Search found 34 matches
- Thu May 01, 2008 11:53 am
- Forum: Archive
- Topic: Hallohid typhomoid
- Replies: 5
- Views: 22504
Re: Hallohid typhomoid
i'd typo. Falloid typohomoid. :-/
- Mon Apr 21, 2008 5:49 pm
- Forum: Archive
- Topic: Negative Effects of Cross-Class Practicing
- Replies: 16
- Views: 56373
Re: Negative Effects of Cross-Class Practicing
Most things are 'decided' using your effective level. You effective level has classes though, something like mage, cleric, shaman, warrior, thief Each char has X amount of pracs and real level. You put your pracs in skills and depending on your stats, skills difficulty you get soem output. When you ...
Re: Awareness
The cumulative effect of 2-3 pracs in awareness, 1 prac in search, 3-4 pracs in sense life turns a blind, deaf mage into the pretty much good and sensitive fighter. If you also change your alertness to paranoid in addition you can hunt those sneaky bastards in closeables at least. i.e. you see throu...
- Thu Apr 10, 2008 8:50 am
- Forum: Archive
- Topic: Recent changes, a bright future ahead
- Replies: 99
- Views: 1165842
Re: Recent changes, a bright future ahead
Fak dat shit! They changed the spells messages!
Ma client not working!
My class is not broken and useless, tho i haven't tried it yet.
i qwit! Naw!
Ma client not working!
My class is not broken and useless, tho i haven't tried it yet.
i qwit! Naw!
- Sat Mar 29, 2008 4:18 pm
- Forum: Archive
- Topic: Game mechanics basically
- Replies: 11
- Views: 32409
Re: Game mechanics basically
shield, armour, bob, cure serious, remove poison, word of recall and shocking grasp.Elmir wrote:Yeah, 'cause I don't know my combos .
So remind me again, Azazello, pure warrior, right?
- Sat Mar 29, 2008 12:20 pm
- Forum: Archive
- Topic: Game mechanics basically
- Replies: 11
- Views: 32409
Re: Game mechanics basically
Usually combos have to pay for their extra abilities. For example: A combo-warriors get extra dodge and ability to carry more weight for shield spell, but now they have this must to watch their shield spell and always have mana to recast it. This adds a possibility of soft-spot and given some timing...
- Wed Mar 26, 2008 10:16 pm
- Forum: Archive
- Topic: After reading through a number of guides...
- Replies: 18
- Views: 70491
Re: After reading through a number of guides...
Lately i'am even pondering that a mage should not get max int and max wis, as when you hit level 100 you can't get below the mage spells cap even if you multiclass like a monkey. ,-)
stats do matter! ,-)
stats do matter! ,-)
- Wed Mar 26, 2008 7:27 pm
- Forum: Archive
- Topic: [News] Mandos sleep
- Replies: 20
- Views: 61101
Re: [News] Mandos sleep
I'am still hoping that the duration will be halfed at least. In the amount of zeroes. in power. :-/
All other ways it's quite useless, except for the getting your own equ back and using mume communication in case you have to tell where your lonely corpse is...
All other ways it's quite useless, except for the getting your own equ back and using mume communication in case you have to tell where your lonely corpse is...
Re: Safespots
of course everyone with haf a clue finished off pukes in forsaken inn. the dead is that this awfully powerful mob is totally out of context.
Re: Safespots
The innkeeper kills any orc in about 4-5 hits. Should be a bit too much even from the sight of a puke-only player. :-/
Re: Bug forum
I'am not sure that readabl for all is a good thing. Quite some bugs are abusable...
- Thu Mar 20, 2008 12:25 pm
- Forum: Archive
- Topic: Testmume feedback on scout changes revision 2
- Replies: 55
- Views: 285928
Re: Testmume feedback on scout changes revision 2
The point is that before the change mage had virtually no chance beating experienced thief. Of course a much better chance then beating experienced solo troll :-) After the change mage vs thief in 2 rooms is more even. And you still can use sneak if there is more space, like 5-6 rooms, pretty much i...
- Wed Mar 19, 2008 11:38 pm
- Forum: Archive
- Topic: Testmume feedback on scout changes revision 2
- Replies: 55
- Views: 285928
Re: Testmume feedback on scout changes revision 2
If you consider a fight in oakendoor, moldywall and oakendoor blocked. Scout vs mage. What will happen is that the mage will spam close pegs;qbolt;close pegs;qbolt. This forces the thief to do escape;open pegs;d. If the mage then does d;qbolt;u;qbolt;d;qbolt, the thief will be unable to do anything...
- Wed Mar 19, 2008 9:50 pm
- Forum: Archive
- Topic: Testmume feedback on scout changes revision 2
- Replies: 55
- Views: 285928
Re: Testmume feedback on scout changes revision 2
Azazello, I may be biased, but wouldn't it be silly to argue from a perspective of which I dont know as much? Sort of like what you're doing right now about thieves? ;) I've spent at least 50% of my time on MUME over the past 3-4 years playing scout, i think my comments have merit. It may seem bias...
Re: Link cap
Alternate idea ... run a 2nd instance of Mume on a server in the USA. I know that wont help the Aussies, etc. but if the entire player-base is just over 50% American, it would be a nice solution. Players could have part/all their account ported to the new USA server. localhost for everyone i say! T...
- Wed Mar 19, 2008 4:36 pm
- Forum: Archive
- Topic: Testmume feedback on scout changes revision 2
- Replies: 55
- Views: 285928
Re: Testmume feedback on scout changes revision 2
If we improve each class, we also have to improve all the mobs and so on (this is already way overdue). It is probably easier for people to accept that a mob gets 100 more hitpoints than that all your hits hit for less. Anyway, we're trying to balance some game mechanics now, it will not end with t...
- Wed Mar 19, 2008 1:25 pm
- Forum: Archive
- Topic: Testmume feedback on scout changes revision 2
- Replies: 55
- Views: 285928
Re: Testmume feedback on scout changes revision 2
Now along comes scout/thief and starts to learn how to flee *better*. In other words, escape. Alot of valuable prac sessions is used in the process. So, escape should be in superior to flee in every aspect. Since you already know how to flee and now you learn how to flee better. Outcome? suprior fl...
- Wed Mar 19, 2008 11:13 am
- Forum: Archive
- Topic: Keep at bay
- Replies: 15
- Views: 52822
Re: Keep at bay
I fought Stolb in skeletalwarrior-mail eq, as lvl 35ish Zaug, black metal shield and giant spear. We both started healthy, he was wounded when i was hurt, but then i felt too lame to use keep at bay so i started attacking which made me loose. I died when he was bad. He was lvl 100 in fullset. I alm...
- Wed Mar 19, 2008 11:01 am
- Forum: Archive
- Topic: Testmume feedback on scout changes revision 2
- Replies: 55
- Views: 285928
Re: Testmume feedback on scout changes revision 2
Edvard, it's too easy surviving playing scout if you play with backstab and in the open. This change does not make that kind of scout ANY easier to kill what so ever. Rather it will be even easier to survive with them, since they can now escape away from any potential risk of fleeing into a closeab...
- Mon Mar 17, 2008 11:37 pm
- Forum: Archive
- Topic: Keep at bay
- Replies: 15
- Views: 52822
Re: Keep at bay
Stab is good not only because of the keep at bay thingie. It's a good for mages. It's a good defensive weapon, plus the ability to hit other stab weapo users. It's good for poisoning and supposedly leaves more wounds, which is also a good damage boost. However it's still a rather hopeless weapon as ...