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TheLastShamurai
07-25-2009, 05:36 PM
The following updates have been made to the bounty system:

-Group task support has been added to the following tasks: Kill Creatures, Retrieve Heirloom, Kill Dangerous Creature, and Rescue Child.

Group tasks for the bounty system operate in a somewhat similar fashion to the Guardians of Sunfist group task system, wherein a person who receives a suitable task from the taskmaster may sign up additional helpers to assist with a portion of the task. Any helpers must be within -5/+10 levels of the person who originally received the task and cannot have been signed up for another group task within the last fifteen minutes or currently have a bounty task active. A maximum of 3 helpers may be signed up for any one task and the helpers can only complete the task while the person who signed them up is present.

-An additional task has been added: Kill Bandits. This task also has group task support.

-Bandits generated for the Protect Traveller task will now spawn more often and generally be more dangerous overall, with new tactics and new abilities. We intend to closely monitor the difficulty of this task and adjust it, should it be necessary. Any feedback on the changes are welcome.

-The Ta'Vaalor guild will now assign Old Ta'Faendryl tasks.

-The Pinefar Trading Post has been added as an additional optional drop off point for rescued children.

Coase

.

AMUSED1
07-25-2009, 05:38 PM
Awesomesauce.

LadyLaphrael
07-25-2009, 05:40 PM
Oh shit, does this mean you can successfully get hunting bounties up to cap in the Landing by joining people with Bowels tasks, so long as they're level 90-94?

Bhuryn
07-25-2009, 05:43 PM
Oh shit, does this mean you can successfully get hunting bounties up to cap in the Landing by joining people with Bowels tasks, so long as they're level 90-94?

sure looks that way.

TheLastShamurai
07-25-2009, 05:44 PM
With the escorts, new changes include not getting any warning, and there is no pause between when they appear and attack, the simply jump out and pwn your ass with manuevers...


A half-elven rogue leaps out of his hiding place!
A half-elven rogue swings a handaxe at you!
AS: +305 vs DS: +378 with AvD: +29 + d100 roll: +15 = -29
A clean miss.


A dwarven robber springs from the shadows and strikes at you!
[Roll result: 199 (open d100: 92)]
A dwarven robber delivers a blow to your head with his scimitar!
...14 damage!
You are stunned!
You are dazed!
Roundtime: 10 sec.

Dispell...


A half-elven rogue pulls out a tiny shard of jet black crystal and hurls it at you!
The crystal shatters against your body and releases a pulse of anti-magic!
You feel your extra magical awareness leave you.
The brilliant luminescence fades from around you.
You feel a slight tingling as the shimmering field fades away.
You no longer bristle with energy.
A luminescent aura fades from around you.

Ragesh
07-25-2009, 05:44 PM
You have been tasked to suppress bandit activity in the Cairnfang between Wehnimer's Landing and Solhaven. You need to kill 16 of them to complete your task.

I'd like to be the first to say fuck this.

TheLastShamurai
07-25-2009, 06:03 PM
Haha, traps...


Suddenly, a carefully concealed looped rope springs up from the ground, wrapping around your ankle and tossing you up into the air!
You land square on your head! You are stunned for 4 rounds!
A human brigand quickly approaches!
A human brigand quickly approaches!

Danical
07-25-2009, 06:06 PM
no RT?

BESEECH THAT BITCH.

TheLastShamurai
07-25-2009, 06:21 PM
no RT?

BESEECH THAT BITCH.

Oh I did. Fer shizzle.

Hecates
07-25-2009, 06:26 PM
awsome!

Tolwynn
07-25-2009, 06:26 PM
Can those dispel crystals be manufactured with alchemy?

Kitsun
07-25-2009, 06:29 PM
This change makes me giddy.

Danical
07-25-2009, 06:31 PM
Yeah, this change is fucking tits for MA crews.

FUCKING TITS!

TheLastShamurai
07-25-2009, 06:41 PM
Yeah, this change is fucking tits for MA crews.

FUCKING TITS!

Hellz yeah, I'll be doing it with my Cleric/Empath team.

Drunken Durfin
07-25-2009, 06:46 PM
Holy nice.

kgolfer
07-25-2009, 06:48 PM
Nice changes!

Jaimaltz
07-25-2009, 06:49 PM
I used 1040 4 times, and sigil of escape on one bandit bounty. I don't think I've ever had to use either more than once in a day.

Anyone soloing that's not a bard/paladin/warrior and therefore can't break stuns/binds at will is screwed.

Edit: also I'd like to say, these tasks will suck for anyone not in GoS, you get a ton of wounds from those traps, determination and mending make them not a big deal.

Danical
07-25-2009, 06:51 PM
I used 1040 4 times, and sigil of escape on one bandit bounty. I don't think I've ever had to use either more than once in a day.

Anyone soloing that's not a bard/paladin/warrior and therefore can't break stuns/binds at will is screwed.

Edit: also I'd like to say, these tasks will suck for anyone not in GoS, you get a ton of wounds from those traps, determination and mending make them not a big deal.

The traps seem to be like a standard maneuver roll which will be even more of a lolstack of pwncakes for pures since they also don't have a method to break stuns/status effects.

TheLastShamurai
07-25-2009, 06:55 PM
The traps seem to be like a standard maneuver roll which will be even more of a lolstack of pwncakes for pures since they also don't have a method to break stuns/status effects.

Ya, my wizard got seriously wtfpwned trying to do a travel task. :(:(:(

Mostly ended up failing the task because I couldn't cast.

Jaimaltz
07-25-2009, 06:55 PM
Yeah, if that weren't bad enough the random dispelling of all your spells will be. I even had to switch to normal armor because my sonic augmented chain went poof.

TheLastShamurai
07-25-2009, 06:57 PM
So, for anyone that has completed a bandit task...do they have titles for them?

Jaimaltz
07-25-2009, 06:59 PM
Just for fun:

>n
[Glatoph, Icy Ravine]
The sound is almost deafening as the river breaks through the icy floor, keeping you near the walls for fear of falling into the frigid waters. High above, an occasional chunk of ice breaks away from the lip of the glacier and splashes into the river. You also see a frost giant and a morning star.
Obvious paths: north, south
Suddenly, you feel an intense pain in your left leg! as you realize that you've stumbled right into a length of nearly invisible razor wire!
... 25 points of damage!
Quick, powerful slash to your left knee!
You are knocked to the ground!
You are stunned for 5 rounds!
A dwarven marauder suddenly leaps from his hiding place!
A human marauder suddenly leaps from his hiding place!

[Roll result: 104 (open d100: 17)]
A dwarven marauder kicks his leg at your groin and connects! Waves of pain instantly shoot through your body. The pain causes you to cry out!
...7 damage!
Roundtime: 5 sec.
>
[Glatoph, Icy Ravine]
The sound is almost deafening as the river breaks through the icy floor, keeping you near the walls for fear of falling into the frigid waters. High above, an occasional chunk of ice breaks away from the lip of the glacier and splashes into the river. You also see a cudgel, a human marauder, a dwarven marauder and a frost giant.
Obvious paths: north, south
>shout 1040
>
...wait 3 seconds.
>
A human marauder swings a morning star at you!
AS: +320 vs DS: +451 with AvD: +34 + d100 roll: +32 = -65
A clean miss.
>shout 1040
Translucent streams of mana cascade across your sight as you let loose with a rallying cry!
You break free from your senseless daze!
A sense of invigoration courses through your legs as you rise smoothly to your feet!
Cast Roundtime 3 Seconds.

Danical
07-25-2009, 07:02 PM
Post your CM, PF, Perception, Survival, Agi, Dex, and Spells in that clip?

Jaimaltz
07-25-2009, 07:09 PM
Post your CM, PF, Perception, Survival, Agi, Dex, and Spells in that clip?

Combat Maneuvers...................| 86 19 (Rank 3 disarm)
Physical Fitness...................| 174 74
Mental Mana Control................| 102 24
Perception.........................| 248 148

No survival ranks

Dexterity (DEX): 93 (16) ... 93 (16)
Agility (AGI): 77 (8) ... 77 (8)

Was wearing 1003, 1006, 1007, 1010, 1014, 1019, 425, 430, 414, 406, 401, sigil of offense, defense, mending

Danical
07-25-2009, 07:12 PM
Yeah, it looks like your ability to dodge a standard maneuver attack is pretty shitty.

Whereas I have



Combat Maneuvers...................| 302 202 202
Physical Fitness...................| 302 202 202
Survival...........................| 201 101 101
Perception.........................| 201 101 101


And 127 Spellsong powered 1006. I would recommend using sigil of major defense to help vs. those trap crits.

The Ponzzz
07-25-2009, 07:29 PM
Is there a way to detect traps!? Man, these change made me pop a chub.

TheLastShamurai
07-25-2009, 07:37 PM
Is there a way to detect traps!? Man, these change made me pop a chub.

Doesn't appear to be. They hit you as soon as you enter if you fail the roll.

Fallen
07-25-2009, 07:38 PM
Fucking awesome stuff. Looks like it needs some tweaking, but this stuff is pretty cool.

Donquix
07-25-2009, 07:42 PM
Is there a way to detect traps!? Man, these change made me pop a chub.

Shit...your chub gave me a chub. I have the ghey.

Durgrimst
07-25-2009, 08:00 PM
A halfling bandit leaps out of his hiding place!
A halfling bandit swings a scimitar at you!
AS: +471 vs DS: +116 with AvD: +30 + d100 roll: +3 = +388
... and hits for 42 points of damage!
Strike pierces calf!
You are knocked to the ground!
!SIPR>
A human outlaw swings a morning star at you!
AS: +471 vs DS: +111 with AvD: +37 + d100 roll: +8 = +405
... and hits for 47 points of damage!
Well aimed shot, punctures upper arm!
Spell Mass Blur (911) ended. [-20Dodging]
You become solid again.
Spell Mantle of Faith (1601) ended. [-5DS, -5STD]
The dully illuminated mantle protecting you begins to falter, then completely fades away.
Spell Spirit Defense (103) ended. [-10DS]
The powerful look leaves you.
Spell Strength (509) ended. [-15Str, -15PhysAS]
You feel your extra strength departing.
Spell Spirit Warding II (107) ended. [-15STD, -25BoltDS]
The deep blue glow leaves you.
Spell Thurfel's Ward (503) ended. [-20DS]
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.
Spell Elemental Defense I (401) ended. [-5DS, -5ETD]
The silvery luminescence fades from around you.
Spell Spirit Warding I (101) ended. [-10STD, -10BoltDS]
The light blue glow leaves you.
Spell Elemental Defense II (406) ended. [-10DS, -10ETD]
The bright luminescence fades from around you.
Spell Elemental Defense III (414) ended. [-20DS, -15ETD]
The brilliant luminescence fades from around you.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

tokeinc
07-25-2009, 09:01 PM
GG, Simu... please tweak this.

Widgets
07-25-2009, 09:19 PM
So, for anyone that has completed a bandit task...do they have titles for them?

Negative. My list still remains the same.

Adventurer *
Fortune Seeker *
Opportunist
Expeditionary
Campaign Leader
Epic Adventurer
Gamesman *
Bounty Hunter
Slayer
Scavenger *
Treasure Hunter
Artifact Collector
Rock Collector *
Prospector
Gem Trader
Travel Guide
Conveyor
Bodyguard
Herb Gatherer *
Plant Expert
Mediciner
Rescuer *
Liberator
Hero

TheLastShamurai
07-25-2009, 09:22 PM
Negative. My list still remains the same.

