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Fallen
04-29-2013, 09:33 PM
I'm assuming that's because accessories have no armor class. So in the code they have to check the material , but for torso they just check armor class and call it a day.
Certainly plausible. It'd be nice if there was some manner of workaround, but the current system makes sense in a way. Luckily, the base armor system isn't forced to adhere to the same conventions.
Fallen
05-04-2013, 12:10 PM
Dave is correct. Nelemar is all one zone, separated by barriers. The barriers don't prevent creatures from wandering. But if only one person is hunting the 3rd floor, nothing is spawning on the second floor really.
~Wyrom, SGM
http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Treasure%20System/view/604
Fallen
05-07-2013, 11:09 AM
>I'm assuming the weapon would remain blessable?
No, weapons that have weighting, flares, or defender properties are not blessable.
~Vanah
Probably common knowledge, but I didn't know Defender weapons weren't blessable.
Fallen
05-09-2013, 02:19 PM
There are some scripted items out there, mostly shovels, that were all wrapped into a farm tools script. That script had a number of bugs, and didn't support all terrains and climates properly. Those have since been fixed. With that, it's been modernized to have an ANALYZE and a drop down menu for StormFront users to click/point to see the verbs. The script only supported rake, hoe, and shovel before. But it now supports hoe, scythe, spade, trowel, rake, plow, and shovel. These will be for sale at RtCF.
http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view/582
Fallen
05-09-2013, 07:47 PM
>It's best to empty your locker before downgrading, otherwise you could get stuck in your locker, unable to close it from being too full!
Players who find themselves in a situation where they have an overly full locker, either from downgrading from premium or when a SIMUCOIN locker expansion expires, can choose to SURRENDER items from their locker to their local justice box for later pickup. This isn't permanent storage -- the constable will sell off items if you leave them there too long -- but it is an option now if you find yourself unable to close your locker.
~Vanah
Had no idea about the SURRENDER verb.
Fallen
05-13-2013, 07:38 AM
>>Can you stack the same type of bane?
Yes, but it will only work for weighting, and it must match the service won. So if you have a Grimswarm-bane weapon with 10 points of weighting vs. Grimswarm, and you won an applicable service, you could stack them for a bunch of weighting vs. Grimswarm.
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Fallen
05-20-2013, 10:49 AM
>> For a festival celebrating Solhaven... why don't Solhaven citizens get any merchant discount, whether by trading or by citizenship?
This was actually something I looked into, but currently the system that we use to set up shops and carts doesn't allow us to set discounts based on citizenship. Profession, race, and conversion status, among other things, are all available discount options under the system, but not citizenship status. It's certainly something I would like to look into further, but it simply wasn't an option for this festival.
GM Reidyn - MHO Guru
Interesting little tidbit.
DaCapn
05-21-2013, 01:00 PM
When the cleric shop re-opened in Icemule and the NPC held a raffle, they didn't redeem the only non-citizen that won right away and gave them the business about vouching for them. It was kind of funny and neat. Even if it's non-functional I do like citizenship popping up as something of actual meaning. It would be neat for merchants that claim to be from one place or another to give discounts at festivals.
Thanks for feeding this thread.
Archigeek
05-21-2013, 02:59 PM
They have also held raffles in rooms that are accessable only by citizens as well. I think we had one of those in Wehnimer's, in the citizen's lounge.
Fallen
05-24-2013, 05:53 PM
Looks like the jars are only able to hold "smooth" stones (as far as those stones go).
Therefore,
Sorena's Emporium now sells smooth stones in the backroom instead of oblong ones.
Let me know if anything else needs a touch up. Thanks.
-Marstreforn-
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Allereli
05-24-2013, 06:02 PM
I guess I have some worthless collectors items now.
Fallen
05-26-2013, 09:50 AM
My apologies for not addressing this earlier, but regarding ball splashes targeting hidden creatures, this was actually not an intended feature of the ball spells and was fixed about four years ago. However, it looks another GM accidently re-broke the ball spells almost immediately after the first fix, so players never actually experienced the change for any considerable length of time.
When I was implementing support for the shield skills, I noticed the re-broken splashes and fixed them again. This should have been announced (again), but it got lost in the massive shield/ensorcell/CML release.
Coase
PC was down when this was originally posted. Sucks. You PC rogues need to make sure the reverse of this holds true. Mobs shouldn't be tagging you while in the shadows with a ball bolt spell if your mark in the open gets hit.
m444w
05-26-2013, 02:01 PM
I'm pleased to announce a new item script designed specifically for members of the Order of Voln! I'm really excited about this one, and I hope you all will be as well!
The Basics: There are a total of four tiers for this armor, with the first being the off-the-shelf version. All tiers are considered functional scripts, as they do grant mechanical advantages to members of the Order of Voln. While some of the fluff verb traps will work for non-Volny types, the special mechanical advantages the armor bestows will only work for members of the Order. Armor possessing this script is intentionally not able to be ensorcelled. Further, individuals who are converted to Luukos CANNOT use the armor at all. The armor does not prevent player enchantment, and will accept standard padding and flares.
So what does it actually do? Good question!
Tier 1 (Off-the-Shelf)
* DS Flares against undead. Base chance to flare for Voln Members is 15%. Additional 5% chance granted to Voln Masters. Additional 5% chance granted to individuals converted to Voln. The amount of DS applied is equal to armor enchant, with a minimum of 10 and a maximum of 50.
* Handful of fluff verb traps. The fluff verbs that come with this tier are available to non-Volny types and Voln members alike.
Tier 2
* Automatic Symbol Of Need upon death (AutoNeed), at half the normal favor cost. Must actually know the Symbol in order to activate. Can be toggled on/off.
* Passive +10 Shear Fear resist against undead.
* Verb to toggle AutoNeed on/off. Available to Voln members only.
* Fluff verb trap, available to any. (Except you pesky Luukos people - get your own armor!)
Tier 3
* Phantom critical padding to augment 'standard' DS flare. If the flare fires but the DS boost isn't enough to prevent the attack from going through, it will go through with phantom critical padding in place. Amount of padding equal to half armor enchant, minimum of 5 maximum of 25.
* Locate nearby undead ability, nominal favor cost.
* More fluff verbs! (Available to members of the Order of Voln only)
Tier 4 (Auction Quality)
* Additional passive +10 Shear Fear resist against undead.
* 2x/day Symbol of Return that works while stunned/immobile/webbed. Full favor cost. Must already know Symbol of Return.
* MOAR FLUFF
The final messaging for activated and passive abilities is still in QC, so I won't be teasing any of that until it's all set and ready to go. But I was too excited about my latest script to sit on it any longer. I really do hope you like it at much as I do!
GM Reidyn - MHO Guru
Ultimate MHO Guide Redux: https://sites.google.com/site/gs4mho/ (http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view/638)
http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view/638
Really cool. Too bad that can't be added to armour that already has crit padding.
Where did you read that?
The armor does not prevent player enchantment, and will accept standard padding and flares.
Where did you read that?
Oh awesome, from this sentence:
All tiers are considered functional scripts,
I assumed that padding wouldn't be allowed since you usually can't have it with functional scripts. I missed that other sentence. Very nice.
Fallen
05-27-2013, 03:47 PM
The longsword is one of those parasol/cane weapons, which does unfortunately take up two item slots. The parasol counts as an item even when the longsword part is in play. We try to design items so that this is avoided, but the parasol/canes are an older item.
But "small" covers a range of sizes. When I deepen items, sometimes people think I didn't work on an item because it still inspects as the same size. It can be bumped up by a significant amount and still be inside the "small" range. In this case, your pouch holds 5 items for a maximum of 8 pounds and your scabbard holds one 15-pound item. So your containers are not the same size, at all, even though they are both "small." This wasn't part of your issue, but since you said that they were the same size I figure'd I'd mention it because sometimes it is the answer.
~Vanah
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Fallen
05-27-2013, 03:49 PM
I poked around briefly on Krakiipedia. Is the range for "size" containers known for certain and posted anywhere?
Manamethis
05-27-2013, 04:05 PM
I poked around briefly on Krakiipedia. Is the range for "size" containers known for certain and posted anywhere?
MA starts at 20, LA starts at 40, VLA starts at 80
Fallen
05-28-2013, 04:57 PM
>> It doesn't give levels does it? Isn't the +10 to the die roll for shaking fear rather than the level it kicks in at.
It's not +10 to a die roll exactly, nor is it 10 phantom level. Fear mechanics are a bit more convoluted than that. The bonus it provides is on par with the fear resist effects from Dauntless, if that helps put it into perspective.
GM Reidyn - MHO Guru
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Fallen
05-31-2013, 07:24 AM
As the Voln armor didn't get its own thread, here is a shot of the DS flares in action:
DS Flare
Standard
An ethereal triton sentry claws at you!
AS: +439 vs DS: +468 with AvD: +7 + d100 roll: +3 = -19
A clean miss.
2nd Person
Your rolaren full plate hums with spiritual force, filling you with a sense of divine vigilance and a preternatural awareness of an ethereal triton sentry. Anticipating its next move, you steel yourself against the oncoming assault!
An ethereal triton sentry claws at you!
AS: +439 vs DS: +518 with AvD: +7 + d100 roll: +27 = -45
A clean miss.
3rd Person
Reidyn's eyes dart quickly towards an ethereal triton sentry and, her visage one of steely resolve, she readies herself for its assault!
An ethereal triton sentry claws at Reidyn!
AS: +439 vs DS: +518 with AvD: +7 + d100 roll: +27 = -45
A clean miss.
* With 10x rolaren full plate, because I can.
Fallen
06-02-2013, 07:55 PM
> What's the difference between these, if you should choose the flares for undead bane rather than the DCW? Could we see an example? Thanks!
I think you're confusing a few things between the subject and what you actually asked. So let me try to explain.
Undead bane only gives the benefit of the bane when facing undead creatures. Where permabless doesn't essentially lose anything (though many things are immune to holy water damage). The flares and weighting that the banes can offer are the exact same flares and weighting of anything else. So fire flares are fire flares. The only difference is, undead bane can't have holy water flares, as that's a special ability with bless/permabless. Permabless, if the proper enchant, can hit demons, where as undead bane may not be able to.
~Wyrom, SGM
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msconstrew
06-02-2013, 08:39 PM
That dude does not know how to methodically explain things.
BriarFox
06-02-2013, 08:47 PM
Wyrom's generally pretty fabulous. I think he's being evasive on purpose, for some reason.
Aluvius
06-02-2013, 10:10 PM
Yeah he finally comes out and says that the undead bane is really better than a permabless in the other thread here (he's quoted that is). I wonder if that's why due to approval reasons, because its like a super permabless really not just a standard bane like the others.
prance1520
06-02-2013, 10:46 PM
I'm sure he's putting out some politician speak there because he doesn't want people upset when it doesn't work, like his demon example. Maybe there are others?
thefarmer
06-02-2013, 11:02 PM
Yeah he finally comes out and says that the undead bane is really better than a permabless in the other thread here (he's quoted that is). I wonder if that's why due to approval reasons, because its like a super permabless really not just a standard bane like the others.
Permabless can still be better in some case(s). I think that's what he's trying not to let fall by the wayside.
I thought it was pretty clear, myself.
msconstrew
06-02-2013, 11:05 PM
Wyrom's generally pretty fabulous. I think he's being evasive on purpose, for some reason.
He IS pretty fabulous, which is why I found his (apparently deliberate) obfuscation irritating. If he can't say, he can't say. But someone's going to have to explain it at SOME point to, you know, the winners. Here's his clarification, which I think is more clear than the original post:
Permabless doesn't always come accompanied with holy water flares. Sometimes they have nothing else, other than the ability to hit undead.
The (Undead) banes just give a specific ability against a certain creature or group of creatures. Flares and weighting are one thing, but they could also give you addition AS, or even let you parry more. Banes only give that ability against that creature type. So essentially, what we're offering at RtCF as undead bane is definitely a step up from permabless because you can take a lot of pre-existing weapons and make them much better, but not all banes are set up the same. So another event, you might see a bane that seems much different or crippled to what we're offering here.
thefarmer
06-02-2013, 11:27 PM
He IS pretty fabulous, which is why I found his (apparently deliberate) obfuscation irritating. If he can't say, he can't say. But someone's going to have to explain it at SOME point to, you know, the winners. Here's his clarification, which I think is more clear than the original post:
I don't see the obfuscation.
Banes aren't all the same. Undead bane isn't either. So it's not always going to be better than a permabless.
msconstrew
06-02-2013, 11:31 PM
The obfuscation is because he didn't answer the question. I didn't ask which was better; I asked the difference between the two, which I did not know.
thefarmer
06-02-2013, 11:34 PM
The obfuscation is because he didn't answer the question. I didn't ask which was better; I asked the difference between the two, which I did not know.
Oh, I guess I had your question confused with the earlier people repeatedly posting and asking which was better.
