My question is: Why? Seems to me that by the time someone is able to kill
a wisp, he/she doesn't need the light, he/she is looking for loot. Why
then would they put a "no sell/trade/drop" item in what is otherwise a
level 10 -12 creature? I killed 10 Wisps today. On them, I found 3
regular Lightstones, and 7 NoSaves. No Greaters at all. Who knows,
maybe the ones with NoSaves would've been empty before, but I'm sure I've
done better at West Commons. (I was in West and North Karana today).
Enos, Ranger 14 and a half...E'ci. Eagerly working toward 15.
Charles Naumann
The name is NoSaveLightstone. No spaces.
Enos <Nos...@thankyou.com> wrote in article <374b...@news.siscom.net>...
This is because it was easy to spot the wisps with lightstones and kill
only them. I'm betting all wisps now put out light commensurate with
having a lightstone now.
It makes harvesting them for loot much harder. You can no longer pick
and choose the ones with loot.
Jack
Well, bugger. I wonder if we're going to get NoSaveFireBeetleEyes
too...
--
Shrike -IRIX worshipper, Linux dabbler, Windows victim-
Finnegan the Mage in Mith Marr, Parsifal the Bard in Fennin Ro,
Saharrach the Necromancer in Fennin Ro.
Ah, but let's not forget NoSaveRusty2HandedSword,
NoSaveRustyLongSword, NoSave... Wouldn't want anyone
to be able to spot mobs with wortwhile loot now,
would we?
In the same vein: did they reduce the amount of cloth
armor the Orcs in Greater Faydark give? Last night, after
patch, I took a rogue from lvl 2 to 4 on orc pawns and got
exactly 1 piece of cloth from it. Pre-patch, I would have
expected 3-4 different pieces (and maybe 1-2 doubles) in
the same time (from experience with a newbie ranger). And
there were only very, very ferw Pawns with weapons around.
Juergen Puenter
Solaris <Sola...@Juno.com> wrote in message
news:7igdjl$77m$1...@remarQ.com...
If it is just a no-rent lightstone on the wisp to make all wisps
glow, they could at _least_ call it a Lesser Lightstone...
Lowinor of Tunare
I think they should call it a cracked lightstone. That would explain why it
only works for the duration of your session. The um, liquid light stuff is
leaking out of it. <g>
Mark Asher
>There is a new lightstone in wisps: NoSaveLightstone.
>My question is: Why?
Killing wisps was a *ridiculous* cash-cow. The profit for doing it so
far surpassed killing anything else around that level - and even
several levels higher - that people would go to Wisp Island and kill
wisps even when they didn't get xp for doing it. The loot was *too
good*.
--
Dundee - http://dundee.uong.com/
You have a point. I will say, however, that it took tooooo long for my
Ranger to save up the money to buy the Combine weapon. It seems completely
fair to me that it should pay off in it's ability to earn money from Wisps.
Without that advantage, why own a Combine? They are only a little lighter
and one point faster than thier standard steel counterparts. Kind of
hard to "camp" wisps too, accept possibly on that island, since they
generally roam large areas.
Doesn't money become less of a concern at higher levels? I mean, unless
you just have to have a DarkWood sheild at level 14, you can earn it
yourself at level 20, right? I certainly don't want to buy things like
that (for rediculous prices, esp.) if I can experience the thrill of victory
and it's spoils myself. Imagine that I have a cool looking helmet (I
don't) and people always ask me where I got it. Would I want to tell them
some guy twinked it to me for 2 plat, or would I prefer to have an exciting
tale of adventure attached? I prefer the latter. Damn; off subject again.
>You have a point. I will say, however, that it took tooooo long for my
>Ranger to save up the money to buy the Combine weapon. It seems completely
>fair to me that it should pay off in it's ability to earn money from Wisps.
Would you have bought the weapon if it weren't for the wisp cash-cow?
>Without that advantage, why own a Combine?
Exactly.
The thing is, there are a LOT of classes that don't need to make that
insanely expensive "investment" to start harvesting Free Money from
wisps. You could have made a cleric charcater, worked it up a bit,
and used a summoned hammer to harvest loot for your "real" character,
the Ranger.
The crime is that they made wisps too easy to kill and too profitable,
and then put them on that island in abundance where they could be
harvested like picking flowers.
>and one point faster than thier standard steel counterparts. Kind of
>hard to "camp" wisps too, accept possibly on that island, since they
>generally roam large areas.
Might have been alright then if they hadn't put so many of them on
that island, but since they did, in combination with them being so
easy to kill and so insanely profitable compared to everything else...