LAME. Don't they know we're superficial and need titles!

Durgrimst
07-25-2009, 09:25 PM
[Glaes Street]
The street enters the wall of the canyon, into an arch perhaps fifty feet high. Just outside the tunnel is a sturdy, three-story stone tower. This is the headquarters for the local militia. Uniformed dwarves bearing axes and hammers swagger in and out of its steel double doors. You also see a large stone building.
Obvious paths: east, west
>go buil
[Adventurer's Guild, Lobby]
Thick and windowless marble walls enclose this rather spacious lobby, which is liberally decorated with the mounted heads of both exotic and mundane beasts. The floor is covered with fine bearskin rugs and various specimens of antique dwarven stone furniture. Overhead, a massive candle-lit chandelier adequately illuminates the area and provides for the impressive shadows cast by the various stuffed beasts arrayed about the room. You also see the Durgrimst disk and Guild Taskmaster Dayle.
Obvious exits: east, west, out
>bounty
Durgrimst, your Adventurer's Guild information is as follows:

You currently have 67982 unspent bounty points.

You have accumulated a total of 67982 lifetime bounty points.

You have succeeded at the Kill Creatures task 30 times.
You have succeeded at the Retrieve Heirloom task 20 times.
You have succeeded at the Procure Gems task 45 times.
You have succeeded at the Procure Herbs task 9 times.
You have succeeded at the Kill Dangerous Creature task 33 times.
You have succeeded at the Rescue Child task 28 times.

You have succeeded in your task and can return to the Adventurer's Guild to receive your reward.
>ask dayle about bounty
Dayle says, "All done with that assignment? Good job, Durgrimst!"



I partnered up with Widgets for this, and apparently there is a bug for turning in partner bounties...

Ragesh
07-25-2009, 09:41 PM
I partnered up with Widgets for this, and apparently there is a bug for turning in partner bounties...

Maybe he needs to be in the room with you when you redeem? I have no supporting evidence, just a thought

radamanthys
07-25-2009, 09:52 PM
This sounds terrible.

Tolwynn
07-26-2009, 12:08 AM
Anyone soloing that's not a bard/paladin/warrior and therefore can't break stuns/binds at will is screwed.

Edit: also I'd like to say, these tasks will suck for anyone not in GoS, you get a ton of wounds from those traps, determination and mending make them not a big deal.

Not all of them. I just finished a Landing -> Solhaven escort, and got attacked by three groups of bandits. Two led with bear traps, one of which mattered to deliver a quick stun and knockdown. The other did nothing. The third group led with tossing a dispel crystal, which missed.

Easy work knocking them out once they revealed themselves, got a 2-point bleeder for it all, and that was from the worse of the two traps.

Hecates
07-26-2009, 12:49 AM
one step out of the town gates and six bastards jumped out, the town struck four of them dead for me, what a crazy start!

ZeP
07-26-2009, 01:21 AM
The mass dispel crystals are a bit much, IMO. At the very least maybe there could be a check against the bandit's magic item use vs. the target's or something along those lines.

TheLastShamurai
07-26-2009, 01:39 AM
The mass dispel crystals are a bit much, IMO. At the very least maybe there could be a check against the bandit's magic item use vs. the target's or something along those lines.

There is a check, you can dodge the crystals' shards when they explode. If you dodge them, no dispell.

ZeP
07-26-2009, 02:07 AM
Good point, although I think some kind of magic skill check might still be a good idea. I just don't see my rogue being able to lob mass dispel crystals all over the place against magic users without some training, or unless the crystals were made by an extremely skilled magic user, which I guess you can just say "they were" but then you need a backstory on who is arming the bandits.

Deathravin
07-26-2009, 02:11 AM
[Hall]

Obvious exits: east, south
[Hall]
You notice Training Administrator Boucher.
Obvious exits: north, south
--- Lich: 'portal' has been stopped by portaldebug.

An elven robber runs in and suddenly lunges at you, pulling you roughly to the floor!
You are stunned!

An elven robber shouts at you, "Thought you could get away, did ya?"

An elven robber stands up with a grunt.
SP>n
>e
You are still stunned.
You are still stunned.
Boucher nods to you and says, "Need help with training? Just ASK if you do."
An elven robber swings a handaxe at you!
AS: +245 vs DS: +62 with AvD: +41 + d100 roll: +36 = +260
... and hits for 23 points of damage!
Blow raises a welt on your right arm.
SP>n
You are still stunned.
SP>sneak n
You are still stunned.
An elven robber swings a handaxe at Training Administrator Boucher!
AS: +245 vs DS: +89 with AvD: +30 + d100 roll: +87 = +273
... and hits for 133 points of damage!
Slash to the Administrator Boucher's lower back!
Kidneys sliced and diced!
Death is slow and painful.
$C0N falls over, unconscious.
SP>sneak n
You are still stunned.
SP>stance def
You are now in a defensive stance.
An elven robber swings a handaxe at you!
You roll to one side and evade the attack!
P>unshea
You sling a fluorite crystal-inset pale glowbark long bow off from over your shoulder.
P>stand
You stand back up.
Roundtime: 6 sec.
An elven robber slips into hiding.
An elven robber leaps out of his hiding place!
An elven robber swings a handaxe at you!
AS: +245 vs DS: +274 with AvD: +41 + d100 roll: +20 = +32
A clean miss.
>
[Using macro set 1 - Hunting]
>Aim Left Eye
>Stance off
You're now aiming at the left eye of your target when using a ranged weapon, or while ambushing.
>Get 1 Wooden Arrow from my Harness
>Fire
You are now in an offensive stance.
You remove a single wooden arrow from a bundle of wooden arrows.
You nock a wooden arrow in your glowbark long bow.
You fire a wooden arrow at an elven robber!
AS: +306 vs DS: +203 with AvD: +29 + d100 roll: +64 = +196
... and hit for 51 points of damage!
Strike pierces calf!
The elven robber is knocked to the ground!
The elven robber is stunned!
The scintillating white light surrounding the arrow fades some.
The wooden arrow sticks in an elven robber's left leg!
Roundtime: 5 sec.
R>laugh
You laugh out loud!
R>bug
>Stance off
>Get 1 Wooden Arrow from my Harness
>Fire
You are now in an offensive stance.
You remove a single wooden arrow from a bundle of wooden arrows.
You nock a wooden arrow in your glowbark long bow.
You fire a wooden arrow at an elven robber!
AS: +306 vs DS: +135 with AvD: +29 + d100 roll: +32 = +232
... and hit for 66 points of damage!
Shot knocks the elven robber's head back by pushing on the inside of the skull!
The elven robber rolls over and dies.
The scintillating white light surrounding the arrow fades some.
The wooden arrow sticks in an elven robber's left eye!
Roundtime: 5 sec.
$RA nearby servant takes a bucket of water and splashes it across $'$C0N face, awaking $S7 into sputtering consciousness.

what a fun little bug I just had...

Tolwynn
07-26-2009, 02:11 AM
I guess the first batches of bandits I got were the underachievers, heh.

First, the deflating cushion trap is pretty rude. Straight to prone in stance offensive with 10 seconds rt.

The maneuver spam gets pretty insane once they get rolling, too. Most of it was nothing I hadn't seen from Grimswarm, but this was new.

[Roll result: 113 (open d100: 9)]
A human marauder lunges towards you, most likely intending to finish you off!
A human marauder makes a vicious slash with his fist-scythe at your neck!
Cleanly decapitated! Your head is thrown several feet back by the force of the blow!

Jab, tweak, groin kick, feint, foot stomp, sweep, shadow strike, shield bash, and now coup de grace to finish it all off.

Definitely more challenging than the standard fare, though I have to say, some of the rts for various attacks and maneuvers seem a bit out of whack.

Durgrimst
07-26-2009, 02:34 AM
These definately deserve titles, and has anyone figured out how to turn in partner bounties?

The Ponzzz
07-26-2009, 02:50 AM
Someone in Platinum said they were finally able to. I have yet to get a cull bandits tasks to even try. Five hours, checking every 15 minutes, and never a bandits task! ARGH!!!

Asrial
07-26-2009, 04:06 AM
Deathravin's post makes me laugh :D

Two things really...

1) A rogue hiding (not really hiding) from a rogue in the rogue's guild...

2) The hardon the robber had in tracking you down Deathravin ;)

(assuming it's the rogue's guild and your archer is a rogue)

Deathravin
07-26-2009, 04:09 AM
ya, it was the rogue's guild.

Rimalon
07-26-2009, 04:46 AM
Honestly, this was just their final step to nerfing escort tasks. They started with the "only 1 local escort task per hour", and now this. I'll agree that escorts were high reward for low risk, but they're also mind-numbingly boring and anti-social. Not to mention easily scriptable! But what Warden wants, Warden gets.

Once they sort out the crazy fucking unbalanced traps, the Bandit tasks will be a neat addition.

Coase pulled a classic Coase--implement impossible and unfair shit, then tone it down until it works.

CMAN PUREKILL ANYONE?

Defeat
07-26-2009, 05:14 AM
Pretty sure if I was not a paladin, I would have easily been killed numerous times on this task (soloing). Here's a few snippets of what I ran into during one pass (apologies in advance for spammy):


You have been tasked to suppress bandit activity on the Icemule Trail between Wehnimer's Landing and Icemule Trace. You need to kill 17 of them to complete your task.

----

Suddenly, you hear a soft *whoosh* of air as you realize you've just stepped on a carefully concealed inflated pouch.Your surroundings begin to spin as you collapse in a heap, sick to your stomach!

Roundtime: 10 sec.
A half-krolvin highwayman suddenly leaps from his hiding place!
A human highwayman suddenly leaps from his hiding place!

----

Suddenly, the ground gives out from under you as you fall into a shallow pit filled with tiny spikes!
... 5 points of damage!
Minor puncture to the chest.
... 10 points of damage!
Strike to the chest breaks a rib!

----

A gnomish marauder pulls out a tiny shard of jet black crystal and hurls it at you!
The crystal shatters against your body and releases a pulse of anti-magic!
Spell Elemental Defense III (414) ended. [-20DS, -15ETD]
The brilliant luminescence fades from around you.
Spell Mobility (618) ended. [-20Dodging]
You no longer feel so dextrous.
Spell Sign of Striking (Striking) ended. [-5AS]
Your SIGN OF STRIKING is no longer effective.
Spell Elemental Defense I (401) ended. [-5DS, -5ETD]
The silvery luminescence fades from around you.
Spell Spirit Guard (Statue) ended. [-25DS]
A faint silvery glow fades from around you.
>

----

Suddenly, a carefully concealed looped rope springs up from the ground, wrapping around your ankle and tossing you up into the air!
You land square on your head! You are stunned for 4 rounds!
An elven outlaw suddenly leaps from his hiding place!
A giantman outlaw suddenly leaps from his hiding place!
>st
You are still stunned.

----

Suddenly, you hear a loud *clink* as a large pair of carefully concealed metal jaws slam shut on your left leg!
... 25 points of damage!
Your left leg is mangled horribly.
You are knocked to the ground!
You are stunned for 5 rounds!
A human robber suddenly leaps from his hiding place!
An elven robber suddenly leaps from his hiding place!

----

[You have earned 574 bounty points, 1000 experience points, and 5740 silver.]

You have succeeded at the Kill Bandits task 1 time.




