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dprantl
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Post by dprantl »

I agree, that would be pretty cool. And it's not like Cu's don't already do this with healing. Maybe have a pet sense when the master's health is low and heal them. Maybe master health < 50%?

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Post by Death »

dprantl wrote:I agree, that would be pretty cool. And it's not like Cu's don't already do this with healing. Maybe have a pet sense when the master's health is low and heal them. Maybe master health < 50%?
Can always add more conditions to the cu sidhe to detect that kind of stuff. After all, that's pretty much the cu sidhe's strength.

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Post by dprantl »

Death wrote:
dprantl wrote:I agree, that would be pretty cool. And it's not like Cu's don't already do this with healing. Maybe have a pet sense when the master's health is low and heal them. Maybe master health < 50%?
Can always add more conditions to the cu sidhe to detect that kind of stuff. After all, that's pretty much the cu sidhe's strength.
Well, I meant for this ability to apply to magery pets as well. I don't think anything else can be improved on the Cu, since it pretty much spams heal on the owner any time they are damaged and close enough.

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Post by Captain Kryptus »

I gotta say my first main character was a tamer that had NO healing. I just stocked up on Hp Regen armor. Seemed to work pretttttty well for me. Its just theres quite a few things you shouldn't go at alone. And thats usually because theres too much excess spawn around. But if you know what your doing you'll kill off the spawn before your main target. And furthermore if you have discord and either of the other bard skills, it REALLY helps when soloing.

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Post by Captain Kryptus »

Plastic Man wrote:
Drucilia wrote:That being said pets could have thier AI bumped up to cast heal on their master since monsters are so God damn smart. Pets casting heal ect would only be fair.
I agree with this statement. Pets healing their masters occasionally would tend to support the "Your pet is your partner, not your slave." hypothesis.
As aweeeeeeeeeeesome as that would be, I think it might make it a little too easy. Maybe cure poison, but healing might over do it. wtf would be the point of having a Cu if a stronger pet that takes up less slots could heal you?

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Post by dprantl »

Captain Kryptus wrote:
Plastic Man wrote:
Drucilia wrote:That being said pets could have thier AI bumped up to cast heal on their master since monsters are so God damn smart. Pets casting heal ect would only be fair.
I agree with this statement. Pets healing their masters occasionally would tend to support the "Your pet is your partner, not your slave." hypothesis.
As aweeeeeeeeeeesome as that would be, I think it might make it a little too easy. Maybe cure poison, but healing might over do it. wtf would be the point of having a Cu if a stronger pet that takes up less slots could heal you?
Well, having a pet cast heal a couple of times would be far from a Cu spamming bandages non-stop. Also, pets can run out of mana but Cu's never run out of bandages. It just makes sense since pets can heal themselves, the smarter ones should know when the master is dying and try to keep them alive. Not a spam thing, just throw in a heal every 10 seconds or so.

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Post by Death »

dprantl wrote: Well, having a pet cast heal a couple of times would be far from a Cu spamming bandages non-stop. Also, pets can run out of mana but Cu's never run out of bandages. It just makes sense since pets can heal themselves, the smarter ones should know when the master is dying and try to keep them alive. Not a spam thing, just throw in a heal every 10 seconds or so.
Certainly something to consider during the revamp. Having pets more in tune with their masters would be an interesting feature. The more you fight with your pet, the more it learns from you and becomes a better ally.

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Post by Plastic Man »

And it really does make sense for the pets to have improved AI with how intense the AI on mobs can be. I mean when I tame my pets they shouldn't just become super stupid all of a sudden right? They knew to drop Explo + Nox + Fireball + MA + MA on me before I tamed them, knowing to drop a single greater heal every now and again wouldn't really be overboard would it? (And yes I've seen AWs, and other basic mobs, IE non Bosses, drop combos like that on me before)

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Post by Captain Kryptus »

Death wrote:
dprantl wrote: Well, having a pet cast heal a couple of times would be far from a Cu spamming bandages non-stop. Also, pets can run out of mana but Cu's never run out of bandages. It just makes sense since pets can heal themselves, the smarter ones should know when the master is dying and try to keep them alive. Not a spam thing, just throw in a heal every 10 seconds or so.
Certainly something to consider during the revamp. Having pets more in tune with their masters would be an interesting feature. The more you fight with your pet, the more it learns from you and becomes a better ally.
I definitely LOVE this idea. Kinda like evolution but just getting smarter instead of stronger. Which in a lot of cases is much better in my opinion. :]

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Post by Anonymous »

lol ummmm I have been playing a tamer here and i have to spam heal and i still die atm So pets casting heal spells every so often wouldnt hurt bud. Infact it would make non-leech tamers actually properly playble.
And most pets with ddecent mana pool and mage capeabilities require rather high skills levels to control and tame so that supports my arguement fully really.

