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 Post subject: Glaring issues and mayor bugs
PostPosted: Sat Jan 01, 2005 1:10 pm 
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Use the following guidelines for posting:
- Post actual issues and mayor bugs which ruin your gameplay experience. For example: negative-hitpoints without actual death, lowest newbies not getting hit by monsters, loosing items for no reason at all, etc.
- No discussing: All issues will be collected in a top 50 list and discussed AFTERWARDS, so only post (and/or append) to your list of issues!


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 Post subject:
PostPosted: Sat Jan 01, 2005 2:35 pm 
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COMPRESSED LIST OF GLARING ISSUES

Here is the compressed list of glaring issues and requested nerfs. I havent included any minor issues, personal preference thingies, or things that have a reason to be there (like stun stunning yourself a bit too).

Doesn't always reflect my own opinion on matters btw.

FIXED (Already fixed on codeport):
- No player say in changes, badly tested code.
- Wearing armor makes you easyer to kill. Cloth armor better than metal.
- Adamantium + Meteorite are worse than Mitrill for most equipment.
- People are jailed without actually doing anything wrong.
- Balancing magic and combat for combat purposes.
- Mobility(AC) being capped, while AR isn't.
- Severs and criticals are unbalanced.
- Items in shop not being identified.
- Regeneration spamming
- Magic doesn't improve after epiccing.
- Traps with insane damage + DC in epics.

Glaring issues:
- lack of PvP (Voluntairy)
- No way to heal without clerics. Give bandages a partial heal.
- Newbies can ruin the gaming fun by behaving offensively on public channels.
- Resistances are too absolute. Unbalanced.
- Epic dungeon is bare, it needs a description.
- Gem pop gradient in epic dungeons according to levels.
- Pierce does not cause funky wounds.
- Inability to enter areas based on level, for token hunting and the like.
- Shields are useless.
- Druids need another elemental
- Crafted items not popping more than three sockets.
- Spiked gear doesn't seem to do anything.
- Class and Race usefulness. (Balance)
- AI: Mobiles acting contra-productive or extremely stupid in combat.

'Is this really a glaring issue?' issues:
- Time delay from walking from room to room.
- Runewalk list too small.

Requested nerfs:
- No- or component using self sufficient runes
- No- or component using world range runes
- No instant kill (Turn undead)
- No limits on crafting: Limit enchantments on items

Nerfs/Mods that'll never happen:
- No multiclassing
- No racial bonusses
- Appetite, race based.
- No- or component using Instant teleportation (astral walk and portal).

Political problems:
- Immortal favoritism.
- Lack of RP
- There are no objectives to guild wars.
- August emeralite forum posts.


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 Post subject:
PostPosted: Sat Jan 01, 2005 4:04 pm 
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The reforge skilll. I'm pretty sure it still doesn't do anything, as in make you any better at reforging.

I don't think this was mentioned in the last thread.


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 Post subject:
PostPosted: Sat Jan 01, 2005 5:07 pm 
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Oh yeah, and this one really bugs me. You can enchant a prism into a metal bracer, and it becomes a piece of jewelry. And seeing how mitrill has the same enchant space as obsidian, you basically get a piece of obsidian jewelry, and crafted bracers become infinitly more versatile than crafted jewerly bracelets.


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 Post subject:
PostPosted: Sat Jan 01, 2005 6:07 pm 
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I can't take part in the testing and balancing, because I STILL can't use my account. I think that qualifies as a major issue.

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 Post subject:
PostPosted: Sun Jan 02, 2005 2:07 am 
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This is an issue that may not concern many but it does me. I, as most people know, am a pet-a-holic. I have noticed that recently the only way to level your pet is to group it with a similiar level player. A tri-av can not take her/his pet to a lev 1-5 area and order it to attack the mob because if the pet kills the mob it will recieve no experience. If the same tri-av took her/his pet with them to epics and grouped it the pet will either die quickly or recieve no experience. There should be a way to level one's pet reguardless of your or your pet's level.


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 Post subject:
PostPosted: Sun Jan 02, 2005 4:26 am 
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My concern is this- I have so far encountered three spell help files that really didn't tell me anything, and one spell help file that doesn't exist.
I feel the help files should be updated.


Also, (minor) I do not believe we have any 'mayor' bugs. lol.

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 Post subject:
PostPosted: Thu Jan 06, 2005 9:34 am 
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Vmpiares have no way of raising their lboodpoints.

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 Post subject:
PostPosted: Sun Jan 09, 2005 7:57 am 
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Voids have no way of being rid of vampirism and gain no benefit from it.

