PlaneShift

Gameplay => General Discussion => Topic started by: Xillix Queen of Fools on February 10, 2010, 06:46:50 pm

Title: The NPC Re-factor and You
Post by: Xillix Queen of Fools on February 10, 2010, 06:46:50 pm
In order to help you to help us I am providing this form for concerned parties to fill out. If you want to comment about the npc re-factor, fill out the form and THEN comment. Anyone posting that does not fill out the form will have the post deleted. The other threads about npcs will be locked and re-direct to here.

We need specifics.

What are your stats?
Str
Agil
End
Will
Int
Cha

What are your relevant skills?
-armor
-weapon
-weapon quality
-Armor Quality

Were you using buffing items?
-list potions
-list rings
-list any other items which may have helped or hurt you with the mob

What is the mobs name?

Where is the mob?
-/pos of mob
-what area

How does combat with this mob go?
-logs from system

What combat stance did you use?

Does changing stance alter the outcome? How so?

How is the loot?
-seems fair y/n

Do you have additional comments?
Title: Re: The NPC Re-factor and You
Post by: RlyDontKnow on February 10, 2010, 07:28:08 pm
stats/skills/weapon:
stats all 200
sword/heavy armor 100
q50 heavy armor set
q300 sabres

buffing items:
amulet of the commander
xiosia's ring
no potions

magic buffs:
strength (rw 20)
invigoration (cw 80)
crystal aura (cw 80)
relaxing sleep for heeling in between (aw 60)

combat stance:
bloody

mobs:
Expert Gladiator (Arena)
Maulberlord (outer bronze doors)
Vilenaut (bdroad2, outer bronze doors)

battle log:
(16:45:03) >You attack the Maulberlord on the feet but are blocked
(16:45:03) >You attack the Maulberlord on the head but are blocked
(16:45:19) >You hit the Maulberlord on the arms for 558.27 damage!
(16:45:19) >You attack the Maulberlord on the head but are blocked
(16:45:33) >You hit the Maulberlord on the feet for 534.61 damage!
(16:45:33) >You attack the Maulberlord on the head but are blocked
(16:45:35) >You hit the Maulberlord on the arms for 526.39 damage!
(16:45:35) >You hit the Maulberlord on the legs for 592.26 damage!
(16:45:39) >the Maulberlord is nearly dead!
(16:45:39) >You hit the Maulberlord on the legs for 674.51 damage!
(16:45:39) >You hit the Maulberlord on the head for 558.82 damage!
(16:45:39) >You have killed the Maulberlord!

(16:45:56) >You hit the Vilenaut on the hands for 553.61 damage!
(16:45:56) >You hit the Vilenaut on the hands for 641.36 damage!
(16:45:58) >You attack the Vilenaut on the hands but are blocked
(16:45:58) >You attack the Vilenaut on the feet but are blocked
(16:46:02) >You hit the Vilenaut on the arms for 622.44 damage!
(16:46:02) >the Vilenaut is nearly dead!
(16:46:02) >You hit the Vilenaut on the arms for 609.08 damage!
(16:46:06) >You hit the Vilenaut on the feet for 634.97 damage!
(16:46:06) >You have killed the Vilenaut!

(11:15:40) >Expert Gladiator has dodged your attack!
(11:15:40) >You hit Expert Gladiator on the legs for 45.21 damage!
(11:15:42) >You hit Expert Gladiator on the torso for 84.57 damage!
(11:15:42) >You hit Expert Gladiator on the hands for 238.94 damage!
(11:15:44) >You are too far away to attack!
(11:15:44) >You are too far away to attack!
(11:15:46) >You hit Expert Gladiator on the legs for 168.48 damage!
(11:15:46) >You hit Expert Gladiator on the legs for 167.12 damage!
(11:15:48) >You hit Expert Gladiator on the legs for 189.60 damage!
(11:15:48) >You hit Expert Gladiator on the legs for 175.92 damage!
(11:15:50) >You attack Expert Gladiator on the legs but are blocked
(11:15:50) >You hit Expert Gladiator on the legs for 160.75 damage!
(11:15:52) >Expert Gladiator has dodged your attack!
(11:15:52) >You hit Expert Gladiator on the feet for 270.34 damage!
(11:15:54) >Expert Gladiator is nearly dead!
(11:15:54) >You hit Expert Gladiator on the head for 177.59 damage!
(11:15:54) >You hit Expert Gladiator on the legs for 90.38 damage!
(11:15:56) >You hit Expert Gladiator on the torso for 74.06 damage!
(11:15:56) >You hit Expert Gladiator on the arms for 181.42 damage!
(11:15:56) >You have killed Expert Gladiator!


NOTE: too far away to attacks have been cut off to be less spammy

using different combatstance requires more hits, but doesn't change anything

loot:
Maulberlords/Vilenauts: only animal parts which is the same as it was for Maulbernauts, though it could be better, as I suppose those ones eat quite a few strong persons out there
Expert Gladiators: got only pretty bad loot, but maybe I just didn't kill enough of those (a magical shield doesn't qualify as very good loot in my opinion). something like helms, galkards, etc. would be nice (similiar to former onyx dagger, dlayo gladiator) to seperate them from the average ones

additional comments:
good work on the NPC refactoring, though leaving some of the strong mobs couldn't have harmed. with dlayos and strong onyx dagger being gone, only quest relevant NPCs are left as challenging target and that spot is a bit small to fight effectively.
I personally would like to see a "would be impossible to defeat" or at least a "would pose a great challenge" while examining a mob, again, instead of just the average "about as strong as you" or less.
Title: Re: The NPC Re-factor and You
Post by: Sen on February 13, 2010, 07:53:10 pm
What are your stats?
Str      : 200
Agil      : 200
End      :   75
Will      : 200
Int      : 200
Cha      : 200 (203)

What are your relevant skills?
-melee            : 120

Were you using buffing items?
-list potions         : None
-list rings         : Crystal way ring / Summon familiar (not relevant?)
-list any other items which may have helped or hurt you with the mob   : My keyboard and mouse

What is the mobs name?   : Neoten Consumer

Where is the mob?
-/pos of mob         : Close to bdroad2 299.42 34.45 110.69
-what area         : Valley right of the entry to BD area

How does combat with this mob go?
-logs from system      : Not available, they are boring anyway since I wasn't able to do any damage at all.

What combat stance did you use?   : Bloody

Does changing stance alter the outcome? How so?   : I didn't try; but I assume bloody does the highest damage

How is the loot?   : Absent (I fought the mob only once)
-seems fair y/n   : It might be realistic to find the one or other usable leg on each consumer, but I don't expect a mob to drop something each time.

Do you have additional comments?   : I believe max strength and melee 120 should do damage. For the rest does it looks like the mobs are better fightable again :)

(How can I make the ": something" appear exactly under another?)

Sen
Title: Re: The NPC Re-factor and You
Post by: Minks on February 13, 2010, 10:00:00 pm

What are your stats?
What are your relevant skills?
Were you using buffing items?

None of those are relevant in this case.

What is the mobs name?
Initiate Gladiator

Where is the mob?
-/pos of mob near 20.83 -3.03 -1.01 in the map "upper"
-what area arena, on the stairs leading to the "central point", in the segment facing the tunnel to Hydlaa

How does combat with this mob go?
What combat stance did you use?
Does changing stance alter the outcome? How so?
How is the loot?

Not relevant.

