Things That Kill Servers

Talk about Neversummer 4 with your fellow players.
MtainEer
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Things That Kill Servers

Post by MtainEer »

1) Players being bored from no pvp action due to others leaving or everyone joining their side.
2) DM/Devs constantly changing gear, classes, ect.

Let's make the Shadow Legion as strong as possible.
1) Well, we are evil so let's take care of those champion of torm's...check.
2) Let's give assassins a form of hips that they should not otherwise have...check.
3) Let's make sure we got the best skills improved...+4 disp, hide, move silently, spot, listen, ect....check.
4) We have to strip all shifter's/druids from the real true seeing....check.
5) Those paladin's are to fast, let's remove their horse...check.
6) You know, those barbarians may still terrying rage use...no problem, we'll lower that to...check.
7) Let's nerf hips but not the assassins form since its different...in progress.

Ok, now everyone hold hands together and either join the Shadow Legion or leave like I am.

Forever walks away from the powers that be in this forsaken land,

MtainEer :x
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VagaStorm
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Re: Things That Kill Servers

Post by VagaStorm »

I just looked that the changes to CoT, and if you do 30 cot, I belive divine wrath is better since there are NO +9 wepons on this server..... just my opinion tho... In regards to SL, it has the relics the most caus it has the most players right now, not caus assassins are so overpowered... With the majorety of the layers even MA can be dominant... That beeing said, number of players are not evrything... I think most of us still remember ho something around 3 RK players managed to win the first relic week.....
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Sneakypie
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Re: Things That Kill Servers

Post by Sneakypie »

MtainEer wrote: 2) Let's give assassins a form of hips that they should not otherwise have...check.

7) Let's nerf hips but not the assassins form since its different...in progress.
Assassins have a HiPS ability?
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Lorkar
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Re: Things That Kill Servers

Post by Lorkar »

Dont let the door hit yer backside on the way out.
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Lokey
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Re: Things That Kill Servers

Post by Lokey »

VagaStorm wrote:I just looked that the changes to CoT, and if you do 30 cot, I belive divine wrath is better since there are NO +9 weapons on this server.
That isn't a change. The only downside is you can't max tumble if monk/bard and the divine feats are tough to shoehorn in. I don't call him Cheesy McCheese-a-lot for nothing ;)
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Re: Things That Kill Servers

Post by --Ashe-- »

I don't believe for a moment that there is any collusion involved to make SL the strongest on the server. Changes to assassins happened before the wipe even happened and SL was sparsely populated then. The union of three strong guilds post-wipe led to the current population of SL now, I don't begrudge them their power with the relics, they earn it with manpower.

I also believe that it is the intention of the devs to attempt to stabilize the glaring inequities innate in DnD to begin with. CoT required adjustment to make it more in line with other classes, it's still a great class. Assassin required a power up to make it more playable, it got one.

The move to make saves more applicable has changed the game to a benefit in my opinion. Now you have to think about what equipment you are going to use to plug some of the glaring weaknesses in some of the builds. Also they have led to more challenges in the new areas. How much fun would illithids have been with complete mind immunity for everyone.

The horse removal issue was due to the lag that the horse created for other players when it first entered the area. Again, a game mechanics issue, which unduly enriched the horse rider with a nigh on free time stop. Seems sensible to remove it til it can be resolved sometime later in my opinion (this even with me having a pdk that would love to ride one.)

The HiPS issue has been discussed ad nauseum, its a game mechanics queue clearing issue, not a vendetta to make the class worthless.

Stagnation leads to death and boredom, not change. Not all the changes are popular or well liked (ie. removing true sight from dragons/umber hulks), but what can ye do.
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VagaStorm
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Re: Things That Kill Servers

Post by VagaStorm »

Lokey wrote:
VagaStorm wrote:I just looked that the changes to CoT, and if you do 30 cot, I belive divine wrath is better since there are NO +9 weapons on this server.
That isn't a change. The only downside is you can't max tumble if monk/bard and the divine feats are tough to shoehorn in. I don't call him Cheesy McCheese-a-lot for nothing ;)
Atleast acording to the wiki, the old wrath shieald could be penetrated with a +8 wep like the black sword or the white scyte. Lover saves yes, but I having well over 40 to all saves maks ya wery hard to hit with almost anything, and that is on a non pally cot...
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VagaStorm
Why would I want to count 12 hours twice? I’m perfectly capable of counting to 24, and while we’re at it, can someone go shoot named time zones. GMT+x is all we need!
Amoenotep wrote:if you die to harper that just means your build sucks.

Amoenotep
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Re: Things That Kill Servers

Post by Amoenotep »

well...AO was a power house with less than popular votes, same with RK, SL, NC, TC...MA/LA have had haydays where most of the server flocked to those areas and they dominated the land. like the tides of the ocean power comes and goes.


bring CoT more inline of a playable/non godly build makes you mad. you should have played a PM when we nuked those over powered builds ;)
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cRaZy8or5e
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Re: Things That Kill Servers

Post by cRaZy8or5e »

I really liked the changes to CoT.

I'm still lobbying for sorceror though, I think a pdk sorceror would be fun for everyone :D!! I'm still trying to think of what to bribe them with. I hear Linux likes anything with lace . . . well that's what 'tep said . . . according to burrahobbit. If not lace, I'll start looking for something filmy/satiny ;).