I'm still not sure I'm seeing him not answering your question. He told you what banes could be and what permabless could be. That seems to answer what the difference is. What else is there to answer? I've got a weapon with it and there's not much to it.
msconstrew
06-02-2013, 11:37 PM
Oh, I guess I had your question confused with the earlier people repeatedly posting and asking which was better.
I'm still not sure I'm seeing him not answering your question. He told you what banes could be and what permabless could be. That seems to answer what the difference is. What else is there to answer? I've got a weapon with it and there's not much to it.
Do you really want me to lay this out? Here is the way to answer this question (and my current understanding of banes):
Permabless = permanent blessing on a weapon w/o weighting of any type; can have holy water flares that affect ONLY undead; 8x weapons will be able to hit demons
Undead Bane = permanent blessing on a weapon with the option of either: 1) DCW against undead only; or 2) flares of any type against undead only; unclear whether 8x undead baned weapons will be able to hit demons; bane weapons are able to have other "additions" on them, like bubble flares or regular crit weighting added.
THAT is how you answer a question about the differences. Clear. Concise. I can make a decision about which is better dependent on my own needs.
ETA: And perhaps I should clarify: I did not understand how ANY bane worked before I asked this question about differences. But since I am primarily interested either undead bane or permabless for one of my weapons, I wanted to know the difference and asked specifically about those two options.
thefarmer
06-02-2013, 11:46 PM
Do you really want me to lay this out? Here is the way to answer this question (and my current understanding of banes):
Permabless = permanent blessing on a weapon w/o weighting of any type; can have holy water flares that affect ONLY undead; 8x weapons will be able to hit demons
Undead Bane = permanent blessing on a weapon with the option of either: 1) DCW against undead only; or 2) flares of any type against undead only; unclear whether 8x undead baned weapons will be able to hit demons; bane weapons are able to have other "additions" on them, like bubble flares or regular crit weighting added.
THAT is how you answer a question about the differences. Clear. Concise. I can make a decision about which is better dependent on my own needs.
ETA: And perhaps I should clarify: I did not understand how ANY bane worked before I asked this question about differences. But since I am primarily interested either undead bane or permabless for one of my weapons, I wanted to know the difference and asked specifically about those two options.
I'm pretty sure he answered what permabless is, so I'll skip that.
An 8x weapon with undead bane can hit a demon. A lower than 8x weapon with undead bane can NOT. The bane script (all types) can go on just about any weapon. Even one with an existing script.
Banes, in general, can be set to anything. Meaning it can give you ANY level of weighting and ANY non scripted flare (standard elementals plus grapple, impact things like that, but NOT things like bubble flares or ironwight). This is probably why you thought he was being vague. He can't tell you exactly what undead bane is, because there's no set value for it. It's up to the specific gm with that specific approval for that specific release method.
edit: I forget if banes can have the abilitity to bump enchants too. It might. But I know weighting and flares are possible.
thefarmer
06-03-2013, 12:00 AM
Also, you can only have one specific bane on an item. You can't have bandit and grimswarm bane on the same item.
You CAN double up and get grimswarm bane twice. Or bandit bane. Or, I guess undead bane even.
Fallen
06-03-2013, 12:13 AM
An 8x weapon with undead bane can hit a demon. A lower than 8x weapon with undead bane can NOT. The bane script (all types) can go on just about any weapon. Even one with an existing script.
So in this case Undead Bane = Bless? As you must have an 8x BLESSED weapon to hit demons. I thought he specifically stated he wasn't sure if an 8x Undead bane weapon could hit the undead.
Permabless, if the proper enchant, can hit demons, where as undead bane may not be able to.
~Wyrom, SGM
neimanz1
06-03-2013, 12:19 AM
undead bane= permabless on crack/the final upgrade for your endgame weapon
thefarmer
06-03-2013, 12:25 AM
So in this case Undead Bane = Bless? As you must have an 8x BLESSED weapon to hit demons. I thought he specifically stated he wasn't sure if an 8x Undead bane weapon could hit the undead.
The undead bane part should override the need for a bless. As long as it's 8x, it'll kill demons fine.
Also, with demons..
>>So weapons with the extraplanar bane could hit'em without being 8x, ala the undead bane simulating permabless?
No. Undead bane is a special situation. ExtraPlanar weapons won't hit undead unless blessed, nor demons unless it's 8x. The creature bane ability just offers the bane effect to the weapon should you be attacking one of those types of creatures.-Wyrom
Fallen
06-03-2013, 12:37 AM
Sounds like Undead Bane > Extra Planar bane.
Aluvius
06-03-2013, 02:54 PM
Yeah that's what is odd about all of his comments on undead bane. It seems obvious that undead bane is better than a permabless since it allows you to hit undead an has a weighting/flare/special script unlike permabless which often has no holy water flare component. Both a permabless and undead bane will hit demons if the weapon is 8x or greater. Undead bane will also allow you to have regular flares/weighting/etc on your weapon unlike a permabless.
I just don't understand why he ever intimated that undead bane isn't superior to permabless ... because it is unless I'm missing something.
Nilandia
06-03-2013, 05:11 PM
I'm not sure if an 8x undead bane will hit demons, actually. Wyrom has posted that an 8x permabless would work but an 8x undead bane might not. In addition, undead bane may allow a weapon to hit undead but may not classify the weapon as being "blessed," indicated by the weapon not having a holy glow when looked at. If demons as specifically keyed to be vulnerable to weapons that are "blessed," then the undead bane might not work.
Gretchen
Androidpk
06-03-2013, 05:16 PM
You wouldn't be able to hit a demon with an 8x, undead bane weapon unless you're a paladin that is bonded to it. For demons you'd need the planar bane, on top of an 8x enchant.
Archigeek
06-03-2013, 06:23 PM
I thought he said undead bane would hit demons. Either way, still nifty.
eulogia
06-04-2013, 02:15 AM
You wouldn't be able to hit a demon with an 8x, undead bane weapon unless you're a paladin that is bonded to it. For demons you'd need the planar bane, on top of an 8x enchant.
An 8x weapon with undead bane will hit demons.
-E
Fallen
06-04-2013, 01:49 PM
Things are looking up... or down! Well the costs went down anyway.
The price of composite bows at Xenophon's Fletcher Shop have been lowered to fall in between their short bow and long bow counterparts.
-Marstreforn-
A bow in the Icemule shop cost like 3x what the other ones did.
thefarmer
06-04-2013, 01:50 PM
Was the bow price that big of an issue? How much more was it?
Fallen
06-04-2013, 02:11 PM
I'd have to dig through the folder to grab the specifics, but the other two bows were like 20-30k and the composite was 70ishk. Not a HUGE deal, no, but high enough to consider out of line, IMO.
Fallen
06-07-2013, 01:25 PM
>>If its Wyrdeep...
Okay, I'll cave. But only for ONE location. Yes, Wyrdeep is one of the locations that will be accessible during part of the 13 month long storyline. When and for how long? Not telling. What are the other 8+ places? Also not telling, and this time I mean it! Hehe. But know that I fight my excitement to blab about them every week, day, hour, second...
-GM Kenstrom-
Wehnimer's Landing Guru
Giantmen Guru
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Fallen
06-11-2013, 03:50 PM
A number of bugs were cleared up this morning. For those fully bonded. I removed a check the wisps were doing on WHISPER for indoor rooms. But even if someone is around, there are a number of things it has to check for, if it hits a snag, it will just get annoyed, which hits the mood level really hard. The rules follow a lot of what familiars and locates can't find.
The diet for the wisps has been significantly broadened. And each sort of food offers different levels of sating, as well as bonding and mood levels. You can find out the foods by casting Elemental Detection at it. I know you'll likely find a food source that is listed there, that the wisp won't eat. That's intended. It's only certain varieties.
I'm not going to go into too many details. I feel with the ANALYZE, player research is going to be the key for the specifics. But if you feel something isn't right, feel free to BUGITEM the wisp, amulet, or dust. Or post here. Or email me.
~Wyrom, SGM
&
Singing up lantern shields and target shields will now correctly use the noun "shield".
~Vanah
Ryvicke
06-11-2013, 05:16 PM
Bane Weapons are not able to be further enchanted by Wizards.
Still an awesome lance.
-Marstreforn-
Icemule Trace Guru
Halfling Guru
I don't know shit about bane weapons so I'm getting an education today. Not sure if this is common knowledge as someone earlier today told me they were able to be player enchanted.
Androidpk
06-11-2013, 06:18 PM
I don't know shit about bane weapons so I'm getting an education today. Not sure if this is common knowledge as someone earlier today told me they were able to be player enchanted.
There will be test later tonight.
eulogia
08-18-2013, 02:51 PM
For items with variable properties, the cost is assessed at the maximum potential for the item. For those racial weapons, that would come out to 16 points of weighting (the very low end of masterful), as that is the maximum amount of weighting they can generate.
Functional combat scripts (ie: stuff that has mechanical crunch to it, vs. pure fluff) vary a lot.
If the script's only mechanical purpose is to produce a flare (or provide weighting), then it gets the flaring (or weighting) surcharge BUT NOT the scripted surcharge. Example of this would be the mechanical/gnomish flares.
If the script produces combat effects such as flares AND additional things, then it gets the scripted item and flaring surcharge. An example of this would be Blink weapons and the highly unlocked white and black ora weapons, as they provide flares and then the additional benefit of teleporting the user.
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Archigeek
08-18-2013, 02:58 PM
For items with variable properties, the cost is assessed at the maximum potential for the item. For those racial weapons, that would come out to 16 points of weighting (the very low end of masterful), as that is the maximum amount of weighting they can generate. -Tamuz
Wait, what?
Someone tell them to remove the blink teleport effect if we're getting charged for it, it's mechanically useless and I've used mine about oh, once ever.
DaCapn
08-18-2013, 04:26 PM
Someone tell them to remove the blink teleport effect if we're getting charged for it, it's mechanically useless and I've used mine about oh, once ever.
It doesn't seem useful but I imagine there's some interesting cases for use. Can you use it to escape a rift crawler's stomach if you get swallowed whole? I think there's a single room in lesser vruul where greater vruul spawn that you can't exit. Maybe you can get out of there? There's that one-way room in minotaurs to get to magi and you have to jump off of that cliff to exit. Perhaps you could use it to get back through the one-way. But even if those work, they're limited use cases.
poloneus
08-18-2013, 09:45 PM
Wait, what?
16 points of weighting would be the low end of exceptional, which is where we thought it was. Looks like Tamuz misspoke. Odd that this was just said as I was told in no uncertain terms just yesterday by a GM that they can not speak about the exacts in weighting or other info with these weapons. I believe the only testing openly posted on these boards had uncertain test results, but it appeared the max weighting came in at exceptional.
Latrinsorm
08-18-2013, 09:52 PM
Two GMs disagreeing? Inconceivable!
neimanz1
08-18-2013, 10:09 PM
16 points of weighting would be the low end of exceptional, which is where we thought it was. Looks like Tamuz misspoke. Odd that this was just said as I was told in no uncertain terms just yesterday by a GM that they can not speak about the exacts in weighting or other info with these weapons. I believe the only testing openly posted on these boards had uncertain test results, but it appeared the max weighting came in at exceptional.
the chart after very heavily isn't really accurate. The one on krakii is definitely off
Rating
Lightly 01 - 02
Fairly 03 - 04
Somewhat 05 - 06
Decent 07 - 08
Heavy 09 - 11
Very Heavy 12 - 14
Exceptional 15 - 19
Masterful 20 - 24 (+18 is already consider masterfully )
Superb 25 - 29 (24 would be consider superb already since very heavily could jump to superb with 10 points )
Expert 30 - 34
Phenomenal 35 - 39
Fantastic 40 - 44
Incredible 45 - 49 (+43 is already consider incredibly )
Wondrous 50+
Archigeek
08-18-2013, 10:11 PM
16 points of weighting would be the low end of exceptional, which is where we thought it was. Looks like Tamuz misspoke. Odd that this was just said as I was told in no uncertain terms just yesterday by a GM that they can not speak about the exacts in weighting or other info with these weapons. I believe the only testing openly posted on these boards had uncertain test results, but it appeared the max weighting came in at exceptional.
The problem here is that I'm seeing a trend. I'm starting to think our weighting/padding chart is suspect. This just adds to the confusion.
DaCapn
08-19-2013, 12:31 AM
I haven't read any of this on the officials but I see no inconsistencies in what is posted here. If you have a racially weighted item, you get the surcharge from the weighting (HCW) and a surcharge from the racial weighting script (HCW -> ECW). And you don't the "scripted item" surcharge for the racial weighting. The total surcharge is for the 16 points of weighting (ECW).
I don't see how this conflicts with the padding/weighting chart either. What am I missing?
