by Magi » Wed May 13, 2009 11:05 pm
** One player made more gold in basically one area then the next 15 players made in the entire game, this was a no brainer.
> We won't mention that said player logged about 40 hours running nonstop coins to achieve this feat. That would be telling! The 'next 15 players' were most likely afk or in the large gold-less groups. I know i'm in that list, and I was cycling eq constantly for the last two weeks. The massive gold reduction was not limited to one area.
--It does not matter, again, if you fail to see how this gross amount of coins from one easily ran area disturbes the entire economy we are trying to build for sloth, there is no sense in continuing the conversation.
The player takes no damage and does the run in less then 10 minutes, it was obnoxious, nobody knows this better than you.
** A new exp calculation has been in affect since the beginning of this version of sloth. Players are leveling faster than they had in the previous version.
> Due entirely to heightened playtime. Kudos to the admins. Xp/hour is dramatically lower at all levels.
-- Sorry but the players in today's era no more or no less than those of sloth 3. We had just as many people logging just as many hours then.
One set of mobs is where Magi noticed this change, are the ryukyu in temple ruins. After checking his logs just now, he commented in either channel talk or grouptalk about how these mobs are still incredible exp, even with 1/3 the exp being taken away. Hrpmh, hard to figure out why he is complaining.
> My comments had a negative bias, because most of the unmentioned changes were of a negative nature. I did not consider my statement of facts about the mud as a complaint. Also, if you're going to quote my private conversations in groups you were not a part of, please don't misquote me. I said 'decent' not incredible.
-- actually, i will look and quote because im sure you were still quite happy with the exp.
**Commenting on thief solo exp or small group exp is pure silly. It will still be better than most other primes, well except for the struggling druids.
> I'm just pointing out to our would-be stabbers that lyme-style stab/blast type mobs have suffered a 50% xp hit. Anyone who plans to stab their way to 9x40 needs to rethink that strategy. That is a very, very valid concern to all our many thief primes.
-- Actually, lyme in general has been reduced so that it is more in line with the rest of the game. It very well may be a 50% reduction on all lyme mobs, not just stab mobs. Im not really sure what the final percentage it was. We are not opening up lyme to have the entire mud leave 200+ other areas alone. It had to be brought down to the level of the rest of the mud.
*** We have not intentionally increased mana cost for this spell. So if someone had just added it to bugs or asked me about it, I probably would of looked.
> Lost concentration on moon aura takes 60 mana, where it previous took 2. (Yes, I lost conc three times in a row at 95%, or I wouldn't have noticed). Since the spell has obviously been messed with it isn't surprising that I'd blame said 'messing' on what seems to be dramatically increased costs. In my (unlogged) recollections, the spell cost 120 + a few mana per groupie at night, and 200 + a little mana per groupie during the day.
8.) Restoration: Cleric prime only spell Restoration has been increased, and is +200 hp instead of the former +180.
** Actually was no change here
> Actually, there was. Quick, nerf the clerics. Just because you didn't do it doesn't mean that nothing changed. Restoration is definately better as a prime only spell.
-- its always been better as a prime spell, the code has not changed from s3, sorry.
*** We didnt even have time to create new eq or move eq around for the new version, so this is just plain stupid.
> I'm not the only player who remembers an immort publicly making this comment about lowered pop rates. But! it could have been Juggleblood, the minister of misinformation.
-- think as you may, you do not know more about the changes to this game then I do. Pop rates have not been lowered, if i had time or help we would increase them. Just as ive been adding plenty of positive stuff to the mud since its been brought back up.
** lost concentration has not been touched, shadis has already proven that through his 2000 tracked spells. We added a new disturbance and that was it, I actually do believe being in the front row affects one or the other of these, I cant remember though.
> Shadis didn't prove anything with his log -- which if I recall showed around 91% success rate? Kulgan cast tens of thousands of spells, carefully logging in and out of combat on sloth III. If anyone proved anything, it was him. Shadis's reports didn't specify which spell or combat status, front or back row, etc. All of these have been observed to affect lost conc rates. If you set lost conc to a flat 5% (for a 95% spell), I'd be singing your praises for a week.
-- again, I stick by my previous comments