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Post by Mika »

So after hearing everyone bitch and moan about this, I made my first tamer in UO. Yall must really suck at this game, cuz this shit is ridiculously ez mode.... Like I have no idea what the hell ur crying about. I went searching for things that can be done on any other character and found it all to be lazy mindless work. Lvl 3 destard? Did all the wyverns at same time as the AW several times, no issues. As with every other place I tried... I duuno WTF yall are cryin about? I hear its diff on this shard than other.. that on others u can just cast invis and let ur pet do everything which seems broken and im glad its not. Perhaps build a better luck suit with solid resists instead of making you character completely useless besides a pet? QQ less... being a tamer is still the most gimp thing I have ever tried on here. Lrn2 control ur pets better or sumthin.. I mean damn....... wtf is up with all the QQing?

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Post by Death »

Mika wrote:So after hearing everyone bitch and moan about this, I made my first tamer in UO. Yall must really suck at this game, cuz this shit is ridiculously ez mode.... Like I have no idea what the hell ur crying about. I went searching for things that can be done on any other character and found it all to be lazy mindless work. Lvl 3 destard? Did all the wyverns at same time as the AW several times, no issues. As with every other place I tried... I duuno WTF yall are cryin about? I hear its diff on this shard than other.. that on others u can just cast invis and let ur pet do everything which seems broken and im glad its not. Perhaps build a better luck suit with solid resists instead of making you character completely useless besides a pet? QQ less... being a tamer is still the most gimp thing I have ever tried on here. Lrn2 control ur pets better or sumthin.. I mean damn....... wtf is up with all the QQing?
I've heard both sides of the story. Some people say it's fine while other people say it's not fine so the devs would have to see what the tamer is fighting. Just like any other template, there are monsters that react differently depending on what class you play, such as mages VS orc brutes, archers vs gargoyle destroyers or deathwatch beetles etc.

We currently have some testers collecting data on taming with various templates as there's a number of concerns so we'll see what the findings show.

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Post by Mika »

lol if you buff tamers more im seriously going to PvM rape this place :P

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Post by dprantl »

Mika wrote:lol if you buff tamers more im seriously going to PvM rape this place :P
Go and try a demitel, for example. It will look at your pet, then instantly turn on you. As long as you are in its line of sight, it will chase you non-stop. If you are not mounted and don't have 70's resists, you will love the explo/mindblast/FS combos it will throw at you as fast as z0rak after snorting 10 pounds of coke.

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Post by onykage »

dprantl wrote:
Mika wrote:lol if you buff tamers more im seriously going to PvM rape this place :P
Go and try a demitel, for example. It will look at your pet, then instantly turn on you. As long as you are in its line of sight, it will chase you non-stop. If you are not mounted and don't have 70's resists, you will love the explo/mindblast/FS combos it will throw at you as fast as z0rak after snorting 10 pounds of coke.
ok well this is simple. Tamers are NOT the one man army people think they are. And the demitels are smarter then most of the other mobs. People tend to think that the aw or some crazy pet with loads of str and hp can solo crazy buff mobs. This is not the case. Your pet needs to be able to see you in order to stay loyal to you. And it is possible to be line of sight of your pet and not be line of sight of the target mob, its a matter of your personal tactics when fighting the mob.

And altho it is possible, and is one hell of a workout, it is possible to solo a demitel, it just takes alot of time and patience. Demitels mind you where NEVER meant to be a solo'd mob. Those were meant to be a group activity.

And lastly, I would expect a good mage to produce the same results in pvp if you where to target an enemy player(ie meteor,mindblast,flamestrike,fireball). Fastest way to beat a tamer is to kill the tamer, and say screw the pet. The AI thinks in the same manor.