>Doesn't money become less of a concern at higher levels? I mean, unless
>you just have to have a DarkWood sheild at level 14, you can earn it
>yourself at level 20, right? I certainly don't want to buy things like
>that (for rediculous prices, esp.) if I can experience the thrill of victory
>and it's spoils myself.
Money becomes less of a concern because the mobs have better loot, but
you still want to buy stuff like that because it beats the heck out of
camping and competing to get the mob it spawns on.
>tale of adventure attached? I prefer the latter. Damn; off subject again.
It happens. '-)
Oh hell, now I'm never going to be able to afford both spells and armor being
a cleric. If I get into groups now am I supposed to start requesting every
other loot in groups of 3 or greater, or charging for my heals? (bitter
sarcasm)
I have to admit though, one night (being level 11 at the time) I paired with
an 11th level ranger and we pretty much sat on a hill in Western Commonlands.
He tracked and fetched wisps and I'd smash them with my hammer of wrath and
furor spells. I'd say we each made 20pp in a few hours, and now I have a
Runed Totem Staff. :-) But I was so looking forward to being able to afford
chain mail around level 14...
Hey, you can still get real Ligthstones for loot, you just can't pick
and chose the ones that carry stones, since now every wisp carries
them.
While wisp killing was on the high side... but *everything* else is way,
way too far on the low side, as far as loot is concerned.
Heh. If you're killing Giant Beetles, you'll have a hard time keeping
yourself in muffins and milk, much less trying to buy something. I
don't see them rushing to fix that. ;)
>Hey, you can still get real Ligthstones for loot, you just can't pick
>and chose the ones that carry stones, since now every wisp carries
>them.
Ah... well in that case the wisps are still a ridiculous cash cow and
ought to be *fixed*.
I'm not sure what your point is here. Wisps should never drop
lightstones, because lightstones are worth too much money? Where do you
suggest lightstones come from? Wisps seem to be a fairly good choice.
For MOST classes, magical attacks don't come until mid-levels, and
that's when money starts to become more and more important. If 1 in 10
wisps drops a lightstone and 1 in 20 wisps drops a greater lightstone, I
don't see how this can be a "cash-cow" as there really aren't THAT many
wisps running around. (BTW I have no idea what the actual odds are, I do
know that I killed five wisps yesterday and got bupkis for it.) I think
the solution for balancing the wisp issue was fairly well implemented.
- jef
--== Sent via Deja.com http://www.deja.com/ ==--
---Share what you know. Learn what you don't.---
>On Wed, 26 May 1999 13:20:50 -0700, Shrike <shr...@alcaudon.com>
>wrote:
>
>>Hey, you can still get real Ligthstones for loot, you just can't pick
>>and chose the ones that carry stones, since now every wisp carries
>>them.
>
>Ah... well in that case the wisps are still a ridiculous cash cow and
>ought to be *fixed*.
>
Possibly, but as far as I know, they are the only way to make decent
money (for, say, a level 16 character) that does not _require_ camping
a spawn point.
Maybe, but even though I had some sessions harvesting wisps, I really do try
to play the game and explore (which is why I'm still a poor cleric in
leather). You can take out the wisps from the game and then I can either:
1. Camp near bandits or higher level orcs (which I hate and takes hours
especially when I need to wait in a rotation)
2. Stand around the newbie area and insta-kill anything that spawns with a
weapon, while I spend my idle time smashing about 10000 bats for wings
So for me it's just a time-saver. The game kinda drags enough as it is, but I
guess it's all a matter of relative expectations.
>>Ah... well in that case the wisps are still a ridiculous cash cow and
>>ought to be *fixed*.
>
>Possibly, but as far as I know, they are the only way to make decent
>money (for, say, a level 16 character) that does not _require_ camping
>a spawn point.
Ummm... I don't know. I play a druid and I haven't had too much
trouble with money so far. Granted, if your hunting ground contains
mostly animal, you're in for a big trouble.
On the other hand, I have no problem with wisp giving near 5 plat
loots. Mostly because greater lightstones are rare enough, 1 in 20
kills more or less, and you can't exactly camp wisps. As a
comparison, humanoid monsters carry 1 plat+ cracked staff
often enough. The only problem here is wisp island, where
you can actually camp the wisps. Wisps are kinda like low level
lotto otherwise.
Later...
Speaking of which... Yesterday in Fennin Ro, I found a DEAD wisp,
sitting there, with a greater lightstone in it. No corpses around,
either. Just sitting there, on the edge of the sand.
