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Orael

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Orael
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  • The numbers don't say that though.

    The numbers say that over half the timequakes have a 0-3 player difference. That means that over half the timequakes aren't egregiously outnumbered. It isn't 10:1 one day and 1:10 the next day.

    in Final Plea Comment by Orael July 2019
  • (Quote) The numbers will never be perfect, but they are something and we need to start somewhere. You can dismiss pretty much any metric you want because there will always be flaws. As I noted to begin with, this is a tool and not the end-all…
    in Final Plea Comment by Orael July 2019
  • The reason for the averages is that it shows that one side isn't always dominating, which is something that's being touted in this thread quite a bit.

    If you want to look at specific timequake numbers, I can play with that too.

    in Final Plea Comment by Orael July 2019
  • I've just removed deaths in timequakes costing your Divine essence. 
    in Final Plea Comment by Orael July 2019
  • Here's the numbers for the players on average from each org who received timequake credits the last week

    Glom/Celest/Gaudi - 9.27
    Mag/Seren/Halli - 7.59
    19.9 % difference

    Glom is at 4.2 people/quake, Seren is next at …
    in Final Plea Comment by Orael July 2019
  • So - given this is a common complaint, I added some metrics a few weeks ago regarding player population during timequakes.

    What I'm capturing is the number of players, per org, active within the last 5 seconds when a timequake starts.  It…
    in Final Plea Comment by Orael July 2019
  • (It's not an easy bug to fix - it's going to take some refactoring and rewriting of stuff)
  • Problem 1 - Yeah, this is something I've been considering - making it two different cure balances for each org. This might be something that's best determined during testing rather than now. (It won't be hard to switch a cure balance)

    Pro…
  • I feel like you didn't read the paragraph that you quoted. That paragraph is a response to your previous questions showing three different scenarios that would result in three different answers.

    Again - HS is being mirrored, just like the…
  • I stated at the very beginning that we would likely be looking at secondaries and how they interact with the primary skillset as well as looking at tertiaries. 

    The plan is to move forward with these primary skillset changes and get them …
  • Right now any skill that can be done on a single target won't require a meld, it'll just require a meld to use the next steps up. 

    I think that really only leaves like two skills so we can maybe add 1-2 more skills that give them somethin…
  • Censers will function the same.

    Illusionary terrain only lasts an hour currently so that functionality is already there.


    I think at this point, we need to
    1. Replace the hide exits effect (with the current Mirag…
  • Current set up is you change the nature to what you want, then meld to raise the node. Any rooms in between connecting nodes will automatically change nature to the meld type. Losing a connection just leaves the terrain.

    If there is anoth…
  • I think having pits not being possible in melds would be too much of a nerf to pits. I'd rather just allow pits in deluge than remove them from all melds.

    As far as terrain/saplings - I coded it so terrain just doesn't stop changing fores…
  • Yeah, deluge would still be intact, but I meant to just include it as the natural melded state.

    One of my goals here was to simplify the melding stuff. For instance, Geos can just 'taint' everything and BT can just forest everything. They…
  • I just read over everything but I may have missed some questions or concerns. If I did, just ask again please and I'll answer it later.

    We can take into consideration physical damage and make adjustments. 

    All of this will be h…
  • What about those twirl/raise/whirl did people like? Is it just the fact that there were actually things you can do with your staff? Whirl staff for everyone just revealed hidden people which I feel is kind of useless now a days, but I may be off. Th…
  • re: Treetoss not building allergies - fixed. The reason I left it as treetoss was because treetoss felt unique and useful to HS still and subbing treetoss instead of a damage attack didn't seem unreasonable.

    re:Rockslide - oops, I removed…
  • (Quote) One of the major issues with melders is any secondary melders are generally considered useless. By allowing bonding and making melds inheritable, we're reducing that issue and creating a situation that relies less on one good me…
    in Melder Revamp Comment by Orael June 2019
  • Here's an update

     The base code is pretty much in. I've been working on skillset designs. I'm hoping to have them up by the end of the week at the latest. 

     The basic design I'm going for with each skillset is taking into consi…
    in Melder Revamp Comment by Orael June 2019
  • I agree that SSC isn't the greatest system ever.

    To be blunt, it was implemented prematurely. Everything should have been converted to the aff/def systems first and then we should have put in SSC.  Converting things to the aff/def system …
    in Aeon Comment by Orael June 2019
  • Enough is enough,

    Time to move on.

    We can argue up and down the reasonings for any raid and it's always going to fall back to a 'he said, she said' or circular reasoning scenario. 

    Any further posts on the subject wi…
  • (Quote) Yeah, I agree, you should get even. They disrespected you, so you should retaliate and do the same. It's a conflict game, don't get mad, get even. Dust their shrines, kill their guards, terrain their org.

     Actions h…
  • Let's be real here.

    I honestly think anyone in this game would do the exact same thing to Glomdoring had they found themselves in the same position. I think you would all laugh about it and make the same jokes. At the end of the day, very…
  • Thanks for all the answers here, it was good to read.

    I'm glad that it has sparked more use of the system and people being more involved within it. That was one of the big intentions of including it, to spark motivation to participate. 
  • Blood coins are better than normal coins but not as good as iron coins.

    The big thing is we removed some of the more mundane things, like experience, gold, TF's and crit blessings. Then we added anomalies and evened out the % chances of g…
  • The quest gold scaling was introduced when the gold throttle was removed and all those changes were made back then.  It was a part of the gold changes.

    from Changelog 1390

       o Quest and turn-in rewards now scale with time…
  • Nothing has changed in gold rewards.

    We would certainly announce such a change.
  • As a heads up - reports will be closing in a few more days, so get your reports in while they are still open. 
  • I think maintaining a node and your offense while preventing your enemy from placing their own node and their own offense is a pretty positive reward. Sitting to the side so your enemy has an easier time breaking it seems more negative to me.
    <…
    in Melder Revamp Comment by Orael May 2019