Do you have additional comments?
This particular Initiate Gladiator is standing on the direct way from Hydlaa to the spectators seats. And he attacks on sight!
That must be bad for business.  ;)
Maybe he is bugged, becaue his health bar stayed empty when I targeted him. His collegue donw the stairs seemed normal.
(Had a full health bar and didn't attack unprovoked.)
Title: Re: The NPC Re-factor and You
Post by: kaerli2 on February 13, 2010, 10:53:43 pm
Stats: 200 Str/Agi/End, 150Wil, 90Cha/Int

Relevant Skills: 100 Sword, 60LA

Buffing Items: none

Mob's name: Velnishi

Position: unknown, was probably lured to where Kaerli found it (OjaRoad1, on last slope before pass)

Combat: Q280 swords do only 21 damage on Bloody stance?
(don't have combat logs, as I have System logging disabled)

Loot: dunno

Changing stance: dunno

Additional comments: this just seems wrong...also, Velnishi seem to be so fast with their attacks that you can't even use anti-Dlayo tactics on them :(
Title: Re: The NPC Re-factor and You
Post by: Koios on February 14, 2010, 02:26:06 am
Stats and skills: All stats 200, Axe 150, MA 80, ~Q43 MA, Q224/229 SBA.
Buffing items: Amulet of the Velnishi (so AGI is 203)
Pos: bdroad1 -355.80 47.52 -519.26. Outside of the Howling Well
Name: Imago Consumer

How did the combat go:
73 attacks made. 36 attacks did damage, from 143.84 down to 10.90 for a total of 2835.85 (seeing as last hit probably did more damage than needed the estimated HP would be 2800). Average damage dealt = 78.77.
I only used Bloody stance, changing would just mean less average damage dealt unless something is messed up with the stances now also?

Loot is okey I guess. Some Heavy Armor Torsoes and Arms Armor. I suspect they also loot magical, but that should be hard to loot anyway. Animal parts could come a bit more often, an animal with 8 legs and you ruin all of them beyond looting nearly every time?

With Magic; Relaxing Sleep and some high lvl offensive spells you kill them rather easy. Weapons seems to not work so well on these however.

*EDIT: Loot can also be Battle Axes and Broad Swords.*
Title: Re: The NPC Re-factor and You
Post by: Shoraal on February 14, 2010, 12:21:37 pm
Stats:
STR 72
AGI 98
END 68
WIL 80
INT 45
CHA 52

Melee 11, LA 6 (Leather armor full set, somwhere close to 50 quality)
Red 7, Brown 8

normally Rock armor, Flame Spire and Electrotouch active

(yes, there are characters who don't wear blue jumpsuits)


Problem Spots/Mobs:

Sewers (Entrance behind tavern, just at the loading zone): Thunder Clacker / Wrath Rat

log - are you kidding? got eaten alive. ridiculous. overpowered. should not be there.

Laanx Dungeon - Large Hall with Columns: various insects (a Consumer, some sort of clacker and yet someting else I did not even see...)

...before it killed me. Could not do a thing, even though helped by a Strength buff from an ally. Way too much opposition.



Add:

Sewers, the bend after where the three NPCs stand on the sides: Gobble.

log: I got slaughtered. Using normal stance. slowly, but since the system lagged I could not get away. from a GOBBLE.

I expect such a creature to be rather EASYLY be disposed of by a chartacter with comparable skills, and not vice versa (e.g. not much more challenge than a rat)
Title: Re: The NPC Re-factor and You
Post by: LigH on February 14, 2010, 06:11:29 pm
Stats:
Agility = 200
Charisma = 200
Endurance = 200
Intelligence = 160
Strength = 200
Will = 80

Combat:
Axe = 25
Knives & Daggers = 35
Light Armor = 45
Medium Armor = 10
Melee = 31
Sword = 42

Hey - that's all I could level in more than 4 years of playing! So how did you others make level 100? Does that not take years anymore, but only weeks?

Armor:
Arms = 50 (Chainmail)
Boots = 40 (Chainmail)
Gloves = 38 (Chainmail)
Pants = 40 (Chainmail)
Torso = 50 (Chainmail)
(Helm = none)

Log for fighting a Tefusangling in the sewers with Melee (http://pastebin.ca/ZCFs0USU) (password = PlaneShift)

Log for fighting a Tefusangling in the sewers with 2 generic Steel Falchions, Q ~45 (http://pastebin.ca/KVLr8wci) (password = PlaneShift)

It is so ridiculous to be killed by a Tefusangling which is 1) supposed to be weaker than an adult Tefusang, and 2) looks "weak" and "poorly trained" and "noticably weaker than you". I was used to defeat about 1/4 of the NPCs with this char without much risk. Now I wonder if I should again start with rats. And this one is my strongest char (of more than 6); most of the others do not even have any maxed stats, and hardly any skills above 10 ... and that used to be fine to survive in the wilderness.

Yesterday a Sand Arangma killed several visitors of the Hunters Fair. The hunters became the game. And the game mechanics ruined some roleplay.

__

P.S.:

Trying to fight a Coamti with two Shortswords (Q=247 each) (http://pastebin.ca/ZXjJ5PQp)
(19:13:47) >Your current position is ojaroad1 31.07 16.15 81.99, instance: 0

Not only does it not damage them at all, but also the medium armor is pretty useless.
__

P.P.S.:

Such results are maybe fine for a non-roleplaying server, where people really spend a lot of time in leveling and complain about too weak Ulbernauts.

Just strange that those still stay on Laanx, mainly. :D
Title: Re: The NPC Re-factor and You
Post by: Falcon Avian on February 14, 2010, 06:35:50 pm
What are your stats?
Str 174
Agil 100
End 130
Will 150
Int 120
Cha 111

What are your relevant skills?
-armor 16 medium
-weapon 20 swords
-weapon quality 209/300
-Armor Quality 16/49

Were you using buffing items?
-list potions N/A
-list rings Ring of familiar
-list any other items which may have helped or hurt you with the mob amulet of velnishi

What is the mobs name? rogues

Where is the mob?
-/pos of mob at the arena
-what area all parts of the arena

How does combat with this mob go? Very long since rogues can't hit me and I can barely hit them.
-logs from system I don't know how to find that information but it's constant
The rogue hit you on the <body part> and failed to do damage!
You hit the rogue on the <body part> and failed to do damage!

What combat stance did you use? Bloody

Does changing stance alter the outcome? How so? I can't hit on any other stance.

How is the loot? If I'm lucky I get a potion of healing. If I'm very lucky I get a dagger.
-seems fair y/n Not really since this is the best source of income I can get in the game. Used to be mining for gold until the prices dropped.