That alone will finance my Bearhide Boots... :)
>> Ah... well in that case the wisps are still a ridiculous cash cow and
>> ought to be *fixed*.
>
>I'm not sure what your point is here. Wisps should never drop
>lightstones, because lightstones are worth too much money? Where do you
>suggest lightstones come from? Wisps seem to be a fairly good choice.
>For MOST classes, magical attacks don't come until mid-levels, and
>that's when money starts to become more and more important. If 1 in 10
>wisps drops a lightstone and 1 in 20 wisps drops a greater lightstone, I
>don't see how this can be a "cash-cow" as there really aren't THAT many
>wisps running around. (BTW I have no idea what the actual odds are, I do
>know that I killed five wisps yesterday and got bupkis for it.) I think
>the solution for balancing the wisp issue was fairly well implemented.
>
>- jef
Your skill at Detect Sarcasm has DECREASED (-10) ;)
> The only problem here is wisp island, where
> you can actually camp the wisps. Wisps are kinda like low level
> lotto otherwise.
The reason they changed it was because you could tell just by looking to
see if the wisp had a lightstone by the aura of light around them. It
was easy to kill only the ones that had loot and leave the rest.
Since wisps are not agressive it made it *very* easy for relatively any
character to pick and choose for mad loot. You could tell the kills to
steal, and the ones to leave if you saw someone fighting a wisp.
It was silly. There was no "lottery" to it.
Jack
>If the name of the item is NoSaveLightStone, I am fairly certain
>that is a bug. Either that or their item naming standards have
>really slipped.
>
>Charles Naumann
Option B. the item naming standards have slipped. What a stupid
name. This is clearly the placeholder name that the coder used and it
was never updated.
Pathetic.
-G
The idea was valid, but the implementation is terrible.
I'll just kill all of the wisps now. No biggie.
If they wanted to solve the problem, how about making the stone yellow
so people will see the difference.
I can see it now, people will leave the stones on ythe wisps instead
of taking the time to destroy them and there will be wisp corpses
littering the land. (Does an intelligent colored light have a corpse?
LOL)
And the name? Sheesh. People bitch about character names, but this
is ok?
Why not call summoned food "NoSaveFood" and the Hammer of Wrath
"Item003-summoned item index 1132"
Sheesh.
-G
>> Ah... well in that case the wisps are still a ridiculous cash cow and
>> ought to be *fixed*.
>
>I'm not sure what your point is here. Wisps should never drop
>lightstones, because lightstones are worth too much money? Where do you
>suggest lightstones come from?
They should come from mobs that give up several plat worth of loot
anyway. No other mob at that level does.
>Wisps seem to be a fairly good choice.
They need to be tougher, then.
>For MOST classes, magical attacks don't come until mid-levels, and
>that's when money starts to become more and more important.
So only a few classes get the benifit of this easy money. Like only
Bards got to do the spider-silk/drum/gold thing. That was still
fixed.
> If 1 in 10
>wisps drops a lightstone and 1 in 20 wisps drops a greater lightstone, I
>don't see how this can be a "cash-cow" as there really aren't THAT many
>wisps running around.
This would be true if it weren't for the Kerran Isle, where there are
wisps all over the place. They need to either take wisps off that
island, make them tougher, or make them stop coughing up several
plat'.
IMO, anyway.
***
Dundee * http://dundee.uong.com/
Dundee wrote:
>
>
> Ah... well in that case the wisps are still a ridiculous cash cow and
> ought to be *fixed*.
>
Yes, and be sure to refund the plat you made...just use the "destroy"
button...and I'll agree with you! Wisps are hard to find and money
collection is challenging at low to mid-levels IMHO.
-- Dolm
>Yes, and be sure to refund the plat you made...just use the "destroy"
>button...and I'll agree with you! Wisps are hard to find and money
>collection is challenging at low to mid-levels IMHO.
'Grand total I've gotten from lightstones is probably something like 5
plat., so no problem.
Wisps aren't hard to find. Go to wisp island.
Loot sucks at all the levels (unless there's some pretty freaking
amazing loot on lvl 30+ stuff).
Although the loot that I think sucks coming from a lvl20 mob is would
be pretty good loot for a 10th level character. Any level 18 people
out there say, "Woohoo! Rawhide sleeves! Payday!!"
The only "good" loot I've seen comes from specific overcamped mobs.
>
> The crime is that they made wisps too easy to kill and too profitable,
> and then put them on that island in abundance where they could be
> harvested like picking flowers.
>
Don't know about that. My lvl 12 magician has been killed in Wisp
Island more times than I've actually found lightstones...
