Just a lousy death by spammer-hardon log
posted by Blackfoot
2000-09-15 04:53:55
<- Back Down to comments Down to last comment
How long have hardons been instahit like this?
###   Fleeing from 4 rangers that were at ferny, thinking to step
###   into this dark tower to regen for a few seconds

* R HP:Wounded Mana:Warm>
A Small Path by a Bridge
Exits: *North* *South* *West*.

* R HP:Wounded Mana:Warm>Frail Two-Way Bridge
The garden snake slithers harmlessly here.
Exits: *North* *East* *South*.

* R HP:Wounded Mana:Warm>Foot of a Tower
The corpse of the werewolf is lying here.
Exits: North *South*.

* R HP:Wounded Mana:Warm>l n
wh
The Stonedoor is open.

* R HP:Wounded Mana:Warm>Players in your zone
--------------------
Blackfoot            - Foot of a Tower

* R HP:Wounded Mana:Warm>sd stonedoor
#Ok. $doorname is now set to {stonedoor}.
lead
You stop riding a hungry warg.
A hungry warg starts following you.

* HP:Wounded Mana:Warm>o
n
cIt's already open!

* HP:Wounded Mana:Warm>
You feel so much better hiding in the shadows!
First Floor of the Tower
A strange white skull lies on the floor looking at you.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
Exits: *South* Up Down.
The hardened ranger lightly hits your left arm and tickles it.
The hardened ranger hits your left arm.

* HP:Wounded Mana:Warm the hardened ranger:Healthy>
Ok.
You flee head over heels.
PANIC! 
You couldn't escape!

* HP:Wounded Mana:Warm the hardened ranger:Healthy>
You flee head over heels.
PANIC! 
You couldn't escape!

* HP:Wounded Mana:Warm the hardened ranger:Healthy>o
You flee head over heels.
PANIC! 
You couldn't escape!
You begin to feel thirsty.

* HP:Wounded Mana:Warm the hardened ranger:Healthy>
Ok.

* HP:Wounded Mana:Warm the hardened ranger:Healthy>
You flee head over heels.
Foot of a Tower
The corpse of the werewolf is lying here.
Exits: North South.

* HP:Wounded Mana:Warm>
You suddenly notice the hardened ranger.

* HP:Wounded Mana:Warm>n
s
s
First Floor of the Tower
A strange white skull lies on the floor looking at you.
A hungry warg stands here, sniffing around for flesh.
Exits: South Up Down.

o HP:Wounded Mana:Warm>rid
Foot of a Tower
The corpse of the werewolf is lying here.
A hardened ranger is walking around, looking for tracks.
Exits: North South.
You suddenly notice the hardened ranger.
The hardened ranger tries to hit you, but your parry is successful.
You swiftly dodge the hardened ranger's attempt to hit you.

* HP:Wounded Mana:Warm the hardened ranger:Healthy>
You strongly slash the hardened ranger's left leg and tickle it.

* HP:Wounded Mana:Warm the hardened ranger:Fine>
* HP:Wounded Mana:Warm the hardened ranger:Fine>fl
* HP:Wounded Mana:Warm the hardened ranger:Fine>e
You flee head over heels.
Frail Two-Way Bridge
The garden snake slithers harmlessly here.
Exits: North East South.

* HP:Wounded Mana:Warm>n
n
sFoot of a Tower
The corpse of the werewolf is lying here.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hungry warg stands here, sniffing around for flesh.
Exits: North South.
The hardened ranger hits your left foot hard.
You swiftly dodge the hardened ranger's attempt to hit you.

* HP:Wounded Mana:Warm the hardened ranger:Fine>
s

You flee head over heels.
PANIC! 
You couldn't escape!

* HP:Wounded Mana:Warm the hardened ranger:Fine>No way! 
You are fighting for your
 life!

* HP:Wounded Mana:Warm the hardened ranger:Fine>fle
* HP:Wounded Mana:Warm the hardened ranger:Fine>
s
s

* HP:Wounded Mana:Warm the hardened ranger:Fine>
You flee head over heels.
Frail Two-Way Bridge
The garden snake slithers harmlessly here.
Exits: North East South.