Do you have additional comments? Please at least get rid of their super armor.
Title: Re: The NPC Re-factor and You
Post by: bilbous on February 14, 2010, 07:08:49 pm
I assume this is for the Laanx server although it is not readily apparent.

stats all 200
heavy armor:19 Q48/50
sword: 70  2@q147
buffing items not relevant, +1 brown way +3 cha
vesper arangma bdroad 526.41 52.42 111.80 0
stance: normal had to flee as I did no damage and was slowly getting killed, wasn't logging combat
returned to fight it again:
It could not do much damage in defensive stance and could not hit me on full defensive but I couldn't touch it even on bloody

(13:32:40) >the Vesper Arangma hits you on the hands but fails to do any damage!
(13:32:40) >the Vesper Arangma hits you on the head for 18.72 damage!
(13:32:41) >You hit the Vesper Arangma on the head but fail to do any damage!
(13:32:41) >You've gained some practice points in Sword.
(13:32:41) >You hit the Vesper Arangma on the arms but fail to do any damage!
(13:32:41) >You've gained some practice points in Sword.
(13:32:41) >the Vesper Arangma attacks you but misses.
(13:32:41) >the Vesper Arangma hits you on the arms for 0.31 damage!
(13:32:43) >the Vesper Arangma hits you on the torso for 0.16 damage!
(13:32:43) >the Vesper Arangma attacks you but your hands blocks it.
(13:32:43) >You hit the Vesper Arangma on the feet but fail to do any damage!
(13:32:43) >You've gained some practice points in Sword.
(13:32:43) >the Vesper Arangma has dodged your attack!
(13:32:44) >the Vesper Arangma hits you on the torso for 0.07 damage!
(13:32:44) >the Vesper Arangma hits you on the hands but fails to do any damage!
(13:32:45) >You hit the Vesper Arangma on the legs but fail to do any damage!
(13:32:45) >You've gained some practice points in Sword.
(13:32:45) >the Vesper Arangma has dodged your attack!
(13:32:46) >the Vesper Arangma hits you on the arms but fails to do any damage!
(13:32:46) >the Vesper Arangma hits you on the feet for 8.15 damage!
(13:32:47) >the Vesper Arangma has dodged your attack!
(13:32:47) >the Vesper Arangma has dodged your attack!
(13:32:47) >the Vesper Arangma attacks you but your arms blocks it.
(13:32:47) >the Vesper Arangma hits you on the hands for 0.77 damage!
(13:32:49) >the Vesper Arangma hits you on the legs but fails to do any damage!
(13:32:49) >the Vesper Arangma hits you on the legs for 1.49 damage!
(13:32:49) >the Vesper Arangma has dodged your attack!
(13:32:49) >You hit the Vesper Arangma on the arms but fail to do any damage!
(13:32:49) >You've gained some practice points in Sword.
(13:32:50) >the Vesper Arangma hits you on the hands but fails to do any damage!
(13:32:50) >the Vesper Arangma attacks you but you dodge.
(13:32:51) >You hit the Vesper Arangma on the arms but fail to do any damage!
(13:32:51) >You've gained some practice points in Sword.
(13:32:51) >You hit the Vesper Arangma on the legs but fail to do any damage!
(13:32:51) >You've gained some practice points in Sword.
(13:32:52) >the Vesper Arangma attacks you but you dodge.
(13:32:52) >the Vesper Arangma attacks you but you dodge.
(13:32:53) >Bilbous changes to a aggressive stance
(13:32:53) >You hit the Vesper Arangma on the torso but fail to do any damage!
(13:32:53) >You've gained some practice points in Sword.
(13:32:53) >You hit the Vesper Arangma on the head but fail to do any damage!
(13:32:53) >You've gained some practice points in Sword.
(13:32:53) >the Vesper Arangma hits you on the hands for 34.54 damage!
(13:32:53) >the Vesper Arangma attacks you but your hands blocks it.
(13:32:55) >the Vesper Arangma hits you on the feet for 22.81 damage!
(13:32:55) >the Vesper Arangma attacks you but your arms blocks it.
(13:32:55) >You hit the Vesper Arangma on the legs but fail to do any damage!
(13:32:55) >You've gained some practice points in Sword.
(13:32:55) >the Vesper Arangma has dodged your attack!
(13:32:56) >the Vesper Arangma attacks you but you dodge.
(13:32:56) >the Vesper Arangma attacks you but your legs blocks it.
(13:32:57) >You hit the Vesper Arangma on the head but fail to do any damage!
(13:32:57) >You've gained some practice points in Sword.
(13:32:57) >You hit the Vesper Arangma on the arms but fail to do any damage!
(13:32:57) >You've gained some practice points in Sword.
(13:32:58) >the Vesper Arangma hits you on the feet for 27.69 damage!
(13:32:58) >the Vesper Arangma hits you on the torso for 26.76 damage!
(13:32:59) >You hit the Vesper Arangma on the torso but fail to do any damage!
(13:32:59) >You've gained some practice points in Sword.
(13:32:59) >the Vesper Arangma has dodged your attack!
(13:32:59) >the Vesper Arangma attacks you but your torso blocks it.
(13:32:59) >the Vesper Arangma attacks you but your hands blocks it.
(13:33:01) >the Vesper Arangma hits you on the arms for 36.93 damage!
(13:33:01) >the Vesper Arangma hits you on the hands for 37.04 damage!
(13:33:01) >You hit the Vesper Arangma on the hands but fail to do any damage!
(13:33:01) >You've gained some practice points in Sword.
(13:33:01) >You hit the Vesper Arangma on the legs but fail to do any damage!
(13:33:01) >You've gained some practice points in Sword.
(13:33:02) >Bilbous changes to a bloody stance
(13:33:02) >the Vesper Arangma attacks you but your head blocks it.
(13:33:02) >the Vesper Arangma attacks you but your torso blocks it.
(13:33:03) >the Vesper Arangma has dodged your attack!
(13:33:03) >You hit the Vesper Arangma on the arms but fail to do any damage!
(13:33:03) >You've gained some practice points in Sword.
(13:33:04) >the Vesper Arangma attacks you but your hands blocks it.
(13:33:04) >the Vesper Arangma hits you on the arms for 48.55 damage!
(13:33:05) >You hit the Vesper Arangma on the legs but fail to do any damage!
(13:33:05) >You've gained some practice points in Sword.
(13:33:05) >You attack the Vesper Arangma but missed the torso.
(13:33:05) >the Vesper Arangma attacks you but your legs blocks it.
(13:33:05) >the Vesper Arangma hits you on the hands for 49.24 damage!
(13:33:06) >Bilbous changes to a fullydefensive stance
(13:33:07) >the Vesper Arangma hits you on the hands but fails to do any damage!
(13:33:07) >the Vesper Arangma hits you on the legs but fails to do any damage!
(13:33:07) >the Vesper Arangma has dodged your attack!
(13:33:07) >the Vesper Arangma has dodged your attack!
(13:33:08) >the Vesper Arangma hits you on the head but fails to do any damage!
(13:33:08) >the Vesper Arangma attacks you but you dodge.
(13:33:09) >the Vesper Arangma has dodged your attack!
(13:33:09) >the Vesper Arangma has dodged your attack!
(13:33:10) >the Vesper Arangma hits you on the legs but fails to do any damage!
(13:33:10) >the Vesper Arangma attacks you but your torso blocks it.
(13:33:11) >the Vesper Arangma has dodged your attack!
(13:33:11) >the Vesper Arangma has dodged your attack!
(13:33:11) >the Vesper Arangma hits you on the arms but fails to do any damage!
(13:33:11) >the Vesper Arangma attacks you but you dodge.
(13:33:13) >the Vesper Arangma hits you on the hands but fails to do any damage!
(13:33:13) >the Vesper Arangma attacks you but you dodge.
(13:33:13) >the Vesper Arangma has dodged your attack!
(13:33:13) >the Vesper Arangma has dodged your attack!
(13:33:14) >the Vesper Arangma attacks you but your arms blocks it.
(13:33:14) >the Vesper Arangma hits you on the legs but fails to do any damage!
(13:33:15) >the Vesper Arangma has dodged your attack!
(13:33:15) >the Vesper Arangma has dodged your attack!
(13:33:16) >the Vesper Arangma attacks you but your legs blocks it.
(13:33:16) >the Vesper Arangma attacks you but your arms blocks it.
(13:33:17) >the Vesper Arangma has dodged your attack!
(13:33:17) >the Vesper Arangma has dodged your attack!
(13:33:17) >the Vesper Arangma attacks you but you dodge.
(13:33:17) >the Vesper Arangma attacks you but your hands blocks it.
(13:33:19) >the Vesper Arangma attacks you but you dodge.
(13:33:19) >the Vesper Arangma hits you on the torso but fails to do any damage!
(13:33:19) >the Vesper Arangma has dodged your attack!
(13:33:19) >the Vesper Arangma has dodged your attack!
(13:33:20) >the Vesper Arangma hits you on the legs but fails to do any damage!
(13:33:20) >the Vesper Arangma hits you on the torso but fails to do any damage!
(13:33:21) >the Vesper Arangma has dodged your attack!
(13:33:21) >the Vesper Arangma has dodged your attack!
(13:33:22) >the Vesper Arangma hits you on the hands but fails to do any damage!
(13:33:22) >the Vesper Arangma attacks you but you dodge.
(13:33:23) >the Vesper Arangma has dodged your attack!
(13:33:23) >the Vesper Arangma has dodged your attack!
(13:33:23) >the Vesper Arangma hits you on the legs but fails to do any damage!
(13:33:23) >the Vesper Arangma hits you on the head for 10.75 damage!
(13:33:25) >the Vesper Arangma hits you on the hands but fails to do any damage!
(13:33:25) >the Vesper Arangma attacks you but you dodge.
(13:33:25) >the Vesper Arangma has dodged your attack!
(13:33:25) >the Vesper Arangma has dodged your attack!
(13:33:26) >the Vesper Arangma hits you on the legs but fails to do any damage!
(13:33:26) >the Vesper Arangma hits you on the feet but fails to do any damage!
(13:33:27) >the Vesper Arangma has dodged your attack!
(13:33:27) >the Vesper Arangma has dodged your attack!
(13:33:28) >the Vesper Arangma hits you on the torso but fails to do any damage!
(13:33:28) >the Vesper Arangma attacks you but your head blocks it.
(13:33:29) >You attack the Vesper Arangma but missed the feet.
(13:33:29) >the Vesper Arangma has dodged your attack!
(13:33:29) >the Vesper Arangma hits you on the feet but fails to do any damage!
(13:33:29) >the Vesper Arangma hits you on the head for 3.57 damage!
(13:33:31) >the Vesper Arangma hits you on the hands but fails to do any damage!
(13:33:31) >the Vesper Arangma attacks you but you dodge.
(13:33:31) >the Vesper Arangma has dodged your attack!
(13:33:31) >the Vesper Arangma has dodged your attack!
(13:33:32) >the Vesper Arangma hits you on the head but fails to do any damage!
(13:33:32) >the Vesper Arangma attacks you but you dodge.
(13:33:33) >the Vesper Arangma has dodged your attack!
(13:33:33) >the Vesper Arangma has dodged your attack!
(13:33:34) >the Vesper Arangma hits you on the hands but fails to do any damage!
(13:33:34) >the Vesper Arangma hits you on the arms but fails to do any damage!
(13:33:35) >the Vesper Arangma has dodged your attack!
(13:33:35) >the Vesper Arangma has dodged your attack!
(13:33:35) >the Vesper Arangma hits you on the torso but fails to do any damage!
(13:33:35) >the Vesper Arangma hits you on the head but fails to do any damage!
(13:33:37) >the Vesper Arangma hits you on the head for 15.49 damage!
(13:33:37) >the Vesper Arangma hits you on the head for 3.60 damage!
(13:33:37) >the Vesper Arangma has dodged your attack!
(13:33:37) >the Vesper Arangma has dodged your attack!
Title: Re: The NPC Re-factor and You
Post by: Maisent on February 15, 2010, 03:32:41 am
What are your stats?
Str   200
Agil  200
End  200
Will  200
Int   200
Cha  200