>> The crime is that they made wisps too easy to kill and too profitable,
>> and then put them on that island in abundance where they could be
>> harvested like picking flowers.
>
>Don't know about that. My lvl 12 magician has been killed in Wisp
>Island more times than I've actually found lightstones...
Ask Janey and Davian how many hundreds of plat' they've raked in from
killing wisps. Heck of a lot more than anything else they could kill.
>Would you have bought the weapon if it weren't for the wisp cash-cow?
>>Without that advantage, why own a Combine?
>
>Exactly.
Me, personally, yes. You need a magic weapon for some undead, and, in
addition, I bought mine before the market was flooded with fine steel
weapons.
>The crime is that they made wisps too easy to kill and too profitable,
>and then put them on that island in abundance where they could be
>harvested like picking flowers.
>Might have been alright then if they hadn't put so many of them on
>that island, but since they did, in combination with them being so
>easy to kill and so insanely profitable compared to everything else...
Just wondering, Dundee, (seriously), would you still consider wisps a
problem if there weren't any on Kerra Isle ?
>Just wondering, Dundee, (seriously), would you still consider wisps a
>problem if there weren't any on Kerra Isle ?
Nope. It's just that one concentration of them that makes them such a
cash cow.
But on the other hand, I like that the island is full of wisps. It's
neat. It's just too profitable (compared to other mobs around that
level).
For a monk, you sure complain about loots a whole lot. =)
Whatever else do you need to buy anyway? Being a proxy for
Shay on the newsgroup, perhaps?
>The only "good" loot I've seen comes from specific overcamped mobs.
Well, I can't actually agree with that. Humanoid mobs tend to
carry decent loots. My new druid has been doing CB exclusively
and she is raking in gold (not quite, but the amount of loots
is more than satisfactory). I'll give you that the loot
distribution is uneven at best. I have been saying this for
the longest time.
Brad has been accusing players of choosing the path of least
resistance. Ummm... we would have chosen the path of more
resistance if it had paid a bit better. Would you care to go up
against griffawns who don't drop anything decent and are a bitch
to kill, unless you kite? Alternatively, humanoid critters of
the same level drops raw-hide armor or sometimes ring mail armor,
plus assorted weapons. It's a no-brainer, if you ask me. If
I'm going to risk my tender hide, I might as well get paid for
it. The worst of course is the named NPCs. They carry loots
that are 10 times at least as valuable as unnamed critters
of equivalent level do. No wonder, there are 10 times as
many people camping named critters.
Later...
It could maybe change from server to server. In Mithaniel Marr, with 7
other people in the island, I maybe had my stab at a wisp every
fifteen minutes to half an hour...
K. Laisathit wrote in message <7in0j1$12vq$1...@nntp1.u.washington.edu>...
>In article
<328CE5C3143B264E.46F8C600...@library-proxy.airnews.ne
>In article <328CE5C3143B264E.46F8C600...@library-proxy.airnews.net>,
>Dundee <Dun...@SPAMSPAMSPAM.COM> wrote:
>>
>>Loot sucks at all the levels (unless there's some pretty freaking
>>amazing loot on lvl 30+ stuff).
>
>For a monk, you sure complain about loots a whole lot. =)
>Whatever else do you need to buy anyway? Being a proxy for
>Shay on the newsgroup, perhaps?
Well - for example - Mesh armor is nice. A Lockjaw Hide Vest is nice.
I'm not asking for much. I'm 24th level now and you know what I get?
Bronze weapons, rawhide armor and *rarely* a piece of ringmail or
small bronze plate.
Shay bought me the vest from someone that camped the holy crap out of
LockJaw. We bought a shiny brass shield from someone camping the
Trainer. Later she killed the trainer herself and got another one,
but there was a guy that had been camping it for DAYS and hadn't got
one, so she gave it to him. Screaming Mace? No way. Any sort of
magic mace at all? Noop. Mesh armor? I bought all of it that I own.
I even bought most of the woven... and that's not really what I call
GREAT loot.
It's junk, really.
We killed 2000 Aviak Guards. They're 20th level, you'd think ONE of
them would have something nice. Nagh... bronze weapons (rarely) and
anywhere from 6 coppers to 2 plat' in cash.
I don't want cash, I want cheap carnival prizes. I want a
weirldly-named tunic with the same stats as a LockJaw vest to pop up
on a random mob maybe one time in a thousand.
>>The only "good" loot I've seen comes from specific overcamped mobs.