For those who haven't tried it out yet, expect: a lot maneuvers, minor RT stacking, dispels, being fired on from hiding, walk-into-a-room-and-get-wtfpwned tactics, immobilization traps (like beartraps, even when beseeched out of you are still locked for a duration of time). Expect to start most fights on your back, in some sort of RT/stun.

THE GOOD NEWS is that if you survive the initial beatdown, the mobs are pretty simple to clear. I found the moment I got up and mstrike'd I was able to stun both mobs and clear them out with minor difficulty.

Overall, I think it's a pretty easy way to get wrecked, but I find it pretty exciting and plan to take on more of these as they come.

Good luck and good hunting.
- Naix

Deathravin
07-26-2009, 05:43 AM
Oh ya... Oh my MBP redux rogue I was getting knocked around pretty good. My Sorc is going to be RAPED. Good luck spellcasters.

Deathravin
07-26-2009, 05:46 AM
Re: Bugs

The issue with not being able to turn in group tasks should be fixed.

The issue with bandits spawning well below you in level should be fixed.

Re: Traps

Training in Survival and Perception affects your rate of discovery. I'll probably be increasing discovery rates in any event.

It's still a bit early, but it is looking like a couple of the traps will need to be toned down a bit.

Re: Misc Stuff

I'll look into Teras getting some more areas for bandit hunting, as the current area is indeed rather small.

.

StrayRogue
07-26-2009, 07:16 AM
Surely DISARM TRAPS should help a little too???

radamanthys
07-26-2009, 07:38 AM
It's like rape. Only nobody enjoys it.

grenthor
07-26-2009, 09:24 AM
If this were any more awesome i wouldn't believe it came from Simu

Loyrl
07-26-2009, 09:48 AM
Thank god for berserk, walk in a room ewaved or trapped (don't have logs at work) stunned and knocked down for 5 rounds (not weighted down) then dispelled, even after dispelled they still try to dispel me more.. They are fast, and they some times swing / ambush with claidhmores. After berserking and finishing up half the bounty kills I head to town and I look like I set off a baby immolation trap. Missing a leg and rank 2 wounds everywhere. I don't know how a sorc would have done.

Fallen
07-26-2009, 11:18 AM
Someone should suggest that they tone down the traps, and up the rate which the attackers shake stuns. Maybe give them Berserk and Stun maneuvers. Looks like once the guys are stunned, the fight is all over. That way, they can tweak the back end of the combat to be a bit harder, and the front end a bit easier. It would also be cool if the bandits used haste crystals.

Dain
07-26-2009, 01:32 PM
>ne
[Cairnfang Forest]
The trail climbs a gentle slope as it continues to the northeast beneath the trees. Southward, the sun-dappled expanse of ferns and tree trunks stretches downhill, only to be lost among the grey and black columns of the trees. You also see a ruined rusty steam-wagon.
Obvious paths: northeast, southwest
Suddenly, the ground gives out from under you as you fall into a shallow pit filled with tiny spikes!
Some bronze leg greaves inset with hammered copper discs partially deflect the onslaught of the puncture attack.
... 1 point of damage!
Strike pierces thigh!
You are knocked to the ground!
... 1 point of damage!
Nice puncture to the back, just grazed the spine!
Some bronze leg greaves inset with hammered copper discs partially deflect the onslaught of the puncture attack.
... 1 point of damage!
Minor puncture to the right leg.

Roundtime: 6 sec.

good time to plug my puncture resistance?

Endlin
07-26-2009, 01:58 PM
An update like this and they still didn't change the fact that as a rogue, pretty much all of your offensive guild skills are useless while dealing with bandits?

I sure hope I'm wrong.

Fallen
07-26-2009, 02:00 PM
An update like this and they still didn't change the fact that as a rogue, pretty much all of your offensive guild skills are useless while dealing with bandits?

I sure hope I'm wrong.

Oscuro has stated he is looking into ways to fix this problem. That isn't a promise by any means, but it is definitely better than nothing.

Endlin
07-26-2009, 02:11 PM
Oscuro has stated he is looking into ways to fix this problem. That isn't a promise by any means, but it is definitely better than nothing.

Yeah I've heard that. Just seems to me that if they were going to make that change... This would've been the time to do it.

Fallen
07-26-2009, 03:00 PM
Yeah I've heard that. Just seems to me that if they were going to make that change... This would've been the time to do it.

It is going to be tough to tweak. I'm sure clerics have trouble warding spiritual creatures, and wizards elemental. This is going to pose a similar problem. Can they hit you easily with the same maneuvers you can't hit them with?

Donquix
07-26-2009, 03:18 PM
It is going to be tough to tweak. I'm sure clerics have trouble warding spiritual creatures, and wizards elemental. This is going to pose a similar problem. Can they hit you easily with the same maneuvers you can't hit them with?

Clerics and wizards can help that with dispel though. It can suck but they have options.

You can't do anything to make cmans more effective.

Fallen
07-26-2009, 05:04 PM
Clerics and wizards can help that with dispel though. It can suck but they have options.

You can't do anything to make cmans more effective.

What about Mobility and moonstone cubes? Granted, mobiles can be tough to get if you can't swallow your pride and ask a ranger for a few hours, but those cubes are fairly plentiful.

TheLastShamurai
07-26-2009, 05:31 PM
I've lowered the rate at which traps are used and raised the rate at which traps are detected, as well as moderated the effect of some of the more nasty traps (mostly with respect to leg damage and auto-stancing).

I've also stopped the bandits from chasing down the corpses of their victims and modified their related knockdown ability from an unavoidable quasi-tackle to the standard Sweep maneuver.

One thing that I'll note is that the dispel shard attack is somewhat like the pyrothag shard ability, in that the bandits are much more likely to shard if they swing and miss by a large margin.

Continuing feedback is appreciated.

Coase

.

Donquix
07-26-2009, 05:36 PM
What about Mobility and moonstone cubes? Granted, mobiles can be tough to get if you can't swallow your pride and ask a ranger for a few hours, but those cubes are fairly plentiful.

The cubes add what...like 10 to your CML? Bringing your chances to miss from like 98% to miss to 88% to miss (assuming you can hit them at all)? not really a huge help.

I'm talking about self sufficiency though, i'll concede common items like the cubes but if you're doing a bounty solo...you should be able to finish the bounty solo.

One class should not suffer a fairly large penalty just because, thematically, they are similar to the bad guys the bounty spawns.

On regular culling tasks and such everyone has a chance to get screwed and get a mob have trouble with.

radamanthys
07-26-2009, 05:43 PM
One class should not suffer a fairly large penalty just because, thematically, they are similar to the bad guys the bounty spawns.

It really should be the other way around.

Latrinsorm
07-26-2009, 06:08 PM
Good point, although I think some kind of magic skill check might still be a good idea. I just don't see my rogue being able to lob mass dispel crystals all over the place against magic users without some training, or unless the crystals were made by an extremely skilled magic user, which I guess you can just say "they were" but then you need a backstory on who is arming the bandits.There are plenty of people who don't know the first thing about making a grenade that can toss one pretty accurately. It's a physical interaction for the crystal to hit your character, after all, pures ought to be lousy at it.
CMAN PUREKILL ANYONE?:violin:
if you're doing a bounty solo...you should be able to finish the bounty solo.Perhaps they aren't intended to be doable solo, or aren't intended to be doable solo by every build and profession.

Swami71
07-26-2009, 06:14 PM
Haven't read the whole thread but I don't think this was posted yet.

You have succeeded at the Kill Bandits task 1 time.
You have succeeded at the Help Kill Creatures task 1 time.

No titles as mentioned before.

Deathravin
07-26-2009, 06:30 PM
I've lowered the rate at which traps are used and raised the rate at which traps are detected, as well as moderated the effect of some of the more nasty traps (mostly with respect to leg damage and auto-stancing).

I've also stopped the bandits from chasing down the corpses of their victims and modified their related knockdown ability from an unavoidable quasi-tackle to the standard Sweep maneuver.

One thing that I'll note is that the dispel shard attack is somewhat like the pyrothag shard ability, in that the bandits are much more likely to shard if they swing and miss by a large margin.

Continuing feedback is appreciated.

Coase

.

Tolwynn
07-26-2009, 07:13 PM
Much like all other high-end Gem stuff, it all comes down to who gets the first decent attack off.

It also kind of illustrates how ludicrous things get with the CMs (and Gem combat) in general. The bandits in the last post I made were literally unable to hit me with a weapon save for having a partial chance from ambush.

Once they got their 3 Stooges mojo working, though, bam, 30 seconds of rt lockdown, plus the improbable ability to hit me with their fingers and feet for more stun and/or rt than a bladed or crushing weapon would deliver, all frosted by one decapitating me in one shot with a weapon that literally had zero chance of hitting me otherwise.

Donquix
07-26-2009, 07:14 PM
Perhaps they aren't intended to be doable solo, or aren't intended to be doable solo by every build and profession.

Then they shouldn't have a chance to be assigned when you're trying to do bounty tasks alone. I'm all for promoting grouping, but some people (and characters) prefer to do things alone. If these are completely balanced around group play, there should be an option to ask rhett not to assign them to you, so you can continue doing your bounties as per normal.

Silique
07-26-2009, 07:17 PM
Are they not going out to cap'd players in the Landing? Im still getting only escorts.

Durgrimst
07-26-2009, 07:56 PM
[Teras Isle, Logging Road]
What once was thick forest is now a barren expanse of stumps and broken trees. To the west, the road pierces the seemingly impenetrable leafy vastness of Greymist Wood. Even in the mud, so recently trodden by logger's boots, life flourishes. A family of oddly colorful toads croaks happily in a small pond formed by rain collected in a dip in the road. You also see a debris-covered trail and a small mound.
Obvious paths: east
Suddenly, a carefully concealed looped rope springs up from the ground, wrapping around your ankle and tossing you up into the air!
You land square on your head! You are stunned for 4 rounds!
A dwarven highwayman suddenly jumps out of the shadows!
A halfling highwayman suddenly jumps out of the shadows!
SP>
* Pyrone has disconnected.
SP>
A halfling highwayman swings a backsword at you!
AS: +418 vs DS: +623 with AvD: +37 + d100 roll: +87 = -81
A clean miss.
SP>
A dwarven highwayman slashes with a troll-claw at you!
AS: +454 vs DS: +570 with AvD: +34 + d100 roll: +64 = -18
A clean miss.
SP>
A dwarven highwayman pulls out a tiny shard of jet black crystal and hurls it at you!
The crystal shatters against your body and releases a pulse of anti-magic!
Spell Elemental Defense I (401) ended. [-5DS, -5ETD]
The silvery luminescence fades from around you.
Spell Strength (509) ended. [-15Str, -15PhysAS]
You feel your extra strength departing.
Spell Thurfel's Ward (503) ended. [-44DS]
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.
Spell Prismatic Guard (905) ended. [-22PhysDS, -37BoltDS]
The shimmering multicolored sphere fades from around you.
Spell Elemental Defense II (406) ended. [-10DS, -10ETD]
The bright luminescence fades from around you.
Spell Elemental Defense III (414) ended. [-20DS, -15ETD]
The brilliant luminescence fades from around you.
Spell Haste (506) ended.
You notice that things have returned to their normal speed.
SP>
A halfling highwayman pulls out a tiny shard of jet black crystal and hurls it at you!
The crystal shatters against your body and releases a pulse of anti-magic!
Spell Mass Blur (911) ended. [-20Dodging]
You become solid again.
Spell Temporal Reversion (540) ended.
Abruptly, everything you see and hear comes into better focus. Your personal temporal reality has rejoined the true flow of time.
Spell Stone Skin (520) ended.
The layer of stone surrounding you crumbles away.
Spell Melgorehn's Aura (913) ended. [-72DS, -40ETD]
A luminescent aura fades from around you.
Spell Elemental Focus (513) ended. [-63BoltAS, +20PhysAS]
You no longer bristle with energy.
SP>

