regentime

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regentime

Postby Pine » Sat Jan 07, 2006 9:12 am

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?
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Postby Weasel » Sat Jan 07, 2006 4:06 pm

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?
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Postby 12345 » Sat Jan 07, 2006 8:54 pm

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.
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Postby Medios » Sat Jan 07, 2006 9:02 pm

Explain this regen u speak of?
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Postby blackmore » Sat Jan 07, 2006 11:05 pm

It's what the leader calls for when needing another beer.
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Postby Weasel » Sat Jan 07, 2006 11:05 pm

[quote="12345":2u9zgxuo]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:
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Postby 12345 » Sat Jan 07, 2006 11:23 pm

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 :)
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Postby Weasel » Sat Jan 07, 2006 11:40 pm

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?
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Postby 12345 » Sat Jan 07, 2006 11:53 pm

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.
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Postby Weasel » Sun Jan 08, 2006 12:01 am

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 :)
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Postby Pine » Sun Jan 08, 2006 2:39 am

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.
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Postby Guinex » Sun Jan 08, 2006 5:53 am

No offense 12345 but you must do some shitty ass exp runs doing that.

*smoke*
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Postby *Splork* » Sun Jan 08, 2006 1:22 pm

[quote="Weasel":m0eap244]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,
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Postby Weasel » Sun Jan 08, 2006 1:41 pm

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...
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Postby Vixn » Sun Jan 08, 2006 1:58 pm

You just became a decrepit old xopek so now it's so hard for you. *giggle*
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