* HP:Wounded Mana:Warm>
You flee head over heels.
Foot of a Tower
The corpse of the werewolf is lying here.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hungry warg stands here, sniffing around for flesh.
Exits: North South.
You swiftly dodge the hardened ranger's attempt to hit you.
The hardened ranger quickly approaches, trying to hit you.
PANIC! 
You can't quit the fight!

* HP:Wounded Mana:Warm the hardened ranger:Fine>
* HP:Wounded Mana:Warm the hardened ranger:Fine>No way! 
You are fighting for your
 life!

* HP:Wounded Mana:Warm the hardened ranger:Fine>fle
You flee head over heels.
First Floor of the Tower
A strange white skull lies on the floor looking at you.
Exits: South Up Down.

o HP:Wounded Mana:Warm>
s
e
You flee head over heels.
Foot of a Tower
The corpse of the werewolf is lying here.
A hungry warg stands here, sniffing around for flesh.
Exits: North South.

* HP:Wounded Mana:Warm>Frail Two-Way Bridge
The garden snake slithers harmlessly here.
Exits: North East South.
You suddenly notice the hardened ranger.
You suddenly notice the hardened ranger.
The hardened ranger hits your right arm very hard.
You feel a strong ache there!

* HP:Wounded Mana:Warm the hardened ranger:Healthy>
* HP:Wounded Mana:Warm the hardened ranger:Healthy>fle
s
You flee head over heels.
Foot of a Tower
The corpse of the werewolf is lying here.
Exits: North South.

* HP:Wounded Mana:Warm>
s
You flee head over heels.
Frail Two-Way Bridge
The garden snake slithers harmlessly here.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hungry warg stands here, sniffing around for flesh.
Exits: North East South.
The hardened ranger hits your left leg.

* HP:Wounded Mana:Warm the hardened ranger:Healthy>
* HP:Wounded Mana:Warm the hardened ranger:Healthy>fle
You flee head over heels.
A Side Trail
Exits: North East West.

* HP:Wounded Mana:Warm>
s
s
You flee head over heels.
Poor Plains
Exits: North East South West.

* HP:Wounded Mana:Warm Move:Tired>Poor Plains
The wild ox seems ready to charge you.
Exits: North East.

* HP:Wounded Mana:Warm Move:Tired>
Alas, you cannot go that way...

* HP:Wounded Mana:Warm Move:Tired>
The wild ox tries to hit you, but your parry is successful.

* HP:Wounded Mana:Warm Move:Tired the wild ox:Healthy>e
You flee head over heels.
Poor Plains
Exits: North East South West.

* HP:Wounded Mana:Warm Move:Tired>
e
s
Burned Plains
Exits: North South West.

* HP:Wounded Mana:Warm Move:Tired>
Alas, you cannot go that way...

* HP:Wounded Mana:Warm Move:Tired>Grisly Plains
Exits: North South West.

* HP:Wounded Mana:Warm Move:Tired>w
Poor Plains
The wild ox seems ready to charge you.
Exits: North East.

* HP:Wounded Mana:Warm Move:Tired>
Krusty tells you 'we old fornost'

* HP:Wounded Mana:Warm Move:Tired>
The hardened ranger has arrived from the north.

* HP:Wounded Mana:Warm Move:Tired>
You suddenly notice the hardened ranger.
The wild ox leaves east.

* HP:Wounded Mana:Warm Move:Tired>e

The hardened ranger has arrived from the north.

* HP:Wounded Mana:Warm Move:Tired>e
Grisly Plains
The wild ox seems ready to charge you.
Exits: North South West.

* HP:Wounded Mana:Warm Move:Tired>
Alas, you cannot go that way...

* HP:Wounded Mana:Warm Move:Tired>s

The starved grey wolf has arrived from the south.

* HP:Wounded Mana:Warm Move:Tired>
The hardened ranger has arrived from the west.