Your surroundings melt away as the air around you shivers with a large flux of mana. You glimpse yourself coming to a horrible end at the hands of a halfling highwayman before being wrenched back in time prior to your demise. The temporal shadows fade with the oddly calming feeling of deja vu.
SP>
[Roll result: 213 (open d100: 124)]
A dwarven highwayman kicks his leg at your groin and connects! Waves of pain instantly shoot through your body. The pain causes you to cry out!
...20 damage!
Roundtime: 12 sec.
SPR>,gonna fucking die again
You focus on transmitting your thought.
A halfling highwayman swings a backsword at you!
AS: +418 vs DS: +314 with AvD: +37 + d100 roll: +71 = +212
... and hits for 43 points of damage!
Slash to your right arm!
Slices neatly through the skin and meets bone!
!SPR>
A dwarven highwayman slashes with a troll-claw at you!
Nearly insensible, you desperately evade the attack!
!SPR>
A dwarven highwayman slashes with a troll-claw at you!
AS: +454 vs DS: +281 with AvD: +34 + d100 roll: +33 = +240
... and hits for 33 points of damage!
Large gash to your right arm, several muscles torn.
!SPR>whereami
You are in room #1896.
Exits:
Cardinal: East -> 1895 [Teras Isle, Logging Road]
Basic: "go trail" -> 10387 [Greymist Wood, Eaves]
!PR>
In an awe inspiring display of combat mastery, a halfling highwayman engages you in a furious dance macabre, spiralling into a blur of strikes and ripostes!
A halfling highwayman swings a backsword at you!
AS: +418 vs DS: +190 with AvD: +37 + d100 roll: +58 = +323
... and hits for 99 points of damage!
Wild downward slash severs your right foot!
Bloody stump, anyone?
Spell Elemental Barrier (430) ended. [-37DS, -37ETD]
The tingling sensation and sense of security leaves you.
Spell Elemental Targeting (425) ended. [-50AS, -50ECS]
You feel less confident than before.
Spell Elemental Bias (508) ended. [-20ETD]
You feel your extra magical awareness leave you.
Spell Rapid Fire (515) ended.
You feel the surge of magic depart.
Spell Sign of Staunching (Staunching) ended.
Your SIGN OF STAUNCHING is no longer effective.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You realize that you have no outstanding favors which Lorminstra owes you, and without having accomplished a deed for Her, your soul is in danger of vanishing from the land forever!

...departing in 10 mins...

Endlin
07-26-2009, 07:58 PM
Perhaps they aren't intended to be doable solo, or aren't intended to be doable solo by every build and profession.

So you think it makes sense that only rogues have that disadvantage? I can't think of any other tasks where a class's primary disablers are completely useless except for rogues when dealing with bandits. Can you? Seeing as how escorts and, now, these new bandit tasks are a lot of peoples primary source of exp... I don't see why it shouldn't be equally as difficult, or easy, for everyone.

I'm not motivated enough to really figure out the numbers but even with mobiles and a cube... The chance of sweeping or cheapshotting a bandit is pretty low. Fallen does have a point in that bandits also have trouble landing those maneuvers on rogues. But with these changes, that isn't really as big an advantage as it perhaps used to be.

Not to mention the fact that hiding from bandits during an escort is kinda risky.

Latrinsorm
07-26-2009, 08:51 PM
So you think it makes sense that only rogues have that disadvantage?Yes. Just like every other class, rogues have things they are good at, things they are ok at, things they are awesome at, and things they are crummy at.
I don't see why it shouldn't be equally as difficult, or easy, for everyone.Why have character customization at all, then?

Condensing from what you say, it seems that ambushing rogues have an excellent defense (hiding/cheapshots) but poor offense against these bandits. Consider the case of a one-handed open warrior against pretty much any everyday creature: is it not very similar? Is this not the best way to balance a game like GS, with professions having different strengths and weaknesses?
I'm all for promoting grouping, but some people (and characters) prefer to do things alone.Surely you agree that characters can't do all things alone, though.

The Ponzzz
07-26-2009, 09:19 PM
Where are the capped bandit cull tasks at?! Been trying all day again for one.

Donquix
07-26-2009, 09:29 PM
Yes. Just like every other class, rogues have things they are good at, things they are ok at, things they are awesome at, and things they are crummy at.Why have character customization at all, then?

Condensing from what you say, it seems that ambushing rogues have an excellent defense (hiding/cheapshots) but poor offense against these bandits. Consider the case of a one-handed open warrior against pretty much any everyday creature: is it not very similar? Is this not the best way to balance a game like GS, with professions having different strengths and weaknesses?Surely you agree that characters can't do all things alone, though.

1 class having a 1 in 10 chance of getting a bounty task that is significantly harder, or impossible, for them to do is not a display of class diversification. It is poor game design.

Every class has a chance to get a culling task they can't do, it sucks but at least it's universal. Only rogues having a problem with bandit tasks is not right.

Compare to foraging or skinning tasks...if you can't do them, you don't get them. This shouldn't be any different.

Endlin
07-26-2009, 09:30 PM
Yes. Just like every other class, rogues have things they are good at, things they are ok at, things they are awesome at, and things they are crummy at.Why have character customization at all, then?

I'm not sure how you turned that into, "there shouldn't be character customization." That's a bit of a stretch from what I said. I agree that everyone should have a weakness... I just don't think they should come into play from the adventurers guild, exclusively, against any 1 class.



Condensing from what you say, it seems that ambushing rogues have an excellent defense (hiding/cheapshots) but poor offense against these bandits.

Actually I said hiding during an escort is a bad idea... Which makes it no defense at all... It would suck to get halfway from Icemule to illistim and have your traveler die because you hid. What do you think the bandits swing at when you're not there? And before these changes, when the majority of maneuvers from bandits were cheap shots or sweep I could see the trade off. They had a hard time maneuvering rogues and rogues had a hard time maneuvering them. But now that they can do a bunch of other shit, that rogues can't defend any better than any other class I think it would make sense to change it so that rogue maneuvers aren't next to impossible to use. That's all.



the case of a one-handed open warrior against pretty much any everyday creature: is it not very similar? Is this not the best way to balance a game like GS, with professions having different strengths and weaknesses?Surely you agree that characters can't do all things alone, though.

I have no idea what you meant with the one-handed warrior part... They kill shit the same way other warriors do. Just maybe a little slower. Their guild skills work on bandits... I'm not sure how that reinforces your argument.

And yes, strengths and weaknesses = good. The adventurers guild giving out tasks that put A SINGLE class at a disadvantage = bad. That isn't balance at all. I'm not asking for rogues to have it easier than anyone... Escort tasks account for a substantial amount of exp for a lot of people and I don't see how, now that these bandits are even more dangerous, this could be seen as contributing to the balance of the game.

Bhuryn
07-26-2009, 09:40 PM
On an alt:

Suddenly, you hear a loud *clink* as a large pair of carefully concealed metal jaws slam shut on your left leg!
... 35 points of damage!
Left leg ripped from socket at the knee!
You fall screaming to the ground grasping your mangled left leg!
You are stunned for 8 rounds!
A giantman bandit suddenly leaps from his hiding place!
A gnomish bandit suddenly leaps from his hiding place!

On thing I noticed, they ambushed a friend that was with me on an escort right off the bat and the randomly spawning local wildlife is annoying:

A great orc rushes in!
A great orc rushes in!

Oh no!

Fallen
07-26-2009, 10:18 PM
[Teras Isle, Logging Road]
What once was thick forest is now a barren expanse of stumps and broken trees. To the west, the road pierces the seemingly impenetrable leafy vastness of Greymist Wood. Even in the mud, so recently trodden by logger's boots, life flourishes. A family of oddly colorful toads croaks happily in a small pond formed by rain collected in a dip in the road. You also see a debris-covered trail and a small mound.
Obvious paths: east
Suddenly, a carefully concealed looped rope springs up from the ground, wrapping around your ankle and tossing you up into the air!
You land square on your head! You are stunned for 4 rounds!
A dwarven highwayman suddenly jumps out of the shadows!
A halfling highwayman suddenly jumps out of the shadows!
SP>
* Pyrone has disconnected.
SP>
A halfling highwayman swings a backsword at you!
AS: +418 vs DS: +623 with AvD: +37 + d100 roll: +87 = -81
A clean miss.
SP>
A dwarven highwayman slashes with a troll-claw at you!
AS: +454 vs DS: +570 with AvD: +34 + d100 roll: +64 = -18
A clean miss.
SP>
A dwarven highwayman pulls out a tiny shard of jet black crystal and hurls it at you!
The crystal shatters against your body and releases a pulse of anti-magic!
Spell Elemental Defense I (401) ended. [-5DS, -5ETD]
The silvery luminescence fades from around you.
Spell Strength (509) ended. [-15Str, -15PhysAS]
You feel your extra strength departing.
Spell Thurfel's Ward (503) ended. [-44DS]
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.
Spell Prismatic Guard (905) ended. [-22PhysDS, -37BoltDS]
The shimmering multicolored sphere fades from around you.
Spell Elemental Defense II (406) ended. [-10DS, -10ETD]
The bright luminescence fades from around you.
Spell Elemental Defense III (414) ended. [-20DS, -15ETD]
The brilliant luminescence fades from around you.
Spell Haste (506) ended.
You notice that things have returned to their normal speed.
SP>
A halfling highwayman pulls out a tiny shard of jet black crystal and hurls it at you!
The crystal shatters against your body and releases a pulse of anti-magic!
Spell Mass Blur (911) ended. [-20Dodging]
You become solid again.
Spell Temporal Reversion (540) ended.
Abruptly, everything you see and hear comes into better focus. Your personal temporal reality has rejoined the true flow of time.
Spell Stone Skin (520) ended.
The layer of stone surrounding you crumbles away.
Spell Melgorehn's Aura (913) ended. [-72DS, -40ETD]
A luminescent aura fades from around you.
Spell Elemental Focus (513) ended. [-63BoltAS, +20PhysAS]
You no longer bristle with energy.
SP>

Your surroundings melt away as the air around you shivers with a large flux of mana. You glimpse yourself coming to a horrible end at the hands of a halfling highwayman before being wrenched back in time prior to your demise. The temporal shadows fade with the oddly calming feeling of deja vu.
SP>
[Roll result: 213 (open d100: 124)]
A dwarven highwayman kicks his leg at your groin and connects! Waves of pain instantly shoot through your body. The pain causes you to cry out!
...20 damage!
Roundtime: 12 sec.
SPR>,gonna fucking die again
You focus on transmitting your thought.
A halfling highwayman swings a backsword at you!
AS: +418 vs DS: +314 with AvD: +37 + d100 roll: +71 = +212
... and hits for 43 points of damage!
Slash to your right arm!
Slices neatly through the skin and meets bone!
!SPR>
A dwarven highwayman slashes with a troll-claw at you!
Nearly insensible, you desperately evade the attack!
!SPR>
A dwarven highwayman slashes with a troll-claw at you!
AS: +454 vs DS: +281 with AvD: +34 + d100 roll: +33 = +240
... and hits for 33 points of damage!
Large gash to your right arm, several muscles torn.
!SPR>whereami
You are in room #1896.
Exits:
Cardinal: East -> 1895 [Teras Isle, Logging Road]
Basic: "go trail" -> 10387 [Greymist Wood, Eaves]
!PR>
In an awe inspiring display of combat mastery, a halfling highwayman engages you in a furious dance macabre, spiralling into a blur of strikes and ripostes!
A halfling highwayman swings a backsword at you!
AS: +418 vs DS: +190 with AvD: +37 + d100 roll: +58 = +323
... and hits for 99 points of damage!
Wild downward slash severs your right foot!
Bloody stump, anyone?
Spell Elemental Barrier (430) ended. [-37DS, -37ETD]
The tingling sensation and sense of security leaves you.
Spell Elemental Targeting (425) ended. [-50AS, -50ECS]
You feel less confident than before.
Spell Elemental Bias (508) ended. [-20ETD]
You feel your extra magical awareness leave you.
Spell Rapid Fire (515) ended.
You feel the surge of magic depart.
Spell Sign of Staunching (Staunching) ended.
Your SIGN OF STAUNCHING is no longer effective.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You realize that you have no outstanding favors which Lorminstra owes you, and without having accomplished a deed for Her, your soul is in danger of vanishing from the land forever!

