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OWO Site: In Testing

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Damocles

ongelezen,
10 mrt 1999, 03:00:0010-03-1999
aan

Here's the text of the upcoming changes that are in testing right now
on the TC. Some of them look really cool, especially alchemy. I'm
cursing myself for deleting my adept alchemist, let me tell you...
[begin quote]

Mar 10 1999 12:14PM
The items listed here are currently being tested for deployment:
Blue PK changes

We are slowly phasing in changes to the reputation system to reduce
antisocial behavior. In this update, we have some changes that will
push blue PKs to being red.

A new long-term counter will be added that tracks murder counts. This
counter will go up when you are reported for murder, like the current
murder count. This counter will decay at the rate of 1 every 40 hours
(the current counter goes down 1 every 8 hours). While this counter
is five or more, you will highlight red, and will be vulnerable to
attack. Stat loss will still depend on the standard murder counter.

Another new counter we term "pingpong" will be added.
This counter increases each time you go red. If this counter reaches
five, you will be permanently red (meaning, you will be attackable.
You will not suffer stat loss unless your murder count is also high).
This counter does not decay.

Murder will seriously affect your karma.
Skills
Fishing
Fishing has received a major overhaul. There are yet more changes
planned for fishing in future updates.
Based on your skill level, you now have a chance of
pulling up the following (listed in increasing difficulty
order)

One of any of several types of boots
Fish, as always
Magical fish, which can boost stamina, strength, intelligence, or
dexterity.
Treasure maps
Messages in bottles
Sea serpents (on failure)
Deep sea serpents (on failure, and if deep in the ocean)

Fishing for sunken treasure
Double-clicking on a message in a bottle will extract a waterstained
SOS.
The SOS will have sextant coordinates on it which will be somewhere in
the ocean.
Fishing at the location given will try to recover the sunken treasure,
as long as the SOS is at the top level of your backpack. You may
recover bones, artifacts from the sunken ship, or the treasure itself.

You can keep fishing until you get the treasure, at which point the
message disappears.

Carpentry
New items have been made craftable.
These items require tailoring to make.
Small beds
Large beds

Ballot boxes
The first person to use the ballot box becomes the owner of the box.
The owner of the box can set topics for the box. When they do so, the
votes are zeroed out. As the owner types in the topic, it will present
to them the full topic thus far in the bottom corner. The owner of
the box can also zero out the votes at any time.
Non-owners can use the box, see the current yes/no votes, and vote yes
or no on the topic. A given character can only vote once on a topic.
You can chop them up to make them go away.

Dartboards

Water troughs (yes, these work as water sources)

Musical instruments, which require musicianship to craft:

Lap harp
Standing harp
Drum
Lute
Tambourine
Tambourine with tassle

Tinkering
New items have been added to tinkering.

Jewelcrafting. Crafting jewelry requires you to target a gemstone to
add to the jewelry.
Necklaces
Earrings
Wedding rings
These items say "a wedding ring" on them
These items are "newbiefied" and will remain
with your corpse when you die
Globes
Pewter mugs
Keyrings
Iron keys
Hatchets
Mortar and pestles
Candelabras
Forks
Spoons
Goblets
Lockpicks

Hiding
You can no longer hide while casting a spell. Using hiding sets the
number of stealthy steps you can take to zero.

Stealth
Shoving past someone while stealthy will reveal you.
Snooping will reveal you.
You cannot stealth while riding a horse.
It will become substantially more difficult to start stealth when in
the vicinity of other players.
The more players, the harder it will be.
They have to be within 10 paces to count against you.
Only players affect this, not NPCs.
This only affects when you start stealthing, not while you walk
stealthed.
The number of steps you can take while stealthed has been halved.

Alchemy

A research system has been added to alchemy. This not only adds
numerous potions (with more to come in the future) but also means that
players will have to research & discover the correct combinations to
make the new potions. you can now buy flasks and heating stands from
alchemist shopkeepers.
Using a flask will bring up a targeting cursor so that you can add
reagents into the flask.
Using a heating stand will bring up a targeting cursor so you can heat
a mixture and try to make a potion. Failing at making a potion can
result in nasty consequences, such as getting poisoned or an
explosion.
New reagents are in use in these new potions. These reagents cannot be
purchased in stores.
Potions use the same colors as related potions from the base original
set. Therefore, we strongly urge that users of potions make use of the
taste identification skill before quaffing.