* HP:Wounded Mana:Warm Move:Tired>
The hardened ranger strongly hits your right arm.
The wild ox tries to hit you, but your parry is successful.

* HP:Bad Mana:Warm Move:Tired the hardened ranger:Fine>No way! 
You are fighting f
or your life!
You suddenly notice the hardened ranger.

* HP:Bad Mana:Warm Move:Tired the hardened ranger:Fine>
You flee head over heels.
Burned Plains
Exits: North South West.

* HP:Bad Mana:Warm Move:Tired>fle
s
Tushie tells you 'we old fronst'

* HP:Bad Mana:Warm Move:Tired>
s
You flee head over heels.
Fertile Plains
A grey wolf is here, thin from starvation.
Exits: North South West.

* HP:Bad Mana:Warm Move:Tired>Burned Plains
Exits: North South West.

* HP:Bad Mana:Warm Move:Tired>Grisly Plains
The wild ox seems ready to charge you.
A grey wolf is here, thin from starvation.
A hardened ranger is walking around, looking for tracks.
Exits: North South West.
You suddenly notice the hardened ranger.
The hardened ranger hits your right arm.
The hardened ranger tries to hit you, but your parry is successful.

* HP:Bad Mana:Warm Move:Tired the hardened ranger:Healthy>w
fl
You flee head over heels.
Bittery Air
Exits: North South West.

* HP:Bad Mana:Warm Move:Tired>e
s
w
Small Hut
Exits: East.

o HP:Bad Mana:Warm Move:Tired>
You flee head over heels.
Bittery Air
Exits: North South West.

* HP:Bad Mana:Warm Move:Tired>Dry Plains
The starving cow stands here looking for a patch of grass.
A swarm of mosquitoes is here, humming around you.
Exits: North West.

* HP:Bad Mana:Warm Move:Tired>e
s
The Plains
Exits: East West.

* HP:Bad Mana:Warm Move:Slow>e
Dry Plains
The starving cow stands here looking for a patch of grass.
A swarm of mosquitoes is here, humming around you.
Exits: North West.

* HP:Bad Mana:Warm Move:Slow>n
e
Alas, you cannot go that way...

* HP:Bad Mana:Warm Move:Slow>
Alas, you cannot go that way...

* HP:Bad Mana:Warm Move:Slow>Bittery Air
Exits: North South West.

* HP:Bad Mana:Warm Move:Slow>
Alas, you cannot go that way...

* HP:Bad Mana:Warm Move:Slow>n

You suddenly notice the hardened ranger.

* HP:Bad Mana:Warm Move:Slow>n
Grisly Plains
The wild ox seems ready to charge you.
A hardened ranger is walking around, looking for tracks.
Exits: North South West.
You smell blood.
The hardened ranger strongly hits your head and shatters it.
You wish that your wounds would stop BLEEDING so much!

* HP:Bad Mana:Warm Move:Slow the hardened ranger:Healthy>
You suddenly notice the hardened ranger.
The hardened ranger hits your left hand.
You wish that your wounds would stop BLEEDING so much!

* HP:Bad Mana:Warm Move:Slow the hardened ranger:Healthy>fle
e
You flee head over heels.
Poor Plains
Exits: North East.

* HP:Bad Mana:Warm Move:Slow>
n
n
You flee head over heels.
Grisly Plains
The wild ox seems ready to charge you.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
Exits: North South West.
You suddenly notice the hardened ranger.
You feel less protected.
The hardened ranger strongly hits your right leg and shatters it.
You wish that your wounds would stop BLEEDING so much!
The hardened ranger hits your right foot very hard and shatters it.
You wish that your wounds would stop BLEEDING so much!

* HP:Awful Mana:Warm Move:Slow the hardened ranger:Healthy>The hardened ranger quickly approaches, trying to hit you.

* HP:Awful Mana:Warm Move:Slow the hardened ranger:Healthy>fle
eSaving Blackfoot.

* HP:Awful Mana:Warm Move:Slow the hardened ranger:Healthy>No way! 
You are fighti
ng for your life!
You flee head over heels.
Bittery Air
Exits: North South West.

