my mind.

- Use terrain features, but once you notice you've dumbfounded AI, stop and try a more fair approach.  Maybe not in that exact instance (since you shouldn't be required to die because you've cornered yourself with the decision of shoddy AI vs. unnecessary death), but the next time don't repeat it.  Sure, archers should find cliffs to shoot from.  Casters too.  But if the creature AI has fizzed out so it's standing still, or doing the frenetic pacing back and forth... try something different next time because you've broken the game.
- Ambushes are great.  Send a guy in and lure creatures back to an ambush.
- Bottlenecks are great.  Ambush them into a bottleneck.  It's their darn fault for not being smart enough to craft bows to fire back at you, and it's not AI stopping them, it's their overly wide cousin that's taking up all the room in the bottleneck.
- Picking off stragglers is fair game.  If a straggler comes to you alone, you shouldn't feel inclined to fire an arrow at the mob past the trees just because you're worried about luring rules.
- Taking chunks at a time is fair game to me.  Technically (in fantasy reality) - if you engaged a trolloc screecher in that 500 foot stretch of forest glade, all 24 that have spawned would hear you.  The game wasn't designed for this - I personally didn't design areas for this.  If you try to say this isn't fair, then prepare to go in and redesign about 500 spawns.  Where the idea of 'chunks' gets sticky is when you toe the visual line.  Here's a perfect example of the wrong, and it's me doing it.  I'm at the goblin boss spawn in the redlights.  I am inching backwards to pull the boss, and only the boss, but not the elite and shaman standing two inches behind him.  They are literally two in game inches apart.  After that battle, I felt dirty about it.  And you know that you've crossed that line... so you think about it, you say 'shucks, not cool', and you don't repeat the practice.  On the other side of that line though, is standing in the woods east of corax, looking at 12 giants, than your party of two who happen to be the only folks online, and letting 3 or 4 giants come at you at a time.  This doesn't feel dirty to me.  You're handling the CR range at twice the number of creatures as there are members in your party - the spawns aren't protecting CNR or beneficial passage, and it is a design issue that does not account for low player numbers, and their ability to play the game as intended.


What I think a lot of people don't realize is the basis for spawn and creature development.  They were calculated to challenge a fair group of same CR.  Well... but... this is not static.  When was it calculated?  What was the estimated fair group size and composition?  This isn't just a dynamic between EST and GMT group sizes, it's server size and composition evaluations that are in many cases a half decade apart.  And you don't blame the player group that is on average only half as large and strong as 5 years ago.  You look at it objectively, and do the math on the disparate composition basis.  Without doing so, you could, to the extreme, effectively make your game unplayable.  For luring and such - I think it comes down to what the fair fight feels like it should be.  I don't think it's 16 giants versus 3 PC's of the same CR.  Perhaps you find the instance where you have 6 PC's.  And yes, the dynamic should change in your head.  But I don't think anyone should ever bark at you for initiating a fair challenge versus the available playerbase.  And everyone can feel that line pretty well in my opinion.

22
Ask A Gamemaster / Re: Harrigan stuck on west
« on: September 22, 2011, 08:34:46 pm »
WASD gets you stuck.  Not sure if this is the case, but anytime you have it down during transit you're asking for it.  You'll port across the screen, find yourself on unclimbable cliffs, be standing on top of an invisible black tower, etc.  When someone is just barely stuck in a wall or a weird walkmesh (like the side corners of crypt bridges for example), try backing into them at an angle like you're trying to lever them out of it.

23
Ask A Gamemaster / Re: Possible typo in Lore re: Epic Ranger Feats
« on: September 20, 2011, 11:18:56 am »
And, flipping that over... you don't have to take favored enemy at those FE specific bonus levels.  The ranger list opens up at that point. So you can technically go to 40 ranger with only 5 FE's.

24
Character Development Quests (CDQ's) / Re: The Troll King - (CDQ/GCDQ)
« on: September 19, 2011, 11:23:36 pm »
*Throws a dart at the placeholders*

25
General Discussion / Re: Extrem lag on game servers and forum
« on: September 12, 2011, 10:53:33 pm »
Quote from: Hellblazer
The same seems to be happening today. Felt it from 16:40 to 17:00 (EST)

Noticed this as well - it was quite bad.

Fairly bad lag today at 9 PM MST (time of this post).  On central server, only two people online.

