Warzur dies the easy way =)
posted by warzur
2000-12-15 16:34:59
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those dispells hurt!
Warzur dies

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Was some pukes dt and i tryed to kill alweon...
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* R Mana:Warm>e
Base of a Cliff
Exits: East West.

* R Mana:Warm>kk
They aren't here.

* R Mana:Warm>e
Base of a Cliff
*Manaja the Sindarin Elf* is here, riding a trained horse.
*Kodar the Beorning Man* is here, riding a trained horse (Glowing).
Exits: East West.

* R Mana:Warm>kk
* R Mana:Warm *Manaja the Sindarin Elf*:Fine>
Tarin narrates 'good...i was starting not to like this mud'
You try to pound *Manaja the Sindarin Elf*, but he parries successfully.

* R Mana:Warm *Manaja the Sindarin Elf*:Fine>
You hear some apparently very far noise coming from the east.

* R Mana:Warm *Manaja the Sindarin Elf*:Fine>ba

* R Mana:Warm *Manaja the Sindarin Elf*:Fine>flee
Do you not consider fighting as standing?               <-- candled bash...
*Kodar the Beorning Man* utters the words 'eugszr zzur'
*Kodar the Beorning Man* makes your evil soul suffer with his goodness.

* R HP:Fine Mana:Warm *Manaja the Sindarin Elf*:Fine>
PANIC! 
You can't quit the fight!                             <-- fuck!!!!


* R HP:Fine Mana:Warm *Manaja the Sindarin Elf*:Fine>
*Kodar the Beorning Man* begins some strange incantations...
*Manaja the Sindarin Elf* sends you sprawling with a powerful bash.
*Manaja the Sindarin Elf* pounds your body extremely hard.

* R HP:Fine Mana:Warm *Manaja the Sindarin Elf*:Fine>flee

You hear some apparently very far noise coming from the east.

* R HP:Fine Mana:Warm *Manaja the Sindarin Elf*:Fine>
*Kodar the Beorning Man* utters the words 'eugszr zzur'
*Kodar the Beorning Man* makes your evil soul suffer with his goodness.
That really HURT!

* R HP:Hurt Mana:Warm *Manaja the Sindarin Elf*:Fine>
*Manaja the Sindarin Elf* throws back his head and cackles with insane glee!

* R HP:Hurt Mana:Warm *Manaja the Sindarin Elf*:Fine>
*Kodar the Beorning Man* utters the words 'eugszr zzur'
*Kodar the Beorning Man* makes your evil soul suffer with his goodness.
That really HURT!

* R HP:Wounded Mana:Warm *Manaja the Sindarin Elf*:Fine>
*Kodar the Beorning Man* begins some strange incantations...

flee
* R HP:Wounded Mana:Warm *Manaja the Sindarin Elf*:Fine>
You hear some apparently rather far noise coming from the east.

* R HP:Wounded Mana:Warm *Manaja the Sindarin Elf*:Fine>
*Kodar the Beorning Man* utters the words 'eugszr zzur'
*Kodar the Beorning Man* makes your evil soul suffer with his goodness.
That really HURT!
You wish that your wounds would stop BLEEDING so much!

* R HP:Awful Mana:Warm *Manaja the Sindarin Elf*:Fine>
Kenny narrates 'pack going south on abr is bn?'

Your head stops stinging.
*Kodar the Beorning Man* utters the words 'eugszr zzur'
*Kodar the Beorning Man* dissolves your evil presence.        <-- fun!

You are dead! Sorry...


o HP:Awful Mana:Warm>Nah... 
You feel too relaxed to do that..

* HP:