What are your relevant skills?
-armor 85 HA
-weapon swords - 73
-weapon quality sabres q 225/247
-Armor Quality q 1/50 all

Were you using buffing items?
-list potions- nothing
-list rings- nothing
-list any other items which may have helped or hurt you with the mob - nothing

What is the mobs name? rogue

Where is the mob?
-/pos of mob - outer [doing /pos]
-what area arena, steps outside of the gladiator hall

How does combat with this mob go?
-logs from system - dont know i cant find my logs, but i hit him by 242, 294, 256 , 256, 390 and then he died, took 3 hits to kill him i used to hiy by at least 300 on lvl 60 swords
 and now im lvl 70 and  hit less?

What combat stance did you use? bloody

Does changing stance alter the outcome? How so? yes because on defensive it is slower to kill, bloody it is faster

How is the loot?
-seems fair y/n No i do not get any loot, i have looted only 1 special which is an eagle short sword, and the rest potions

Do you have additional comments?  i can kill him with q 1/50 swords on defensive

Title: Re: The NPC Re-factor and You
Post by: Maisent on February 15, 2010, 03:45:10 am
stats/skills/weapon:
stats all 200
sword/heavy armor 100
q50 heavy armor set
q300 sabres

buffing items:
amulet of the commander
xiosia's ring
no potions

magic buffs:
strength (rw 20)
invigoration (cw 80)
crystal aura (cw 80)
relaxing sleep for heeling in between (aw 60)

combat stance:
bloody

mobs:
Expert Gladiator (Arena)
Maulberlord (outer bronze doors)
Vilenaut (bdroad2, outer bronze doors)

battle log:
(16:45:03) >You attack the Maulberlord on the feet but are blocked
(16:45:03) >You attack the Maulberlord on the head but are blocked
(16:45:19) >You hit the Maulberlord on the arms for 558.27 damage!
(16:45:19) >You attack the Maulberlord on the head but are blocked
(16:45:33) >You hit the Maulberlord on the feet for 534.61 damage!
(16:45:33) >You attack the Maulberlord on the head but are blocked
(16:45:35) >You hit the Maulberlord on the arms for 526.39 damage!
(16:45:35) >You hit the Maulberlord on the legs for 592.26 damage!
(16:45:39) >the Maulberlord is nearly dead!
(16:45:39) >You hit the Maulberlord on the legs for 674.51 damage!
(16:45:39) >You hit the Maulberlord on the head for 558.82 damage!
(16:45:39) >You have killed the Maulberlord!

(16:45:56) >You hit the Vilenaut on the hands for 553.61 damage!
(16:45:56) >You hit the Vilenaut on the hands for 641.36 damage!
(16:45:58) >You attack the Vilenaut on the hands but are blocked
(16:45:58) >You attack the Vilenaut on the feet but are blocked
(16:46:02) >You hit the Vilenaut on the arms for 622.44 damage!
(16:46:02) >the Vilenaut is nearly dead!
(16:46:02) >You hit the Vilenaut on the arms for 609.08 damage!
(16:46:06) >You hit the Vilenaut on the feet for 634.97 damage!
(16:46:06) >You have killed the Vilenaut!