Ardwen
08-19-2013, 12:45 AM
read Neimanz points Cap, theres variance in the known numbers, or variance in hope the verbiage ties to those numbers, and thats bad, if I sell an item as masterful yet its only16 points then the whole system is flawed possibly quite badly
Archigeek
08-19-2013, 01:29 AM
Precisely. Ardwen and I were chatting about this earlier. There were some suspicious numbers coming out of RtCF, that didn't jive with the chart after 10 points of padding/weighting were added. Of course, everyone wants to think they just goofed and gave you extra, but there are too many instances now to believe that with any certainty. I'd say the entire chart is suspect, beyond decent weighting/padding. Based on some of the new information, it's possible that it could look like this (current chart numbers in parentheses where changed):
Lightly 01 - 02
Fairly 03 - 04
Somewhat 05 - 06
Decent 07 - 08
Heavy 09 - 10 (09 - 11)
Very Heavy 11 - 12 (12 - 14)
Exceptional 13 - 15 (15 - 19)
Masterful 16 - 21 (20 - 24)
Superb 22 - 26 (25 - 29)
Expert 27 - 31 (30 - 34)
Phenomenal 32 - 36 (35 - 39)
Fantastic 37 - 41 (40 - 44)
Incredible 42 - 49 (45 - 49)
Wondrous 50+
This would mean that the assumption that except for heavy, almost all items were at the bottom of the category would also probably be wrong, as I suspect there is enough PCALC evidence out there to confirm that most MCW/MCP is 20 points, etc.
eulogia
08-20-2013, 05:04 PM
It was asked to see all the default ambient messaging that Armor and Weapon Moods have. So I figured I'd give them a proper post. Hopefully someone saves the information somewhere (hint hint).
Target Defense
Silvery light flares up from your adamantine greatshield for a moment.
Faint light shimmers across your adamantine greatshield, illuminating previously hidden sigils before fading away.
Defensive wards surround you, pulsating a silvery light for a moment.
Silvery warding sigils surround you, fading into your adamantine greatshield.
Elemental Edge
Your steel longsword flashes brightly for a moment, before dimming back to a soft glow.
The light within your steel longsword dims suddenly before flaring to life again.
A faint glow surrounds you for a moment.
Holy Bless
A holy aura radiates from your adamantine khopesh.
A faint white aura flickers around you.
A pale white aura dances across your adamantine khopesh.
Fire
Licks of flame rise up from your adamantine khopesh.
Fiery hues dance over the surface of your adamantine khopesh
Pale red light ripples over your adamantine khopesh
The air around you becomes hot, as waves of heat rise from your adamantine khopesh
Ice
A thin layer of frost forms on the surface of your adamantine khopesh for a moment, before melting away.
A pale blue light flickers across the surface of your adamantine khopesh.
An intense chill fills the air surrounding you.
An icy gust of air blows in from your adamantine khopesh.
Lightning
A blinding flash of blue-white light bursts from your adamantine khopesh.
The faint scent of ozone wafts through the air and surrounds you.
Small bolts of lightning coil around your adamantine khopesh.
Steaks of blue-white light coil around your adamantine khopesh.
Impact/Earth
Pale brown light flickers across the surface of your adamantine khopesh.
A rhythmical thumping emanates from your adamantine khopesh.
Your adamantine khopesh begins to vibrate for a moment.
A faint humming sound surrounds you.
Acid
Pale green and yellow light flickers across the surface of your adamantine khopesh.
A heavy acrid smell overwhelms the air surrounding you.
Tendrils of green smoke coil around your adamantine khopesh.
A sizzling sound comes from your adamantine khopesh.
Vacuum/Void
The air stirs around you for a moment.
Everything around you seems to distort for a moment.
Suddenly, the air around you is drawn toward your adamantine khopesh.
Your adamantine khopesh bends inward for a brief moment.
Plasma/Guiding Light
A dark violet light, followed by a white flash, flares up from your adamantine khopesh.
Licks of violet and white flame dance across the surface of your adamantine khopesh.
Violet flames flare up and surround you for a moment.
Blinding violet light cloaks you for a moment, the source coming from your adamantine khopesh.
Steam
Vaporous grey mist hangs in the air around you for a moment.
The air becomes hot surrounding your adamantine khopesh, causing waves of steam to form around you.
Plumes of steam rise up from your adamantine khopesh.
A torrent of steam rises up from your adamantine khopesh in a spiraling motion.
Mana
Ripples of white-blue light waver outward from your wyrmwood runestaff.
A white-blue aura pulses around you for a moment.
A field of mana forms around you for a moment.
Rhythmical pulses of white-blue light emit from your wyrmwood runestaff.
Acuity
Verdant light flickers across the surface of your wyrmwood runestaff.
Intense verdant light bursts from your wyrmwood runestaff.
An intense verdant glow surrounds you for a moment.
Your wyrmwood runestaff shimmers slightly, glowing an intense verdant light.
Mechanical
A mechanical grinding noise comes from your adamantine khopesh.
The sound of gears clicking emits from your adamantine khopesh.
A loud creak comes from your adamantine khopesh.
The sound of metal knocking emits from your adamantine khopesh.
Unbalance/Grapple
Translucent tendrils coils around your adamantine khopesh.
The air around you seems to pulse slightly.
A burst of energy flares off your adamantine khopesh.
A heavy pulse of air emits from your adamantine khopesh.
Disruption
Black tendrils dance across your adamantine khopesh, causing the air to crackle around you.
Various sections of your adamantine khopesh wink in and out of existence for a brief moment.
Your adamantine khopesh wavers from sight, shimmering slightly as it becomes solid again.
Your adamantine khopesh shimmers slightly, fading after a few short pulses.
Dispel
A field of anti-magic energy becomes visible surrounding you.
The area around you glows brightly, as your adamantine khopesh discharges a field of energy.
Your adamantine khopesh wavers from sight, shimmering slightly as it becomes solid again.
Your adamantine khopesh shimmers slightly, fading after a few short pulses.
Disintegration
Blackish green beams rise and fall from your adamantine khopesh.
Blackish green particles flake off from your adamantine khopesh.
Your adamantine khopesh wavers from sight, shimmering slightly as it becomes solid again.
Your adamantine khopesh shimmers slightly, fading after a few short pulses.
.
Archigeek
08-20-2013, 05:17 PM
Those are impressive.
Latrinsorm
08-20-2013, 05:59 PM
It's pretty sad that Simu's own employees make fun of their forum system.
Allereli
09-03-2013, 09:03 AM
Bardsong should now be working with flaring runestaves. I pushed an update out today that should take care of the problem.
-KEIOS
http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Research%20and%20Investigation/view/362
>>Does that include Sonic Weapon Song (sung as "runestaff")? They'll still flare--at the 9 Nov 2011 reduced rate that Estild rolled out--when casting spells, including (just fixed) BardSongs, right?
The fix also fixed sonic runestaves.
-KEIOS
http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Research%20and%20Investigation/view/365
Jeril
09-03-2013, 04:16 PM
That is awesome.
Rolton-Sammich
09-20-2013, 07:45 PM
Ithziri Armor on 09/20/2013 06:55 AM EDT
Well, it's not pinworn VLA, but I have added some new tiers to the Ithziri armor...
Targetdummy traces a sign that contorts in the air while she forcefully incants a dark invocation...
Targetdummy gestures at you.
You feel the sudden rush of a disease overcome you.
Targetdummy utters a light chant and raises her hands, beckoning the lesser spirits to her aid...
Targetdummy gestures at you.
Warding failed!
... 40 points of damage!
Forceful impact shatters your right leg from the knee down.
You are knocked to the ground!
You are stunned for 10 rounds!
Roundtime: 24 sec.
Targetdummy traces a sign while beseeching the spirits for empowerment...
Targetdummy gestures at you.
An unseen force envelopes you, restricting all movement.
Targetdummy utters a light chant and raises her hands, beckoning the lesser spirits to her aid...
Targetdummy gestures at you.
Cloudy wisps swirl about you.
The wisps solidify into thick strands of webbing that tighten about your body!
You notice your skin is flaking off in large pieces!
!>beseech my robes
You focus your thoughts on your robes in a desperate attempt to recover...
The restricting force that envelops you dissolves away.
The webs dissolve from around you.
You are no longer stunned.
You bounce back up to your feet!
You suddenly begin to feel better.
!>health
You have the following injuries: a fractured and bleeding right leg.
Bleeding:
Area Health per Round Tended
Right leg 2 No
Maximum Health Points: 175
Remaining Health Points: 62
You are feeling weakened.
!>shrug my robes
You stretch your shoulders, settling your robes into a more comfortable position.
You feel suddenly restored!
>health
You have the following injuries: some minor cuts and bruises on your right leg.
You have the following scars: a mangled right leg.
Maximum Health Points: 175
Remaining Health Points: 175
~V
...
Re: Ithziri Armor on 09/20/2013 06:49 PM EDT
>>So this is.. tier 4?
That's actually an example of Tier 9 armor. I'm adding 16 unlockable tiers to the armor, which can only be unlocked one step at a time.
> The fact that you can 'shrug' off your wounds is a hidden morsel of awesomeness.
I was pleased with that use myself. :)
~V
Slight emphasis added.
Danical
09-20-2013, 08:30 PM
holy snatchapples.
droit
09-20-2013, 11:43 PM
Looks like they figured out that we like being able to unlock or further enhance our gear. Now one piece can occupy you for a decade!
Whirlin
09-20-2013, 11:44 PM
that's ADDING 16 Unlockable tiers... to make Tier 20 maximum?
tallkris3
09-21-2013, 12:19 AM
I think the real question here is if that's tier 9 armor... What the heck is 10+?
Aluvius
09-22-2013, 11:38 AM
There's loads of more info on it over on the Platinum boards but its been marked Sooper Sekret clearance level. Its an amazing new idea for gear. :)
Danical
09-22-2013, 10:29 PM
There's loads of more info on it over on the Platinum boards but its been marked Sooper Sekret clearance level. Its an amazing new idea for gear. :)
I would greatly appreciate it if you could please copy and paste the info here.
Aluvius
09-23-2013, 03:03 PM
I've been hesitant to do so since the GM designer asked for it to not be revealed yet. I'd have thought it would have been posted over in the prime thread by now though. I'll keep an eye on it. Oh and trust me, its frigging awesome. Its something I hope that many devs steal and incorporate into their own item designs (just think of all the other neat stuff we've seen like bane slots and such, its even betterer). :)
Edited to add: Thanks whomever for negrepping me for "a fairly mega douchy post", I guess I should have just been a prick in order to satisfy some other prick. I actually bothered after my post to ask the GM if he minded if I posted it ... I don't notice anyone else burning down the walls to share info on it. Whatever, fuck it ... wait for the official post then. LOL, interwebs. :)
Kalishar
09-23-2013, 11:44 PM
You taking your ball and going home, then? Cool story, bro.
tallkris3
09-24-2013, 10:14 AM
From EG officials:
Here's the breakdown I gave to the Plat folks a few days ago:
Instead of unlocking in a straight line set of tiers, this armor will now offer choices. Existing base armor (previously called Tier 1) will be considered Tier 0. One unlock (previously Tier 2) will be considered a Tier 1 unlock of the Charges tree. Tier 3 unlocked existing armor will be considered a Tier 3 unlock of the Charges tree. Previous tiers must be unlocked before later tiers are available.
General:
- Base functionality remains at 3 charges / day.
- Each upgrade increases the max daily armor charges by 1.
- Cost in charges is listed below for each ability
Escape Flare Chance Tree:
Tier 0 (default): 20%
Tier 1: 35%
Tier 2: 50%
Tier 3: 65%
Tier 4: 80%
Status Condition Tree:
Tier 1: Remove one random condition from the following list when the armor's escape ability triggers: stunned, prone/sitting/kneeling, blind. [1 armor charge]
Tier 2: Add web, bind, and rooted to the list of potential conditions in Tier 1. [1 armor charge]
Tier 3: Manually invoke (BESEECH) the status clear ability to manually remove a random condition, adding sleep, poison, and disease to the above. [2 armor charges]
Tier 4: Manually invoke (BESEECH) the status clear ability to remove ALL of the above conditions. [3 armor charges]
Healing Tree:
Tier 1: Manually (SHRUG) invoke to heal an amount HPs equal to 50% of max health. [2 armor charges]
Tier 2: Tier 1 + reduce all bleeding effects by half, rounding down. 2 armor charges]
Tier 3: Tier 2 + reduce severity of worst injury by 1 rank. [3 armor charges]
Tier 4: Tier 2 + reduce severity of all injuries by 1 rank. [3 armor charges]
Charges Tree:
Tier 1: Additional 3 max charges to the armor, as per old Tier 2.
Tier 2: Adds a short-duration sanctuary effect (90 seconds) to the arrival room upon a triggered escape. [1 charge]
Tier 3: Triggered escape ability takes player to safe room, as per old Tier 3. [2 charges]
Tier 4: Escape ability can be manually triggered (SLAP) to escape to safe room. A new exit from the room will take the player to a local fog location. [3 charges]
~V
Narthsin
09-24-2013, 11:35 AM
Wow, and here I thought he was being sarcastic about the 16 Tiers. Having different tier trees like that is pretty cool.