* HP:Awful Mana:Warm Move:Slow>
n
n
You flee head over heels.
Grisly Plains
The wild ox seems ready to charge you.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
Exits: North South West.
The hardened ranger hits your left arm extremely hard and shatters it.
You feel a strong ache there!
You are incapacitated and will slowly die, if not aided.

* HP:Dying Mana:Warm Move:Weak the hardened ranger:Healthy>
You are in a pretty bad shape, unable to do anything!

* HP:Dying Mana:Warm Move:Weak the hardened ranger:Healthy>
You are in a pretty bad shape, unable to do anything!

* HP:Dying Mana:Warm Move:Weak the hardened ranger:Healthy>
You are in a pretty ba
d shape, unable to do anything!
You feel a strong ache there!
Ouch! 
You lose a level!

You are dead! Sorry...

###   Every time i entered room with them, they hit me before I got a prompt
Top of Page Down to last comment


Zerg2000-09-15 04:57:34
been there done that wiill do it many more times *comf*
Krusty2000-09-15 05:04:39
Guess my link was slightly better, plus my defense was helping me some, cuz I pretty much got away. (So far...as I write this I am hiding in pukeland.) ;-}
Krusty2000-09-15 05:42:17
Yep, I lived.
Iranon2000-09-15 08:46:37
Hardon's are ridiculous. They should be coded so that they are as lethal as the threat they are trying to stop. They should go easier on solo darkies and be brutal on large groups a la city defenses in some places.
Fredde2000-09-15 09:43:33
or atleast give the dark side something, should be 3 bodyguards standing drafty
instead of those 3 sissy boys.
Unlight2000-09-15 10:03:10
I reckan the 9 riders should roam around in 2's and 3's and shit, that would be very kewl
Unknown2000-09-15 10:03:29
Guess the rangers had the same idea. You were lagging huh?
Zorgmol2000-09-15 10:06:33
Hardosn are nasty alright.. 2 days ago i had 4 hardons on me at scarred. Since not to many ppl was around, i managed to get them separated and kill one of them since i kinda didnt want to leave bree area ( Bree is fun :P ). Then finnaly i gave up and figured i should go a bit east to rest. So i SPAMMED to old wight and decided to rest inside. Well.. no need to say who were there 5 sec afther me.. yes, every motherfucking one of them, + 2 new they had picked up inside. Gotta love beeing locked in with 5 hardons. Luckily i had keys and got out quite easy. Then later i rested behind another closable, and again the hardons open, enter, and CLOSE (!), wtf is this, are you trying to completely stop race war? Remove the hardons east of neni, or at least stop them from opening/closing hidden exits. Most pukes who playerkill are not at all newbies, and giving them the benefit of having tons of "fasterthanmylinkanyway" tracking, instahitting, sneaking mobs isnt fair at all. And what do we get near noc ? Som lousy patrols who any newbie who plays with a portable on a cellular modem from the middle of da jungle could outsmart wo even getting hit. Sucks.
Hannibal2000-09-15 10:21:04
its insane... like having 20 moving, insta tracking bodyguards around noc..
Darkwimp2000-09-15 12:12:32
i don't really get it, why isn't anyone changing the hardons?
cause every A+/V+ is some pukesissy? *spit*
Drakin2000-09-15 12:35:09
I dont see any problem with hardons. Really !
In Tolkiens world very few darkies managed to sneak by beside those nazgul lords
West of neni is more or less newbie country. If u darkies wouldnt keep going
there, there wouldnt be any need of hardern rangers. But darkies come west
often in big masses. So quit whining about something that makes it harder
for your easy kills, and gives a lowbie a chance to win a fight against u.
Also Old wight isnt west neni, and rangers go very few rooms east of neni.
Sure it they hurt bad. But the rangers die more often than kill ppl..
I played bn, troll and orc there. Sure rangers are nasty but i would never whine
about their effect since they are there for a reason.
>End of my story :)

