Announcement

Collapse

The Great Skotos Split Is Here [UPDATED]

The long-planned Skotos split is here. We are going to be separating Skotos into the four games that we're passing off to individual players (Marrach, TEC, the game formerly known as Ironclaw Online, the game formerly known as Lazarus Sleeping), and in the near future the core Skotos site will shutdown.

Here's how it will work:
* On Monday, we will turn off the ability to make any purchases through the main site. This will be the end of credit card purchases for Skotos games.
* We will run final automated credit card purchases on Tuesday morning. This is typical, in that our regular subscriptions are always set to run on the 1st through the 28th.
* On Wednesday, we will begin converting the games over to the new auth server that I've been working on for the last month and a half. All data will be converted over from the moment I grab the database. This means that all of your account information, including all payments (but not including any credit card information or Paypal information) will be duped to all the games: you'll be able to play any of them for the time you'd previously paid at the main Skotos site.
* We'll then start integrating the individual sites for each game with the new stand-alone setup.
* And likely I'll be resolving bugs in the auth server that only turn up through extensive usage.
* Meanwhile, we'll start handing off games to the individuals who will be running it in the future. I'm at this point over the time I'd initially committed to Skotos by a bit more than three weeks, but I'm expecting I'll need to offer support a little into May to make sure everyone is running well and that I've helped Christopher, Skotos, and the game leads deal with any intricacies of the hand-off.
* We'll request that all games remove all information from users who didn't stick with their game within a year.

I hope this will go as smoothly as possible. There will surely be bumps in the road. In particular, expect some random downtimes on Wednesday, when I convert over the games to the new servers, and expect the potential for problems on *next* Thursday, when I see how things work in the new setup.

A Few Updates as of 5/3:

1.) Castle Marrach, TEC, and Allegory of Empires are now split out from the main Skotos UserDB, which is the first (and biggest) step in separating these games. Multiversal Revelations will follow on Monday.

2.) Each site has a new login page of the form login.itsdomainname. This is the proper place to login to that game, and where you should access all UserDB functionality. Anything you do on the main Skotos users pages will no longer be reflected. Yes, that means you should be using the new pages to update your accounts, purchase months of play, and purchase subscriptions. Credit card payments are no longer possible, but Paypal is.

3.) Skotos is still running the games as of this moment, but they'll be transferred to the individual teams by this time next month.

4.) We've had some problems with credit cards continuing to run on the older UserDB system. We've refunded any bills that went through on the main system following the split, and apologize for the inconvenience. The plan is to turn the old UserDB off tomorrow, so that will absolutely stop the bills at this point. If you were accidentally billed, do note both that the amount was refunded the same day AND it isn't reflected on the new systems. [And as of Monday morning, those old charges seem to have been halted entirely.]

5.) We've discovered that about 20 accounts have credits of various amounts of them. This is a concept that is no longer supported in any meaningful way on the new UserDB, so we'll convert those credits to days of play at the most generous ratio.
See more
See less

Bearhug

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Bearhug

    When did Bearhug get nerfed...and why? I'm not ranting or anything, I'm just wondering if it was just ridiculously over-powered or something that caused the number of hugs to be limited....
    [color=dark yellow]Verbal Crushings[/color]
           &nbsp ;[color=dark yellow]Now Serving #[/color][color=royal blue]7[/color]



  • #2
    Originally posted by Enlightener View Post
    When did Bearhug get nerfed...and why? I'm not ranting or anything, I'm just wondering if it was just ridiculously over-powered or something that caused the number of hugs to be limited....
    It was ridiculously overpowered. Shizdain crapped on one too many people with it and it got nuked. Such is tec, we live here in nerf town.

    Comment


    • #3
      Can you explain the "overpowerness" of it? Was it the fact you could use it so many times in a row? only?

      I mean, is it still good the same in success and usefulness and all that, but like flickfeint can't be used over and over again or what?