Nilandia
09-24-2013, 01:47 PM
Don't know if it's been made clear, but currently armor can have no more than 9 tiers unlocked.
Gretchen
Gizmo
09-24-2013, 01:56 PM
While the tiers look awesome, I'm not entirely sure how I feel about them in conjunction with like say, a berserking warrior.
Or am I wrong in my assumption, and armor like this is awesome for one?
Aluvius
09-24-2013, 04:24 PM
You taking your ball and going home, then? Cool story, bro.
No, I was still going to post if I got the nod but of course the GM wanted to announce something like this personally since its so neat. How silly of me to play the part of a real person by being excited enough to talk about it vaguely and then be angered by dipshits. :)
Aluvius
09-24-2013, 04:28 PM
While the tiers look awesome, I'm not entirely sure how I feel about them in conjunction with like say, a berserking warrior.
Or am I wrong in my assumption, and armor like this is awesome for one?
Can warriors activate items while berserking? It also probably adds rt when used I'd guess.
Also it would be somewhat balanced by the high relative charge use for the the most useful tiers, if you want more charges you have to spend tiering chances on'em (though you do get 1 free with any tier). Its only a few times a day, I just don't think this will be unbalancing when you consider charges per day and the chances to actually get these tiered up by a merchant.
Donquix
09-24-2013, 04:38 PM
Can't do anything while berserking. EXCEPT RAAAAAAGE. Or try to stop berserking.
tallkris3
09-24-2013, 04:56 PM
I just don't think this will be unbalancing when you consider charges per day and the chances to actually get these tiered up by a merchant.
I think that's the real question, with so many more options are they going to offer the unlocking service more? If it remains as rare as it has been since they were released at EG 2012 then it'll take forever before we see folks even with a single T4 as that's at least two more unlocks even for the few folks that already had old T3.
thefarmer
09-24-2013, 05:01 PM
Rav got (old) tier 3 the first event it was released and several others got to T2 then too. I don't think it's going to be as rare as you think it'll be to tier up. Especially with people willing to pay others for the opportunity to upgrade their stuff.
As for balance, I don't think it's too terribly unbalancing in the long run. I take more issues with direct copying a professional ability. It even uses the same activator for the same ability. He might as well have called it the Paladin Tier Tree, instead of Status Tree. Either all professional abilities get copied, or none. Taking one from an already boring class (lolpally) is just plain shitty.
Narthsin
10-07-2013, 01:48 PM
Everlasting and Duplicating Quivers
As of a few minutes ago, the Everlasting Quiver and Duplicating Quiver have had some long-standing bugs resolved.
The big one is so archers can continue to be effective snipers. You can now RUB both types of quivers to produce the ammo inside without taking you from hiding. The old verbs are also still there, so if this wasn't an issue for you, you can just keep doing what you were doing (WAVE [EVERLASTING QUIVER] or PULL AMMO FROM [DUPLICATION QUIVER]).
Both types of quivers now have ANALYZE for your convenience.
StormFront's point and click menus now have submenus when you click on the quiver/ammo.
But with the good, comes a little of the bad.
Both types of quivers were allowing players to bypass the level restrictions of higher enchanted ammo, this has been resolved. You now need to be the appropriate level to obtain the ammo inside.
With the everlasting quiver, you can no longer CAST at the ammo inside, essentially creating unlimited permablessed weapons. Quivers that have already been doing this will be updated on their next use.
Both types of quivers and their ammo resist magic being cast it, but will accept spells 309, 315, and 704 still.
~Wyrom, SGM
Premium
Platinum
Promotions
I imagine this will make a few people happy. Or maybe mad?
Jeril
01-07-2014, 11:55 PM
Breeze (612) will now ignore all weapons, including ranged ammo.
GameMaster Estild
http://forums.play.net/forums/GemStone%20IV/Rangers/Ranger%20Spells/view/319
droit
01-08-2014, 02:00 AM
Oh snap!! That's fucking boss
Allereli
01-16-2014, 05:54 PM
Knockout (Bonk), Poleaxe (MoC), and Padding (Bubble) flares all just got updated that will make your weapon blessible/enchantable, should the item not have any other abilities that would normally prevent it. Players who recently got one of these flares likely won't see any change. But older ones that were built differently should now be consistent with the others. Enjoy!
~Wyrom, SGM
Premium
Platinum
Promotions
http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view/1058
Whirlin
01-16-2014, 05:56 PM
Damn, I thought I should have picked up that 4x super bubble flare lance.
Aluvius
01-17-2014, 12:15 AM
The super bubble flare stuff was probably already blessable/enchantable since its newer. Although it reminds me, time to enchant up my 4x bubble flaring footwraps! Now that quickstrike works with UAC it'll be a heckuva lot easier to keep up the bubble with kicking. :)
Jeril
01-26-2014, 11:40 PM
Hello all.
I've just released an update to the amunet that increases the duration of crystal amulets (and derivatives thereof) to 1 hour per rub. This change did not affect the duration per activation of Sigil of Contact and Sign of Thought.
-KEIOS
http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/1770
waywardgs
01-26-2014, 11:59 PM
Crystal amulets? Amunet? What are these things of which he speaks?
Donquix
01-27-2014, 12:01 AM
Hello all.
I've just released an update to the amunet that increases the duration of crystal amulets (and derivatives thereof) to 1 hour per rub. This change did not affect the duration per activation of Sigil of Contact and Sign of Thought.
-KEIOS
http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/1770
OH THANK GOD.Seriously, does anyone even still actively use the amunet? Was always crickets last I checked. Since you know...lich does it without all the pointless restrictions.
SHAFT
01-27-2014, 12:22 AM
OH THANK GOD.Seriously, does anyone even still actively use the amunet? Was always crickets last I checked. Since you know...lich does it without all the pointless restrictions.
Yeah, sadly you're right. They need to think of something new for the amunet. It's a fossil at this point.
Anebriated
01-27-2014, 12:25 AM
Its still used from time to time. Mostly when invasions and stuff are happening and Ive had decent success finding partners for guild reps on it. Not anything like it used to be though.
Candor
01-27-2014, 12:32 AM
News Flash: Not everyone uses Lich.
Take a seat. Settle down. Get over the shock. Have a drink. Deep breaths.
There you go.
Candor
01-27-2014, 12:34 AM
..and once you get over the fact that some people don't use Lich, here's something to put some of you in a coma for a few years.
Outside of the US and a few other countries, most of the world...get ready now...still uses modems to connect to the Internet.
Still with me? Hello? Hello?
Yes the entire world does not conform to your vision of how things should be. Some GS players don't even use Lich. Imagine that.
This is your cue to negative rep me...
Tgo01
01-27-2014, 01:05 AM
..and once you get over the fact that some people don't use Lich, here's something to put some of you in a coma for a few years.
Outside of the US and a few other countries, most of the world...get ready now...still uses modems to connect to the Internet.
Still with me? Hello? Hello?
Yes the entire world does not confirm to your vision of how things should be. Some GS players don't even use Lich. Imagine that.
This is your cue to negative rep me...
Mind = blown.
SHAFT
01-27-2014, 01:09 AM
News Flash: Not everyone uses Lich.
Take a seat. Settle down. Get over the shock. Have a drink. Deep breaths.
There you go.
Yeah and we understand that, but if those people DID use lich, GS would be better for it. Everyone should have lich. Simu should make it mandatory for new players and returning players. Tillmen should get a cut of the profits.
I'm right. As a business owner, I know I'm right. Trust me.
Whirlin
01-27-2014, 09:23 AM
I'm right. As a business owner, I know I'm right. Trust me.
Seems Legit.
Wrathbringer
01-27-2014, 09:24 AM
Yeah and we understand that, but if those people DID use lich, GS would be better for it. Everyone should have lich. Simu should make it mandatory for new players and returning players. Tillmen should get a cut of the profits.
I'm right. As a business owner, I know I'm right. Trust me.
Lich is kind of like shattered. Too many douche bags to interest me.
Aluvius
01-27-2014, 09:53 AM
Yeah, I'm compelled to untune lnet fairly regularly ... some of the arguments detract from my enjoyment of the game. I find myself getting angry and paying attention to the scroll instead of having fun playing the game. So I use both, no one wants to see in character stuff on lnet :)
Anebriated
01-27-2014, 10:24 AM
there are defiitely a few groups of people who I wish would just go ahead and make use of the ability to create new channels for themselves and their friends.
Candor
01-27-2014, 10:34 AM
there are defiitely a few groups of people who I wish would just go ahead and make use of the ability to create new channels for themselves and their friends.
A few people still do this on the amulet network...using uncommon gem amulets.
Kalishar
01-27-2014, 10:35 AM
I use separate thought and game windows so... if lnet starts to annoy me I just stop looking at that window for a while.
Anebriated
01-27-2014, 10:46 AM
A few people still do this on the amulet network...using uncommon gem amulets.
You are turning into the new IWH.
Candor
01-27-2014, 10:59 AM
You are turning into the new IWH.
The new what?
Tsk Tsk
01-27-2014, 11:19 AM
Yeah, I'm compelled to untune lnet fairly regularly ... some of the arguments detract from my enjoyment of the game. I find myself getting angry and paying attention to the scroll instead of having fun playing the game. So I use both, no one wants to see in character stuff on lnet :)
pffft
SHAFT
01-27-2014, 12:55 PM
Lich is kind of like shattered. Too many douche bags to interest me.
I'm not talking about lnet specifically. I'm talking about lich and scripts like ;go2 and ;narost To me they make the game much more enjoyable than the basic version of the game.
Lnet is basically trade chat in wow or an unfiltered amunet. Has it's moments however.
m444w
01-27-2014, 12:57 PM
I'm not talking about lnet specifically. I'm talking about lich and scripts like ;go2 and ;narost To me they make the game much more enjoyable than the basic version of the game.
Lnet is basically trade chat in wow or an unfiltered amunet. Has it's moments however.
I think there is a definite clarification needed that LNet != Lich, you can unfavorite lnet (as I have done) and enjoy all the benefits of automating annoying tasks without all the inane banter.
Donquix
01-27-2014, 02:00 PM
So make an IC channel on lnet, untune from the main channel. There you go. Amunet but without the archaic realm or roundtime boundaries. If you feel like being able to send thoughts when otherwise incapacitated that the amunet wouldn't allow is cheating, simply self-regulate and don't do it.
Congrats, everything that is bad about the amunet is now fixed.
Candor
01-27-2014, 05:56 PM
I'm right. As a business owner, I know I'm right. Trust me.
I think I'll try that logic with my wife.
"Hey honey, I'm a business owner. I know I'm right."
Any bets on the outcome?
Tgo01
01-27-2014, 05:59 PM
I think I'll try that logic with my wife.
"Hey honey, I'm a business owner. I know I'm right."
Any bets on the outcome?
Depends, what sort of business do you own?
Latrinsorm
01-27-2014, 06:22 PM
I think I'll try that logic with my wife.
"Hey honey, I'm a business owner. I know I'm right."
Any bets on the outcome?Is she a Republican?
You ever... heh heh... you ever supply side her economics? You know what I'm saying? Intercourse.
gilchristr
05-05-2015, 02:33 PM
Regarding Mobility 618:
"This only applies to CML calculations: for Rangers, it's ((ranger spell ranks - 18) * 2 / 3). For non-Rangers, it's just +15. As noted before, both bonuses are capped at the equivalent of being 2x trained in CM.
GameMaster Estild"
Tgo01
05-05-2015, 02:42 PM
So once you're capped in CM the spell is useless in that regard?
That's kind of a downer.
Donquix
05-05-2015, 02:42 PM
I'm assuming that's 15 + the 2/3 spell ranks over 18 for rangers? At least i hope :D
So once you're capped in CM the spell is useless in that regard?
That's kind of a downer.
i hope they meant just the BONUS part is capped at that, otherwise yeah...that would be stupid.
droit
05-05-2015, 02:57 PM
Nope. Once you hit 2x CM, you see 0 difference in CML margins with 618.
Fallen
05-05-2015, 03:13 PM
Is it common for Rangers to be fully 2xed in CM?
gilchristr
05-05-2015, 03:15 PM
Well look at it this way, at least now you know what is going on. You can consider whether it is worth it the unload some CM training and get the TPs back for something else, and still be perfect in CML attacks and defense by utilizing the bonus from 618.
That's what I would be looking at if I was a ranger.
droit
05-05-2015, 03:23 PM
Very few rangers that aren't pretty far post-cap have 2x CM. This is definitely good info for rangers prioritizing their post-cap goals, but I don't think it will change very much--maybe for ranged users, but melee will still need the AS bonus.
I won't be untraining my 2x, but I do find it amusing that my 618 could provide up to 95 CM ranks for me. :D
Fallen
05-05-2015, 03:31 PM
Very few rangers that aren't pretty far post-cap have 2x CM. This is definitely good info for rangers prioritizing their post-cap goals, but I don't think it will change very much--maybe for ranged users, but melee will still need the AS bonus.
