Is dual logging too easy?

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nwnnsw
Noob
Posts: 5
Joined: Tue May 18, 2010 11:29 am

Is dual logging too easy?

Post by nwnnsw »

Are dual loggers attempting to regain advantages that were lost?

Could it be that the nerfs to create balance are the culprit?

What if the action was faster and the damage more painful?

What if we brought haste boots, dev crits and properly functioning spells back into the mix?

Would the dual loggers be able to operate 2 or 3 toons effectively or would they be dead?

What if every faction had access to every subrace?

What if everyone had access to every job token?

Amoenotep
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Location: in the mists of eternity

Re: Is dual logging too easy?

Post by Amoenotep »

then we'd call it ns3.75
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mining
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Joined: Wed Oct 14, 2009 5:09 am

Re: Is dual logging too easy?

Post by mining »

nwnnsw wrote:Are dual loggers attempting to regain advantages that were lost?

Could it be that the nerfs to create balance are the culprit?

What if the action was faster and the damage more painful?

What if we brought haste boots, dev crits and properly functioning spells back into the mix?

Would the dual loggers be able to operate 2 or 3 toons effectively or would they be dead?

What if every faction had access to every subrace?

What if everyone had access to every job token?

Re: Third point: We're bringing dev back, not sure what you mean by the 3rd one. First one is a blatant

In terms of the last two: RK would be most OP faction in the world, and everyone would use RK job tokens :).
Amoenotep wrote:then we'd call it ns3.75
Yeah, we should start calling the mod NS4.000976562. That gives us 10 NS's until NS 4.5 :).
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.

BlkMamba
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Posts: 247
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Re: Is dual logging too easy?

Post by BlkMamba »

mining wrote: and everyone would use RK job tokens :)
mmmmmmm no, for all the illusion that rk's job tokens rock
really, how much do you see them in use in pvp

mining
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Joined: Wed Oct 14, 2009 5:09 am

Re: Is dual logging too easy?

Post by mining »

BlkMamba wrote:
mining wrote: and everyone would use RK job tokens :)
mmmmmmm no, for all the illusion that rk's job tokens rock
really, how much do you see them in use in pvp
As per current:

Stalwart Slammer:
Ignoring DC KD (which is actually useful vs hipsers in general):
4 will to caster.
Hostiles lose 3 dex for 2 minutes.

Minemaster token:
Enemy shields gain weight.
Armors with >4 "base" AC gain weight.
Enemies with weapons that meet the conditions

Code: Select all

                if((oWeapon != OBJECT_INVALID) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_QUARTERSTAFF) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_MAGICSTAFF) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_CLUB) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_TORCH) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_SHORTSPEAR) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_WHIP) &&
                  (GetWeaponMelee(oWeapon) == TRUE))
                
-4 AB.
For every enemy effected by shield weight increase, the caster gains 1 AC (dodge).
For every enemy effected by armor weight increase, the caster gains 1 AC (dodge).
For every enemy who's AB is reduced, the caster gains 1 AB.
These bonuses are capped at 4 AB/AC.
All effects last for level+5 rounds.

I'm just going to put it out there, but popping two tokens for:

4 will, -2 AB/AC to dexxers nearby, up to 4 AB/AC for the caster and -4 AB to most nearby enemies... is pretty bloody good.
Bargeld wrote:Overall, I think most would agree that a pure rogue is probably the worst build on the server.

Rufio
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Re: Is dual logging too easy?

Post by Rufio »

yeah... that is really good.
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VagaStorm
Developer
Posts: 987
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Location: Arendal, Norway

Re: Is dual logging too easy?

Post by VagaStorm »

The real advantage of dual logging is the abillity to bring 2 toons to 40 in the same time it would take to lvl just one. Dual logging in pvp is another matter. A simple rule that you can not have 2 toons in pvp at the same time would solve the question. It dosn't need scripting, none of the other commandments have scripted enforcement, they are still commandments.

If you want an easy way to distinguish dual loggers from ppl playing on the same ip, create an obstacle coarse, that requires you to aswd move to get around, side by side where the dm can stand in the middle observing the 2 toons traverse it. Even if you have 2 windows on the same screen, like I do, it should be fairly easy to spot the dual logger from the 2 ppl on the same ip...
Best Regards
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Amoenotep wrote:if you die to harper that just means your build sucks.

BlkMamba
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Posts: 247
Joined: Fri Feb 04, 2005 10:20 pm
Location: Who Cares

Re: Is dual logging too easy?

Post by BlkMamba »

mining wrote:
BlkMamba wrote:
mining wrote: and everyone would use RK job tokens :)
mmmmmmm no, for all the illusion that rk's job tokens rock
really, how much do you see them in use in pvp
As per current:

Stalwart Slammer:
Ignoring DC KD (which is actually useful vs hipsers in general):
4 will to caster.
Hostiles lose 3 dex for 2 minutes.

Minemaster token:
Enemy shields gain weight.
Armors with >4 "base" AC gain weight.
Enemies with weapons that meet the conditions

Code: Select all

                if((oWeapon != OBJECT_INVALID) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_QUARTERSTAFF) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_MAGICSTAFF) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_CLUB) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_TORCH) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_SHORTSPEAR) &&
                  (GetBaseItemType(oWeapon) != BASE_ITEM_WHIP) &&
                  (GetWeaponMelee(oWeapon) == TRUE))
                
-4 AB.
For every enemy effected by shield weight increase, the caster gains 1 AC (dodge).
For every enemy effected by armor weight increase, the caster gains 1 AC (dodge).
For every enemy who's AB is reduced, the caster gains 1 AB.
These bonuses are capped at 4 AB/AC.
All effects last for level+5 rounds.

