Greatermud 2 Realm

Started by Greater, May 17, 2014, 10:42:18 AM

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How many chars can we have on here?
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Since it will be an un-moderated, frequently reset realm, I doubt that it matters unless Vitoc wants to impose some restrictions.

Is something different with the combat there?  It doesn't seem... right.

its different ya..it fires like every second.

Looks like bashing is slower than attacking, in that the mobs get 2 attacks to my 1.

A list of items for Vitoc:

Backstabbing doesn't seem to work at all
Spells are firing every second which ends up being really op in pve and pvp both (I haven't tested room spells but I suspect they are very op along with multishot spells like meteor swarm, elemental fury, etc)
Heals can be spammed every second, along with any between round spell
Since spells fire every second, at low encum you can run in and out of a room while casting and never get hit while still outputting damage. This is also doable with physical combat as long as you are getting at least 1 swing per second. (ie NE, harm gravedigger, SW, repeat)

This system has potential, but is FAR too slanted in favor of combat higher combat levels, high agility, and crit classes. Combat 5 has a pleasurable progression as you increase your stats, while combat 2 is more akin to self torture.

In pvp, crit classes can output so much damage so quickly that it's hard to even be able to get away when you're wearing armor. This is me in basic scale at around 40% enc fighting Vilos, a halfling ninja.

[HP=181]:
Sovereign Street, Northern End
Also here: Vilos.
Obvious exits: north, south, east, west
[HP=181]:aa v
*Combat Engaged*
Vilos critically impales you for 53 damage!
You swipes at at Vilos, but he dodges out of the way!
Vilos impales you for 12 damage!
[HP=116]:.ow
You say "ow"
Vilos critically impales you for 67 damage!
You whap Vilos for 15 damage!
Vilos lunges at at you!
[HP=49]:n
You swipes at at Vilos, but he dodges out of the way!
Vilos impales you for 11 damage!
Vilos lunges at at you!
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Here is me fighting Vilos with a mystic:

Sewer Tunnel, Junction
Also here: Vilos.
Obvious exits: north, south, east, west, up
The room is dimly lit
Vilos moves to attack you!
[HP=86/KAI=8]:pu v
*Combat Engaged*
You swings at Vilos, but he dodges out of the way!
Vilos impales you for 17 damage!
You swings at Vilos, but he dodges out of the way!
Vilos lunge at at you, but you dodge out of the way!
You swings at Vilos, but he dodges out of the way!
Vilos skewers you for 8 damage!
You punch Vilos for 9 damage!
Vilos lunge at at you, but you dodge out of the way!
You swings at Vilos, but he dodges out of the way!
Vilos lunge at at you, but you dodge out of the way!
Vilos is looking at you.
Vilos critically impales you for 46 damage!
You punch Vilos for 8 damage!
You swings at Vilos, but he dodges out of the way!
Vilos critically impales you for 58 damage!
You drop to the ground!
*Combat Off*
You have been killed!


*Combat Engaged*
Vilos impales you for 20 damage!
You critically punch Vilos for 37 damage!
Vilos pierces you for 16 damage!
You swings at Vilos, but he dodges out of the way!
Vilos lunge at at you, but you dodge out of the way!
You swings at Vilos, but he dodges out of the way!
Vilos lunge at at you, but you dodge out of the way!
You punch Vilos for 10 damage!
Vilos lunge at at you, but you dodge out of the way!
You swings at Vilos, but he dodges out of the way!
Vilos pierces you for 8 damage!
You punch Vilos for 12 damage!
Vilos pierces you for 8 damage!
You punch Vilos for 10 damage!
Vilos pierces you for 18 damage!
You swings at Vilos, but he dodges out of the way!
Vilos skewers you for 11 damage!
You swings at Vilos, but he dodges out of the way!
Vilos lunge at at you, but you dodge out of the way!
You swings at Vilos, but he dodges out of the way!
Vilos lunge at at you, but you dodge out of the way!
Vilos critically skewers you for 46 damage!
You drop to the ground!
*Combat Off*
You have been killed!

Crit classes are op because you have a much higher chance to output huge dmg faster than you'd normally be able to. This is exacerbated at low level when you have a low amount of maximum hp, as all it takes is a few crits to kill you. This is basically the opposite of the effect Vitoc had in mind when he put this realm up: Trying to find a way to prevent rounding people in pvp.

The current setup basically allows the potential to kill someone in less than a standard Gmud round's time.