The following potions have been added. Listed below are the
requirements to make them, including the reagents required on the Test
Center. Note that we will be changing these combinations before the
update goes public. These shorter, simpler combinations are for
testing purposes only!
Beastform
This potion polymorphs you into an animal for a while.
The animal it turns you into is determined when you make the potion
(you can use taste id to determine which animal it does). Blood moss
& ginseng.
Chameleon skin
This potion makes your skin match the colors of whatever is behind
you.
Garlic, spider's silk.
Cleverness
This potion gives a temporary boost to intelligence.
This potion comes in multiple strengths:
Standard: Fertile dirt.
Greater: 2 fertile dirt.
Clumsiness
This potion lowers your dexterity temporarily.
Blood moss and nightshade.
Confusion
This potion lowers your intelligence
temporarily.
Nightshade and fertile dirt.
Forgetfulness
This potion permanently lowers one skill. You can tell which skill
the potion lowers by tasting it.
This potion comes in three strengths:
Standard: nightshade and blackmoor
Greater: nightshade and 2 blackmoor
Lesser: blackmoor
Gender swap
This potion permanently changes your gender. Blood moss, ginseng,
mandrake root, and blackmoor.
Trance
This potion temporarily increases your meditation skill.
This comes in multiple strengths:
Lesser: Black pearl, blackmoor.
Standard: Black pearl, & 2 blackmoor Greater: Black pearl, mandrake
root, and 2 blackmoor.
Restoration
This potion increases both your hit points and your stamina.
It comes in multiple strengths:
Standard: Black pearl, mandrake root. Greater: Black pearl, and 2
mandrake root.
Sustenance
This potion serves to fill you up. (Remember, healing rate depends on
how well fed you are!)
It comes in multiple strengths:
Standard: Ginseng, mandrake root.
Greater: 2 ginseng and 2 mandrake root.
Monster form
This potion polymorphs you into a monster for a while.
The monster it turns you into is determined when you make the potion
(you can use taste id to determine which animal it does). Blood moss
& mandrake root.
Particle form
This potion turns you into an immobile, but untargetable particle
system for a while. Black pearl, blood moss.
Shield
This potion erects a temporary force field around you. Nobody
approaching will be able to get within 1 tile of you, though you can
move close to them if you wish.
Garlic, sulphurous ash.
Steelskin
This potion turns your skin into steel, giving a boost to your AR.
Garlic, Ginseng, 2 mandrake root.
Stoneskin
This potion turns your skin into stone, giving a boost to your AR.
Garlic, ginseng, and mandrake root.
Weakness
This potion temporarily lowers your strength.
Mandrake root and nightshade.

Necromancy
This is a new skill that offers new magic spells. It is also based on
the research system.
This will not appear as a usable skill on the skills window until a
client patch is done.
The professional title is "Necromancer."
To learn or use the skill you will be required to have at least 80 in
Magery and 40 in Spirit Speak. Keep an eye out here for details on
how to try out the new spells!

Detect Hidden
Friends of a house will be able to detect hidden in the house and
instantly reveal everyone.

Magery
Elemental summoning in towns will be disabled. The average damage of
flamestrike has been raised. The maximum damage remains the same.

Other changes
Problems with the exit from the ice dungeon will be corrected.
You will be able to declare guild wars via new menu option that lets
you just target a member of the opposing guild. New options have been
added to the disguise kit.
Optimizations were done to improve guildstone performance. The
blacksmith's guild will list the correct guild name when you attempt
to join the blacksmith's guild.

Architects will now buy back house deeds.
When you come near an architect, if you have a house deed in your
backpack, the arhcitect will offer to appraise it or buy it.
If you say "appraise" to the architect, you will get a targeting
cursor so you can target the deed you want appraised. The arhictect
will tell you what he would pay for that deed.
Dropping the deed on the architect will sell the deed to him. The
money you get will be placed in your bank box automatically.

A major optimization was done to houses and boats. You will no longer
receive the objects that are on or in houses and boats until you step
on them.
You will still be able to see monsters, animals, or players.
You will still be able to see things that are on the steps.
This will significantly improve your connection when around buildings
that are full of stuff.
This will also cause a noticeable pause when you step onto the step of
a building, as the contents of the building are downloaded to you.
You will still receive the contents of the last building you set foot
in, as long as you are within update range. This means that stepping
on and then off and then on the step again will not cause repeated
delays.