Zorgmol to drak2000-09-15 12:49:10
Old wight er nær oer by a rock :)
Bare gå e e e s w s w s eller noe sånt, så er du der *tickle*
/Marius
Drakin to Zorgm2000-09-15 13:07:36
I know quite well where old wight is i died there to 10 darkies in another
log here on mume.net if u didnt know :)
But you indicated rangers shouldnt be east of neni and old wight is there4 a
bad example, since he aint east. U know neni the river.. :)

Drakin2000-09-15 13:13:28
Oh i wrote drakin isnt west of neni offcourse it was a typo since i really
meant East. Dont read what i wrote just read what i meant *apol* :) hehe
Drakin again2000-09-15 13:14:26
Darn me any typos well switching windows all the time
by drakin isnt west of neni i mean offcourse old wight.. Same reason as above
Zorgmol to Drak2000-09-15 13:22:40
A bit east.. A bit east isnt brush when fighting is scarred.. A bit east is just enaugh to get moves and a few hits, ie: ruin, old wight, weathertop etc.
And yes, i perfectly well know that you knew old wight, thats kinda why i wrote the *tickle* in the end of the comment.
Nightchill2000-09-15 13:38:18
The more powerful the rangers get then the larger the group of darkies required
to deal with them safely. Iranons suggestion of grading the defence depending
on the threat should help reduce the size of the groups. The other option is
to make rangers so powerful, darkies rarely have a chance to get the required
size group together.
Unknown2000-09-15 14:05:23
Hardons are bad - but throw in that ox and you are really fucked!

Problems with hardons is that they are not tracking like us mortals.
They are using some muddle hack that basicly works as find the path.

If you go N,E,S a hardon on your tail just moves E.

Cheating whores!!1
Rogon2000-09-15 15:20:33
Why would rangers need to be made less powerful? To make it easier for darkies to prey on xping lowbie whities, is the only reason i can see. Why should this be easy, tho? If you want an easy time, go play puke.
Some2000-09-15 16:54:46
how many times have any of rogons chars been W neni without norsupack around?
not a fucking time, so don't come and tell us that we should go play puke just since we dare to go solo. *spit rogon*
Duvel2000-09-15 17:06:35
One important reason Hardons should not be like troll legends is cause trolls want to go solo sometimes too, atleast the good ones like Cele Goretongue Reef (me too but I don't wanna say I am good). If you go out solo hardons even go in buildings, if 2 die then the next 2 enter till you mob. That is the one reason I would like to see the idea of Iranon implemented.
bunghol2000-09-15 20:15:08
going solo w as a troll is insane, with new ranger change
Khorak2000-09-15 20:43:14
Used not to fear hardons. But last 4 deaths, 3 of em are to hardons
Blackfoot2000-09-15 21:53:28
yes i think they have been taking steroids..
Rogon2000-09-16 17:21:30
erm no offense to the guy named some or whatever, its much much easier to run past rangers solo. much much much easier. If i need to explain to you WHY this is the case, you REALLY should go play puke. And i go solo as orc whenever i feel like it, be it every day or once a year. I don't do things i don't feel like doing in some feeble attempt to win the respect of people like you, i play for my own amusement. phew!
a Troll2000-09-16 20:59:44
Its not easy for a troll who needs sit in dark corner, hiding from sun. If
lucky, he gets 2 hardons after him, wich means mobdeath. If not lucky, 6
hardons will find his tracks, wich means mobdeath. If he is DAMN lucky, he gets
8 pukes after him, wich means pkdeath. It is so cool to be a troll, to be a
troll who WANTS SOLO, not RUN IN PACKS. Understand? COOL! *puke*
Grimble2000-09-18 15:54:32
Perhaps they should reduce the number of hardons patrolling at any one time, but whenever a certain number of darkies comes into the area, they open up the barracks and a shitload of rangers spill out to go and waste em. That would keep it so that solo darkies could still come around bree, and when hugegroups come, there are even more than the current rangers to deal with the 10 orc .cz group sitting on oermg.
Comment this:
Your name:


Your comment:

Avaliable characters:
<- Back Post a CommentTop of Page Up to first comment