I'm just going to put it out there, but popping two tokens for:

4 will, -2 AB/AC to dexxers nearby, up to 4 AB/AC for the caster and -4 AB to most nearby enemies... is pretty bloody good.


you got the dex part fixed :D didnt know that, last i checked it didnt work
still easly removed but its better than nothing
good to know, and does give some help vs them dex'rs

Monkey
Pk Bait
Posts: 89
Joined: Fri Sep 16, 2011 11:19 pm

Re: Is dual logging too easy?

Post by Monkey »

VagaStorm wrote:The real advantage of dual logging is the abillity to bring 2 toons to 40 in the same time it would take to lvl just one.
It's much, much faster than that. Besides both toons getting XP from each kill, the kill rate is much faster. Also, leveling solo is extremely difficult and time consuming for most builds, but two toons designed to complement each other can easily be ten or more times faster in leveling than they would be solo.

Using an outside buffer is a similar issue.

I know there are a lot of players who prefer leveling and farming places by multi-logging, rather than working with other people in parties. Banning the practice would probably drive some of those people away. On the other hand, it might encourage them to seek parties more often and make the server more enjoyable for everyone else.

Ryddwillow
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Posts: 676
Joined: Mon May 17, 2004 9:31 pm

Re: Is dual logging too easy?

Post by Ryddwillow »

Are dual loggers attempting to regain advantages that were lost?

Could it be that the nerfs to create balance are the culprit?

What if the action was faster and the damage more painful?

What if we brought haste boots, dev crits and properly functioning spells back into the mix?

Would the dual loggers be able to operate 2 or 3 toons effectively or would they be dead?

What if every faction had access to every subrace?

What if everyone had access to every job token?
Point 1.) Depends on what you are trying to accomplish period. Dual loggers are the sole reason why many a guilds are a float in this world, dual loggers can not fight with one toon due to lack of creationism in creating a good solid toon, To help them level faster, to help to regain their dignity when they lose a pvp fight.

Point 2.) Nerfs are always a mote point in which one suffers to counter react the negative effects in which the cause dampers the outcome. But to say a nerf to create balance? It all depends on how one judges in which the leaf will fall in that direction.

Point 3.) Faster? Haste is mostly upon most but all depends upon the player, Damage on the most inflicting damages has been reduce to that of the peanut gallery that raised the most concern in which no peanut is left in the gallery.

Point 4.) What? are you crazy? are you serious? who are you blaspheming these rules, throw you out with the old dish water, begone with you.

Point 5.) Depends on how good are you at controlling 2 or 3 computers? You move slowly--you die, learn lesson, you move quickly--you survive for another day.

Point 6.) That would be, I guess balance, well sort of TRUE balance, depends on how your leaf blows. If each faction had access to all classes then it would be a sort of A Great true balance. Then it would be like a new rival in this server. You know how many a players would come back to this game? Many.

Point 7.) Job tokens are to the respected cities is all

Nefarious
Looking for group
Posts: 106
Joined: Thu May 10, 2007 6:21 pm

Re: Is dual logging too easy?

Post by Nefarious »

As per current:

Stalwart Slammer:
Ignoring DC KD (which is actually useful vs hipsers in general):
4 will to caster.
Hostiles lose 3 dex for 2 minutes.

Minemaster token:
Enemy shields gain weight.
Armors with >4 "base" AC gain weight.
Enemies with weapons that meet the conditions
Code:
if((oWeapon != OBJECT_INVALID) &&
(GetBaseItemType(oWeapon) != BASE_ITEM_QUARTERSTAFF) &&
(GetBaseItemType(oWeapon) != BASE_ITEM_MAGICSTAFF) &&
(GetBaseItemType(oWeapon) != BASE_ITEM_CLUB) &&
(GetBaseItemType(oWeapon) != BASE_ITEM_TORCH) &&
(GetBaseItemType(oWeapon) != BASE_ITEM_SHORTSPEAR) &&
(GetBaseItemType(oWeapon) != BASE_ITEM_WHIP) &&
(GetWeaponMelee(oWeapon) == TRUE))


-4 AB.
For every enemy effected by shield weight increase, the caster gains 1 AC (dodge).
For every enemy effected by armor weight increase, the caster gains 1 AC (dodge).
For every enemy who's AB is reduced, the caster gains 1 AB.
These bonuses are capped at 4 AB/AC.
All effects last for level+5 rounds.

I'm just going to put it out there, but popping two tokens for:

4 will, -2 AB/AC to dexxers nearby, up to 4 AB/AC for the caster and -4 AB to most nearby enemies... is pretty bloody good.

_________________
Bargeld wrote:
Overall, I think most would agree that a pure rogue is probably the worst build on the server.
Everything looks good in Black and white, Hypothesis, Theory, everything looks good. Why do players complain in why the theory does not work so well? One must ask why many a toons from RK dropped after the nerf of the RK token? You can tell anybody what you want, whether they believe you is up to them. It is just plain logic here, aka common sense.

Welcome to NS4, :wink:
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