Spell Immu Flag

Started by MudHunter, July 24, 2008, 04:43:10 PM

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1. THis is not crippling.
2. Bumping doesnt do much of anything. V's on vacation.
3. Let us remember THIS IS A BETA REALM. INstead of whining about the 'crippling' one thing, why not g look for other things, or just play, or whatever?

The original suggestion in this thread was that spellimmu wasn't working properly.  It suposedly wasn't allowing room spells to hit the way they should.  No caps or examples were posted and Virulence deleted his original post.

There are 2 issues here.The first issue is the spellimmune flag should be greater than or equal to the setting..so a spellimmune 20+ can be hit only by spells 20 and above..as it is now only spells above 20 hit, many classes don't get another combat spell til 25.

The second issue is the newly implemented spellimmune flag having an effect on area spells, This has always been an issue with mmud where someone in a party could attack a high level, spellimmune monster  with a low level area spell and get the exp but it was balanced on the good side by making certain effect spells useful at higher levels...corrosion..mist...acid rain..mass entangle..paralyze etc would all land regardless of the spellimmune flag on a monster. I miss this :) and it makes most casters effect spells of little use once they get up to the higher levels. It would be different if we got new spells more often but nothing really replaces the low level ones as it stands now.

Thanks Winter for a clearer posting of what the issue was.

Quote from: Winterhawk on July 25, 2008, 08:23:09 AM
There are 2 issues here.The first issue is the spellimmune flag should be greater than or equal to the setting..so a spellimmune 20+ can be hit only by spells 20 and above..as it is now only spells above 20 hit, many classes don't get another combat spell til 25.
This will be fixed in tonight's build.

Quote from: Winterhawk on July 25, 2008, 08:23:09 AM
The second issue is the newly implemented spellimmune flag having an effect on area spells, This has always been an issue with mmud where someone in a party could attack a high level, spellimmune monster  with a low level area spell and get the exp but it was balanced on the good side by making certain effect spells useful at higher levels...corrosion..mist...acid rain..mass entangle..paralyze etc would all land regardless of the spellimmune flag on a monster. I miss this :) and it makes most casters effect spells of little use once they get up to the higher levels. It would be different if we got new spells more often but nothing really replaces the low level ones as it stands now.
This is up for discussion.  I personally believe spellimmu should apply to area spells as well to prevent any confusion for future content developers.  I know this kind of nerfs magic-heavy classes in this current content so maybe we'll have to make a few tweaks in an "official" update to the content when we find out more about the future of the rights to MajorMUD.


TGS v1.0 (coming soon)

Quote from: Vitoc on August 01, 2008, 10:17:04 AM
This will be fixed in tonight's build.
This is up for discussion.  I personally believe spellimmu should apply to area spells as well to prevent any confusion for future content developers.  I know this kind of nerfs magic-heavy classes in this current content so maybe we'll have to make a few tweaks in an "official" update to the content when we find out more about the future of the rights to MajorMUD.
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The way I've been looking at this is that it opens the doors up for new versions of those old area spells as well as takes out a abuse-able but be it liked bugish feature. Not to mention that it plays out well in the imagination. ie. You walk into a group of mobs and toss out a giant fireball it blows away all the little crappy hench-critters and the big boss critter strides right on through laughing at you... So you man up and pull out the bigger guns to stop him from laughing at your mud addicted life.

Lets not forget that I'm pretty sure metro/lance could not get this to work in this fashion. WHich is why they had to do something special for dao and gulguthra, etc. I agree its not as in majormud, but its not a bad thing. Whyfor should you be able to stnk something in mod9, but not mmis? Its a logic error.