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May 18, 2014, 10:17:08 AM #7 Last Edit: May 18, 2014, 10:43:35 AM by Coarse Horse
I talked about this in the Gmud2 realm for a bit, but figured I'd post it here to see what Vitoc thinks.

After considering it for a bit, I don't think this new system is going to provide a solution for the problem it was created to address (Rounding in pvp) without a considerable amount of content changes. I've come up with a different idea for implementing a PvP Toughness stat which seems like it might be a better solution with far less work required to perfect it.

PvP Toughness would be a stat that directly reduces both your damage received in pvp and your chance to have a critical hit landed on you in pvp combat. The stat would have no affect at all on combat vs monsters. The stat would also grow at a set rate independent of character stats like strength or agility so that everyone gets the same benefit out of it. I came up with some arbitrary numbers that actually seem to work fairly well when you scale them out:

.75% Damage reduction vs players per level
.2% Reduced chance to be critically hit vs players per level

@ Level 10: 7.5% Damage reduction vs players, -2% chance to be critically hit by players
@ Level 20:  15% Damage reduction vs players, -4% chance to be critically hit by players
@ Level 30:22.5%Damage reduction vs players, -6% chance to be critically hit by players
@ Level 40: 30% Damage reduction vs players,  -8% chance to be critically hit by players
@ Level 50:37.5%Damage reduction vs players, -10% chance to be critically hit by players

These reductions would be applied after standard damage reduction from MR and DR has already been calculated.

After level 50, there are a few options that could be used.
The stat's growth could be hard capped at lvl 50, with no gains coming afterward.
OR
The stat continues to grow beyond 50, but at a reduced rate.

I prefer the level 50 hard cap.

Thoughts? Questions? Concerns? Input?


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I have an idea: give mana/kai stats to mobs.  I'm trying to kill a dark monk with a hog WH and it's taking forever, because every single round (and by that, I mean 1/sec) is a swan.  It's ridiculous if you ever miss a round or are bashing (or miss while bashing).

Hey guys,

My mom flew out on Saturday morning from SoCal, spending time with her first grandchild, our first son.  She flies back Friday, so I should have some time this weekend to try to make some tweaks on this realm and try to bring some semblance of balance.

We have tons of options.  The other version is going to remain a mostly faithful remake of MajorMUD, but we have free license to go crazy and do whatever we want to do with this codebase.


TGS v1.0 (coming soon)

Do we have another realm and whats the correct addy ??

Wow... 3569 damage dealt to a dark monk by my hog wh.  That has to be some sort of record.

You whap tall dark monk for 14 damage!
[HP=54]:(Dmg:14 Tot:3569)

My wishlist

- Spells can crit (drool)
- Spell damage increased by something like spellcasting
- Raise all hps by 10x. Monsters and players. Improves pvp, makes mob fights longer, slows down leveling.
- Raise resting/medi rates to take a player from 0 hps to full in around 10 seconds. Buff healing. The value of healing is now to keep players alive during those longer fights.

Quote from: Vile on May 20, 2014, 04:07:20 AM
- Raise all hps by 10x. Monsters and players. Improves pvp, makes mob fights longer, slows down leveling.
- Raise resting/medi rates to take a player from 0 hps to full in around 10 seconds. Buff healing. The value of healing is now to keep players alive during those longer fights.

I agree with this.  I remember the first time my gang encountered the gigantic black ooze when we were levels 8-12 or so.  The battle was epic, and took like 30 minutes to kill the thing.  Would love to see mob boss kills take some skill and planning, rather than just overpowering and 1 rounding them.  Plan your adventuring party to include the necessary classes, sit outside the room and buff up before entering, then engage in a 10-15 minute long battle of epic proportions, with massive heals and massive damage flying.  Those were the glory days of majormud.

Quote from: Jumpin Jack Flash on May 20, 2014, 08:51:07 AM
I agree with this.  I remember the first time my gang encountered the gigantic black ooze when we were levels 8-12 or so.  The battle was epic, and took like 30 minutes to kill the thing.  Would love to see mob boss kills take some skill and planning, rather than just overpowering and 1 rounding them.  Plan your adventuring party to include the necessary classes, sit outside the room and buff up before entering, then engage in a 10-15 minute long battle of epic proportions, with massive heals and massive damage flying.  Those were the glory days of majormud.

If you do that, the bosses need to be nerfed a bit.  After all, you can easily get rounded by a lot of the larger bosses if you have a bad roll one round.  I think it would be cool to have a 30 minute battle with the she-dragon, but honestly, she hits too hard for that.  I guess you could do what we used to back then and die, respawn, and book it down under the house to join back in the fight...