I won't be untraining my 2x, but I do find it amusing that my 618 could provide up to 95 CM ranks for me. :D
If you're fully 2xed prior to capping is there still a reduction in benefits, or is it only when you're at a full 202 ranks that this aspect of 618 comes into effect?
droit
05-05-2015, 03:32 PM
It's 2x level.
Fallen
05-05-2015, 03:38 PM
It's 2x level.
I thought so. Paladins are in the same boat with one of their spells and phantom CM ranks.
Patron's Blessing (1611):
The Paladin's patron Arkati bestows a refined combat knowledge upon him, allowing him to better attack with and defend against CML maneuvers. Patron's Blessing increases the caster's effective Combat Maneuvers (http://www.play.net/gs4/info/skills.asp#combatmaneuvers) ranks for purposes of the Combat Maneuver List (CML) (http://www.play.net/gs4/info/maneuvers/) and Attack Strength (AS). The base is 10 Combat Maneuver ranks +0.75 for every Paladin spell rank beyond 11. This spell is self-cast only.
With the increase in effective Combat Maneuver ranks, there is also an increase in Mana Point (MP) cost. The base MP cost is 11, +1 for every 3 Combat Maneuver ranks above the initial 10.
Training Spiritual Lore, Blessings (http://www.play.net/gs4/info/skills.asp#spirlore) provides an additional bonus of +1 Combat Maneuver rank at 3 Blessings Lore ranks, to a maximum of +17 Combat Maneuver ranks at 187 Blessings Lore ranks.
The total Combat Maneuver bonus received between Patron's Blessing and the Paladin's training can not surpass what the Paladin would receive were he fully trained in Combat Maneuvers. The AS bonus, however, is uncapped.
Tgo01
05-05-2015, 03:48 PM
I guess I can understand the spell needing some sort of cap, 202 CM ranks plus an extra 100+ from 618 would be kind of over kill. But couldn't they just cap it at like CM 2x level + 15 for non Rangers and maybe +25 or something for Rangers?
I just hate the idea that the more powerful you get the less useful this spell becomes.
Donquix
05-05-2015, 03:53 PM
Yeah that is really, really, really stupid.
Luftstreitkräfte
05-05-2015, 03:57 PM
Is it common for Rangers to be fully 2xed in CM?
For ambushers usually 1x ambush and 1x CM is the norm.
Note 2x ambush is 6/6 it's expensive as fuck.
My ranger only has 50 ranks of 600s at level 58 and no 100s. With full 2x ambush he barely can 1.7x CM. But I also have 45 ranks of blessing lore.
Fallen
10-16-2015, 06:01 PM
I realize now i've been posting in the wrong "Random GS" thread. I'll have to pull out all the old stuff and put it in here at some point.
>>I really hope the Spire will appear again in the near future.
The Spire will definitely happen, though I can't give you a date yet. We will finalize details once EG is over and my brain has a chance to turn from warm pudding to a nice jello consistency again.
~Liia
APM, Events & World Development
Fallen
10-19-2015, 08:24 AM
New developments in the works for River's Rest
Weeeeeeell. I'll give you hints.
It's a town update. As in whole town. It involves the pier, but not JUST the pier.
It includes a permanent town shop AND a special-like area for citizens only.
~ X.
Fallen
10-23-2015, 09:36 PM
So besides Rage, what other effect does this spell work on without any lore?
Carn's Cry, Gerrelle's Growl, Yertie's Yowlp, Seanette's Shout, Horland's Holler, Beserk, Calm (201), Frenzy (216), Nightmare (715), Song of Depression (1015), Song of Rage (1016), Empathy (1108), Sympathy (1120), and Zealot (1617).
Am I correct that you mean sheer fear requires 25 ranks to remove both self-cast and from another character?
Yes.
GameMaster Estild
.
WRoss
10-23-2015, 09:38 PM
http://forum.gsplayers.com/images/misc/quote_icon.png Originally Posted by GM Estild
So besides Rage, what other effect does this spell work on without any lore?
Carn's Cry, Gerrelle's Growl, Yertie's Yowlp, Seanette's Shout, Horland's Holler, Beserk, Calm (201), Frenzy (216), Nightmare (715), Song of Depression (1015), Song of Rage (1016), Empathy (1108), Sympathy (1120), and Zealot (1617).
Am I correct that you mean sheer fear requires 25 ranks to remove both self-cast and from another character?
Yes.
GameMaster Estild.
What spell are you talking about?
Androidpk
10-23-2015, 09:46 PM
1205 (soothing word)
Fallen
10-23-2015, 10:35 PM
What spell are you talking about?
Sorry about that. Definitely a cool one to carry with you on scrolls.
Fallen
10-26-2015, 02:40 PM
Figured I'd help clear up some things about RPAs and the tools surrounding them. First let me just say, we're in the final processes of revamping how RPAs work and getting some new tools to you. It was slated for HSN, but we simply ran out of time and we needed more work on it than we originally thought.
That out of the way, RPAs are manually applied. There is no automation in them at all. That means more player-active GMs tend to get more of them out than someone who gets stuck behind the scenes. Also, some GMs are far more liberal with giving them out than others. RPAs were never intended to be participatory. They were meant for standing out and going above and beyond with your roleplay. I've brought this up with staff a number of times, but I know participatory RPAs still are getting handed out. That said, some of the new features of RPAs to come solve a lot of this for us. But this is what creates lopsided distribution of an RPA. Some staff want to see good roleplaying only. Which brings me to the next aspect. Staff has to see it to reward it. If you run off from the main group or decide to be quiet about your RP, you'll typically get passed over. GM can't have eyes and ears in too many places. They typically are watching 2 to 3 areas at once, any thinner, it breaks down the quality. When you're at a storyline or event, it's usually only one staff member doing everything.
For verbs, ROLEPLAY NOMINATE is good for notifying us that something is happening. Not has happened. This is why you can't use it on offline players. I'll look into something like ROLEPLAY NOMINATE ROOM, but it might be awhile before that. MYCHAR THINKS and MYCHAR are not logged. They don't get saved to a database or anything like that. They message a GM in the room or in a monitoring area that you're using the command. We'll see something like, Wyrom is thinking to himself, "Vanah might stab me if I feature creep this script one more time." ROLEPLAY NOMINATE message all online staff, MYCHAR does not.
Submitting bugs, typos, and anything with BUGITEM/BUG also may reward you some exp and fame. Sometimes multiple people submit the same bug report, so usually only the first one gets that reward. Not all bug reports will gain anything from it just because of the nature of bug vs. feature. Sometimes if a staff member is working with you, they might toss you an RPA for helping. This is pretty bad form. I know I do it, and I should be more aware of it. Because the proper protocol should be the flat exp/fame reward since it logs everything properly as well.
I hope that helps a little bit.
~Wyrom, APM
Fallen
10-26-2015, 10:06 PM
In response to player requests, the Wehnimer's Landing Cleric Shop now sells 2x white ora sanctified USCE boots and gauntlets in the backroom of the shop! They are some white ora-studded boots and some white ora-studded gauntlets and will allow both clerics and paladins to use them effectively against undead!
So go forth and punch that skeleton...wight in the face! (Hah, see what I did there?)
This has been released in Prime, Plat and Shattered.
-GM Kenstrom-
Waylayer of Wehnimer's Landing
Human Guru
This message was originally posted in Towns, Wehnimer's Landing. To discuss the above, follow the link below.
http://forums.play.net/forums/19/225/2494/view/7979
Fallen
10-28-2015, 09:19 PM
I still don't understand why ANALYZE can't be changed to work on items in shops
This is a much, much larger project than just flipping a switch. Currently, analyze requires that the item be on a player. Existing item scripts that trap analyze may use this as a basis for functionality to set up an item. For example, Xojium robes. Xojium robes are sold off the shelf with 2 set verbs and 2 random verbs. The 2 random verbs are set when you purchase the item. However, there's also a safety check in Xojium robes where if the item is manipulated by a player but doesn't have the 2 random verbs, 2 random verbs are chosen. So if a player was to analyze an item for sale, it would set up the item and set 2 random verbs. There's no check to see if the player has the item before it does this, because there never needed to be. This is just an example of an item I know off the top of my head would have an issue.
We have about 25,000 existing scripts. In order to make this switch, we'd have to examine the 25,000 existing scripts, determine if they trap analyze, determine if the location of the item is an issue, and then address it if it is.
I'm not trying to brush it aside as something that's too cumbersome to look at -- it's a good idea and would be excellent to have -- but I also want you to understand the scope of the issue. It's not like we're just ignoring an easy thing to implement for funsies.
~Vanah
.
Fallen
10-30-2015, 01:56 AM
Regarding people complaining about Adventurer Guild Rewards in the Login Bonus rewards.
>My point about "generic" reward starting to get through, yet?
>Adventurer's Guild is pretty generic.
The Adventurer's Guild can be (and is) considered a core part of the GemStone IV gaming experience, pretty much on-par with "fighting creatures". While anyone is certainly welcome to not participate in that (or most any other aspect of the game), it should be understood that you're cutting yourself out of a pretty basic part of the game nowadays. If having those "useless" rewards present encourages some players to explore and participate in the Adventurer's Guild in order to find a way to make use of them then, on a game design level, I believe that would ultimately provide them with a better GemStone gaming experience in the end.
Regarding reward exchanges, we deliberately avoided a point-based system (where you would be award points each day, which you would then spend on specific rewards), because we do want players to use a breadth of rewards, rather than just consolidate all their rewards into the "best" reward (probably exp boosters). If a player has to stretch a little out of their comfort zone to use a reward, maybe they might find something enjoyable there that may not have otherwise thought to explore.
Coase
Allereli
10-30-2015, 09:15 AM
Regarding people complaining about Adventurer Guild Rewards in the Login Bonus rewards.
How seriously out of touch can one person be on something they spend so much time on?
gilchristr
10-30-2015, 11:16 AM
Kenstrom had a pretty good pun there, nice
SashaFierce
10-30-2015, 11:32 AM
How seriously out of touch can one person be on something they spend so much time on?
It's Krakii...
That's all that needs to be said really.
Fallen
10-31-2015, 08:02 PM
Pestilence (716) should no longer trigger against animated weapons (1025). Thanks for reporting the issue.GameMaster Estild.
Fallen
10-31-2015, 11:36 PM
>>I feel like we're going in circles. My point is that anything purely fluff should be taken out of the script owner's choice as a matter of policy. We give script creators great latitude in deciding how to distribute their fluff scripts (and any accompanying unlockings) because they've worked hard to create them. Some people want to reserve unlocking as something to do only with their merchants to make it rare/desirable/give themselves something to do besides GALD. Some GMs just don't care and open them up for unlocking by Xerria or anyone right from the get go. I usually keep mine exclusive for a year or two before opening them up, to give an example. I have no intention of taking that decision away from our script creators. Once someone leaves staff, their SGM inherits any scripts owned/created by that person, so technically, no script is really orphaned. At that point, GMs will usually request ownership of any scripts that they're keen on, or they'll sit until someone asks about it, or we go digging for old scripts to use as prizes/shop wares.___ASGM of World DevelopmentEventsLoot Czar.
Mogonis
10-31-2015, 11:48 PM
I have no problem with Tamuz's stance.
Allereli
11-01-2015, 12:16 AM
The current policy only leads to dead end items, and EG is full of them already. Again, my request to change the policy referred to fluff scripts only.
caelric
11-01-2015, 12:51 AM
But, but, with all the fluff unlocked, whatever will GM merchants do?!?!?!?!?!??!??!?!
Fallen
11-01-2015, 01:08 AM
Yeah, that was some crap logic on display in that thread.
"Yes, it's a problem but we will not take obvious steps to correct it."
Gnomad
11-01-2015, 10:53 AM
I don't like the policy, but I get why it exists. GMs get almost no reward or compensation for the work they do, so ownership of the scripted items they create makes some sense. What else can they really offer them to replace it?
Fallen
11-01-2015, 10:58 AM
I don't like the policy, but I get why it exists. GMs get almost no reward or compensation for the work they do, so ownership of the scripted items they create makes some sense. What else can they really offer them to replace it?A quota system would be nice. X amount of these services will go out a year. You can decide how and when as long as you're meeting the quota, otherwise it will be open to other GMs to disperse.
Allereli
11-01-2015, 11:14 AM
>What else can they really offer them to replace it?
I can't quote properly right now, but perhaps they should take a lesson from the Wiki. You create something, you get the satisfaction of creating it. You have about zero control of what happens to it in the future.
Fallen
11-01-2015, 11:30 AM
You have to manually add quote and /quote tags with brackets [ ]
Allereli
11-01-2015, 11:36 AM
>You have to manually add quote and /quote tags with brackets [ ]
yeah > is easier
Fallen
11-01-2015, 11:44 AM
>You have to manually add quote and /quote tags with brackets [ ]yeah > is easierYou slackass.