(11:15:40) >Expert Gladiator has dodged your attack!
(11:15:40) >You hit Expert Gladiator on the legs for 45.21 damage!
(11:15:42) >You hit Expert Gladiator on the torso for 84.57 damage!
(11:15:42) >You hit Expert Gladiator on the hands for 238.94 damage!
(11:15:44) >You are too far away to attack!
(11:15:44) >You are too far away to attack!
(11:15:46) >You hit Expert Gladiator on the legs for 168.48 damage!
(11:15:46) >You hit Expert Gladiator on the legs for 167.12 damage!
(11:15:48) >You hit Expert Gladiator on the legs for 189.60 damage!
(11:15:48) >You hit Expert Gladiator on the legs for 175.92 damage!
(11:15:50) >You attack Expert Gladiator on the legs but are blocked
(11:15:50) >You hit Expert Gladiator on the legs for 160.75 damage!
(11:15:52) >Expert Gladiator has dodged your attack!
(11:15:52) >You hit Expert Gladiator on the feet for 270.34 damage!
(11:15:54) >Expert Gladiator is nearly dead!
(11:15:54) >You hit Expert Gladiator on the head for 177.59 damage!
(11:15:54) >You hit Expert Gladiator on the legs for 90.38 damage!
(11:15:56) >You hit Expert Gladiator on the torso for 74.06 damage!
(11:15:56) >You hit Expert Gladiator on the arms for 181.42 damage!
(11:15:56) >You have killed Expert Gladiator!


NOTE: too far away to attacks have been cut off to be less spammy

using different combatstance requires more hits, but doesn't change anything

loot:
Maulberlords/Vilenauts: only animal parts which is the same as it was for Maulbernauts, though it could be better, as I suppose those ones eat quite a few strong persons out there
Expert Gladiators: got only pretty bad loot, but maybe I just didn't kill enough of those (a magical shield doesn't qualify as very good loot in my opinion). something like helms, galkards, etc. would be nice (similiar to former onyx dagger, dlayo gladiator) to seperate them from the average ones

additional comments:
good work on the NPC refactoring, though leaving some of the strong mobs couldn't have harmed. with dlayos and strong onyx dagger being gone, only quest relevant NPCs are left as challenging target and that spot is a bit small to fight effectively.
I personally would like to see a "would be impossible to defeat" or at least a "would pose a great challenge" while examining a mob, again, instead of just the average "about as strong as you" or less.


i cant even hurt the vile and maulberlords, and my friend who has lvl 100 swords cant hurt them either, im not sure if they used q 300 swords though
Title: Re: The NPC Re-factor and You
Post by: Xillix Queen of Fools on February 19, 2010, 04:26:33 pm
That's it?
Title: Re: The NPC Re-factor and You
Post by: bilbous on February 19, 2010, 04:41:21 pm
Sounds kind of like people have settled down to the way things are, found the critters they need to fight for their current level and are prepared to just grumble in the future.
Title: Re: The NPC Re-factor and You
Post by: LigH on February 19, 2010, 04:52:48 pm
Yes. I am too afraid to die. And I had a work week without playing time (and more important, without any levelling time, and without any winch questing time). And ... heck. What exactly do you expect? More reports of people being killed by unexpectedly resistant little animals?

I'd say it is quite understandable that there is a difference between those who level enough not to be afraid of dying against most NPCs now, and others who spend more time in technical details than in leveling...

But - if you need more technically usable results, I guess you already you ask Lanarel and the testers for support? There might be the highest probability of players with technical skills and efforts. There might even be some who got admin features granted to set themselves some skills ad libitum and try. And are developer chars curse-proof? - At least they might have the smaller risk of dying and wasting much time in Dakkru's Curse, I hope.

One of the worst problems is possibly that most NPCs got completely exchanged. You can not say anymore "I know for sure that I could kill this Trepor barehanded in 5 hits", because there is no more Trepor. You can't compare anymore to previous experience.
Title: Re: The NPC Re-factor and You
Post by: Rigwyn on February 19, 2010, 05:27:06 pm

Its hard to say whether a creature is too hard to correct if we don't know what levels are intended. As a rule of thumb I would expect a creature that is big to be more of a challenge than one that is small. Likewise I would expect an armed or armored creature to be more challenging. I would expect natural armor to be inferior to metal armor.

With this expectation in mind creatures that contradict this logic appear to be out of line. For example, I would expect the Tlokes and Arangmas to be weaker than gobbels, Initiate gladiators, gladiators and Ulbers due to their size and lack of armor and weapons.  If they had a deadly string and were extremely agile then it might be a bit more believable.

Some recent observations.. ( not necessarily complaints )

My relevant stats - 50 Sword, 30HA, Armor was plate, some new, some about 1/2 worn out. str,agi,end at 200, q290 sabre, q290 short sword
In most cases I used a bloody stance and fought in place ( no dancing around )

Dark Rogue in laanx dungeon ( first right on the way in ) seemed to be a reasonable challenge.
I got him half way down before I died just fighting toe to toe..

Treppor Warrior in the arena seemed to be unusually strong. Its a little hard to believe that a creature with such an awkward looking body could post such a threat. Fighting toe to toe I had to heal myself half way through before chopping it down.

Initiate Gladiators seem to be too easy. Perhaps its meant to be that way ? These were one shot kills.  I do like the fact that there are more weak npcs for less trained players. Also the variety is much better.

Thunder Clacker seemed to be a bit more resistant to attack than one would expect. It was also able to get some hits on me if using bloody stance. with a more defensive stance it did not get though. Was using a pair of 10/50 swords with 1.5 delay. What I'm saying is that I'm surprised that it held up the way it did. Not sure if this is intended or not.




Title: Re: The NPC Re-factor and You
Post by: LigH on February 19, 2010, 07:49:18 pm
I am not really surprised that a Trepor Warrior is deadly strong, and the Trepor Queen as quest related opponent seems to require a group or a very advanced mage. The generic Trepors in the arena instead seem to be "as usual", and almost a little weak.

But I am really surprised that a Tefusangling - which is meant to look weaker and smaller - is much stronger than a bigger Tefusang (as happens in the sewers under Kada-El's).

And I am surprised that Tloke and Arangma are as deadly as they appear ... true, some Arangma are supposed to have fatal poison. But they are just insect or spider like creatures, and a usual chitin exoskeleton is probably not as resistant as specifically a clacker housing.

The Coamti is not even included in the "Selected Beasts of Yliakum"; so I have no idea if they are supposed to have a rock hard armor.
Title: Re: The NPC Re-factor and You
Post by: kaerli2 on February 23, 2010, 08:02:17 am
stats/skills/weapon:
200 all phys, 150 wil, 120 int, 90 cha.  100 sword, 60 la, 2x worn (q280/289) finest SS (armor doesn't matter in this case), lvl24 BrW

no buffing items or magic buffs

bloody stance

mob:
Imago Consumer (BDroad2, approx pos 309,19,445)

problem:
blades don't leave a scratch, but Brown Way (Flying Stones) works just fine

additional issue (not specific to a given mob):
monsters have no passive HP regen, so are very vulnerable to being trapped/pinned/confused into not being able to reach the attacker then burned down with spells over a prolonged period of time

Title: Re: The NPC Re-factor and You
Post by: Shoraal on February 24, 2010, 12:21:22 pm
Okay... some new input...

AGI 99
STR 72
END 68
WIL 81
INT 45
CHA 52

Melee 16
LA 10 (full suit Leather)
Red Way 11, Brown Way 9

used: Melee, Rock Armor, Electrotouch, occasional Flame Spire

Mob: Sewers, Rogue close to Gorbiak

Battle: I won (using agressive Stance btw - seems to do damage faster; I suffered damage in bloody, but not in agressive... yet, it took eternal, this guy seems to be a tank, although he does not look like it.


Mob: Sewers: Tefusang(s)

Battle depends. One Tefu I could kill slowly, but without it damaging me (normals stance).
Another would have kiled me if I had not run.


Mob: Clacker(s):

Battle: Works. They take about two castings of Electrotouch, but die eventually.

