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Do you like or dislike the recent changes to transportation spells? |
I like the new changes better. |
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55% |
[ 16 ] |
I preferred the way it used to be. |
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24% |
[ 7 ] |
No opinion--just show the results. |
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20% |
[ 6 ] |
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Total Votes : 29 |
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Message |
Burzuk Implementor
Joined: 20 Jan 2004 Posts: 529
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Posted: Wed Jun 30, 2004 2:38 am Post subject: Changes to transportation spells. |
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I don't care too much for public opinion polls in general, but as transportation spells are the first small step in a larger series of changes to come, I'd like to see if people feel like we're moving in the right direction. Additional comments, criticisms, or suggestions for further amendment are welcome. |
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Clifton
Joined: 16 Jan 2004 Posts: 530
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Posted: Wed Jun 30, 2004 2:48 am Post subject: |
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It's too early to judge. Need to adapt and adjust for a bit before I feel able to critique properly. But it's a wiff of fresh air so I'm not complaining. |
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Louis
Joined: 19 Jan 2004 Posts: 823 Location: Los Angeles, CA
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Posted: Wed Jun 30, 2004 3:32 am Post subject: |
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although it seems like it gives a handicap against the prey and for the tracker, i still like the purpose, which is to promote aggressiveness from the players that are in the process of learning how to track. the ones who are in the process of honing their tracking skills will benefit most from this change ~ the middle-guy.
it also forces players to learn how to run through rooms before using godly spells such as heaven's gate, which makes healers a bit less of a newb magnet class. this also promotes growth in fleeing/running tactics over the simple one command failproof getaway. ie: does the healer run out of the area through a forked path to have more time to gate? does he completely rely on running and invigorate/fly? does he have a friend word while he walks out of the area? does he simply run out of area and recall? (this last choice also makes it important for newer players to learn the boundaries of areas)
i wonder how many people will fall victim to these changes because they remain the prey, instead of turning around and being the predator. |
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Phostan Immortal
Joined: 08 Mar 2004 Posts: 332
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Posted: Wed Jun 30, 2004 9:50 am Post subject: |
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I think this says it all
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Flying Hampster of Doom
Joined: 16 Jan 2004 Posts: 423
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Posted: Wed Jun 30, 2004 5:22 pm Post subject: |
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I think what this day is start to achieve balance for warrior types at the fiftieth level. I wish they'd have had this when Ssrthak or Keryth was roaming about, would have made my life a bit easier. |
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Mendek
Joined: 16 Jan 2004 Posts: 472
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Posted: Wed Jun 30, 2004 5:29 pm Post subject: |
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I agree, all the wording classes really had it easy. During fights in town they would often word just to reorient themselves.
As far as I've seen, the changes don't affect how fast potions work? So if a healer needs to get out NOW, he could use a potion like everyone else. |
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Sebryn
Joined: 16 Jan 2004 Posts: 1185
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Posted: Wed Jun 30, 2004 5:31 pm Post subject: |
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So the potions actually work again now? Haven't tried 'em yet. |
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divsky Emissary
Joined: 13 Mar 2004 Posts: 1054 Location: Iowa City, IA
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Posted: Fri Jul 02, 2004 4:54 pm Post subject: |
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Quote: |
As far as I've seen, the changes don't affect how fast potions work? So if a healer needs to get out NOW, he could use a potion like everyone else.
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Nothing wrong with that. Even a healer should have to be prepared. AR is a game that heavily rewards the prepared. |
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Brains
Joined: 08 Feb 2004 Posts: 248
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Posted: Sat Jul 03, 2004 5:26 pm Post subject: |
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Too early to judge the overall effect. Yes, it hurts passive characters - this seems to be intentional; so be it. It *will* help people take down these classes, though, and I can think of one or two specific scenarios where an ill was playing pretty much borderline trash and only escaping due to the instant transportation spells. ... Of course, in this case (since I could blind one of the individuals), the spell was Teleport, which is supposedly unchanged. Go figure.
OTOH, maybe my ninja can now score a kill or two against a healer or an ill. ... Oh, wait, Assassinate doesn't work anymore. ;) |
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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10351 Location: 0x0000
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Posted: Sat Jul 03, 2004 11:24 pm Post subject: |
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There's no time-delay on word of recall. |
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Brains
Joined: 08 Feb 2004 Posts: 248
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Posted: Sun Jul 04, 2004 12:54 am Post subject: |
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Not sure what you mean by that, Dav. Relying on Word of Recall as a defensive spell as an illusionist is pretty dumb. Word is a fall-back spell in case you must leave the area ASAP and are blinded. Teleport is often used when blinded and cursed.
A huge drawback of Word of Recall is the halving of moves. That, and the 5,472 thieves, necros, and/or ninjas that are camping my temple... |
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Addreodyn
Joined: 16 Feb 2004 Posts: 107 Location: Melbourne, Florida
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Posted: Sun Jul 04, 2004 1:43 am Post subject: |
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Any decent spellcaster is going to be flying most of the time (either because they cast the spell or can easily get scrolls) which pretty much negates the 1/2 mv penalty to recall. At higher ranks, everyone flies all the time and recovers mv quickly. I'm not even sure why I leave mv in my prompt at 50, it never matters. |
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Nonpoint
Joined: 20 May 2004 Posts: 6
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Posted: Mon Jul 05, 2004 11:45 pm Post subject: |
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Honestly.. its not hurting passive people at all.. I attacked a couple of newb healers yesterday, and both just ran out a gate, and then worded. Well after chasing them out a gate, I had to word to keep up and by the time I could run from Temple of Darkness to the Temple of Light.. they had already used Heavens Gate and were safe, far far away. Then within 5 minutes they had explained they are just trying to learn and quit out shortly after. But quitting out is a whole other subject..
Anyway good job, its more realistic and it helps balance out pansies like Nekhethbet who gate outta fights as soon as they hit big nasty. At least this way you have a chance of keeping up with them, and interupting there gate rather than just praying to got they fail gate a few times so you can catchup and finish them off. |
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