coliseum edits

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Re: coliseum edits

Postby jezer » Sat Oct 20, 2012 11:51 pm

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.
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Re: coliseum edits

Postby *juggleblood* » Tue Oct 23, 2012 9:38 pm

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.
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Re: coliseum edits

Postby jezer » Wed Oct 24, 2012 7:16 am

Wow, great idea!
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Re: coliseum edits

Postby *juggleblood* » Fri Oct 26, 2012 6:46 pm

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.
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Re: coliseum edits

Postby jezer » Sat Oct 27, 2012 1:20 am

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!
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Re: coliseum edits

Postby Magi » Sat Oct 27, 2012 1:53 am

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!
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Re: coliseum edits

Postby jezer » Sat Oct 27, 2012 2:16 am

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

Postby *juggleblood* » Sat Oct 27, 2012 10:36 am

* 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.
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Re: coliseum edits

Postby *juggleblood* » Sat Oct 27, 2012 10:42 am

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

Postby *juggleblood* » Sat Oct 27, 2012 3:45 pm

*Mindfroy the Illusionist will no longer be able to penetrate mindbar to paralyze you.
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Re: coliseum edits

Postby jezer » Sat Oct 27, 2012 6:24 pm

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.
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Re: coliseum edits

Postby *juggleblood* » Tue Oct 30, 2012 10:03 am

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.
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Re: coliseum edits

Postby jezer » Tue Oct 30, 2012 3:34 pm

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.
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Re: coliseum edits

Postby *juggleblood* » Tue Oct 30, 2012 7:00 pm

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.
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Re: coliseum edits

Postby *juggleblood* » Tue Oct 30, 2012 10:29 pm

*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.
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