Title: Re: The NPC Re-factor and You
Post by: Bonifarzia on February 25, 2010, 06:41:27 pm

It would be a good thing to have some creatures with spell resistance or other protective mechanism against offensive magic.

The changes in physical damage absorption of some creatures lowered the effectiveness of close combat compared to spell casting, and the recent changes in the mobs initial attack delay when chasing a target did even more so. Some might argue that magic ways are harder and more costly to train, but the effort to train one way at a certain rank does not seem much higher than training both, a weapon and an armor class at the same rank. I think it is a reasonable change that good timing does not allow you anymore to hunt down arbitrary creatures without ever getting hit. That made it indeed difficult to put things in balance. Now that engaging in close combat implies a certain risk of taking significant damage, I don't see a need for the excessive damage absorption of some creatures. On the other hand, one could keep it like that, add  spell resistance for some of the most dangerous creatures and raise the prices for the corresponding animal parts greatly. Just my suggestions.

And to add some observations as requested ...

Using finest (q290-q300) reinforced battle axes (probably the only reasonable choice of weapon) against a neoten consumer, a good estimate for the minimal axe ranks needed to deal (any) slash damage is about 140 (at agility 200+3, no other buffs).
Maulberlord seems the only mob with a higher physical resistance than neoten consumer.
Title: Re: The NPC Re-factor and You
Post by: Earowo on February 26, 2010, 06:42:44 am

It would be a good thing to have some creatures with spell resistance or other protective mechanism against offensive magic.

The changes in physical damage absorption of some creatures lowered the effectiveness of close combat compared to spell casting, and the recent changes in the mobs initial attack delay when chasing a target did even more so. Some might argue that magic ways are harder and more costly to train, but the effort to train one way at a certain rank does not seem much higher than training both, a weapon and an armor class at the same rank. I think it is a reasonable change that good timing does not allow you anymore to hunt down arbitrary creatures without ever getting hit. That made it indeed difficult to put things in balance. Now that engaging in close combat implies a certain risk of taking significant damage, I don't see a need for the excessive damage absorption of some creatures. On the other hand, one could keep it like that, add  spell resistance for some of the most dangerous creatures and raise the prices for the corresponding animal parts greatly. Just my suggestions.

And to add some observations as requested ...

Using finest (q290-q300) reinforced battle axes (probably the only reasonable choice of weapon) against a neoten consumer, a good estimate for the minimal axe ranks needed to deal (any) slash damage is about 140 (at agility 200+3, no other buffs).
Maulberlord seems the only mob with a higher physical resistance than neoten consumer.
this was kinda the case with dlayos, if youd cast nature intuition on a dlayo they have around 100 anti-magic, and you cant really do damage unless you are more towards expert in a weapon level
sucsk though since the mob replacment, switched out the dlayos for a bunch of clackers...
Title: Re: The NPC Re-factor and You
Post by: Bonifarzia on February 26, 2010, 08:53:21 am
this was kinda the case with dlayos, if youd cast nature intuition on a dlayo they have around 100 anti-magic, and you cant really do damage unless you are more towards expert in a weapon level
sucsk though since the mob replacment, switched out the dlayos for a bunch of clackers...

Did you ever have the feeling that the dlayos antimagic ranks made any difference? However, if you have in mind how GM controlled dlayo reacted to offensive magic, this would of course be an outstanding feature to have for mobs controlled by the NPC client.

To all dlayo hunters out there missing their favorite sparring partners ...  maulbernauts are moving as swiftly and defeated about as easily as the dlayo used to, but do not expect any valuable loot.
Title: Re: The NPC Re-factor and You
Post by: LigH on February 26, 2010, 09:21:51 am
I would not yet bet on Antimagic being implemented ... until a developer tells me it was (referring to a specific SVN revision, perhaps). ;)
Title: Re: The NPC Re-factor and You
Post by: Earowo on February 27, 2010, 09:44:52 am
this was kinda the case with dlayos, if youd cast nature intuition on a dlayo they have around 100 anti-magic, and you cant really do damage unless you are more towards expert in a weapon level
sucsk though since the mob replacment, switched out the dlayos for a bunch of clackers...

Did you ever have the feeling that the dlayos antimagic ranks made any difference? However, if you have in mind how GM controlled dlayo reacted to offensive magic, this would of course be an outstanding feature to have for mobs controlled by the NPC client.

To all dlayo hunters out there missing their favorite sparring partners ...  maulbernauts are moving as swiftly and defeated about as easily as the dlayo used to, but do not expect any valuable loot.
what? but the mualbers arnt worth it then, i fought long and hard to get hundreds of plain old daggers and mushrooms from those dlayos you know...
Title: Re: The NPC Re-factor and You
Post by: weltall on February 28, 2010, 07:56:17 am
antimagic does nothing
Title: Re: The NPC Re-factor and You
Post by: Earowo on March 01, 2010, 05:16:10 am
for now.......
Title: Re: The NPC Re-factor and You
Post by: Xillix Queen of Fools on March 02, 2010, 05:15:15 pm
Looks like there were some changes to npcs.

Tell us how you feel about them.
Title: Re: The NPC Re-factor and You
Post by: lilura on March 02, 2010, 05:29:20 pm
Lilura does a happy dance 'we got the trepor fields back! and the forest spider things are actually in the forest!'

I also like how the new critters have various kind - the baby tree things i can kill easily, the Adult i have to work at it some, and the Elder pwn me    but it gives me a challenge :thumbup:
Title: Re: The NPC Re-factor and You
Post by: Koios on March 02, 2010, 05:38:57 pm
Lilura does a happy dance 'we got the trepor fields back! and the forest spider things are actually in the forest!'

I also like how the new critters have various kind - the baby tree things i can kill easily, the Adult i have to work at it some, and the Elder pwn me    but it gives me a challenge :thumbup:


*Koios dances with Lilura and awaits the congaline*
I feel now there's a good balance of mobs now. Enough monsters for the newcomers to have fun with, enough monsters for the mid ones and enough for the maxed ones. In general, plenty for everyone!  :woot:
Title: Re: The NPC Re-factor and You
Post by: LigH on March 02, 2010, 05:52:39 pm
Forest ... "spider things"? -- Arangma!
/me made the original texture...

(http://www.ligh.de/pics/PSCB/Arangma_Preview.jpg)
Title: Re: The NPC Re-factor and You
Post by: Shoraal on March 02, 2010, 07:50:25 pm
what I definitely appreciate is the fact that the mobs seem not to auto-attack... especially in the load zones, that was among the worst side effects.

where did the rogues in Oja go? eaten by Arangmas?
Title: Re: The NPC Re-factor and You
Post by: Rigwyn on March 02, 2010, 08:30:46 pm

What ? No more rogues in Oja ?
Damn.. that blows my theory about their presence... I thought their presence and activity indicated that the local guards had for unknown reasons chose to overlook their deeds.
Title: Re: The NPC Re-factor and You
Post by: Xillix Queen of Fools on March 02, 2010, 11:13:12 pm
you aren't looking hard enough ryg :)
Title: Re: The NPC Re-factor and You
Post by: Earowo on March 03, 2010, 02:57:14 am
i am extremely happy with the ammount of monsters there are, there are huge groups now, which is good for monsters which stick in packs, and the oja road which was famous for ulbers is back in busness, aint run by velnishi no more...

but a suggestion for arangmas
is that diffrent types should have diffrent sizes, so there are from tiny ones, like mabey forest ones, to really big ones mabey could be sand aragmas
just my thoughts ^^
Title: Re: The NPC Re-factor and You
Post by: Rigwyn on March 03, 2010, 02:42:38 pm

The placement of the rogues is interesting. This also makes more sense than the rogue behavior
That was displayed previously.