>
>Well, I can't actually agree with that. Humanoid mobs tend to
>carry decent loots. My new druid has been doing CB exclusively
>and she is raking in gold (not quite, but the amount of loots
>is more than satisfactory). I'll give you that the loot
>distribution is uneven at best. I have been saying this for
>the longest time.
Oh I'm not talking CASH. We have plenty of that. I want trinkets and
doodads and such.
>Brad has been accusing players of choosing the path of least
>resistance. Ummm... we would have chosen the path of more
>resistance if it had paid a bit better. Would you care to go up
>against griffawns who don't drop anything decent and are a bitch
>to kill, unless you kite? Alternatively, humanoid critters of
>the same level drops raw-hide armor or sometimes ring mail armor,
>plus assorted weapons.
Junk junk it's all junk! I want something NEATO. heh.
>it. The worst of course is the named NPCs. They carry loots
>that are 10 times at least as valuable as unnamed critters
>of equivalent level do. No wonder, there are 10 times as
>many people camping named critters.
Well... yeah.
>The reason they changed it was because you could tell just by looking to
>see if the wisp had a lightstone by the aura of light around them. It
>was easy to kill only the ones that had loot and leave the rest.
>Since wisps are not agressive it made it *very* easy for relatively any
>character to pick and choose for mad loot. You could tell the kills to
>steal, and the ones to leave if you saw someone fighting a wisp.
Yes, but the addition of the NoSaveLightstone does not remove this
effect. After some trials, I find that it is still relatively easy to
see which wisps are guaranteed to have a real lightstone.
Ardakkar, Orange Sashed Monk of the Ashen Order, Freeport (M Marr)
Dundee <Dun...@SPAMSPAMSPAM.COM> wrote in message
news:A6A088611C386DE8.64ED1C9F...@library-proxy.airnew
s.net...
> On Tue, 25 May 1999 16:19:49 -0400, "Enos" <Nos...@thankyou.com>
> wrote:
>
> >There is a new lightstone in wisps: NoSaveLightstone.
>
> >My question is: Why?
>
> Killing wisps was a *ridiculous* cash-cow. The profit for doing it so
> far surpassed killing anything else around that level - and even
> several levels higher - that people would go to Wisp Island and kill
> wisps even when they didn't get xp for doing it. The loot was *too
> good*.
>
Not to mention that as of last time I checked, the wisps on Erud's Crossing
didn't have nosavelightstones, they simply worked like they always have.
Jason
Again.
Because Wisps without lightstones were easy to spot, and left alone,
and people only harvested the ones with stones in them.
As for the name, I agree with you...
Shrike wrote:
I'm puzzled by the leap of logic between "wisps being left alone if they had no
lightstone," and "this is bad".
What exactly is this fixing? Obviously a glowing wisp is carrying a lightsource.
The early warning meant that highbies would leave some of the wisps alone for the
newbies to get experience. Now the highbies will attack all the wisps and make
them scarcer for players to whom a wisp-fight is appropriate.
Should formerly-emptyhanded decaying skeletons have a NoSaveRustyShortsword
because the ones with weapons are easy to spot?
I'm not arguing one way or the other, I'm honestly puzzled.
Thanks,
Phil
>I'm puzzled by the leap of logic between "wisps being left alone if they had no
>lightstone," and "this is bad".
>What exactly is this fixing? Obviously a glowing wisp is carrying a lightsource.
>
>The early warning meant that highbies would leave some of the wisps alone for the
>newbies to get experience. Now the highbies will attack all the wisps and make
>them scarcer for players to whom a wisp-fight is appropriate.
Because the highbies now at least have to go through the trouble of
killing ALL the wisps they see if they want to get the loot. For some
it'll probably be more trouble than its worth, and leave some wisps
for the appropriatly leveled player that actually has some loot.
>Should formerly-emptyhanded decaying skeletons have a NoSaveRustyShortsword
>because the ones with weapons are easy to spot?
I think that all humanoid mobs should have the appearance of carrying
a weapon. How many times now has someone posted complaining that
there is a high level player camping in low level territory taking out
all of the mobs with weapons in, for example, the dervish camps. I
know that you can argue that they will now just try to kill
everything, but realistically, they will run out of mana (because
they're ALWAYS wizards. Out of dozens of encounters with wizards I
have had, I have now met 2, 2!, that were not complete jerks. I mean,
I have now had 5 encounters with party members that try to take all
the loot off monsters, and 4 of them were wizards. Why are all the
kewl doods attracted to the wizard class? But thats another thread.)
During this time, the lower leveled players will have a chance to kill
the mobs and actually get some loot.