...departing in 10 mins...

Wait..so, rogues have it rough on these tasks?

StrayRogue
07-26-2009, 10:28 PM
Why wouldn't they?

You forget that Stun Man doesn't break webs, rt, or immobilisation effects. It only works 1/10 too and costs way too much stamina. If I'm stunned, I don't even bother trying to use it anymore, it's that useless.

Widgets
07-26-2009, 10:28 PM
Wait..so, rogues have it rough on these tasks?

That was actually a log from a capped Mage...

Fallen
07-26-2009, 11:07 PM
That was actually a log from a capped Mage...

bingo.

Durgrimst
07-26-2009, 11:10 PM
I don't play any rogues, I play a warrior and a mage, and occasionally I will log into my pali, but that is pretty rare these days.

Endlin
07-26-2009, 11:14 PM
If you're saying that because of my posts... I didn't ever say they were easy for anyone else...

Really all I said was that rogues should be able to maneuver them. Just in a lot more words.

:shrug:

The Ponzzz
07-26-2009, 11:25 PM
Just did one. Capped rogue, almost 10.7mil exp, trained to dodge, I had no issues outside one really crappy dispel shard. Saw someone on the officials show a bandit with a 640 AS, I just don't see that possible, as mine have a 400-500 AS. Even with a blue crystal, I call shenanigans. But still pretty cake.

Stanley Burrell
07-26-2009, 11:36 PM
An update like this and they still didn't change the fact that as a rogue, pretty much all of your offensive guild skills are useless while dealing with bandits?

I sure hope I'm wrong.

Personally, if traps are causing me to incur a stun and roundtime, I'd rather spot them first while remaining in a defensive stance than have 100 guys leaping out at me with claidhmores after I'm hung up like a pinata or have my leg caught in a bear trap. I'm thinking perception is going to be tied into that. I hope armor also tallies into how much damage someone receives from something like an arrow trap or a bear trap vs. a rope trap or a pit trap. I am also hoping that traps don't scale their difficulty in being able to be spotted based on character level -- That once you reach a certain amount of perception ranks, you should be able to spot just about anything and that the highwaymen aren't setting up infrared tripwires rigged to set off nearby nuclear devices. I also-also hope that stuff like 402 and Sigil of Resolve or whatever can do something to help spot stuff.

Penis.

Hecates
07-27-2009, 12:02 AM
all this complaining about rogues and there guild skills not working, what about the professions without guild skills...

Widgets
07-27-2009, 12:07 AM
Just did one. Capped rogue, almost 10.7mil exp, trained to dodge, I had no issues outside one really crappy dispel shard. Saw someone on the officials show a bandit with a 640 AS, I just don't see that possible, as mine have a 400-500 AS. Even with a blue crystal, I call shenanigans. But still pretty cake.

I survived well too with 3x dodge. Seems to be key with these tasks. I was dodgin shit left and right

Stanley Burrell
07-27-2009, 12:08 AM
all this complaining about rogues and there guild skills not working, what about the professions without guild skills...

They can actually play GemStone.

Hecates
07-27-2009, 12:10 AM
They can actually play GemStone.

haha, just what i was thinking to myself.. four solo bandit tasks done, with ZERO guild skills

Latrinsorm
07-27-2009, 12:27 AM
Actually I said hiding during an escort is a bad idea... Which makes it no defense at all... It would suck to get halfway from Icemule to illistim and have your traveler die because you hid.It's a great defense for the rogue, was my point.
I have no idea what you meant with the one-handed warrior part... They kill shit the same way other warriors do. Just maybe a little slower. Their guild skills work on bandits... I'm not sure how that reinforces your argument.The analogy was that rogues being unable to maneuver prolongs bandit survival time in the same way as OHE/B warriors not having a high crit output does.

The general thing I'm trying to get across to you and Donquix is that escort/bandit tasks aren't the whole game, and that rogues have significant advantages in other areas. Donquix, for instance, you say it's not right. Why isn't it right? Is it similarly wrong that rogues can with a single command become invincible to the overwhelming majority of the creatures in game?

Donquix
07-27-2009, 12:54 AM
Donquix, for instance, you say it's not right. Why isn't it right?

The fact that you have to ask this question means we're going to have to agree to disagree.

It's not right for any class to suffer an extreme disadvantage on one bounty task compared to another, period. Obviously you don't feel that way, which is fine.

As we've already seen they've begun to make adjustments to the new tasks to make it easier for the classes that were having problems accomplish them. If the issue with rogues is deemed to be too much of a disadvantage, it will be dealt with accordingly.

While bounty tasks aren't the entire game, they're a damn big part of it. They're the fastest way to level for most people, and gives players access to fixsills, fixstat potions, and enhancive recharging, which are all a pretty big deal. It wouldn't be right for rogues, or any class, to have a clear, class-based hindrance in accomplishing them. /shrug

Swami71
07-27-2009, 12:55 AM
My own animate from the bandit bounty....heh

>
An animated elven thief runs in!
[Roll result: 153 (open d100: 62)]
An animated elven thief crouches, sweeps a leg at you and connects!
You fall to the ground! An animated elven thief deftly regains his footing.

Roundtime: 10 sec.

An animated elven thief shouts at you, "Thought you could get away, did ya?"

I didn't tell it to attack me. It stopped on its own after that.

TheLastShamurai
07-27-2009, 12:56 AM
My own animate from the bandit bounty....heh

>
An animated elven thief runs in!
[Roll result: 153 (open d100: 62)]
An animated elven thief crouches, sweeps a leg at you and connects!
You fall to the ground! An animated elven thief deftly regains his footing.

Roundtime: 10 sec.

An animated elven thief shouts at you, "Thought you could get away, did ya?"

I didn't tell it to attack me. It stopped on its own after that.

Nice.

Endlin
07-27-2009, 02:07 AM
all this complaining about rogues and there guild skills not working, what about the professions without guild skills...

^ uhh wut? How about even semi's having 4 or 5 different spells to disable shit? Pures even more...

Granted everyone can learn spells but... It certainly isn't something that should be assumed about any square. I didn't even say it was absolutely neccessary for rogues to be able to accomplish these tasks... I just fail to see any negative impact this change would have. Escort tasks should be something that are balanced for every class.

I wasn't trying to come off like I was bitching.. I was making what I thought was a logical argument. It didn't come off that way apparently. Oh well... I'll go be sad over the negative rep I got for sharing my opinion on a forum.

Asrial
07-27-2009, 04:25 AM
An animated elven thief shouts at you, "Thought you could get away, did ya?""I was playing dead see... lulling you into a false sense of security..."

Bhuryn
07-27-2009, 09:52 AM
^ uhh wut? How about even semi's having 4 or 5 different spells to disable shit? Pures even more...

Granted everyone can learn spells but... It certainly isn't something that should be assumed about any square. I didn't even say it was absolutely neccessary for rogues to be able to accomplish these tasks... I just fail to see any negative impact this change would have. Escort tasks should be something that are balanced for every class.

I wasn't trying to come off like I was bitching.. I was making what I thought was a logical argument. It didn't come off that way apparently. Oh well... I'll go be sad over the negative rep I got for sharing my opinion on a forum.

If you're not a paladin.

Fallen
07-27-2009, 10:33 AM
The disablers don't really look to be useful if you can't get past the initial trap. You can either weather the status effect of the trap, or you can't. Anything beyond that is just gravy.

Endlin
07-27-2009, 04:01 PM
Inserting foot to mouth...

[Roll result: 172 (open d100: 52) Bonus: 10]
You crouch, sweep a leg at a half-elven brigand and connect!
A half-elven brigand falls to the ground! You deftly regain your footing.
Roundtime: 5 sec.

droit
07-27-2009, 04:05 PM
A half-elven marauder springs from the shadows and strikes at you!
[Roll result: 138 (open d100: 61)]
A half-elven marauder delivers a blow to your head with his war hammer!
...5 damage!
You are stunned!
You are dazed!
Roundtime: 5 sec.

Is this subdue or subdual strike?

TheLastShamurai
07-27-2009, 04:07 PM
A half-elven marauder springs from the shadows and strikes at you!
[Roll result: 138 (open d100: 61)]
A half-elven marauder delivers a blow to your head with his war hammer!
...5 damage!
You are stunned!
You are dazed!
Roundtime: 5 sec.

Is this subdue or subdual strike?

Since they did it from hiding it's probably subdue.

LadyLaphrael
07-27-2009, 04:20 PM
Since they did it from hiding it's probably subdue.

Subdue doesn't cause direct damage, though, unless you use a flaring weapon.

TheLastShamurai
07-27-2009, 04:25 PM
Subdue doesn't cause direct damage, though, unless you use a flaring weapon.

Ah, interesting.

StrayRogue
07-27-2009, 04:27 PM
Subdue also prones/stances you. I think thats subdual strike.

TheLastShamurai
07-27-2009, 05:46 PM
[Roll result: -3242 (open d100: 19)]
You hear a loud *thud* behind you. Turning around, you see a gnomish bandit lying on his face.

Lulz.

Stunseed
07-27-2009, 05:47 PM
Haha.

Bhuryn
07-27-2009, 11:20 PM
Did my first bandit bounty:

Maybe I was lucky, but the traps don't exactly strike fear into my heart at this point. Apparently perception doesn't matter for spotting the traps since I have a mighty 15 ranks.

You spy a carefully concealed net on the path just ahead of you!
A half-krolvin brigand suddenly jumps out of the shadows!
A human brigand suddenly jumps out of the shadows

****

Suddenly, you feel an intense pain in your right leg! as you realize that you've stumbled right into a length of nearly invisible razor wire!
... 15 points of damage!
Downward slash across your right thigh!
Might not scar.
You are stunned for 1 round!
You fall to the ground!
A giantman highwayman suddenly jumps out of the shadows!
A half-elven highwayman suddenly jumps out of the shadows!

*****

Suddenly, a carefully concealed net springs up from the ground, completely entangling you!

Roundtime: 6 sec.
A giantman marauder suddenly jumps out of the shadows!
A giantman marauder suddenly jumps out of the shadows!