Their silent, disciplined presence is a somewhat chilling.

Other npc's that I saw were nicely placed too.. It seems that at good bit
Of thought went into the placement.

Title: Re: The NPC Re-factor and You
Post by: LigH on March 03, 2010, 03:20:46 pm
When the swapped splash texture overlays (grass <=> dirt) (http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=3621) will be fixed in the heightfield maps, then we will also see again where good places for typical "sand" or "grass" animals are; e.g. the serpent path opposite to the Explorer Outpost (ojaroad2), which leads e.g. to a platform where you can look over the gold mine with the Ulbernauts, used to look very dry, and I always hoped that that should be a place where insects would nestle in their little cavities/dens. Furthermore, there are strange "sugar loaf" hills in the outer area of the Bronze Doors (bdouter) which look like having holes, could that be designed as home for small creatures?
__

P.S.: Should Consumers be allowed to run? Recently I was almost caught by one on ojaroad2, I could only escape by running onto the Bridge of the Fallen (after losing half of my health after 2 bites)...
Title: Re: The NPC Re-factor and You
Post by: Roled on March 04, 2010, 10:04:57 am
Well I hesitated to post here, then I thought, what the hey.. it's just my opinion.... so here goes...

I for one REALLY REALLY don't like all these critter bugs! Why are there so many bugs and so few mammal like creatures? Seems not logical in evolutionary terms. And if there were so many bugs, wouldn't there be a bunch of bird creatures to munch on 'em?

Where are the benign herbivores?... like the WONDERFUL FANTASTIC Rivniks!! Thank you thank you thank you creators of the Rivniks!

And wouldn't there be little baby difters in the lakes and ponds and such? Since they eat fish?

As far as the points go, I (again just my opinion) am frustrated by how hard it is to earn points, except by questing, which my main has now done massive numbers of... it seems pretty impossible now to continue on his character motivation, it seems unattainable to earn enough points to afford magic training at the higher levels, not to mention the cost.  I have found in the two months since the new version I've really lost interest in playing.. it's too much of a grind, and the folks I used to rp with, many seem to be gone now. So what's the point, if the rp factor is so diminished AND the ability to advance my character's goals is so hindered by the mechanics?

So Roled is pretty frustrated...
Just thought I'd let you know.

and
THANK YOU for the rivniks!

Yers,
Roled Rolak
SoX

Title: Re: The NPC Re-factor and You
Post by: Shoraal on March 04, 2010, 01:25:45 pm
I can understand quite a bit of what Roled writes here.

I am still fairly new to PS, but I play it a lot and I found into the mechanics rather easily...

We have a problem, that is obviously not really solvable by now, unless you "cut" on some old characters...

What do I mean?

You see in this thread already, that there are obviously plenty long-time players who earned their blue jumpsuit and red cape somewhere in the past.
well, IMHO, in a RPG setting, such "omnipotent" characters should simply not exist.
One problem seems to be that there is no limit to the stats - every Tom Dick and Harry can have 200... why is this so? This is ridiculous. I would opt for some limit, partially race-based (like, a Kran can be strong, but nnot too bright, e.g.), or - which also makes sense - by background (like, your stats can rise maximally to 1.5 x original value, or maybe 2x original value, and then no more).
If you want a powerhouse with STR like a titan, fine, but accept you won't be top notch in other areas - imagine the NPC Malco. He is really STRONG... but ot-nay oo-tay ight-bray, to say the least.
Vice versa, take Levrus - a good alround wizard, but frail and would not want to fight physically, would he?
Well, there are chars out there that obviously outweigh all those extremes, and that is what makes the whole stat system somewhat ridiculous.

Next part - PP and cost of training... how is one to get where one needs to get to fit a certain role with those few points? And on the other hand, where did those bluesuits (see above) get all those points? The relation is not okay. Especially when I find chars  that started after mine - and I play intensively - suddenly have such exceeding stat bars... how is that possible? Stats are propably too bloody cheap, compared to skills - which actually make up a char - and for which I get far too few PP and money to train them. Either lower the cost, or raise the amount one gets, both in Quests as well as by killing monsters... Just had an Alt of mine kill a "Frost Arangma" - well, I did not get hurt, but it took pretty long, and than a mere 2 PP? This is really far too low (also, there is too few loot, but that is yet another matter).

It really is not fun if you need some super-mobs to keep some head honchos at bay who obviously don't see the RP in there (one doesn't just raise an attribute "because one can", but only if it makes sense, and it does not make ANY sense why everybody should have the same top scores in the end), and give the impression of characters just being a sheet of stats.Actually, I found PS so far the best possibility to get close to a real RPG but Computer based, and now those factors that really annoy come in again...

Just 2 Tria here. Hope this gets to the right ears.
Title: Re: The NPC Re-factor and You
Post by: Koios on March 04, 2010, 02:03:55 pm
...
We have a problem, that is obviously not really solvable by now, unless you "cut" on some old characters...
...
You see in this thread already, that there are obviously plenty long-time players who earned their blue jumpsuit and red cape somewhere in the past.
well, IMHO, in a RPG setting, such "omnipotent" characters should simply not exist.
One problem seems to be that there is no limit to the stats - every Tom Dick and Harry can have 200... why is this so? This is ridiculous.

Some of us have been around for years. We have earned our skills by questing/mining/monster killing/attending GM events/attending player events etc. Practice makes you able to kill the Maulberlords ;) Sometimes you might have grinded a bit, say to feel you can give a good beating at a Tournament. You need someone to participate in them for them to be held ;) The mechanics can be a source of RP, not a hinder. You just need to apply them in the right way and not overdo it. I have never seen any "maxed out" character claim to be the king of Yliakum after winning a duel, but maybe I've just been lucky?


I would opt for some limit, partially race-based (like, a Kran can be strong, but nnot too bright, e.g.), or - which also makes sense - by background (like, your stats can rise maximally to 1.5 x original value, or maybe 2x original value, and then no more).
If you want a powerhouse with STR like a titan, fine, but accept you won't be top notch in other areas - imagine the NPC Malco. He is really STRONG... but ot-nay oo-tay ight-bray, to say the least.
Vice versa, take Levrus - a good alround wizard, but frail and would not want to fight physically, would he?
Well, there are chars out there that obviously outweigh all those extremes, and that is what makes the whole stat system somewhat ridiculous.
If you read the Race description on the PS main site, you will see that there will be race rules implemented quite similar to those you ask after here. But this is still being worked on, so be patient :)

Next part - PP and cost of training... how is one to get where one needs to get to fit a certain role with those few points? And on the other hand, where did those bluesuits (see above) get all those points? The relation is not okay. Especially when I find chars  that started after mine - and I play intensively - suddenly have such exceeding stat bars... how is that possible?
The newer chars that you meet must be playing even more intesively, or more "grinder's efficient" maybe. Not everyone is bent on RPing 24/7 IG, and that's fine imo as long as they don't disruptthe RP of others. We do have silent types in RL as well.
And we got our points just as you can get them now. In some places we didn't get as many as you can, in other places we could get a tad more. It balances out even as far as I can see. At least now you don't have to wait in line to kill certain monsters since there's plenty around :)