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 Post subject:
PostPosted: Mon Jan 10, 2005 1:28 am 
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Voids are now cured via Azure potions/vials (aka Holy Water). Warning: it does the damage of a black potion when drank by a vampire, but does a full bloodpurge.

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 Post subject:
PostPosted: Mon Jan 10, 2005 6:55 pm 
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inability to use bandages during a fight, or inability to have a way to heal nonmagically.


zenpin causing wildsurge when someone reacts to her negatively.


(not verified) players receiving 600,000 coins as a possible wildsurge.



Inability to prevent powerlevelling.

--- idea on powerlevelling, no buffs allowed on players more than 10 levels under you.

level 50 player casts ward on level 10 player
- message comes up - That player is outside of your level range.
or
- You cannot cast that spell on him/her/it.
or
- That player is too low level for you.


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 Post subject:
PostPosted: Tue Jan 11, 2005 7:39 am 
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This is not a place to discuss postings, it was a place to post issues you see yourself. In short its not a "discussion". Please move your post to another subject.

Untill you do and as long as your post remains, I must disagree with your talk about further lowering resist cap. Resists are hard to stack completely. All you would change is that people would have 40% in MANY resists instead of 90% in one or two. Also if Ward was the only way to boost to 90% casters suddenly are better at melee then warriors. Current system with 90% resist max is fine.

The reason for the complaint about resists being to "all powerful" was started by myself. I feel it should be a set ammount of Damage Reduction of one elemental type. In short -500 damage from fire. This would have a set rate of enchant cost, and not snowball like current resists need too. It would also mean that once the reduction was pierced, damage would not be limited. In short 500 fire DamRed would make 3000dmg from breath become 2500dmg (-500dmg res).

If such a system was correctly thought out and balanced correctly, Ward and Enchanted gear would be both more powerful and less powerful. Resistance to elements would become a more fluid part of the game.


A different idea is to add a weakness to the reverse resist for each percentage gained. Lets say you gave your gear +50% fire resist. You would then take on -25% cold resist. I would balance Pierce/Blunt/Slash by giving -1% complexity to each 10% in one of those resists. Having 90% in Blunt, Slash, and Pierce would then give you -27% Complexities, which is a fairly heavy negative.

Or you could balance them by dropping MR. However, lowering magic resist for increasing physical resistance would just make melee fighters much weaker against the already stronger casters. I feel that by reducing complexities in exchange for physical resists you encourage magic users to fight with magic from far away, and melee chars to fight with melee at close range.

Electricity vs Air
Fire vs Cold
Acid vs Poison
Blunt/Slash/Pierce vs Complexity

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~Vogar Eol, Beater of Blades
Thane Ezbad,
The Circle of Steel


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 Post subject:
PostPosted: Tue Jan 11, 2005 7:45 am 
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As far as the Subdue command goes.... only make it work when attacking characters and POSSIBLY mobs in epic? Oh gee... how easy is that? Suddenly we have all the benefits of subdue and no negatives!

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Thane Ezbad,
The Circle of Steel


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 Post subject:
PostPosted: Tue Jan 11, 2005 2:31 pm 
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i left Vogars post up there, and deleted the rest, just a reminder, no discussions, no arguments, no agreeing.

You post your idea, and we will talk about it, and argue or agree when celeborn is ready.


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 Post subject:
PostPosted: Wed Jan 12, 2005 2:28 pm 
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- Reflex, fortitude and willpower aren't affected by spells (that affect them)... AKA it can say +2 willpower but you dont get the wilpower :p

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 Post subject: glaring issues
PostPosted: Fri Jan 14, 2005 12:00 am 
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another glaring issue is the magic-user has no limited but in epic dungeon you cant use magic even if your a pixie. :roll: the DC on mobs are way to high even pass gnome Magic Resistance like dragon epic and chubbuka (sorry for the name typo) has willpower pass 95 and only epic level 100-150. im so jealous i cant compare myself to him. fighter classes (warrior/paladin/rogue/etc.) should be weak to magic not just have low complexility. As a dungeon delver i cant say im a better player because i epic alot to get high epic spot and pay crafter to make something my level. It hard to epic period ! i was fighting a epic dragon/spider/kobold each was between e100-200 and got my butt kick around if i was a epic 1. so i say for the epicer that like to kill mobs and epic alot tone down the (DC) on mobs so your able to use magic on epic mob, and for P vs P. i admit suck at pkill. but i love to epic :P

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