(this one sucked cause they both had claids)

****

You spy a carefully concealed looped rope on the path just ahead of you!
A giantman marauder suddenly jumps out of the shadows!
A human marauder suddenly jumps out of the shadows!

A half-elven highwayman leaps out of his hiding place!
[Roll result: 130 (open d100: 70)]
A half-elven highwayman crouches, sweeps a leg at you and connects!
You fall to the ground! A half-elven highwayman deftly regains his footing.

Roundtime: 8 sec.
PR>
A giantman brigand leaps out of his hiding place!
A giantman brigand swings a longsword at you!

****

Suddenly, the ground gives out from under you as you fall into a shallow pit filled with tiny spikes!
... 5 points of damage!
Minor puncture to the chest.
... 5 points of damage!
Glancing strike to the head!

Roundtime: 2 sec.
A half-elven outlaw suddenly jumps out of the shadows!
A half-krolvin outlaw suddenly jumps out of the shadows!
A human outlaw suddenly jumps out of the shadows!

****

Suddenly, you hear a soft *whoosh* of air as you realize you've just stepped on a carefully concealed inflated pouch. (Whoopie cushion? Didn't do anything)
A half-elven highwayman suddenly jumps out of the shadows!
A half-elven highwayman suddenly jumps out of the shadows!

Widgets
07-27-2009, 11:34 PM
Lulz.

They did it to spite me.

Tolwynn
07-28-2009, 01:34 AM
Suddenly, you hear a soft *whoosh* of air as you realize you've just stepped on a carefully concealed inflated pouch. (Whoopie cushion? Didn't do anything)

That's one of the uglier ones to fail at, you get put prone, stanced up to offensive, and locked in a healthy amount of rt, to boot. May as well go get a sandwich while they rt lock and peck you to death at that point.

Bhuryn
07-28-2009, 01:39 AM
That's one of the uglier ones to fail at, you get put prone, stanced up to offensive, and locked in a healthy amount of rt, to boot. May as well go get a sandwich while they rt lock and peck you to death at that point.

that must not be the failure message then, cause it didn't do anything.

The Ponzzz
07-28-2009, 01:39 AM
I've completed 8 so far. The pit is the one I seem to fail the most at, trap wise. These tasks are cake though.

Bhuryn
07-28-2009, 01:42 AM
I've completed 8 so far. The pit is the one I seem to fail the most at, trap wise. These tasks are cake though.

has it ever done anything more then 5 damage and a short RT to you though?

The Ponzzz
07-28-2009, 01:45 AM
The pit? Rank 3 head wound, stunned 12 rounds. That was the worse. My times it's like 3 shots of 1 point damage, though they all leave a minor.

Tolwynn
07-28-2009, 01:46 AM
Here's a whoopie cushion fail.

Suddenly, you hear a soft *whoosh* of air as you realize you've just stepped on a carefully concealed inflated pouch.Your surroundings begin to spin as you collapse in a heap, sick to your stomach!

Roundtime: 10 sec.
A half-elven outlaw suddenly jumps out of the shadows!
A half-elven outlaw suddenly jumps out of the shadows!

Baelog
07-28-2009, 01:48 AM
I imagine that pouch trap can be countered with a shot of Purify Air, like the gas in the Bowels.

Deathravin
07-28-2009, 02:04 AM
I've completed 8 so far. The pit is the one I seem to fail the most at, trap wise. These tasks are cake though.

For capped rogues? ya probably... Not for everybody heh...

Widgets
07-28-2009, 02:06 AM
For capped rogues? ya probably... Not for everybody heh...

Even level 33 rogues.

Deathravin
07-28-2009, 02:07 AM
Even level 33 rogues.

Ya, it's pretty cake for my 50 ranged rogue too... Fun as hell, but never in any real danger.
But 1 trap on my sorcerer and it's all over.

Proxy
07-28-2009, 02:51 AM
You know this change would be hella fun for everyone if you know... AD worked the way it should, AC worked, Elemental Guardian/Major Demon actually existed, you know so professions that can't get them selves out of stun would still have some small chance in hell of defending them selves solo.

The Ponzzz
07-28-2009, 03:06 AM
For capped rogues? ya probably... Not for everybody heh...

It's funny, because most the capped Prime rogues are the ones that are the most vocal on how it doesn't work so well.

But Dhask is trained to fight and live.

Danical
07-28-2009, 05:14 AM
Well, to Grendeg's credit (which I assume people are targeting here and on the officials), he's got a really good understanding of game mechanics, generally speaking.

His biggest gripes (that I've followed) are:
Ridiculous RT stacking.
Rogues inability to fight swarms aside from going magic heavy.

Unless a rogue has 410, swarms are a real bitch unless you rely on outside tools.

droit
07-28-2009, 05:15 AM
He's also a crappy hunter.

StrayRogue
07-28-2009, 07:09 AM
Well, to Grendeg's credit (which I assume people are targeting here and on the officials), he's got a really good understanding of game mechanics, generally speaking.

His biggest gripes (that I've followed) are:
Ridiculous RT stacking.
Rogues inability to fight swarms aside from going magic heavy.

Unless a rogue has 410, swarms are a real bitch unless you rely on outside tools.

Agreed. Hunting as a rogue is slow. I only usually fight against multiple critters when I've already CC'd one or the other. Otherwise I move along.

Renian
07-28-2009, 09:18 AM
I keep wiregrass haste items on me for swarms and one-shot eyes in 1 second. Good times, and not that hard to get. But you have to be an archer rogue.

RT stacking is still gayer than Richard Simmons though.

Bhuryn
07-28-2009, 09:37 AM
People would probably dislike Gren less if he'd stop bringing it up in EVERY thread on the officials.

Anebriated
07-28-2009, 11:09 AM
[go2]>northeast
[Blue Glacier, Mountain Pass]
You pick your way carefully over the rocks heavily coated with ice as you push forward on your stone-bruised feet. The snow clouds hang low over the rugged mountains, hiding the glacier tops from your view.
Obvious paths: northeast, southwest
>
[go2: Waiting because of the ice... ]
Pulsegiver just arrived.
Suddenly, a carefully concealed net springs up from the ground, completely entangling Pulsegiver!
A human rogue suddenly leaps from his hiding place!
A half-elven rogue suddenly leaps from his hiding place!
A half-elven rogue suddenly leaps from her hiding place!
>
A half-elven rogue glances at you and shouts, "Hey, lookit the sissy boy! Better run, sissy boy!"
>
A human rogue glares at you.
>
An artful forest spirit floats in, following Pulsegiver.



lol

Fallen
07-28-2009, 11:11 AM
HAH. Well, did you??

Anebriated
07-28-2009, 11:15 AM
I did, my wait on the ice finished up and I took off shortly after only to see this a few rooms later...

[go2]>northeast
[Blue Glacier, Mountain Pass]

Obvious paths: northeast, southwest
>
[go2]>northeast
[go2]>east
[Blue Glacier, Mountain Pass]

Obvious paths: east, southwest
>
[Blue Glacier, Mountain Pass]

Obvious paths: northeast, west
>
[go2: Waiting because of the ice... ]
>
[go2]>northeast
[Blue Glacier, Mountain Pass]

Obvious paths: north, southwest
>
[go2]>north
[Icemule Trail, Tundra]

Obvious paths: north, south
>
[go2: Waiting because of the ice... ]
* Pulsegiver just bit the dust!

Fallen
07-28-2009, 11:19 AM
Hah. Hahaha. Hah.

Bhuryn
07-28-2009, 11:46 AM
The bandit interaction is pretty funny.

i had two give themselves away by saying something giving me the opportunity to judgement them instead of getting ambushed.

The Ponzzz
07-28-2009, 01:35 PM
Well, to Grendeg's credit (which I assume people are targeting here and on the officials), he's got a really good understanding of game mechanics, generally speaking.

His biggest gripes (that I've followed) are:
Ridiculous RT stacking.
Rogues inability to fight swarms aside from going magic heavy.

Unless a rogue has 410, swarms are a real bitch unless you rely on outside tools.

For someone that is a pretty smart guy, he really doesn't understand why his DS is so low for his experience. ANd just for fun, I did a few tasks in just MBP and did fine with 4 at once with using just CMANs. Really, it just comes down to...


He's also a crappy hunter.

I'm not saying he isn't efficent, but, reading his posts a lot, he just seems stuck in GS3.

droit
07-28-2009, 01:50 PM
The RT stacking is pretty out of control, though. Got stacked in almost 40 seconds on my last task. I'm about to learn 3 ranks of sstrike and I intend on keeping myself hasted at all times from now on, so hopefully that'll help.

The Ponzzz
07-28-2009, 02:11 PM
Yeah, as I said on the officials, it isn't just bandits that stack it. Tritons and Grimswarm can get outrageous too. I was put in over six minutes of RT back before camps were tamed down.

BigWorm
07-28-2009, 03:04 PM
More annoying than griffin RT lock down?

droit
07-28-2009, 03:05 PM
More annoying than griffin RT lock down?

Yeah, because while they're locking you, they'll also make you kneel, prone you, paralyze you, dispel you, stance you, etc.

Bhuryn
07-28-2009, 03:06 PM
I've been RT stacked once by the bandits. The nice thing is there is no warcry, no ewave, no headbutt (!), etc. At least I have a better chance to avoid most of the RT adding attacks it seems.

I imagine people in light armor running into one of the prone/rt/stancing rope trap things + a claidhmore swinging bandit might find that situation unsettling. So far though, I've had more fun with the bandits then I have in GS in awhile.

The Ponzzz
07-28-2009, 03:25 PM
Yeah, what makes bandit task desirable for me is, no CS.

Tolwynn
07-28-2009, 04:30 PM
Don't give them ideas!

Bhuryn
07-28-2009, 04:35 PM
Expect to see Ambushing sorcerers, clerics and bards RSN. Everythins' gotta me fair!

Asrial
07-28-2009, 04:49 PM
Expect to see Ambushing sorcerers, clerics and bards RSN. Everythins' gotta me fair!Back in the day.. ambush (or raising the dead / picking boxes) was really the only way to advance past 70 for clerics.

If bandit clerics start ambushing, expect to see me joining their ranks as I miss those days ;)

(in fact, it would have been even funnier if the person who saw Pulsegiver joined in for a cut of the loot...)

Bhuryn
07-28-2009, 05:37 PM
Back in the day.. ambush (or raising the dead / picking boxes) was really the only way to advance past 70 for clerics.

If bandit clerics start ambushing, expect to see me joining their ranks as I miss those days ;)

(in fact, it would have been even funnier if the person who saw Pulsegiver joined in for a cut of the loot...)

Back when 301 was the most broken spell in existence? =P

Asrial
07-28-2009, 05:58 PM
Back when 301 was the most broken spell in existence? =PWhat can I say.. I'm biased ;)

I miss my meditation too!

Anebriated
07-28-2009, 06:00 PM
Back in the day.. ambush (or raising the dead / picking boxes) was really the only way to advance past 70 for clerics.

If bandit clerics start ambushing, expect to see me joining their ranks as I miss those days ;)

(in fact, it would have been even funnier if the person who saw Pulsegiver joined in for a cut of the loot...)

Pulsegiver died. and im well below the level to fight those things with pretty much anyone here.

Asrial
07-28-2009, 07:11 PM
Pulsegiver died. and im well below the level to fight those things with pretty much anyone here.Let me clarify..

You attack Pulsegiver (not the bandits) so that you can get a share of the loot from the bandits (not her).

