Necromancer enhancements

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Necromancer enhancements

Postby Thraxas » Tue Sep 15, 2009 9:40 am

[quote:2sj58flh]
1) Bonus control undead is given at 2x40, 3x40, and 4x40. Mobs are summoned based in a weight system. Each mob is designated a weight based on its power and each player is given so many pts to animate or summon mobs. Each of these levels gets a .15 bonus.

2) Undead control eq has been enhanced slightly.

3) Control Horde is level 6 Avatar

Enjoy,
Splork
[/quote:2sj58flh]

Thanks, looks good.

First item may take a bit of working out and getting used to ... number of summons / animates for me seems pretty much unchanged from the limited testing I've done so far, I'm sure it'll become more apparent as I pass 3x40 and 4x40 points.

T
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Postby *Splork* » Tue Sep 15, 2009 3:18 pm

These changes are not in till next reboot, sorry.

And the pt changes are small and will have minimal affect unless a player experiments with different mobs together.

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Postby Thraxas » Thu Sep 17, 2009 1:36 pm

[i:10vdf3u5]its galling to die with serious xp loss while fargate is up and for no-one to know about it so bear in mind this suggestion is being made while incredibly pissed off about my last 2 days worth of soloing being wiped out through death xp loss.[/i:10vdf3u5]

Necros have 2 half skills:
[b:10vdf3u5]Death Pact [/b:10vdf3u5](a low % chance to be raised automatically should they die)
[b:10vdf3u5]Corpus Severance[/b:10vdf3u5] (a low % chance to have death notify them of another players death)

I would suggest that we ditch Death Pact and up Corpus Severance success rate to a similar level of success rate that Cleric primes see with their raises.

[i:10vdf3u5]or if thats too selfless and community orientated an ability[/i:10vdf3u5]

We ditch Death Pact and replace it with a high % chance for a mud wide / continent wide emote that the char has died ... this provides a nice balance with Corpus Severance, though is a bit selfish I feel.

T
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Postby Dragoth » Thu Sep 17, 2009 5:36 pm

I know its a nightmare Thraxas but this has been talked over many many hours. I have personally nearly quit after losing 75% of what i gained in 3 days of hardcore exping.

It seems that there is no getting rid of this, immortals want death to be painful ? There's been many suggestions but all of them fall on deaf ears. Its a bit like arguing with a baby that eating paste is not good for them, or like trying to persuade an alcoholic to stop drinking - well you catch my drift..
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Postby Dragoth » Thu Sep 17, 2009 5:46 pm

There has been numerous exp loss reductions of course, but a skill or something that would allow any of us to be easily identified as dead seems to be out of the question. And yes, lots of people actually do quit over this and i know a few, so it really makes you wonder..
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deaths

Postby Avatar » Fri Sep 18, 2009 2:47 pm

I guess we'd all agree that there should be some negative aspects to dying. The bad part of all this is that the risk / impact are very spiky. You die while soloing, there are several possibilities that you may get raised and lose nothing. Even when corpsing, there are many times that you corpse, collect your eq, and you've lost some experience but its no big deal - you recover that xp with little effort. Then there are the other times - the third time I leveled up Avatar I lost my second 40 twice in one week. That was back before SS was a continent, so the xp per hour was much lower than it's become since. So the chance of a large penalty is relatively low, but when you hit that small chance the penalty can be very large.

We've all seen these trends where you lose concentration 5 times in a row. That can happen to players too where they lose levels 5 deaths in a row. In a sense, it's fair because we're all taking the same chance, but in another sense it really sucks when that's you hitting the pavement.

Many parts of Sloth are designed this way. Forges are the same way, I guess we'd all agree that there's a really low chance of blowing a forge, but for the person who finally does - it sucks hard. Again, I failed a glimmering sleeves and a ring of the serpents within days of each other.

I guess I'd argue that the we should smooth that curve a little. I guess the spikiness (low rate, huge impact) is a game-design decision. Or rather, it's probably an unplanned artifact and not the result of any consistent plan.

Also, the xp loss seems to be based on how many xps are currently carried? We might have new methods available now (Top-20 lists suggest we track xp's over time). Maybe it makes more sense to sum the xp gain over the last 30 days and divide by 30 to determine potential xp loss (these are just arbitrary numbers, to show an example). So we could theoretically pick an amount of days worth of experience that you lose when you die. We could also reduce the effect of the RNG. It's nice to have some random factor, but this could be x base + y random, and the random part could be a smaller part of the equation.

Charles

PS this may be unpopular, but I also think there should be some xp loss when you're successfully raised. This should be a smaller fraction, but there should be some consistent penalty in addition to the chance of a shock.
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Postby Thraxas » Fri Sep 18, 2009 7:24 pm

I think that if you see my rants as just being upset about dying then you're missing the point. Death sucks there should be a downside to dying, and you're probably right even if you get raised.

What I object to is the stupid impotent frustration after you've died of being able to nothing about it while you kick your heels watching minutes tick away.

Die, and no-ones able to get to you, or you shock thats one thing ... but if theres bored raisers close by willing to help but unaware you're dead well that just sucks.
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