Allereli
11-01-2015, 11:56 AM
as previously discussed, capitalizing is too much work for me
Latrinsorm
11-01-2015, 06:09 PM
I don't like the policy, but I get why it exists. GMs get almost no reward or compensation for the work they do, so ownership of the scripted items they create makes some sense. What else can they really offer them to replace it?Some musicians believe in streaming their creations (which is necessarily to say, giving them away for free). Other musicians (e.g. Prince, Taylor Swift) are not down with that at all. Some musicians heavily pursue piracy (e.g. Metallica), others openly encourage pirating their music. As you say, I don't think those sort of people could be satisfied with anything but sovereign ownership.
Fallen
11-01-2015, 09:27 PM
Actually, there is an impact from the beards/beard pouches on this issue.There is a bug when braiding a beard that's in the unique trait instead of in the distinguishing mark. A fix is in the pipeline for this bug. If you have braided your beard and then had something in your features clobbered, it's likely your beard is in your unique trait. This needs GM attention to fix but until the fix goes in, it will just happen again when the beard is braided again.Also in the pipeline is a modification to let the beard owner remove the beard pouch.Finally, here's a clarification on the wear slot. A beard takes up a non-functional slot but a beard with a pouch takes up a functional slot.ModrianStupid bug stops me from formatting this post correctly, so it's just going to be a blob with no spaces.
Gnomad
11-01-2015, 09:45 PM
I can't quote properly right now, but perhaps they should take a lesson from the Wiki. You create something, you get the satisfaction of creating it. You have about zero control of what happens to it in the future.Yeah, but editing the wiki is something we can do or not do. Being a GM sounds like a pretty shitty job, tbh. All the posts about "I've only been approved to do X this festival" and whatnot; there's still bosses and quotas and rules and all that.
Like I said, I don't like the policy, but I get why it exists.
Some musicians believe in streaming their creations (which is necessarily to say, giving them away for free). Other musicians (e.g. Prince, Taylor Swift) are not down with that at all. Some musicians heavily pursue piracy (e.g. Metallica), others openly encourage pirating their music. As you say, I don't think those sort of people could be satisfied with anything but sovereign ownership.are you sure you don't smoke weed?
Allereli
11-01-2015, 09:48 PM
>Yeah, but editing the wiki is something we can do or not do. Being a GM sounds like a pretty shitty job, tbh. All the posts about "I've only been approved to do X this festival" and whatnot; there's still bosses and quotas and rules and all that.
I'm not sure there's a quota on creating scripted items
Fallen
11-02-2015, 02:22 PM
ANALYZE info is also relatively recent, in the grand scheme of GS things. It was one of the first things I asked Ildran about when I got hired. He thought it was a great idea and it was in game the next day.
As you might have suspected, based on all the different messages available, it is not standardized or automatic. A GM has to add it into each script they make (or update). While almost all new scripts use ANALYZE to provide information for players, we've got a load of old scripts that have not been updated for it. In general, we'll add it in whenever one of those scripts was updated and we made a large push of it during Hot Summer Nights.
___
ASGM of World Development
Events
Loot Czar
.
ANALYZE info is also relatively recent, in the grand scheme of GS things. It was one of the first things I asked Ildran about when I got hired. He thought it was a great idea and it was in game the next day.
As you might have suspected, based on all the different messages available, it is not standardized or automatic. A GM has to add it into each script they make (or update). While almost all new scripts use ANALYZE to provide information for players, we've got a load of old scripts that have not been updated for it. In general, we'll add it in whenever one of those scripts was updated and we made a large push of it during Hot Summer Nights.
___
ASGM of World Development
Events
Loot Czar
Da fuck is this shit?
I posted the suggestion, Oscuro said it was a good idea, and shortly thereafter (days) it was implemented. Debia was in on that officials thread, maybe she remembers as well? Maybe Tamuz had read my forum thread, or maybe he is talking about the added script info in analyze, but the original analyze verb came from everyone's favorite er.. dwarf. If the officials archived like a proper forum I could find the thread.
and aha here, not Ildran, Oscuro, like I said:
http://forum.gsplayers.com/showthread.php?42340-Official-Lightening-Analyze-Changes&highlight=analyze
Latrinsorm
11-02-2015, 08:24 PM
are you sure you don't smoke weed?As I have said in the past, I suffer from non-marijuana-induced mental illness. I must say it's rather uncouth for you to harp on it. Foul play, sir.
I am just kidding. Ha! Ha! :)
Da fuck is this shit?...why did you turn all the text white?
Tgo01
11-02-2015, 08:40 PM
...why did you turn all the text white?
Oh sure, for years now we've all been using black text and you didn't say a fucking word but the minute, the MINUTE someone uses white text all of a sudden it's "What's up with the white text, honky?"
You make me sick.
Latrinsorm
11-05-2015, 07:22 PM
Surprise surprise, Tgo01 can't answer the question so he resorts to playing the race card.
Fallen
11-05-2015, 07:24 PM
Ha! Ha! :)...why did you turn all the text white?
Sometimes I am forced to type one character when quoting something. When this happens, i'll typically use a period that i'll turn white to match the majority of people's backgrounds. In copying my post it likely applied that color to the whole reply.
Latrinsorm
11-05-2015, 08:04 PM
Sometimes I am forced to type one character when quoting something. When this happens, i'll typically use a period that i'll turn white to match the majority of people's backgrounds. In copying my post it likely applied that color to the whole reply.How can you be that detail-obsessive and not agree with me about marijuana :cry:
Fallen
11-06-2015, 07:00 PM
The Wehnimer's Landing Cobbling Shop has officially re-opened!
Look for the small rustic shop along South Ring Road! This is now opened again in both Prime and Plat!
Now go put your best foot forward...
-GM Kenstrom-
Waylayer of Wehnimer's Landing
Human Guru
This message was originally posted in Towns, Wehnimer's Landing. To discuss the above, follow the link below.
http://forums.play.net/forums/19/225/2494/view/8014
Androidpk
11-06-2015, 07:03 PM
GM Fallen
Fallen
11-07-2015, 04:40 PM
MANA SPELLUP will now include Water Walking (112) and Untrammel (209) (the latter only if the caster has enough lore ranks for the bonus). In addition, if you know Faith's Clarity (1603) (mostly just applicable to Paladins), it will cast that spell first before all others to help avoid armor hindrance.
GameMaster Estild
Sensible changes.
Edit to add Purify Air (207).
GameMaster Estild
mgoddess
11-07-2015, 07:00 PM
Woooooooo, they listened to my request for 112 to be added, and bonus for 1603 being cast first! I love it!
Fallen
11-17-2015, 10:03 PM
Yes, all Pures are expected to 1x train in lores. However, the bonuses are evaluated as if you didn't train in any of them, since we can never count on a character having any specific lore training since it's their choice as to what specific lore to train in.
GameMaster Estild
Mogonis
11-17-2015, 10:05 PM
He likes the sinces.
Silvean
11-17-2015, 10:19 PM
A feast for the sinces!
Fallen
11-18-2015, 02:00 PM
We have another event around the corner first before we tackle another Duskruin. I'd also like to reel in some bloodscrip before next run. Stay tuned.
~Wyrom, APM
In response to the question of when the next Duskruin will be held.
Androidpk
11-18-2015, 02:12 PM
Another event as in a new one?
Ltlprprincess
11-18-2015, 02:14 PM
Another event as in a new one?
Briarmoon Cove.
Archigeek
11-18-2015, 05:20 PM
Wasn't an auction talked about? I wonder if he'll allow bloodscrip bids vs silvers. This, to me is dangerous territory. I hate the idea of rampant inflation caused by an undermined currency.
Allereli
11-18-2015, 05:28 PM
Wasn't an auction talked about? I wonder if he'll allow bloodscrip bids vs silvers. This, to me is dangerous territory. I hate the idea of rampant inflation caused by an undermined currency.
auction is late 2016 I believe
Ltlprprincess
11-18-2015, 05:33 PM
auction is late 2016 I believe
Yeah, it was announced as a Q4 2016 event.
Aluvius
11-18-2015, 05:58 PM
Wasn't an auction talked about? I wonder if he'll allow bloodscrip bids vs silvers. This, to me is dangerous territory. I hate the idea of rampant inflation caused by an undermined currency.
Surely they know to keep it self contained, though the recent use of it for auctions/services within DR went quite a bit farther than I had imagined, too.
Winter
11-20-2015, 09:52 AM
Wasn't an auction talked about?
At Ebon's gate I think they said.
Fallen
11-21-2015, 08:31 PM
Raffles - they're rigged, if you ask me. Never expect to win. You're probably just better off throwing your silvers on the ground and walking away.
Raffles in game are all run by the same system. Here's what the GMs are able to set up:
1. The name of the merchant
2. The price of the ticket (silvers)
3. The time the raffle will draw
4. How many winners will be drawn
5. Whether or not they want their raffle to make sure no one who has already won a raffle during the event can win this one (optional)
6. The "reason" for the raffle (which you see when you look at the ticket)
That's it. Once the GM sets these things up, the system draws the ticket, randomly, out of the names entered (that are logged in at the time of the draw - a system limitation). Any other requirements are specified via ticket info or sign. There is NO WAY for a GM to "fix" a raffle in our system.
~Liia
APM, Events & World Development
.
m444w
11-22-2015, 01:39 AM
rng's are hard, and often times can be very tricky to implement. I would not be surprised if there were bugs within the RNG of a proprietary code base that had never been audited by an outside expert, especially when Simu doesn't even believe in securely storing passwords for your accounts.
Hell even the V8 engine that Google built for Chrome has problems with generating random numbers because there is a long-standing bug where the cycle length is less than the 2^132 k-bit expected (it's actually something like 2^60 if I recall), and when it's a hodge-podge of non-version controlled (as evidenced by the recent delete-gate fiasco with playershops) distributed source-code they really don't stand a chance against there being some very egregious bugs.
I don't think anyone could argue it's malicious raffle-fixing, but it's easy for a system to feign randomness without rigorous testing.
Even if they found a bug, they could never admit to it, because imagine the cries of <whatever>. It surely would be a thankless thing to investigate and fix.
Gnomad
11-22-2015, 10:59 AM
Hell even the V8 engine that Google built for Chrome has problems with generating random numbers because there is a long-standing bug where the cycle length is than the 2^132 k-bit expected (it's actually something like 2^60 if I recall), and when it's a hodge-podge of non-version controlled (as evidenced by the recent delete-gate fiasco with playershops) distributed source-code they really don't stand a chance against there being some very egregious bugs. GS almost definitely doesn't run a mersenne twister; I doubt they've rewritten their RNG from scratch since the game came out and GS like 10 years older than the Twister is.
Wyrom said in a post recently that even he doesn't know how the RNG actually works.
caelric
11-22-2015, 01:07 PM
especially when Simu doesn't even believe in encrypting passwords for your accounts.
Huh. I was unaware of that. That's....not good if they do keep your passwords in a plain text file.
Tgo01
11-22-2015, 01:13 PM
Huh. I was unaware of that. That's....not good if they do keep your passwords in a plain text file.
I think it was Simu that just emails you your password in plain text if you forget your password and request it.
At least I'm pretty sure they used to...unless I'm confusing them with another company...
caelric
11-22-2015, 01:36 PM
Unfortunately, I am not surprised. Good thing my password for GS is only used for that. I know many folks reuse passwords all over the place.
m444w
11-22-2015, 02:03 PM
it was a little late when I wrote that response, and I technically used the wrong terminology as a friend pointed out.
I am unsure whether they store them in plain text or some encrypted state, which merely adds the illusion of security for this particular topic, however I doubt they are actually encrypting them in a matter that is considered strong by today's standards anyway.
They are for sure reversible since they email them to you in plaintext. Email is not a secure medium to communicate sensitive information and people reuse passwords.
Edit: derp Tg01 already chimed in.
Gnomad
11-22-2015, 06:03 PM
The GMs can't even update the play.net website, so I don't exactly have high hopes for their password security.
Lulfas
11-22-2015, 06:25 PM
I think it was Simu that just emails you your password in plain text if you forget your password and request it.
At least I'm pretty sure they used to...unless I'm confusing them with another company...
They still do this.
Fallen
12-04-2015, 03:34 PM
Maybe I just fumbled a few rolls, but the arms from 709 seem to each count a an enemy creature when casting Minor Sanctuary, whether cast by enemies or another player. Can this be looked into?
Going forward, no controlled creature (which includes the arms from Grasp of the Grave (709)) should interfere with an attempt to create a Minor Sanctuary (213).
GameMaster Estild
.
Fallen
12-16-2015, 08:42 AM
First off, my apologies for not getting stuff posted here sooner. I expected to be posting here weeks ago, it just hasn't worked out that way.
Although there have been several questions posted, I thought it might be clearest to provide the information by subject rather than as individual answers. So this post is just about the Crafting Skill Use computation.