26
General Discussion / Re: Can't let this slip by
« on: September 06, 2011, 07:24:07 pm »
Happy birthday bud

27
General Discussion / Re: Happy Birthday scifibarbie!
« on: September 02, 2011, 12:53:19 pm »
Happy birthday!

28
Fixed Bugs / Re: Flame strike damage
« on: September 02, 2011, 12:42:47 pm »
Looking at the picture a couple things come to mind:

- According to LORE, you should be getting 9d6 damage, half of which is divine and the other half fire.  So... on average, you should be striking for 13ish fire damage and 13ish divine damage.
- From this picture, either the LORE specifics are incorrect on A) the % damage coming from fire vs. divine, or B) the overall damage (9d6) as the kobolds are perhaps fire vulnerable
- Orrrrr.... it's B, the kobolds are fire vulnerable, and you are having substandard damage roles.

I'd say try it on ogres to rule out the fire vulnerability possibility.   If it's consistently below 27 total damage, then there might be something wrong.  Then it gets into whether the 9d6 is incorrect or the divine vs. fire percentages are incorrect.

29
Introduce Yourself / Re: *waves*
« on: August 26, 2011, 03:40:38 pm »
Welcome back blonde.

30
Trade and Market Hall / Re: For Sale: Lesser Gauntlets of Ogre Power
« on: August 26, 2011, 01:47:03 am »
*Krym grabs the notice immediately and tears it off so no others can see*

31
General Discussion / Re: Happy Birthday Filatus and others
« on: August 16, 2011, 10:59:47 am »
Happy birthday Filatus!

32
General Discussion / Re: Nostalgia Crawl Tonight?
« on: August 13, 2011, 10:20:10 pm »
Aaaaaaand... let's make it tomorrow night.

10 PM EST, Sunday August 14th.  Levels 1-20ish.

Ping if you're interested.

33
General Discussion / Re: Nostalgia Crawl Tonight?
« on: August 13, 2011, 09:09:58 pm »
Going to assume the thanks mean you'll be there.

Great!

34
General Discussion / Re: Happy birthday 'loooo
« on: August 13, 2011, 11:41:31 am »
Happy birthday bud.

35
General Discussion / Re: First Death
« on: August 08, 2011, 03:56:20 pm »
Thunderpants was fun.  Didn't know Lue had died off.  :(

36
Trade and Market Hall / Re: Charity Auction
« on: July 30, 2011, 12:02:55 pm »
Gold can be left with Jennara Creekskipper whenever you find it convenient after picking up the item.  Please do not pester her with PM's trying to find a time to meet up.

I'll be leaving them in a chest at my home in Miritrix - you know which one you bought - grab it. The chest has been placed in the main entry area.   The door is unlocked to get into the house.

I apologize for the inconvenience to all parties - this was not intended as such.  I didn't plan well for it all.  Again - do not PM gulnyr in game for gold exchange unless he has Jennara already online.  And again - Jennara does not have the items on her person - they will be in the chest.  Just pick them up.

I will follow this up with an update on when the items are in the chest.

37
Trade and Market Hall / Re: Charity Auction
« on: July 29, 2011, 10:36:38 pm »
OOC:

I will be distributing these myself - so PM me to arrange a pickup.  Gold can be left with Jennara Creekskipper whenever you find it convenient after picking up the item.  Please do not pester her with PM's trying to find a time to meet up.

I'll be leaving them in a chest at my home in Miritrix - you know which one you bought - grab it. The chest has been placed in the main entry area.   The door is unlocked to get into the house.

I apologize for the inconvenience to all parties - this was not intended as such.  I didn't plan well for it all.

I will follow this up with an update on when the items are in the chest.

38
Ask A Gamemaster / Re: Disappearing Bard Spells
« on: July 29, 2011, 02:49:26 am »
Karma

Orth put it in years ago.  It's resistant to reincarnation.

39
General Discussion / Re: Custom Portraits
« on: July 27, 2011, 12:15:50 am »
Haels Bryjun

40
Trade and Market Hall / Re: Charity Auction
« on: July 26, 2011, 10:15:22 pm »
Auction is Closed.

Please report to Miss Jennara Creekskipper for exchange of true for your items.  Many thanks for your efforts in raising funds for those who undoubtedly will receive it well.  Three Million Nine Hundred and Fifty Thousand True were raised for Miss Creekskipper's chosen charities.

Regards,

Abiorn Rukrym

All Items Are Hereby Sold To:

Item 1: 100,000 to Xaltotun

Item 2: 75,000 to Tralek
Item 3: 300,000 to Alantha
Item 4: 175,000 to Baerythryn
Item 5: 400,000 to Drachus
Item 6: 150,000 to Tegan
Item 7: 1,525,000 to Steel
Item 8: 175,000 to Enzo
Item 9: 150,000 to Shyntyl
Item 10: 250,000 to Chakar
Item 11: 400,000 to Drachus
Item 12: 50,000 to Gormungard
Item 13: 75,000 to Vrebel
Item 14: 125,000 to Griff

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