I hope the server aint dying. I haven't been around for the past few weeks ( :( missed my first relic event and I still don't know how to feel about that) and I'm going to continue to be away for at least a few more.

Things to remember. If you're not having fun, then its a good thing to leave, check back in 6 months, things will have probably have dramatically changed again.
Last edited by cRaZy8or5e on Fri Jan 02, 2009 11:20 am, edited 1 time in total.
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Tsavong
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Re: Things That Kill Servers

Post by Tsavong »

I think CoTs are still fine after these changes the biggest losers are most of the pure pallys who lost 10 damage over night.
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Re: Things That Kill Servers

Post by --Ashe-- »

cRaZy8or5e wrote:I'm still lobbying for sorceror though, I think a pdk sorceror would be fun for everyone :D!!
You just want an excuse to ride side saddle in a frilly robe.
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Korr
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Re: Things That Kill Servers

Post by Korr »

Responses:

1 - SL is evil, CoT will still tear them up
2 - Assassins have only ever managed to touch my pure cleric (or once when I was on the phone and not looking at screen on other toons)
3 - The skill cap isnt hard to reach without jobs (talk to AO, they do it all the time)
4 - Bioware trueseeing blows, it doesnt do what it should. PnP trueseeing is the ability to see through illusions (and gives immunity) as well as magical differences, has nothing to do with hiding (in fact states in PHB "does not help spot a hidden x")
5 - Horses had issues, I think should take them out of the abyss too
6 - A barbarian that shouldnt be dump-stating charisma, horrible!!!
7 - SL has 90-95% of the hipsers, this will hit them most.

What I see killing the server is DMs who had a bad day at work, home, school w/e. They come into the server and feel the need to bother players. Im not talking about spawning a mob for the fighting, Im talking about being unprofessional and rude to the player base. There was a post not long ago (I think) about trying not to drop too many items on the ground to help not create lag. I had a DM fill the inventory of two characters with the useless flowers . . . about 1000-1200 of these things. Which I had to drop on the ground. Yes I was dual-logging, but in accordance with the post from 'tep I was having both of my characters active. What difference does it really make if I have my two computers running so I can help myself level, or if I have two new characters and a friend helping me level. Not only did this DM prevent me from doing anything, he also dyed the colors of one of these characters. It is known that (A) isnt an official guild, cant have a dyer and the only way to get dyes of the appropriate color is get lucky in the drop or trade for them. I was sorely tempted to leave for that alone. No it has nothing to do with "oh the DMs are messing with me" it has to do with the way it was dealt with. Especially since I made sure that I was keeping active on both the characters (and infact I had been helping 6 other people as well, before I got stopped by 30000 lbs of flowers).
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Bargeld
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Re: Things That Kill Servers

Post by Bargeld »

So I just went through the changelog from December '07 to current and found no mention of assassins and hips. Really no mention of assassins at all. What is this hips thing?

On a side note, going back to read that changelog was quite interesting. When you remove the concept of time and just read all the changes back-to-back it looks like everything gets changed eventually. It also provided a bunch of good info that I either forgot, or just never saw it spelled out in text. For example: http://www.nsrealm.com/public/ns/viewto ... 0#p1001050

And yeah, if you get frustrated and it's not fun, take a break. You'll come to miss us soon enough :wink:
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deathdancer
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Re: Things That Kill Servers

Post by deathdancer »

I'm kind of disappointed myself. I understand some builds where over powered with the x2 cha.

mod. to divine damage. But I feel like the pure paladin could of keep this bonus. First you took

away my timestop horse which I totally understand even with my 30 ride skill. Now this, please

consider changing it back for the pure paladin only.

LinuxPup
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Re: Things That Kill Servers

Post by LinuxPup »

1) Well, we are evil so let's take care of those champion of torm's...check.
2) Let's give assassins a form of hips that they should not otherwise have...check.
3) Let's make sure we got the best skills improved...+4 disp, hide, move silently, spot, listen, ect....check.
4) We have to strip all shifter's/druids from the real true seeing....check.
5) Those paladin's are to fast, let's remove their horse...check.
6) You know, those barbarians may still terrying rage use...no problem, we'll lower that to...check.
7) Let's nerf hips but not the assassins form since its different...in progress.
1. Clearly CoTs were overpowered... Before wipe I made a 5 Paladin/9 Monk/26 CoT that ate everyone for breakfast, and everyone and their grandma has made something similar. High AC, damage, AB, saves, monk speed, damage reduction... whats their weakness again? I guess the Abyss, but that's about it.

2. Assassins with HiPS? Perhaps you mean their ethereal ability? Its not overpowered... once a day for one round... big deal.

3. Skills on items are lower than they were before wipe. Xeg-Yi belt for instance used to be +8 discipline, and now its only +5 I think. All those epic rings given by DMs before wipe, like Epic Ring of Shadows, Epic Ring of Awareness, etc. have been removed from the module completely... not even DMs can have them.

4. Bioware True Seeing is way overpowered... its essentially an immunity, which we dislike here in NS4.

5. I think most players love the fact that horses are disabled (huge client-side freezes)... considering disabling them in the Abyss... perhaps someone would like to put up a poll or something?

6. Because a skill check vs. a saving throw makes sense... :roll: Only CoTs stood a chance of making a save against, and even still the DC can easily be in the 50s, which most players will fail against.

7. Assassin's "HiPS" is already severely nerfed. See 2.
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