There's a fair amount of detail imbedded in it, so I believe it will answer several of the questions, and the relative affects of the different pieces should be apparent. Also, I couldn't bring myself to reveal every number, but I think ranges of values will provide enough information to work from and should make some skill-use and character design decisions easier.
Grinder success chance is based on:
300 [Current crafting skill] (300 is just an example)
- 0 [aggregate wound pentalties](Just don't work with wounds or without full HPs!)
+25 [(Enhanced DEX Bonus + Enhanced DIS Bonus + Enhanced ST Bonus) / 3] (again, just an example value)
-100 [magical penalty (x * magical+)] (This example is an unspecified high+ material.)
- 5 [professional handicap (ranges from 0 to 40)] Think, "Does this profession require nimble hands?" "Best" professions have a 0 handicap. This example is for a Warrior.
+50 [racial bonus (ranges from -20 to +50)] - Think, "Is this race stereotypically considered to be good at crafting weapons?"
......
270 Net success chance (1 - 500) of using Crafting skill on this particular piece of material.
NOTE: While it may be argued that Elves are the finest at crafting anything and everything, the system, as it currently exists, is set up with a bias towards Dwarves as the best at crafting weapons, with Burghal Gnomes running a close second.
And yes, Gift of Eonake does affect one's chance of success when using the grinder, but it's a new enough wrinkle that without specific permission from Coase I won't be providing any details on how or to what degree.
At this point my plan is to post a similar layout in the near future for Forging Skill Use unless folks feel a different approach would work better.
- Mikos
RE: Forging.
Gnomad
12-16-2015, 10:20 PM
The fact that a forging master can straight up fuck up making a blade or hilt after literal hundreds of hours grinding away in a forge is the stupidest thing ever.
I'm not asking for a change in the rate to best pieces, or anything, but to straight up waste rare metal and not even get a plain old 4x broadsword out of it or whatever is ridiculous.
Soulance
12-17-2015, 05:42 AM
I thought the Gift of Eonake was already discussed by someone, Coase maybe, telling us that you basically get a second end-roll chance to help avoid failure.
Soulance
12-17-2015, 05:47 AM
The fact that a forging master can straight up fuck up making a blade or hilt after literal hundreds of hours grinding away in a forge is the stupidest thing ever.
I'm not asking for a change in the rate to best pieces, or anything, but to straight up waste rare metal and not even get a plain old 4x broadsword out of it or whatever is ridiculous.
Welcome to the world of Wizard Enchanting. Always wonderful to make it to the end of a 7x enchant and then have it fail and now you're down to a -x enchant. 3% to even the best trained Wizard out there.
Gnomad
12-17-2015, 07:06 PM
I thought the Gift of Eonake was already discussed by someone, Coase maybe, telling us that you basically get a second end-roll chance to help avoid failure.Gift of Eonake (allegedly) rolls twice and takes the higher of the two rolls for all crafting checks.
Welcome to the world of Wizard Enchanting. Always wonderful to make it to the end of a 7x enchant and then have it fail and now you're down to a -x enchant. 3% to even the best trained Wizard out there.Yeah, that's total shit too, but at least any wizard can enchant. You get better at enchanting by playing Gemstone. If you want to forge, you literally have to park a character in front of RT for months on end and do nothing else in an empty room before you can even get anything better than an off-the-shelf item.
Soulance
12-17-2015, 09:56 PM
Gift of Eonake (allegedly) rolls twice and takes the higher of the two rolls for all crafting checks.
Pretty sure it isn't allegedly, I know a GM stated that on the officials somewhere. I'm just too lazy to find it nor care much about finding it. I just know I posted it on the Wiki when it happened and added it to the success of an enchant and whatnot.
Yeah, that's total shit too, but at least any wizard can enchant. You get better at enchanting by playing Gemstone. If you want to forge, you literally have to park a character in front of RT for months on end and do nothing else in an empty room before you can even get anything better than an off-the-shelf item.
True, at least you do get better as you learn to enchant. I was going to say it takes longer as a Wizard because you have to go up all those levels, but you're right - there are benefits as you go. I've wanted to learn to forge with my Paladin, but I'm just dreading the time it takes. That should be one element they should allow a bit of scripting to occur on the off-hours. That and Alchemy, dumb. Both goals I have for post-cap someday...probably...maybe.
WRoss
12-17-2015, 10:05 PM
True, at least you do get better as you learn to enchant. I was going to say it takes longer as a Wizard because you have to go up all those levels, but you're right - there are benefits as you go. I've wanted to learn to forge with my Paladin, but I'm just dreading the time it takes. That should be one element they should allow a bit of scripting to occur on the off-hours. That and Alchemy, dumb. Both goals I have for post-cap someday...probably...maybe.
One of the reasons I quit was because at a certain point postcap, it becomes absurd. Realizing goals are 5m+ apart when you aren't even gaining that much EXP in a year is kind of absurd. Then you have the choices of alchemy, forging, and/or cobbling. I guess there is darts and playing instruments as well, if you are into that sort of thing. It just ends up not being a whole lot of time drain. Hunting is fun, but not when you spend 5 years in the same four areas.
Fallen
12-18-2015, 01:54 PM
Reports out of Vornavis have indicated a large number of krolvin warships moving north along the Western Sea. Originally, some speculated they were a contingent still leftover from the fighting near Idolone and were perhaps returning home to Glaoveln. There is alarming reason to believe this is incorrect. Additional scouting at sea has revealed that the krolvin fleet is moving closer and closer to Wehnimer's Landing and some worry an attack is imminent. If indeed the krolvin's destination is Wehnimer's Landing, it would be late tonight before they reached the town.
The people of Wehnimer's Landing have been put on high alert and to be prepared for a possible krolvin attack
This was posted today. Basically guaranteeing an invasion tonight.
Aluvius
12-19-2015, 01:19 PM
Maybe the krolvin need help exploring a new area in the Sea of Fire? :)
Archigeek
12-19-2015, 04:16 PM
Was an entertaining invasion, if you like that sort of thing. Right up until the part where I got killed by a balista bolt flying in from a ship somewhere off in the distance. I'll take it though, I had a good time.
Fallen
12-19-2015, 06:55 PM
Was an entertaining invasion, if you like that sort of thing. Right up until the part where I got killed by a balista bolt flying in from a ship somewhere off in the distance. I'll take it though, I had a good time.
Hopefully that's random and not a GM choosing to one-shot you.
Archigeek
12-20-2015, 03:04 AM
Hopefully that's random and not a GM choosing to one-shot you.
It's Kenstrom. You have to kind of expect that in spite of all your best efforts, training, and gear, you're going to be sacrificing some deeds. I don't know if it's random or "hey, you haven't died yet, here's one for you!" No one likes a cheap death, but I'm happy with his work and continued involvement. May he continue to entertain us.
Fallen
12-20-2015, 10:08 AM
It's Kenstrom. You have to kind of expect that in spite of all your best efforts, training, and gear, you're going to be sacrificing some deeds. I don't know if it's random or "hey, you haven't died yet, here's one for you!" No one likes a cheap death, but I'm happy with his work and continued involvement. May he continue to entertain us.
Eh, I expect that type of thing if you're dealing with a GM NPC, or there are established areas/objects in the area which have those effects. I'm even fine with the GM dumping a bunch of creatures directly into your room. Attacks that completely bypass mechanics, not so much. I wouldn't think you'd appreciate that type of move given your stance on other bypasses of standard mechanics.
Don't get me wrong, Kenstrom is one of the better GMs on staff. I just hate that type of stuff unless someone is being disruptive to a storyline.
Ardwen
12-20-2015, 01:44 PM
Those are still better then them randomly dropping 50 scarabs into the room with you, its at least possible to survive the proverbial blast from the heavens, when 7 or 8 scarabs attach themselves to you you are fairly well screwed.
Archigeek
12-20-2015, 03:11 PM
Yeah I pretty much hate stuff that bypasses the mechanics systems we have, you're right about that. I guess I'm just happy to still have someone around who really cares and isn't a jackass either. So I'll cut him some slack on the death via mechanics bypass. I'd rather face some epic beast and die that way... which almost happened earlier.
Ardwen
12-20-2015, 04:50 PM
rather get mauled by a vathor all day then some random thing I can't effect at all. and two thunbs up for kenstrom and his insane invasions.
Fallen
01-05-2016, 03:17 PM
To put the first question another way, will a minor ewave cast by a character with 20 ranks of water lore have a better or worse chance at a knockdown as compare to a major ewave cast by a character with no ranks of water lore?
Hi there!
The 410 cast in this instance would have a better chance at knockdown as compared to the 435 in the same instance.
That aspect was "Training in Elemental Lore, Water increases the effectiveness of this spell, granting a bonus to its maneuver check.... [t]his bonus is twice as effective as the bonus to Elemental Wave (410)."
Unless I've gone completely mad, this is not the case. The benefit from water lore is the same for both 410 and 435.
~ Konacon
Fallen
01-13-2016, 04:38 PM
The grey areas are whether other properties (flares, resistances, padding) trigger and whether you take manoever penalties. The basics work as they should (no effect to AsG) but I suspect manoever penalties for wearing a helm were behind my manoever defense going from pretty decent at around level 40 to crummy at high level. Something along the lines of putting a helm on an AsG 12 Ironskin making it work like wearing brig with no armor training when manoevered.
To get resistance benefits (and I'm pretty sure, padding benefits) the equivalent of the Ironskin AsG had to cover the accessory area. My helm's resistance started working when I got to AsG 12 but it never triggered on head hits when I had AsG 11. Padding is harder to tell because there's no messaging but I'm pretty sure it wasn't working either.
Some of this was deemed buggy and may have been fixed after I capped, but I'd advise checking whether you are actually getting benefits from these properties and stopping using accessories if you seem to be getting hammered by manoevers.
In terms of whether you are gaining the benefits of armor accessories, you should be getting whatever that accessory grants, such as flares, damage or crit padding. When you first mentioned of the bug a while ago, I made a fix to address the issue of accessories being ignored when using 1202. This should no longer be the case.
I wasn't aware of your suspicion of it having a detrimental effect on maneuvers rolls, but I will try to see if that is truly the case, and whether it is a bug or not.
~Contemplar~
Fallen
01-18-2016, 11:59 AM
> Incant 504 open just casts 504 on yourself rather than the room AOE version.
This should be fixed now! If you still see it happening I'd love to see some logs of it to further track this down.
> Please add an option to clear a setting and fix the incant 504 open option if you can. Thanks.
Done! I've added CLOSED as an INCANT SET option.
~ Konacon
Fallen
01-19-2016, 12:26 PM
Estild, will wizard ranks beyond ones level add to Call Wind? Are there diminishing returns?
The benefit is not capped and there are no diminishing returns.
GameMaster Estild
Yay knowledge.
Fallen
01-19-2016, 11:32 PM
Are we anywhere close to being able to change the elemental attunement of characters? I have a fire attuned character with a lot of air lore who would like to utilize this spell.
Yes, the method to reset your elemental attunement will be available in the very near future.
GameMaster Estild
.
Taernath
01-19-2016, 11:34 PM
I thought that was already available via simucoin.
Fallen
01-19-2016, 11:42 PM
I thought that was already available via simucoin.
https://store.play.net/store/purchase/gs
Not that i've seen.
Fallen
01-20-2016, 04:37 PM
Maybe you are not ready to say yet, but what does this really mean? That there won't be "ticket" events in the future, and events will generally be more like duskruin? Or that events will be more like Duskruin, where the player decides how much to participate? I just ask because if there are no more box office ticket events, that is just another removal of a basic premium feature in the last year or so.
At this point, what it means is that we're exploring new models. There's something to be said for the idea that people can pay for as little or as much of what they want out of an event, and we'd like to go in that direction a lot more. Obviously, for some things there will still be limited releases. How we go about doing all this is still in the development stage, and there will likely be different methods tried over time.
Just as Wyrom tweaked things on Duskruin over each new run, we will continue to tweak event models as we see what works well and what is less popular. What we are NOT doing is looking to cut Premium benefits.
~Liia
http://i2.kym-cdn.com/photos/images/original/000/488/482/30f.jpg
Viekn
01-20-2016, 04:44 PM
"Maybe you are not ready to say yet, but what does this really mean? That there won't be "ticket" events in the future, and events will generally be more like duskruin? Or that events will be more like Duskruin, where the player decides how much to participate? I just ask because if there are no more box office ticket events, that is just another removal of a basic premium feature in the last year or so."
Maybe I'm confused. I was premium from February of 2015 until December of 2015. Other than a premium only festival, which I don't think there are a lot of, how would box office ticket events be a removal of a basic premium feature? Did I just not play premium enough to have seen some type of box office ticket event benefit?
mgoddess
01-20-2016, 05:02 PM
"Maybe you are not ready to say yet, but what does this really mean? That there won't be "ticket" events in the future, and events will generally be more like duskruin? Or that events will be more like Duskruin, where the player decides how much to participate? I just ask because if there are no more box office ticket events, that is just another removal of a basic premium feature in the last year or so."