Tamers are quite buff enough, and some of the pets are over powered as is why some of them will cease to exist after the revamp. Difficulty does not equal balance. The more difficult something is the more fun it is to do, and the more rewarding it is to finish it. If we handed out demitels then they wouldnt be worth a whole lot then would they?

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Post by dprantl »

onykage wrote:
dprantl wrote:
Mika wrote:lol if you buff tamers more im seriously going to PvM rape this place :P
Go and try a demitel, for example. It will look at your pet, then instantly turn on you. As long as you are in its line of sight, it will chase you non-stop. If you are not mounted and don't have 70's resists, you will love the explo/mindblast/FS combos it will throw at you as fast as z0rak after snorting 10 pounds of coke.
ok well this is simple. Tamers are NOT the one man army people think they are. And the demitels are smarter then most of the other mobs. People tend to think that the aw or some crazy pet with loads of str and hp can solo crazy buff mobs. This is not the case. Your pet needs to be able to see you in order to stay loyal to you. And it is possible to be line of sight of your pet and not be line of sight of the target mob, its a matter of your personal tactics when fighting the mob.

And altho it is possible, and is one hell of a workout, it is possible to solo a demitel, it just takes alot of time and patience. Demitels mind you where NEVER meant to be a solo'd mob. Those were meant to be a group activity.

And lastly, I would expect a good mage to produce the same results in pvp if you where to target an enemy player(ie meteor,mindblast,flamestrike,fireball). Fastest way to beat a tamer is to kill the tamer, and say screw the pet. The AI thinks in the same manor.
Onykage, yes all that you say above is true. However, I can easily solo these same demitels with a mage, or even easier with an archer. PvM (just like PvP) should be balanced so things are close to the same difficulty for the major templates. As it is now, most bosses are not feasible to go at with a tamer unless you have a full resist suit, which IMO defeats the purpose since tamers are synonymous with luck suits. I don't mind if a boss comes at the tamer once in a while. But constantly running after them non-stop, not even turning for a mere second to attack the pets is silly.

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Post by Death »

Archers just have more of an advantage as there's not a wide variety of bosses that are particularly mean to an archer or mage (As of yet). Demitel were coded to the original creator's expectations (Brunus wanted them to require a group. That's why meleeing them or using pets is usually KO. Summons are also pretty useless).

As for other bosses, they are coded in to know who is the weakest individual (Which is usually the tamer wearing expensive luck without bothering to use resists so when one spell hits, it damages them more than a well suited individual). A boss will often attempt to finish you off if they notice you are dying (Class doesn't matter).

Area spells are also a definitive factor in targeting. Many bosses do have area attacks which will hit those who are closest, resulting in them switching targets (Melisande and Paroxysmus for example).

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Post by Minky »

Difficulty does not equal balance. The more difficult something is the more fun it is to do, and the more rewarding it is to finish it.
Why does difficult within UO ALWAYS have to mean hits for 100 dmg and has 50k hp? Why can't difficult be smarter, have more skills, hit for waaaaay less, but have incredible armor where it requires a group? Why can't it spawn 4 lesser versions with 5k hp that do nothing but prevent the main target from dying, until they're dead? Why does "UO Difficult" HAVE to mean more damage to the player?

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Post by Death »

Minky wrote: Why does difficult within UO ALWAYS have to mean hits for 100 dmg and has 50k hp? Why can't difficult be smarter, have more skills, hit for waaaaay less, but have incredible armor where it requires a group? Why can't it spawn 4 lesser versions with 5k hp that do nothing but prevent the main target from dying, until they're dead? Why does "UO Difficult" HAVE to mean more damage to the player?
It's almost always easier to just make something powerful (OSI's crimson dragons are famous for this one). Reason being is it's easier for players to "hack and slash" then to think logically. Also, other players can't come by and "screw things up" if they just hack and slash. Dark fathers are famous for players not knowing how to attack them so they fire field them or do dot damage and litter the place with unholy bones.

For example, take charybdis. The creature absorbs life from nearby water vortex so if you don't kill off the water vortex and keep attacking it you're going to have such a time trying to kill it. If you think logically about just killing off the water vortex so it can't benefit from them, then it's not that hard.

