Infuse Soul eats items.

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Infuse Soul eats items.

Postby Medios » Wed Oct 19, 2005 8:52 pm

Seems kind of silly to me that you take someone soul and make a potion and any eq on them goes into the potion. Seems like it should drop on the ground, otherwise any jackass could infuse and its just like sacrificing. *shrug*

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Postby Leaf » Thu Oct 20, 2005 9:07 am

I think this came up once before, and it was something like... Tough Luck.

Looters should be on or something. I know it doesn't make sense, with
some necros with an auto infuser. *shrug*
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Postby 12345 » Thu Oct 20, 2005 10:10 am

Hmm, I have a few macros that trip over that. Think I ended up trying to loot the corpse first and then having the trigger work on 'There is nothing inside the corpse' or whatever the exact line is. Only problem I can think of with it is if a mob was holding looted invis equipment... but I normally shut looters and such off when on CR. I've been lucky enough not to junk anything too important yet.
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Issues

Postby Avatar » Thu Oct 20, 2005 11:27 am

Client triggers can still have issues during groups or with multiple corpses. If you loot the corpse, then loot again to get the "corpse is empty message", someone else can still sac that first corpse or drop another corpse. Now you've sac'd or infused a different corpse, that may or may not be empty.

We spoke with a coder online last night, I have hopes that they'll investigate modifying the spell to make it simply fail if the corpse has any contents.
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Postby 12345 » Thu Oct 20, 2005 11:38 am

True, groups might be a problem. I normally don't think of that because you get flogged about the head and shoulders if you have an autolooter or autosaccer on while in a group.
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Postby 13 » Thu Oct 20, 2005 3:00 pm

So what did you infuse Mike ? :)
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Postby Gnu » Fri Oct 21, 2005 7:09 am

[quote="12345":m2hmmv1l]True, groups might be a problem. I normally don't think of that because you get flogged about the head and shoulders if you have an autolooter or autosaccer on while in a group.[/quote:m2hmmv1l]

Now I know why do some ppl almost never run in groups... Groups are big problems for their triggers.
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Postby Alberich » Fri Oct 21, 2005 7:21 am

[quote="Gnu":nryfk6pa]Now I know why do some ppl almost never run in groups... Groups are big problems for their triggers.[/quote:nryfk6pa]


it's actually because they're boring and spammy, that counts for alot more than the occasional clueless newb or bot poofing yer eq :)

thanks for lowering solo xps btw, I'm sure rewarding people for doing less work by just sitting in groups instead of taking the effort to learn and solo will certainly make this a better mud in the long run!
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Postby 12345 » Fri Oct 21, 2005 7:36 am

Heh, think Gnu's just poking fun at me. I guess he wouldn't know that I spend about 75% of my time in groups these days :P
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Postby 13 » Fri Oct 21, 2005 9:09 am

Lowered solo xp? I haven't noticed it at all yet, but I know group xp was increased.
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Postby *Splork* » Fri Oct 21, 2005 4:38 pm

I doubt anyone would notice, but I didnt want to lie to anyone. Im not going to sugarcoat changes I make.

Overall, the total xp ingame has increased by about 5-10%. Thats the most important thing. While the solo xp bonus was lowered slightly, the xp for mobs growth was increased. As well, xp in certain areas was increased while none were decreased. And group exp was increased....

Enjoy,
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Postby Medios » Fri Oct 21, 2005 4:50 pm

Big thanks to all the work Splork and Isabo and any other imms have been doing on the game. Even tho I havent had time to learn wintin.net I have heard alot of positive feedback about the new code.

Adam dont get excited, remember that most groups suck for xp. It all depends on who is leading and following. We can still kill more thief solo xp than 95% of the groups so its really no big deal to us. Just add in a few other areas and let your old ones gain some of that age xp before you splork it.

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Group XPs

Postby Avatar » Fri Oct 21, 2005 6:10 pm

Well, I pretty much only group, but I don't see the point of increasing group xp.

On the other hand, growth xps is the xp that mobs gain as the individual mob uptime increases? I love that feature. I know other people would hate it, but I'd reduce mob xp to 50%, then increase it 5% per 10 minutes or so. XP groups would hit more areas, but repop times could be set back down to a reasonable level for people who actually try to pop eq.

Random thoughts...that's the only kind I have !
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Postby 13 » Sat Oct 22, 2005 8:33 am

I'm glad Charles isn't in charge of the xp-system :)
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Postby *Splork* » Tue Oct 25, 2005 6:45 pm

Ive changed this spell so that it will no longer eat items, eventually I will make it spit the items on the ground when a potion is created. But this will have to be good enough for now since Im knee deep in some other stuff...

Enjoy,
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