What would REALLY surprise me is if the GM's, in a role-playing game, actually put in something that recognized your actions and rewarded/punished you for them.

Anyways, I was just commenting on how funny it'd have been if your character joined in on the ambush (the route not expected).

droit
07-28-2009, 07:12 PM
Further Updates/Fixes:

-Reduced the rate at which bandits will choose to use a dispel shard when they do not detect excessively high DS values.

-Reduced the maximum and minimum number of spells that single dispel shard can remove.

-Reduced the rate at which bandits use twohanded weapons, particularly claidhmores.

-Increased the number of areas available for bandit patrols on Teras.

-Reduced the maximum number of bandits that spawn in an ambush that includes a trap.

-Added some safeguards to help prevent bandits from despawning with player gear.

-Increased despawn rate for bandits whose players have dropped or finished their task.

-Stopped animated bandits from continuing to chase after their original target and/or despawning.

-Increased the chance that bandit nouns will be a little more spread out.

Continuing feedback is appreciated.

Coase

Aethor
07-29-2009, 11:25 AM
Akn:
You have succeeded at the Kill Bandits task 1 time.

died once, got only neckerchiefs and had to have a cleric with me to 117 me so i could hit em. No really good loot and was taksed to kill 17 of them my first time out, Maybe they should consider sending you out to kill one bandit at a time, or a max of 5 bandits on a particular task. but 17 of them , without stopping to heal and spellup repeatedly after being dispelled, this task was not worth the effort, i recieved 170 bounty points for 17 bandits and the neckerchiefs they wear are worthless

BUT ont he other hand i did get to must rest and got 1000 experience points for 17 bandits so on some level it did pay off. Saturated for the win.

Fallen
07-29-2009, 11:26 AM
That's true. Bandits should be dropping better treasure. It isn't like you are going to be messing with them during the course of your normal hunt, is it? So the only treasure you're going to get is the piddly amount of coins for completing the task. What would be slick is if they attacked with 1x-4x gear (weapon, shield, armor), which could then be sold to the pawnshop. Or, they could have a chance of sporting enhancive, or hell, decorative jewelry to be sold.

Bhuryn
07-29-2009, 11:32 AM
That's true. Bandits should be dropping better treasure. It isn't like you are going to be messing with them during the course of your normal hunt, is it? So the only treasure you're going to get is the piddly amount of coins for completing the task.

What would be slick is if they attacked with 1x-4x gear, which could then be sold to the pawnshop.

they could just put them on the grimswarm table.

Aethor
07-29-2009, 11:33 AM
What does seem to work is Stunnign Shout from a bard and disarming their weapons.

On the treasure note, Droit has been knocking some treasure boxes out of the ball park, +20 enhancive veil iron plate, some hauberk and a couple runestaves he had me sing to. some enhancive stuff.

but for a level 21 bard out hunting bandits, some loot required!!!

Fallen
07-29-2009, 11:35 AM
Droit found 4x enhancive veil iron plate? Jesus.

Aethor
07-29-2009, 11:53 AM
Droit found 4x enhancive veil iron plate? Jesus.

oh i was wrong i forgot heres the log on the song.

As you sing, you feel a faint resonating vibration from the veil iron chain mail in your hand, and you learn something about it...

The first thing that strikes you about the mail is the weight, which is about 31 pounds. In your best estimation, it's worth about 300,000 silvers. You can also tell that there is some type of metal in the structure of the veil iron chain mail.

You sense a faint aura of magic around the veil iron chain mail. From the pitch of the vibration you determine that the purpose of the mail is as some type of defensive garment.

It has a bonus of +25 from a normal mail, and the way it vibrates in tune with your voice tells you that it is chain armor.

You are unable to determine anything new about the mail.

Droit has been hunting bandits like mad ever since finding this.

Widgets
07-29-2009, 11:55 AM
Droit found 4x enhancive veil iron plate? Jesus.

I have yet to find any boxes from Bandits, I have however so far found an elegant villswood short bow...

Bhuryn
07-29-2009, 11:55 AM
Only thing I have found from bandits so far is gems.

droit
07-29-2009, 12:12 PM
Err... I wish that were true. As you pointed out, it was just normal, unenhancive veil iron chain mail--but more importantly, that whole set of things I had you sing to were from a warcamp, not bandits. I had finally cleared out a camp I was working on for a few days and I pulled out 26 boxes. Even then, the only thing of value I pulled out was that chain mail.

I haven't found anything besides gems on bandits. Good gems, though.

Fallen
07-29-2009, 12:51 PM
Warcamp loot is awesome, but you gotta work for it. That's for sure.

Asrial
07-29-2009, 10:03 PM
Okay, did some basic testing on shared bounties (and by basic I mean 1 culling task)...

- I believe the person you get the bounty from ONLY has to be in the game (thought I haven't tested what happens when they log out). I did a shared bounty and got credit with the person a room away and then completely not even in the hunting area (they were back in town).

- The person does not need to still have the bounty for you to get credit. Further, and I haven't tested this with bandit tasks yet, you don't have to be in sync to keep getting credit. My partner had a culling task she finished and turned in and got a new task (grizzled combatant) and I still was able to finish up my defender culling task.

Here's the rewards...

LEVEL 100 MAIN: [You have earned 907 bounty points, 1000 experience points, and 9070 silver.]

LEVEL 97 HELPER: [You have earned 589 bounty points, 1000 experience points, and 5890 silver.]

The silver of course is dependent on the bounty points. Not sure if the bounty points for me is indicative of a lowered amount for being a helper.

PS - For majority of the kills, ALL I did was cast 301 on the defenders (and let her kill them for Voln favor).

[EDIT: Now that I think back on it, one thing I assumed was that we had the same amount of defenders to kill.. we didn't actually. I had 22 to kill and she had a smaller amount.]

[EDIT 2: Did another shared bounty where my partner had to do a grizzled combatant and I, the helper, had to kill 18 combatants (the grizzled one came out on combatant 8). The reward netted me 589 bounty points again. Looking through my logs at some past 'culling' bounties, I was getting 889 so it definitely looks like helping someone reduces the amount of bounty points you get.]

Asrial
07-29-2009, 11:05 PM
Here's something interesting... I'll let you know what happens as it progresses..

You have been tasked to help XXX kill a dangerous creature by suppressing triton combatant activity in the Ruined Temple near Kharam-Dzu during the hunt. You need to kill 18 of them to complete your task.

XXX has a grizzled combatant task.

What this could mean is that grizzled/ancient tasks aren't random by the death of the creature, but culling tasks in disguise.

Danical
07-29-2009, 11:12 PM
As far as I understand Coase's explanation of grizzled tasks, there's a percent chance for the grizzled creature to spawn after you kill a creature of the same type. This chance rises with each creature you kill in some fashion (probably not linearly).

As for the above task, it works that way for Grimswarm when you receive banner, rescue, maps, trophy, etc task in that you have to kill a random amount from 15-25ish.

I would imagine the partner will either kill more or less than 18 but not exactly 18 before the grizzle spawns.

Asrial
07-29-2009, 11:18 PM
That makes sense if the goal is not to reduce the time it takes to do a task, but to prevent having to kill say 20 X and then once that's done you go kill 20 Y for the other person.

[EDIT: ..and yep, that's how it is. The grizzled one came out after 8 kills (leaving me 10 to finish my task). Not exactly a 'shared' task.]

Bhuryn
07-30-2009, 12:20 AM
Yeah, never finished the kill x task before the grizzled showed up.

Danical
07-30-2009, 12:24 AM
It makes more sense on the Grimswarm side of things because while the task-sharer is trying to do said task, the task-receiver has to 'help defend' them.

Rathain
07-30-2009, 01:31 AM
Finally dodged a shard only to get hit with a subdue and then a cuthroat once I managed to stand :(.


Suddenly, a tiny shard of jet black crystal flies from the shadows toward you!
You manage to avoid being hit by the crystal as it shatters harmlessly nearby!
>
An elven robber springs from the shadows and strikes at you!
[Roll result: 154 (open d100: 52)]
An elven robber delivers a blow to your head with his morning star!
...8 damage!
You are stunned!
You are dazed!
Roundtime: 7 sec.

Rathain
07-31-2009, 06:41 PM
Love the towers of Illistim.

--------------------------------------------------------

A half-elven rogue leaps out of his hiding place!
A half-elven rogue pulls out a small statue and rubs it!
A faint silvery glow surrounds a half-elven rogue.
>
Your disk arrives, following you dutifully.
>
A translucent mist-shrouded spirit floats in, following you.
>
[Roll result: 165 (open d100: 90)]
An elven mugger springs upon you from behind and delivers a blow to your head!
You feel paralyzed and are driven to your knees!

A crackling cage of glowing energy hurtles down from the walls of Ta'Illistim and strikes a half-elven rogue!
... 25 points of damage!
Horrid jolt to neck explodes vocal cords. The half-elven rogue gurgles in response.
The half-elven rogue is stunned!
IK>
A wispy bolt of blue-white jagged ice streaks down from the walls of Ta'Illistim and strikes a half-elven rogue!
... 25 points of damage!
Right arm shattered by an extremely well placed hit!

ceran
07-31-2009, 11:56 PM
Not on a bandit bounty and hunting trolls on the flats when




AS: +243 vs DS: +119 with AvD: +32 + d100 roll: +53 = +209
... and hits for 37 points of damage!
Slash to the jungle troll's shield arm!
Shears off a thin layer of skin!

[Greymist Wood]
A low hill ushers the thickest of the fog to lower ground, and for once visibility extends more than a few feet. Great mistwoods crowd the forest, always in constant contact through their crossing limbs and the vines that drape from them. Huge leafy ferns grow in the darkness beneath the trees, their fronds, while not quite so wide as the largest of the mistwoods' leaves, are often a few feet across. You also see a jungle troll chieftain.
Obvious paths: north, northeast, southeast, southwest, west
>
Your disk arrives, following you dutifully.
>
You hear a voice chuckle and shout, "Don't say yas warn't warned!"

A human thief leaps out of his hiding place!
A human thief swings a cudgel at you!
AS: +464 vs DS: +275 with AvD: +19 + d100 roll: +49 = +257
... and hits for 39 points of damage!
Internal organs bruised.
You are stunned for 1 rounds!
!S>northeast
You are still stunned.
!S>
[Roll result: 273 (open d100: 79)]
A human thief kicks his leg at your groin and connects! Waves of pain instantly shoot through your body. The pain causes you to cry out!
...20 damage!
Roundtime: 12 sec.

Did not die but not fun to have to deal with bandit that I am guessing 50 trains over me or so.

5 minute later dead because of other peoples bandits.


[Greymist Wood, Eaves]
A forest of great tropical trees stands between the volcano to the north and the ocean to the west and south. The trees are mistwoods, with massive roots, smooth, wide trunks, and an interwoven network of branches that form an almost solid roof above. A thick blanket of hot mist rolls down from the volcano, swirling over the moonlit ground as it meanders through the trees. You also see a wide logging road.
Obvious paths: southwest, northwest
Sornila followed.
>nw
[Greymist Wood]
Underfoot, the ground is springy and yielding. Down beneath the heavy fog, a carpet of mushrooms grows between the trees, shining with a faint luminescence in the night's shadows. The thick mass of branches and vines all but obscures the moons, and from every direction, the sonnets of tree frogs fill the air. The dark moss covering the trees gives them a regal air, like the velvet lining of a noble's cloak. You also see a jungle troll, a giant fog beetle, a half-krolvin mugger, the Devilslove disk and a half-elven outlaw.
Also here: Devilslove
Obvious paths: northeast, southeast, south, southwest, west
Sornila followed.
>
Your disk arrives, following you dutifully.
>
You hear the booming roar of an angered jungle troll, coming from the southwest.
>
In an awe inspiring display of combat mastery, a half-elven outlaw engages you in a furious dance macabre, spiralling into a blur of strikes and ripostes!
A half-elven outlaw swings a broadsword at you!
AS: +453 vs DS: +275 with AvD: +30 + d100 roll: +27 = +235
... and hits for 37 points of damage!
Strike pierces thigh!
You are knocked to the ground!