The new age of UO has been mostly brawn over brain and hack and slash with many monsters being "bigger, better and badass" instead of creating monsters with an obvious weakness. In the future I would like to bring lore related monsters that are more "Puzzle" based where you cannot kill them until you discover their secret. The secret to killing them wouldn't be in damage, it would be in deciphering their weakness.

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Post by dprantl »

Minky wrote:
Difficulty does not equal balance. The more difficult something is the more fun it is to do, and the more rewarding it is to finish it.
Why does difficult within UO ALWAYS have to mean hits for 100 dmg and has 50k hp? Why can't difficult be smarter, have more skills, hit for waaaaay less, but have incredible armor where it requires a group? Why can't it spawn 4 lesser versions with 5k hp that do nothing but prevent the main target from dying, until they're dead? Why does "UO Difficult" HAVE to mean more damage to the player?
Ha! You have just described Shimmering Effusion. Unfortunately, it has all those lesser versions AND hits for 100dmg AND has 50k hp AND spams spells like there's no tomorrow with unlimited mana :o:

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Post by Red Squirrel »

Minky wrote:
Difficulty does not equal balance. The more difficult something is the more fun it is to do, and the more rewarding it is to finish it.
Why does difficult within UO ALWAYS have to mean hits for 100 dmg and has 50k hp? Why can't difficult be smarter, have more skills, hit for waaaaay less, but have incredible armor where it requires a group? Why can't it spawn 4 lesser versions with 5k hp that do nothing but prevent the main target from dying, until they're dead? Why does "UO Difficult" HAVE to mean more damage to the player?
This is because people will find ways to make it very easy and do shit load of damage. The only true way to make a boss actually hold up to itself is to crank the HP. Even then, I've heard of people doing like 200+ damage per hit in pvm.

And more damage to the player means more chance of dying. That's the whole point of a monster attacking someone, is to try and kill the person. Now, everyone has full 70 resists, so have to compensate for that.

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Post by onykage »

dprantl wrote:
Minky wrote:
Difficulty does not equal balance. The more difficult something is the more fun it is to do, and the more rewarding it is to finish it.
Why does difficult within UO ALWAYS have to mean hits for 100 dmg and has 50k hp? Why can't difficult be smarter, have more skills, hit for waaaaay less, but have incredible armor where it requires a group? Why can't it spawn 4 lesser versions with 5k hp that do nothing but prevent the main target from dying, until they're dead? Why does "UO Difficult" HAVE to mean more damage to the player?
Ha! You have just described Shimmering Effusion. Unfortunately, it has all those lesser versions AND hits for 100dmg AND has 50k hp AND spams spells like there's no tomorrow with unlimited mana :o:
ok, for future discussions you can quote me on this. Eventually, the staff is going to release a new more advanced AI, one that thinks like a player would, except reacts with lightning speed because it simply thinks faster then you do because your are a human and its a machine.

So when you walk up on say a mob like Anakin Skywalker, instead of him just raping you with his 100% chance at a 40+dmg lightning bolt and having 5k hp, hes going to have 1k hp and do something like vamp form + curse weapon then tele-stab someone in the party and poof hes back to full hp. Or run off wounded, knowing your going to chase him, so when he evades enough of the pack to get someone singled out, he will then retaliate and kill his follower(s). And would be full hp again by the time you resurrected and got your mana/hp back.

So its a toss up, people will complain if we make mobiles smart, they complain if we make them really buff, Im beginning to come to the conclusion that people just like to cry because they have nothing better to do.

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Post by Red Squirrel »

Mobs used to actually be smart enough to know when to heal themselves. But too many people complained that it was to hard so I ended up making it so mobs can't heal themselves more then once per 10 second time frame.

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Post by DOCTOR THUNDER »

I remember the auto heal loop ai, no matter how much Red talks it up, it was super fucking annoying. There was no challenge at all, it was just pure frustration.

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Post by Minky »

Agreed, and me being the only Provoker around .. well, let's just say I couldn't kill a thing during that time.

@ Ony: There's one thing to be buff, there's another to be HOLYJESUS1HITKAHPAYYEOWINYOFACEHONKY buff. I'd rather have something that had 50 hp, was immune to Armor Ignore, had 95 for resists, dispelled summons, ate pets, and cast Magic Arrow every .20 seconds, over being 1-shot by Anakin. Smarter is always > dumbly buff.

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