Stats are propably too bloody cheap, compared to skills - which actually make up a char - and for which I get far too few PP and money to train them.
It depends on the skill, but I can agree there that stats are cheaper. But having maxed stats doesn't make you as "powerful" in a duel as maxed Sword does ;)

It really is not fun if you need some super-mobs to keep some head honchos at bay who obviously don't see the RP in there (one doesn't just raise an attribute "because one can", but only if it makes sense, and it does not make ANY sense why everybody should have the same top scores in the end).
The players with a bit of higher skills need their monsters as well. Otherwise there is no challenge other than other players and everyone would run around hack at each other.  :devil:
You can also group up with other people to try to handle them, it's quite fun and the RP tactics that needs to be discussed beforehand can be quite amusing. "Okey, so I go at it from the front here. You two over there and flank. We use these two as fodder if necessary and we'll all have a feast in DR afterwards if we fail." :)

Not everyone is a master RPer at first. And no one is a master swordsman. If people feel the need to have mechanics back them up before putting it into their RP, I think it's good. Since this is PC based, not everything has to be in writing. I have had quite a few RP fights with other players, and if you just agree on the rules, you can have a fantastic fight. But you can't kill a monster with words, that's for the gods to do ;)
Title: Re: The NPC Re-factor and You
Post by: Xillix Queen of Fools on March 04, 2010, 03:36:00 pm
Roled, you can't think the bugs are the end of mob art, we have a lot planned and you can read up on a lot of it.

We didn't put drifters in as passive animals because it would prompt cries of "why can't we capture and train one." One day that may well be possible, but distributing non-conflict npcs for atmosphere simply was not a priority at this time.

As for super characters, these folks have been with us for a long time in most cases. You have to trust that when we have achieved a relative sense of balance things will be better.

As for some of your rp friends being gone, that's just a perpetual fact of life.
Title: Re: The NPC Re-factor and You
Post by: LigH on March 04, 2010, 04:13:25 pm
that's just a perpetual fact of life.

Or like Shirley Bassey sang: This is all just a little bit of history repeating (http://www.youtube.com/watch?v=sTUIHK7gHRE) :D

Roled, even though some people have less time playing because jobs are more important now in these poor times, don't lose faith. Knowledge Seekers wouldn't exist anymore for years if we didn't fight for their existance each year again. Erelenga required 3 months to join! ;)
Title: Re: The NPC Re-factor and You
Post by: Bonifarzia on March 11, 2010, 04:08:11 pm


Allright, I took my time to comment the latest re-re-factor, because I thought it would be reasonable to first hunt down each type of critter in close combat before judging their strength.

First of all, I highly appreciate the effort that has been made to rebalance things. It is good to see that there are suitable NPC types for a wide spread of character progression states and plenty of individual mobs to find for each of those types. Also, I am happy with the new values of physical damage absorption, which are a good step in the right direction. Still, I conclude it is much simpler to hunt down mobs using offensive magic rather than close combat. The main reason for this is very large delay (lag) in combat events between player and NPC client, which makes it very hard to time your attacks, especially as the creeps movement speeds greatly vary. For some of the strongest mobs out there, this is even worse, because they are able to take down a player with a single attack (double hit) , even if one sticks to a defensive stance and fully trained heavy armor in perfect condition. These apparently random and sometimes lethal hits taken make it very uninteresting to hunt those creatures, and cooperative hunting does not change much here, unless it is a weaker foe that can be taken down immediately by the group. I hope the way mobs are adjusted is to take into account future defense values, that will be available through crafted armor (and possibly higher trainable ranks). And of course, I am looking forward to hunting those critters with less latency again, as player vs player combat lag looks significantly better. A mechanism to make some mobs harder to kill with magic is still necessary.

One note about the change in progression points earned for defeating the stronger mobs... I think it was fairly obvious that the experience reward for hunting was totally off from what you could get with crafting or doing quests. The new values may feel ridiculously low, but are in much better agreement with the reward for other actions and with the value of the loot you get. Even the mobs strength suits in much better now, at least if you consider some nonlinear dependence for the PP awarded. Of course, many aspects of the game mechanics have not changed yet, so it is not surprising that for instance the PP requirements for training a magic way to its maximum rank corresponds to a mind bogglingly large number of mobs to hunt. Have patience. Maybe in the future  a student of the arcane arts will not only gain practice but also experience for successfully casting the more complicated and challenging spells, just as the crafters do with their work.

Title: Re: The NPC Re-factor and You
Post by: Bajazag on March 11, 2010, 06:08:41 pm
What are your stats?
Str 200
Agil 190
End 170
Will 170
Int 158
Cha 160

What are your relevant skills?
-armor
25 heavy
-weapon
40 sword
-weapon quality
2 shortswords 134/134 - 2 claymores 147/147 (no difference)
-Armor Quality
50/50

Were you using buffing items?
nope

What is the mobs name?
tefusang

Where is the mob?
tried in various places, arena, bd1, oja2 with the same results.

How does combat with this mob go?
pretty well for them, bad for me.
-logs from system
no need for logs, can't even scratch them, and they take away 1/3 of my health with a hit.

What combat stance did you use?
normal and bloody

Does changing stance alter the outcome? How so?
nope

How is the loot?
well protected, I'd say.
-seems fair y/n
nope

Do you have additional comments?
No, but I'd like to point out few facts: 1) I've been playing ps for a little more than a year. 2) Most quests require tefu parts, not only those for winch access and for mounts but also the quests related to crafting (Trasok) and even the cooking quests with Reffitia. 3) My character always avoided magic because it scares him (except the healing spells, yes he's an opportunist sometimes); now if I want to keep playing I have to change it. I've started leveling magic OOC. And yes, bare RP is an option, not a fun one, imo (hm, this is a comment, so yes, I do have a comment).

Title: Re: The NPC Re-factor and You
Post by: Earowo on March 12, 2010, 01:22:16 am
the ulbers are invading the wilderness!!!
the ulbers are coming the ulbers are coming!!
Title: Re: The NPC Re-factor and You
Post by: Bonifarzia on March 31, 2010, 04:28:26 pm


Summary: Defeating most of the very large mobs without using offensive magic is very challenging and the rewards in terms of loot are way to poor. The value of loot does not reflect the mobs strength at all in many cases, not only for those animal parts that have been available in 0.4.3.

Here is an example.

Mobs name and location: Maulbernauts at Oja road 1, bronze door fields etc.

Loot: Rather poor chances to loot, the value of all animal parts is the same as for toxic grendol and fayed velnishi, which are orders of magnitude weaker.

Relevant player stats and buffs: str 200+40, agi 200+3, end 200+3, invigoration

Relevant skills and equipment: q280 RBA at rank 150, full set of q45 platemail including a battle helm at rank 100

Stance: In this case, normal stance is the needed stance to be able to inflict damage, the initial strike is in bloody stance.

How does combat go: Depending on the initial amount of damage dealt, which has in general a ridiculously wide spread, it takes about 20 to 40 well timed attacks to defeat the mob, inflicting about 20 to 100 HP damage per hit at an average of about half a hit per double attack. In return, the mob is able to deal about 200 to 450 damage per hit, leaving a nonzero chance to defeat the player with a single double hit in this stance even though buffed for extra health.

Comment: Even for the strongest of all mobs, a fully trained and well equipped player character should be able to choose a stance that allows to damage the mob without running the risk to die from  one double hit. Give players the chance to heal themselves or each other, and hunting in groups using combat will be an option again. In contrast, critical damage taken from gladiator type NPCs is fine, because the player has reasonable chances to defeat the NPC before taking any damage.