View Full Version : Thieves and Wizards
Aziel
05-13-2002, 09:39 AM
Anyone else getting discouraged by the thieves and wizards that are wandering around?
Thieves constantly retreat, move and attack within less than a second of you approaching. Thieves also seem to have a huge rate of success on hitting, WHILE RUNNING AWAY.
I've reported this half a dozen times.
Very frustrating.
Perhaps if we raise our voices in unison, someone will take notice and either fix this inconsistency OR post the reason for it. I would be happy with either. But neither is pushing towards the edge.
Jess
stickyjellypoo
05-13-2002, 09:57 AM
I know I've reported this once or twice as well. I'm sure they're working on it. And yeah, it is frustrating.
That is untrue, the thieves and wizards never retreat, you approach them and they just move away without having to retreat or anything and then they shoot at you right away as well.
There seems to be no roundtime for their actions, what-so-ever.
Last night, I even ran across a couple of wizards who didn't need to retreat. I thought that had been fixed? I had two of them who didn't feel the least bit obligated to stick around and let me get a whack at them. They strolled a pace north and destroyed me with 26 hp fireballs.
[Success 880 Roll 3] A wizard laughs at you.
You will be busy for 3 more hours.
A wizard sits down to enjoy the morning paper and a cup of coffee.
You will be busy for 115 seconds.
A wizard yawns and strolls away to the north, admiring the scenery.
You are in the middle of something.
[Success 500 Roll 999] A fireball flies in from the north! Your corpse makes interesting gurgling sounds.
That is what it seems like, some of these success numbers are crazy, I can only hope that this is because its beta and that it wont be that way when they are done.
Satiki
05-13-2002, 10:18 AM
Originally posted by Dink
[Success 880 Roll 3] A wizard laughs at you.
You will be busy for 3 more hours.
A wizard sits down to enjoy the morning paper and a cup of coffee.
You will be busy for 115 seconds.
A wizard yawns and strolls away to the north, admiring the scenery.
You are in the middle of something.
[Success 500 Roll 999] A fireball flies in from the north! Your corpse makes interesting gurgling sounds.
LOL...
Sad thing ... that's pretty much how it is... they have no RT for movement...
Tjames
05-13-2002, 08:07 PM
Only worse way to die is to be in ascend mode as a Chimera and go down in flames.
I was flying together with another member of the Clan above the clouds when the other Chimera was hit by a wizard. The description of the screaming flaming death to earth was humourous and left me laughing.
Then it happened to me...
:mad:
Emris
05-14-2002, 06:33 AM
What I do when going up against a wizard or a thief, is type follow thief, or wizard. Then when they run like the pansies that they are I'm right there and ready to have some rouge bugers and wizard fries. Most of the time thou they still kill me, but this at least gives me a chance to stay near them.
Madja
05-14-2002, 06:51 AM
Alright. Things could be so much worse to start things off, at least they toned down the human damage, right? Secondly, have you ever known a real thief that has stayed in the same place for to long? Do you think they want to sit there and let you hit them when they can just as easily run off and shoot you a few times before you move towards them? Same with wizards. You should be glad the wizards run and shoot fireballs at you, because if they approach and use cold touch, it's equal, if not worse then fireball. It has a higher success, and it can do up to 18 damage. Most of the fireballs do 6-9 outside, and maybe 19-20 in the lairs. Cold touch can be about 15 outside, and as mentioned 18 inside. You just have to look at it in prespective. Thieves dont stay in one place to let you smack them, and wizards use magic. They use the same train of thought as the player controlled mages and archers, do they not? Run a few rooms a way and zap them or shoot them if they're to tough in melee. Think before you post, please, because some of you complain more then I do when im in a complaining mood, and.. that's just bad.
ScottM
05-14-2002, 07:13 AM
The adventurer skill levels have been toned down to much more reasonable levels. They were generating at approximately 50-60th level when they should have been more like 1-10th level (depending on the clan and encounter. The problems with too-hasty retreating and movement should have been addressed already.
That said, the thieves and wizards are always going to be strongest against people without ranged attacks and will probably never stick around to fight toe-to-toe with a monster. We're trying to encourage diverse groups of character skillsets to work together. We understand that there are still some issues for Wandering Monsters because of this, andare looking into those, as well.
Decimator
05-14-2002, 11:38 AM
Originally posted by ScottM
They were generating at approximately 50-60th level when they should have been more like 1-10th level
Crikey! :eek: No wonder we were having such trouble.
Wandering Laine
05-14-2002, 01:07 PM
Here's an idea for making the wandering monsters' lives a little eeasier. Yeah, I still think the wanderer's should get a choice of at least two in the start-up (It's a meta-game thing, you choose wanderer, notice you have to pick from one, so you check social and find out they have almost equal stats and a CHOICE as well, but this is a different topic, isn't it?)
Anyway, make the wanderer's more versatile. Since your average wandering monster is less likely to know what level the humans he is fighting are going to be why not let the wandering monster start with an extra advantage or two? Sure, I'm doing great with chain lightning (and the ONE case where it hit all four humans I was fighting, Mwahaha.) but when those clerics close in I have to retreat two or three times to get far enough away to even run away (I have no close range fighting like a warrior type tends to). Social monsters should get the advantages of being able to lair/clan/and have a significant numbers advantage. They are social, that's how it works. Wanderers should be self-reliant, solitary, and capable of causing some major havoc if pushed into a corner (or at least getting a bonus when fighting alone. Heck, that would give them an excuse for wandering alone)
Just my little thoughts, I await the close scrutiny of everyone else's harsh words now.
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