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thanatos area

Posted: Tue Sep 26, 2017 10:16 am
by Terron
i think the grid should be changed just a little bit from the current:

i suggest:

row 1: mirror, melee only, mirror
row 2: magic only, no potions, magic only
row 3: mirror, melee only, mirror

this makes the meta change everytime thanatos moves instead of it bouncing back and forth on the same damage type oriented squares over and over. seems to happen a lot.

just a suggestion

Re: thanatos area

Posted: Tue Sep 26, 2017 11:39 am
by Folder
I like this idea. It's a lot of fun but can be frustrating when it's mirror room always.

Re: thanatos area

Posted: Sat Oct 07, 2017 11:17 pm
by Lateralus
yea i could look at switching this up here soon.

Re: thanatos area

Posted: Sat Oct 14, 2017 10:04 am
by Rigs
This idea isn't bad, but I'd rather see something like
P = Physical
M = Magic
R = Reverse (mirror)
T = Trap (no movement)

T,P,T
M,R,M
T,P,T

Re: thanatos area

Posted: Sun Oct 15, 2017 2:29 pm
by Rigs
Of course you could make it a bit more interesting and randomize the rooms on server start. I made a mockup script to show what it would look like. Keep hitting "execute" near the bottom to refresh results.

https://www.jdoodle.com/embed/v0/lua/5.3.2/amM

Re: thanatos area

Posted: Mon Oct 16, 2017 3:22 pm
by Terron
The whole area should trap. Also the monsters on the path down should be kill to pass. This prevents single zombying. Group and come back is much better

Re: thanatos area

Posted: Tue Oct 17, 2017 6:50 am
by Styx
It should go down father into the very depths of hell, fight the demons surrounding him

Re: thanatos area

Posted: Tue Oct 17, 2017 7:42 am
by JadeFalcon
Rigs wrote:Of course you could make it a bit more interesting and randomize the rooms on server start. I made a mockup script to show what it would look like. Keep hitting "execute" near the bottom to refresh results.

https://www.jdoodle.com/embed/v0/lua/5.3.2/amM



This would be awesome - evil, but awesome.

And i say no to all traps - i personally enjoy the super chaotic nature of thanatos, its different from other OADs in that sense.

Re: thanatos area

Posted: Tue Oct 17, 2017 4:39 pm
by Lateralus
Randomized would be fun but maybe a little too rough however it would prob fit better in a diff upcoming area I have.

I actually have something going in with the update that should stop zombies but traps on each square isn’t the solution I want. I like the idea of drop stealing and the fact that you don’t need to be the dominate clan to snatch a good item. Anyone can run in there even clanless and snatch something if they are smart about it and I think that’s part of the excitement in there.

Anyways input looks good here I’ll be stealing a few ideas for than as well as future oads.

Re: thanatos area

Posted: Tue Oct 17, 2017 6:57 pm
by Terron
if the monsters on path to thanny were ktp the only thing trapping someone would be the creatures thanatos himself summons. i do like drop stealing in theory but it isn't highly realistic in the way you think it is. typing /get item or /scratch nuts while hidden, reveals you.(highly stupid). since if you aren't tapping the get macro you aren't winning ever.

so realistically its just a crap shoot walk in tap grab macs walk out, heal if you took damage, repeat. and the only way its successful is if you have enough members to sit on square for the kill shot.

yesterday i was hidden on a 22 int thief level 24. i managed to stay hidden until mod when death hex randomly selected me to receive the hex, completely ruining my surprise element...(also pretty dumb). so i was quickly searched out and attacked. shortly after thanatos summoned a spirit which revealed me about every 6 seconds..seems nuts with 22 int. then i got finished off by: walking in; hiding; being revealed by murderous spirit; and promptly clicked by murderous spirit in less than a second

clan yells its critical so i pay to heal myself, i run back and guess what...?
walk in; hide; revealed by murderous spirit; and click.

yay another instant death. i didn't make it back for kill shot sadly. better luck next time maybe :D.

i do think some of these issues need adjusted tho.

1) a brig should be 25-50% harder to spot than a slayer(brig is hiding to survive, slayers hide to create opportunity)
2) the magnitude between 22 int and 10 is almost nonexistent,especially where monsters are concerned
3) tapping macs while hidden shouldn't reveal(potions don't..pretty sure its easier to see someone gulping a gatorade than it is trying to spot someone thinking about a magical hat or stick)
4) gift basket items shouldn't select you while hidden(hex should work exactly like crimson scale)(i.e drop on floor(yes) and cause vulnerability possibly)
5) my 20 int death mage uses 6-8 searches on average to reveal a 10 int slayer. (it should take atleast 50 to spot a 22 int brig just sayin'.)
6) thanatos and his summons revealed my thief every 6 seconds. thats "way" to often. he had 1 summon most of the time.

diversity doesnt create itself. if you want every class/race/stat to be important you gotta make it happen.