A half-elven outlaw swings a broadsword at you!
AS: +453 vs DS: +223 with AvD: +30 + d100 roll: +20 = +280
... and hits for 47 points of damage!
Banged your left shin.
That'll raise a good welt.

A half-elven outlaw swings a broadsword at you!
AS: +453 vs DS: +214 with AvD: +30 + d100 roll: +93 = +362
... and hits for 81 points of damage!
Slash to head destroys your right eye!
Doesn't do your brain any good either.
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 16 mins...

A half-elven outlaw laughs in victory!
He roots through your pockets, but spits on your corpse after finding no money.
DEAD>
Devilslove nocks a wooden arrow in her elven long bow.
Devilslove fires a wooden arrow at a half-elven outlaw!
AS: +521 vs DS: +369 with AvD: +30 + d100 roll: +77 = +259
... and hits for 58 points of damage!
Surgical strike removes the half-elven outlaw's left eye!
The half-elven outlaw is stunned!
The scintillating blue light surrounding the arrow fades some.
The wooden arrow sticks in a half-elven outlaw's left eye!
DEAD>n
You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
DEAD>
* Klytoar just bit the dust!
DEAD>
The Klytoar disk disintegrates, dropping everything on the ground.
DEAD>swear
You curse your frail mortality. That certainly won't win you any favor with Lorminstra.
DEAD>
A giant fog beetle waves its antennae about as it searches for something.
The beetle's antennae droop down again as it finds nothing.
DEAD>
A jungle troll just arrived!
DEAD>
A jungle troll growls, "Sr'nobr rir'ght no tra'mri 'mriragr 'vrargh sr'vr'r'rawd!"
DEAD>
Sornila's movements no longer appear to be influenced by a divine power as the spiritual force fades from around her arms.
DEAD>
Devilslove fires a wooden arrow at a half-krolvin mugger!
AS: +521 vs DS: +350 with AvD: +38 + d100 roll: +93 = +302
... and hits for 52 points of damage!
Attack punctures the eye and connects with something really vital!
The half-krolvin mugger falls to the ground and dies.
The scintillating blue light surrounding the arrow fades some.
The wooden arrow sticks in a half-krolvin mugger's left eye!
DEAD>
Sornila appears to be preparing to attempt dragging you.
DEAD>
A half-elven outlaw stands there, dazed and confused.
DEAD>
A giant fog beetle meanders west.
DEAD>
A jungle troll swings a bamboo-hilted machete at Sornila!
AS: +209 vs DS: +275 with AvD: +18 + d100 roll: +95 = +47
A clean miss.
DEAD>
A jungle troll swings a bamboo-hilted machete at Devilslove!
AS: +209 vs DS: +514 with AvD: +30 + d100 roll: +21 = -254
A clean miss.
DEAD>
Sornila is trying to drag you. If you want to prevent this type "GROUP CLOSE".
Sornila grabs you and drags you southeast.

Latrinsorm
08-01-2009, 08:05 PM
He roots through your pockets, but spits on your corpse after finding no money.

I giggled.

Bhuryn
08-02-2009, 12:58 AM
Ok, so the Bandit tasks aren't really exciting anymore for me. They're pretty tame now.

Most of the bandits can barely hit me with CMans I can't even train in, I encountered 4 (dodged 2) traps on a 25 bandit task, one dispel crystal and most of them could barely hit me in offensive...

The jaw traps blocking mstrike but not attack is the only complaint I have.

They're about like any other kill task now in my opinion. Probably safer then kill tasks in places like stronghold/krag slopes if you have bad luck with dweller rolls/etc.

Deathravin
08-02-2009, 02:15 AM
The problem is the way they were created... Easy on squares, medium on semis and hard as fuck on pures.
Its inherent in the design. No real way around it.

Now we need 5 more types of bounties... easy for pures, medium on semis and easy on squares... Easy for pures, medium on squares, easy for semis... easy for semis, medium on squares, hard for pures... and easy for semis, medum on pures and hard on squares.

The Ponzzz
08-02-2009, 03:03 AM
As a square, I can't do rescue tasks, skin tasks and completely blow at cull tasks. I think we're pretty even, as someone I just spoke to claims they find rescue tasks to be dirt easy for pures.

Rimalon
08-02-2009, 03:25 AM
The problem is the way they were created... Easy on squares, medium on semis and hard as fuck on pures that aren't Wizards.

Fixed!

Deathravin
08-02-2009, 05:08 AM
I dunno, Saw a wizard die 3 times tonight...

Deathravin
08-02-2009, 05:10 AM
As a square, I can't do rescue tasks, skin tasks and completely blow at cull tasks. I think we're pretty even, as someone I just spoke to claims they find rescue tasks to be dirt easy for pures.

Can't do rescue tasks? What's to do? I guess they must be much harder at cap, cause never had a problem with them.

None of my guys can do herbs/skins (who the hell would want to anyway?)... How can you suck at cull tasks?

B2
08-02-2009, 07:09 AM
None of my guys can do herbs/skins (who the hell would want to anyway?)... How can you suck at cull tasks?

Anyone with a ranger. It takes me approximately 10 seconds to atlas to a hunting ground, 5 seconds times the amount of herbs I need, and 10 seconds to atlas back. I get SO MAD when my hunting partners are like, "Oh, I got a Lomara task and turned it in." WHAT? Just tell me the herb and the place, and you'll have them within a MINUTE. Who the hell WOULDN'T want that?

As for the cull tasks, Mario is of the opinion that if you can't complete the bounty in 15 minutes that you need to turn it in. I'm assuming he thinks that taking the time to kill 31 things is too much time wasted.

grenthor
08-02-2009, 08:39 AM
I love herb tasks as a square. Zero risk, over in a matter of a couple minutes and full head of exp. nomnomnom

The Ponzzz
08-02-2009, 01:49 PM
Can't do rescue tasks? What's to do? I guess they must be much harder at cap, cause never had a problem with them.

None of my guys can do herbs/skins (who the hell would want to anyway?)... How can you suck at cull tasks?

You have succeeded at the Rescue Child task 55 times and failed 3 times.

I couldn't control the crowd, which caused me to start killing off my kids once I started hunting the blighted forest in Illistim. I was 0/3 and I decided, no longer can I do it. Once I had ewave, I was already in OTF. Rescue tasks in Nelemar seem like torture.

Herb tasks are my personal favorite. With 2x perception, I find most things with a low roll (40). Some harder herbs like sovyn clove need a 70.

CUll tasks...



As for the cull tasks, Mario is of the opinion that if you can't complete the bounty in 15 minutes that you need to turn it in. I'm assuming he thinks that taking the time to kill 31 things is too much time wasted.

:yeahthat:

Do you know what it is like to find and kill 31 greater constructs or 27 war griffins? Takes over an hour in Platinum. Finding 31 of the same creature is work. And, I don't kill most things in one swing.

Nelemar, I can't fight greater water elementals, triton defenders or sentries. That is about 60% of the creatures they assign me.

Bandit tasks are something, while hard, I can handle and enjoy. I don't think every task should always be done. We have to make choices.

Widgets
08-02-2009, 02:06 PM
You have succeeded at the Rescue Child task 55 times and failed 3 times.

I couldn't control the crowd, which caused me to start killing off my kids once I started hunting the blighted forest in Illistim. I was 0/3 and I decided, no longer can I do it. Once I had ewave, I was already in OTF. Rescue tasks in Nelemar seem like torture.

Herb tasks are my personal favorite. With 2x perception, I find most things with a low roll (40). Some harder herbs like sovyn clove need a 70.

CUll tasks...



:yeahthat:

Do you know what it is like to find and kill 31 greater constructs or 27 war griffins? Takes over an hour in Platinum. Finding 31 of the same creature is work. And, I don't kill most things in one swing.

Nelemar, I can't fight greater water elementals, triton defenders or sentries. That is about 60% of the creatures they assign me.

Bandit tasks are something, while hard, I can handle and enjoy. I don't think every task should always be done. We have to make choices.

Just hunt the 2nd Floor of Nelemar....Over the stairs. You'll find plenty of Sentries and GWE's..

The Ponzzz
08-02-2009, 02:09 PM
No no no... Not find, fight... I can't do them, at all. My TD is 340.

RelentlessJew
08-03-2009, 11:58 PM
Well, to Grendeg's credit (which I assume people are targeting here and on the officials), he's got a really good understanding of game mechanics, generally speaking.

Grendeg is as unhappy about being a rogue as Virilneus is about being a sorcerer.

Neither of them can stop QQing long enough to see straight enough to click the 'CANCEL SUBSCRIPTION' button though.

TheLastShamurai
08-04-2009, 10:55 PM
I discovered and (hopefully) fixed the problem that was causing the bandits to shard far more often and with greater effect than intended after the latest update (this should also increase the bandit degen rate after the player finishes/drops their task). I also removed their catchup ability altogether, as it was causing all sorts of unintended consequences.

Continuing feedback is appreciated.

Coase

.

RelentlessJew
08-06-2009, 10:16 AM
So I finally got to do a couple of these bandit tasks for the first time yesterday.

I'm not sure what all the QQ is about. They're pretty easy, even for my warmage.

Granted, my first time was yesterday after the most recent changes Coase made and that could have an impact on my perception of the difficulty.

I will say there was one time when it was scary. The end result of this being that I had two bleeders from a pit trap and ended up with 5 rounds of stun, and when the stun wore off I still had 15 seconds of RT from all the lolstacking(TM) (and this was with good wizard haste on). However, since I knew all of the horrible stories going into it I just used 540 and 919 constantly through the entire bounty - problem solved. The only damage I ever took from bandits and the like was from some maneuver (I forget which one, but it didn't even cause minors while doing up to 20 HP damage).

Danical
08-06-2009, 10:31 AM
So I finally got to do a couple of these bandit tasks for the first time yesterday.

I'm not sure what all the QQ is about. They're pretty easy, even for my warmage.

Granted, my first time was yesterday after the most recent changes Coase made and that could have an impact on my perception of the difficulty.

I will say there was one time when it was scary. The end result of this being that I had two bleeders from a pit trap and ended up with 5 rounds of stun, and when the stun wore off I still had 15 seconds of RT from all the lolstacking(TM) (and this was with good wizard haste on). However, since I knew all of the horrible stories going into it I just used 540 and 919 constantly through the entire bounty - problem solved. The only damage I ever took from bandits and the like was from some maneuver (I forget which one, but it didn't even cause minors while doing up to 20 HP damage).

When these first come out, if you were a mage, there was pretty much absolutely no way of escaping the initial trap which meant you would be stuck in substantial RT or Stun. During that time you'd get maneuvered and RT stacked while other shitfarmer shockfucks would shard you thereby reducing you to the equivalent of a level 1 character.