+--------------------------- CHANGELOG ENTRY #1168 ---------------------------+
| Entered by: Keroc Date: 2016/03/06 12:49:02 |
+--------------------------------- CHANGE ------------------------------------+
I've updated the backend support for impalement. The main thing you may notice
is that the 'mob_impaled' affliction no longer exists and that some messages
may have been tweaked. Everything else should function roughly the same. Please
submit a BUG if you notice anything strange.
+-----------------------------------------------------------------------------+
DEFENSIVE
259: L1 substitution a target dummy 200cr
260: L2 substitution a target dummy 400cr
261: L3 substitution a target dummy 800cr
@EVERYONE: Stop being so greedy with the credit market. With the recent gold nerfs, making the gold required to buy credits is only going to become harder, which in turn will force new/young players away from the game when they can't buy credits with ingame currency. Don't be greedy and think about the longevity of the game (lest we become like Imperian with 15k credit prices).
So please, can we (as a caring playerbase) TRY to keep the credit market affordable and not insanely priced?
(Oasis): Benedicto says, "There was like 0.5 seconds between "Oh hey, they're in area. That was quick." and "OMFG THEY'RE IN THE AREA STAHP STAHP!""
Speaking as an Imperian player, it's so much easier to get gold in Imperian that the credit prices in terms of bashing-time-per-credit are probably a lot closer to each other than you'd think from just looking at the numbers.
Was the ylem mine designed to give ylem aura, or was aura an existing mechanic that got incorporated into the mine because it has eld and stuff? Specifically, I'm wondering why one of the ylem-generating activities that's viable for noncoms can potentially land them in a situation where they get PKed for having aura, and if that's something that could be changed.
Was the ylem mine designed to give ylem aura, or was aura an existing mechanic that got incorporated into the mine because it has eld and stuff? Specifically, I'm wondering why one of the ylem-generating activities that's viable for noncoms can potentially land them in a situation where they get PKed for having aura, and if that's something that could be changed.
@Hadrak@Emelle I actually think the aura is fine aside from maybe its length, maybe shorten its duration a bit, but keep it in place, it makes it a safe zone for younger players to go for gold and xp, because that aura means no xp loss on death. So it's a "safe place" once a day for a newbie to get at least a little bit of gold to put towards their gear. And some XP that gets them a good step towards the next level.
edit: And when I say "Shorten its duration a bit" I'm meaning take its current 30 to 60 second duration (I've not actually measured it) and reduce it to about 10, maybe 20 seconds at most. About the same length of time Overkill gets without the arti buff
The rushing sound of waves breaking upon a shore fills your mind as Slyphe imparts to you, "Meltas is a bit..special sometimes..."
@Hadrak@Emelle I actually think the aura is fine aside from maybe its length, maybe shorten its duration a bit, but keep it in place, it makes it a safe zone for younger players to go for gold and xp, because that aura means no xp loss on death. So it's a "safe place" once a day for a newbie to get at least a little bit of gold to put towards their gear. And some XP that gets them a good step towards the next level.
Absolutely not. A ten to twenty second aura length means that it's that much harder to hunt people who are out tapping minor foci. There already is a zero exp loss penalty when dying with the ylem aura, so when I want to take out the competition for hunting minors, I'd really rather not have them be able to simply hide behind the pk rules that much more easily. I don't think they need the extra help with a shorter aura duration.
Would it be possible to somehow get the ability to gallop/dash over icy ground? Levitation used to do that, but not since the movement changes. With waterwalking you can gallop and dash on water, why not something for the frozen kind? I just want my ability to gallop quickly from place to place to return.
Pretty sure ice always stopped gallop and dash. It's meant as a counter specifically to that.
This is not true. I have an entire galloping system set up that says otherwise. It worked flawlessly no matter what season, galloping through the Tundra until the changes to movement.
What I'm asking is if something could be put in to make it work again (or if you for some reason don't believe me, work at all) much like the waterwalking enchantment, but for ice?
Weird! I remember slipping trying to dash on ice in the past but I guess I ultimately think it's a good thing that it exists now as a counter for dashing.
@Avishai it's frustrating though. Might not break the game for others, but the change made a huge part of something I (a non-coder) actually coded for myself useless. And there's nothing to do to counter it, even with a cost. I gather it's meant to prevent people from escaping too easily from fights, maybe? But come on... there are so many other escape skills out there anyway.
Before the changes we couldn't gallop on water. Now we can, without waterwalking no less. Since the horses can now gallop across deep oceans, how come they can't manage a bit of slippery ground anymore when they used to?
so I will admit I did not read Mhun laws to realize that Bloodloch citizens are never allowed in, but I do have a few questions that I didn't want to start a thread for.
I tried to path to their comms shop and the time between their first strike and my death was 0.061 seconds. I took over 6k of damage and 4 hidden affs in that time with a cutting audit of 39%. All from crossbow bolts, not from a mob. Is this reasonable?
Second; I payed in february to be unenemied so that I could access trade since comms aren't being generated anymore. Can there be a way around the crossbow bolts of doom or could other cities possibly take a tradeport hit via rp somewhere else?
Comments
+--------------------------- CHANGELOG ENTRY #1168 ---------------------------+ | Entered by: Keroc Date: 2016/03/06 12:49:02 | +--------------------------------- CHANGE ------------------------------------+ I've updated the backend support for impalement. The main thing you may notice is that the 'mob_impaled' affliction no longer exists and that some messages may have been tweaked. Everything else should function roughly the same. Please submit a BUG if you notice anything strange. +-----------------------------------------------------------------------------+
DEFENSIVE 259: L1 substitution a target dummy 200cr 260: L2 substitution a target dummy 400cr 261: L3 substitution a target dummy 800cr
?
Answer: Same. You can dodge the new impale, too. It only works on mobs though.
You can verify with @Keroc.
Can you guys make it possible to trade in tattoo tokens?
Sorry I forget mate.
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
ARTIFACT REMOVE (tattoo) TATTOO FROM ME
This will remove an artifact tattoo from your body. You will be asked to
confirm it.
From HELP 23.4.3
So please, can we (as a caring playerbase) TRY to keep the credit market affordable and not insanely priced?
@Keroc @Hadrak @Dristin
"The smell of dusty fur, sweet smoke, waiting and patience, a thing that time cannot kill. The moth that candles won't burn."
edit: And when I say "Shorten its duration a bit" I'm meaning take its current 30 to 60 second duration (I've not actually measured it) and reduce it to about 10, maybe 20 seconds at most. About the same length of time Overkill gets without the arti buff
@Keroc @Hadrak
What I'm asking is if something could be put in to make it work again (or if you for some reason don't believe me, work at all) much like the waterwalking enchantment, but for ice?
Before the changes we couldn't gallop on water. Now we can, without waterwalking no less. Since the horses can now gallop across deep oceans, how come they can't manage a bit of slippery ground anymore when they used to?
I tried to path to their comms shop and the time between their first strike and my death was 0.061 seconds. I took over 6k of damage and 4 hidden affs in that time with a cutting audit of 39%. All from crossbow bolts, not from a mob. Is this reasonable?
Second; I payed in february to be unenemied so that I could access trade since comms aren't being generated anymore. Can there be a way around the crossbow bolts of doom or could other cities possibly take a tradeport hit via rp somewhere else?