      Can you explain the mechanics of the nerf and the difference between before and after?

      Comment


      • #4
        before you didn't squeeze and release, and have to regrab them, now a bearhug is a waist clasp, but if you bearhug again, while in a waist clasp, you squeeze them, and let them go.

        Comment


        • #5
          Being the person that got it nerfed, I can hopefully clarify exactly how and why it was nerfed.
          Bear hug originally was only avoidable by dodge. There were no shield or weapon blocks for it. If, by some miracle, you were able to complete the grapple while they were still approached, there was a good chance it would succeed. It is now at this point a double edged sword. Both combatants have zero defense against one another. The first person to knee break wins that fight.
          There are now three layers of defense against it, which makes it completely un-viable in any real pvp situation. They have to be berserk against you, and not able to hit you during the duration of the grapple attempt in order to actually land it.
          The other change is that you used to be able to continually squeeze until they broke free. It would do a decent amount of damage and fatigue. Now if you squeeze, it releases them. This wasn't that big of a nerf, as there are still plenty of other ways to damage the opponent once you have a hold of them. You can knee break, head slam or head butt, reverse plummit and get 2 attacks in before that stun ends. Very damaging, but again. Very unlikely to be able to get to this point anymore now that the move is even easier to avoid.
          Hope this answers your question.

          Comment


          • #6
            Originally posted by Rinduck View Post
            Being the person that got it nerfed, I can hopefully clarify exactly how and why it was nerfed.
            Bear hug originally was only avoidable by dodge. There were no shield or weapon blocks for it. If, by some miracle, you were able to complete the grapple while they were still approached, there was a good chance it would succeed. It is now at this point a double edged sword. Both combatants have zero defense against one another. The first person to knee break wins that fight.
            There are now three layers of defense against it, which makes it completely un-viable in any real pvp situation. They have to be berserk against you, and not able to hit you during the duration of the grapple attempt in order to actually land it.
            The other change is that you used to be able to continually squeeze until they broke free. It would do a decent amount of damage and fatigue. Now if you squeeze, it releases them. This wasn't that big of a nerf, as there are still plenty of other ways to damage the opponent once you have a hold of them. You can knee break, head slam or head butt, reverse plummit and get 2 attacks in before that stun ends. Very damaging, but again. Very unlikely to be able to get to this point anymore now that the move is even easier to avoid.
            Hope this answers your question.
            I think the question here is, how did you manage to get it nerfed when people can just fall back when Ankletrap still only goes against one layer of defense itself and doesnt have a long pause. That's the true question. I'm sensing some bias against your weapon. Then again, you did fatigue the crap out of people with it.

            Comment


            • #7
              The only good thing about ankle trap is that I can land it on anyone but the consequences afterwards? None. You can stand up before my roundtime is up which basically makes the move useless. Make it like sweep where I can knock you down for 6+ seconds and i'll be happy.

              Stop hating on ankle trap, no-one is going around destroying everyone with a whip anymore because they suck.

              /endrant
              .

              Comment


              • #8
                Originally posted by Ciaran View Post

                I think the question here is, how did you manage to get it nerfed when people can just fall back when Ankletrap still only goes against one layer of defense itself and doesnt have a long pause. That's the true question. I'm sensing some bias against your weapon. Then again, you did fatigue the crap out of people with it.
                It was nerfed before the addition of backwards rise as a command from the ground. If I could knock someone down with stomp, it was possible to follow it up with a bear hug. Now, all you have to do is backwards rise and you're away from the grapple. The move is completely useless now, outside of fighting NPCs or afk people.

                Ankle trap was OP now it's extremely UP. The GMs don't find a middle ground when they nerf a move, they just hammer it into the ground. It's still useful for group combat though, just not 1v1. Whips are extremely powerful when paired with a companion. Maybe that was the point. Like bows, they're trying to make it a secondary weapon.

                Comment

                Working...
                X