Maybe I'm confused. I was premium from February of 2015 until December of 2015. Other than a premium only festival, which I don't think there are a lot of, how would box office ticket events be a removal of a basic premium feature? Did I just not play premium enough to have seen some type of box office ticket event benefit?
I'm pretty sure Premium subscribers tend to get first dibs at box office tickets, along with a 10% reduction in prices of said tickets.
Fallen
01-20-2016, 05:19 PM
Additionally clerics can infuse spirit with soul ward multiple times, from 4 to 8 times depending on how crazy they enhance their spirit.
It's a definite benefit, but the amusing thing about it is that each time they do that, they're lowering their ability to defend against follow-up attacks (i.e. low spirit is a penalty in maneuver defense).
GameMaster Estild
https://media.giphy.com/media/wiQ9N7iMkMH2o/giphy.gif
gilchristr
01-20-2016, 06:45 PM
Amusing?
Its not like the downside he is referencing is in the spell description... they ought to work on documentation a bit more before confiding before ... uhmmmm ... ahh... f-it they don't have time or ability to articulate the relevant documentation to make a gamist choice I guess I cannot be expected to have the time or ability to articulate the irony of them making fun of a choice the gamer makes absent the documentation?
Silvean
01-20-2016, 06:53 PM
They've mentioned the spirit loss modifier before.
Fallen
01-20-2016, 06:54 PM
Amusing?
Its not like the downside he is referencing is in the spell description... they ought to work on documentation a bit more before confiding before ... uhmmmm ... ahh... f-it they don't have time or ability to articulate the relevant documentation to make a gamist choice I guess I cannot be expected to have the time or ability to articulate the irony of them making fun of a choice the gamer makes absent the documentation?
As Allereli pointed out in her usual loving, patient way, the information was available via this page: https://gswiki.play.net/mediawiki/index.php/Spirit
Apparently, this was added on August 2015.
I agree that information is hard to consume in this game in an efficient manner. Shit is just all over the fucking place. The wiki project is working to correct that in an official capacity, but it is also a problem that you have to bug the SHIT out of the GMs to get information on certain mechanics. They're better recently without a doubt, but it's still a pain.
Hopefully, in a few years once the wiki is more fleshed out and GMs are used to updating it (along with people like A who are very generous with their time) this type of stuff won't be so enigmatic.
They've mentioned the spirit loss modifier before.
Yeah, but it'd be one mighty stretch to call it common knowledge, though.
Allereli
01-20-2016, 07:00 PM
Hopefully, in a few years once the wiki is more fleshed out and GMs are used to updating it
It's something I've really been pushing for with Estild and he's starting to respond and getting other staff to pitch in, too. It's really ridiculous that "so GMs can edit information" was a key reason for moving the Wiki over, and there was hardly any GM contribution for an entire year. Props to those that did, like Jainna with the Premium info.
Tgo01
01-20-2016, 07:01 PM
As Allereli pointed out in her usual loving, patient way, the information was available via this page: https://gswiki.play.net/mediawiki/index.php/Spirit
I think that was the first time Estild mentioned it and at the time everyone was shocked to hear this too because I'm pretty sure no one but the GMs knew it.
But it's kind of silly on Estild's part to imply this is some sort of drawback to 319. Sure you have a less chance to defend against CMANs because your spirit is lower but then again you just gained a 100% chance to block the critters next attack, CM or otherwise.
Silvean
01-20-2016, 07:04 PM
I'm surprised they've revealed as much as they have over the last 2 years. It always felt like they viewed obfuscation around mechanics as part of the game.
Fallen
01-20-2016, 07:05 PM
I think that was the first time Estild mentioned it and at the time everyone was shocked to hear this too because I'm pretty sure no one but the GMs knew it.
Nah, the information was added to the spirit wiki in August of 2015 (unless i'm wrong on that). It may have been mentioned earlier than that. I don't remember what discussion it came out of, but at one point Droit managed to get a lot of information about the SMR out of the GMs on the boards. It may have been then.
I'm surprised they've revealed as much as they have over the last 2 years. It always felt like they viewed obfuscation around mechanics as part of the game.
Which was and still is obnoxious. If you like that crap, go play Dragonrealms.
Tgo01
01-20-2016, 07:06 PM
I'm surprised they've revealed as much as they have over the last 2 years. It always felt like they viewed obfuscation around mechanics as part of the game.
I think they generally do for formulas and shit, like Estild never said how much spirit loss affects defending against a CM, but they typically give information out as far as what helps/hinders a particular action.
Silvean
01-20-2016, 07:07 PM
With the cat people? You shut your filthy mouth.
Fallen
01-20-2016, 07:08 PM
With the cat people? You shut your filthy mouth.
That made me laugh far more than it should have.
Taernath
01-20-2016, 07:12 PM
I think that was the first time Estild mentioned it and at the time everyone was shocked to hear this too because I'm pretty sure no one but the GMs knew it.
I've known about it for years, ever since I first mastered COL. Not the exact formula, obviously, but I thought it was common knowledge.
Tgo01
01-20-2016, 07:14 PM
I've known about it for years, ever since sorcerers transitioned from being 'always in guarded stance 702 wrackers'. Not the exact formula, obviously, but I thought it was common knowledge.
Oh sure, now everyone knew about it all along. I'm onto you, bub!
mgoddess
01-20-2016, 07:19 PM
I've known about it for years, ever since I first mastered COL. Not the exact formula, obviously, but I thought it was common knowledge.
Are you sure you knew about the SMR penalty? I've known about the hit to DS that low spirit can cause, but not the hit to SMR...
Taernath
01-20-2016, 07:20 PM
Oh sure, now everyone knew about it all along. I'm onto you, bub!
In fact, I'm pretty sure we've had this exact conversation before.
Maybe we're in a stable time loop posting the same topics endlessly while the rest of the world moves on.
Fallen
01-22-2016, 01:24 AM
> Is there a command that will display which services you currently have toggled on for yourself? That is, besides doing SERVICE LIST and checking for your name?
Until now, there was not.
> If not, can we please have something like a SERVICE MINE created?
Sounds like a great idea! SERVICE SHOW ME has been added.
Hope you like it!
~ Konacon
Fallen
01-27-2016, 12:41 PM
Hi everybody!
A bug has been fixed involving the translucent shells of the glistening cerebralites. It's original intent was for the critical padding they received from it to be much heavier for physical attacks than for spells. You should find that spells are more effective against them when their shells are up now.
~ Konacon
droit
01-28-2016, 03:19 PM
Do rank 1 scars have any mechanical impact? Are there any systems that take rank 1 scars into account? I never bother to heal them down since they crop up so frequently, but the possibility that they do something always nags at the back of my mind.
--------------
Things can change, and it is possible for some system to take rank 1 scars into account, but I, personally, having looked through the code, would not worry about them (aside from looking good). I know that that's a little wishy-washy but I hope that it helps.
GM Ixix
.
Fallen
01-28-2016, 04:00 PM
Beat me to it!
Fallen
01-28-2016, 04:00 PM
Hello patrons of the bloody clothes.
GM Konacon applied his tending update to the wounded wear clothing line.
So all those tendable goodies are yours! TAKE THEM! Tend until you cannot tend anymore, then tend again!
TENDAPALOOZA IS UPON US!
-Retser-
Quest Guru
Icemule Guru
Halfling Guru
Geijon Khyree
01-28-2016, 08:37 PM
Re: Tend and Diagnose and Health updates, oh my! on 01/28/2016 07:07 PM CST
Rank 1 scars to the head do not impact your absorption. If your experience absorption is being affected, you'll see this:
Your ability to reflect on your recent experiences is hindered by your injuries.
As well.
Ixix
I'm not sure if that is double confirming or if this was already published, but I like the total answer.
Fallen
01-30-2016, 01:01 PM
Rank 1 wounds should no longer impose a penalty on your experience absorption. If you don't see the warning message, you shouldn't have any penalties now.
Ixix
Geijon Khyree
02-07-2016, 01:25 AM
Re: 519 vs. 317 samples on 02/06/2016 08:50 PM CST
The channeling bonus is applied after the check for incineration. This is also how Wither (1115) handles its instant death chance.
~ Konacon
Here is some math formula data.
Fallen
02-07-2016, 04:07 PM
The mechanical crossbows from Duskruin now use QUICKSTRIKE formulas to reduce roundtime when cocking the crossbow. Enjoy.
~Wyrom, APM
Fallen
02-10-2016, 10:55 PM
>>Don't get me wrong, I'm not suggesting getting rid of live merchants, that's some fun stuff, but give other options that require less in-game time please.
Tamuz and I are discussing (perhaps brainstorming is more accurate) a lot of ideas for more automated systems. Doing things via a system like the alter scroll system, though, has cons as well as pros. For example, the back and forth between players and GMs (ie, Sadie) can take a long time if the request isn't simple (like an alter that's not allowed, an item that can't be worked on, rare materials, etc.). These types of things make live merchant alterations a lot more desirable for the masses. Plus, if you spent a fair amount of money on an event, would you want to wait a week... or two... or a month to get your alteration back? That could (and would) happen because of people's different schedules. When we do something like EG or BMC, staff blocks out chunks of Real Life Time to run their merchants and events. With all their other responsibilities IRL and in game, things like this would likely end up snowballing into super lengthy projects and potentially keep GMs from their other responsibilities. Anyway, like I said, we're working on several ideas for future events.
>>For player feedback have you ever considered over the phone "open office" time?
We prefer to keep game related discussions in game or on the boards. The exception is Simucon meetings.
~Liia
APM, Events & World Development
SashaFierce
02-11-2016, 11:07 PM
http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/General%20Discussion%20about%20Gemstone%20IV/view/2217
>I was wondering if we could get some Dev input as to how resistances work now that apparently cloaks have gone out with it as well.
Resistances only apply to armor (shields are grouped in with armor for this purpose). Cloaks aren't armor. Specially scripted items can certainly mimic other abilities in some cases; I don't have any personal knowledge of a cloak that grants resistances similar to armor, but that doesn't mean that such a thing can't exist. I'm certainly not aware of any such things being released at Briarmoon, however.
Resistances (or vulnerabilities) of the same type are mutually exclusive between torso armor, armor accessory on the location being checked, shield, and monk resistances from MEDITATE. The greatest magnitude effect is applied and the rest have no effect. Resistances or vulnerabilities of different types don't affect each other.
Soulance
02-12-2016, 12:47 AM
Would be nice if they each had a helper in the room, especially for GALD stuff. A GM "bot" who dies L/D while the live GM does the alters. I want people to get what they want, but sometimes it takes forever to figure that out. I think it's very cool that the GM's are so willing to take the time to try and get the right fit of an item.
Had one GM work with me on a shield description, even showed me a few different types via internet links. I felt bad for the people behind me though who were waiting a bit longer.
I know I like they pay events, but it is really hard for me to make time to get to the merchants. I usually only get to see the shops and snag a few OTS items. Would be nice that there was a merchant who did L/D that I could just go to and have it included in my purchase price - like 8 L/D services on whatever I wanted.
Fallen
02-13-2016, 11:51 AM
The enhancive property doesn't have anything to do with whether it is a major project or not. Just the current enchant of the item when you temper it. In another facet, enhancive items are harder to enchant.
~Aulis
Forums Manager
QC'er
Likely common knowledge, but meh. Guy was asking if enchanting a +8 enhancive piece would count as a major.
Allereli
02-13-2016, 12:08 PM
Likely common knowledge, but meh. Guy was asking if enchanting a +8 enhancive piece would count as a major.[/FONT][/COLOR]
I thought enchanting enhancive was a major
Fallen
02-13-2016, 12:10 PM
I thought enchanting enhancive was a major
Oh good, then the information is useful...or he's wrong. I have no idea. Never messed with enchanting.
caelric
02-13-2016, 12:16 PM
I thought enchanting enhancive was a major
You thought wrong
Allereli
02-13-2016, 12:21 PM
You thought wrong
happens
Methais
02-13-2016, 12:44 PM
5x and up is a major project. The rest doesn't matter.
You can do 1-4x enhancives 4378904729042 times a day if you want.
SashaFierce
02-14-2016, 03:22 PM
http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20Spells/view/2310
Oops. The original +10 added to the cost_per_second was a mistake, both in my announcement and in the original implementation. (A bit too much copy-paste in the code, and then I wrote the announcement from the code without remembering that the original design didn't include it). I corrected it in the code almost immediately, but apparently I didn't make it clear that it was mistaken in the announcement as well.
In other words, cost_per_second = action_speed. For searching, 5 seconds of reduction comes at 45 ranks of EL:A; the next second off will come at 60.
Methais
02-14-2016, 04:09 PM
I'm curious how their QA works since almost everything that's released is buggy as hell.
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