[end quote]

--------------

'Jesus died for somebody's sins, but not mine.'
- Patti Smith, "Gloria"


w...@earthlink.nospamgetsthroughthisnet

ongelezen,
10 mrt 1999, 03:00:0010-03-1999
aan
Wow, I have a hard time believing you didn't make some of those up! I
especially like the fishing changes. Anyway, all I have to say is God
bless EQ!! We all know that if OSI wasn't finally gonna get some
competition, we wouldn't being seeing anything near this cool.

The only thing that I didn't like is requiring magic to be a
necromancer. And, no, it's not because I don't have the necessary
magic to use the skill. Rather, I would have liked to see necromancy
developed as an alternative to magic. You know, kind of like the
"dark side of the force". Ideally, magic would be "white magic" and
necromancy would be "black magic", and no mixing of the two would be
allowed. Ah well, I guess I can get over that - after all, sounds
like we have some cool things to look forward to. Oh, btw, fishing up
boots? Sounds like DD has been playing EQ again instead of working ;)

-Bloom, Peasant, Atlantic, soon to be grandmaster fisherman and holder
of the largest collection of unmatched boots!!

--

"Happiness doesn't come from having things, but from being part of things."
- Chris in the Morning - KBHR Radio - Cicely, Alaska


flister john m.

ongelezen,
10 mrt 1999, 03:00:0010-03-1999
aan
My only question is this: will an alchemist/poisoner be able to apply the
negative aspect potions as a "vendom" on a blade? I would be neat to be
able to have your GM alchy/Assassin Deadly poison, gender change, weaken,
lower dexterity, etc. all simultaneously.

hehe.

It would also probably cause the server to crash.

haha.

Well I see they nerfed stealth very effectively. With all the things they
put in, why did they have to halve the steps?

It states that stealth is harder to achieve around pcs, but not npcs.
what about monsters?

Glad they took that hide/cast thingie away, alot more people will be dying
now and leaving thier goods on the dungeon floor for my stealther to pick
up.

I guess people had a stealth/hide macro set up, so that if they failed
stealth they might still hide and be safe.

oh well, my gm alchemist will keep me busy for awhile, and I will use the
stealther to get the rare ingredients. I will keep you posted as I
discover the new alchemical combinations.

I sure hope they don't make the rare ingredients totally hard to obtain,
as that would make research a real pain in the buttinski.

Wow. All those poor newbies out there, who might one day aspire to be a
GM alchemist.... just think of what they have to go through now.

*sigh* another newbie torpedo.

oh yeah, I will sell the particle field potions for around 1,000 each.
Lots of exploit potential there. Stealther fails stealth, drinks potion,
it wears of he hides again, fails hide drinks potion, et. al.

I am sure pks will love them for their red armies.

"dang I am about to die, what rotten luck!"

"no man, drink your particle potion while we finish off this riff-raff"

"great idea!"

cynical.
On Wed, 10

Drake

ongelezen,
10 mrt 1999, 03:00:0010-03-1999
aan
*rubs hands together excitedly*

phhht
who needs Everquest?

Damocles wrote in message <36e8d97b...@news.rdc1.va.home.com>...

Drake

ongelezen,
10 mrt 1999, 03:00:0010-03-1999
aan
On a related note....my partner and I on Wakoku have just recently built a
Grandmaster Alchemist/Assassin and a Grandmaster Tinker respectively...

WOOOT! life is good

Drake wrote in message <7c6p34$lf4$1...@news.cet.com>...

DBradf1012

ongelezen,
10 mrt 1999, 03:00:0010-03-1999
aan
Is this for real??
I cant goto the owo.com site
It totallys crashes my computer for some reason ever since i reinstalled win95
4 weeks ago


Kaos McCain GrandMaster Mage and owner of The Wrong Tavern
Kenny McCain Grandmaster Craftsman
Kyle McCain Prince of Stupidity

Green17

ongelezen,
11 mrt 1999, 03:00:0011-03-1999
aan
Damocles wrote in message <36e8d97b...@news.rdc1.va.home.com>...
<mega snip>

>Another new counter we term "pingpong" will be added.
>This counter increases each time you go red. If this counter reaches
>five, you will be permanently red (meaning, you will be attackable.
>You will not suffer stat loss unless your murder count is also high).
>This counter does not decay.
<mega snip>

Ugh. I think that's going too far.

I've never been red -- I don't think I've ever had a murder count -- but
I've seen good people go red for protecting a player run town or killing
harrasers out of GM hours.

Make it a one month decay or something. I don't like anything that affects a
character forever. Everyone should have a chance at redemption.

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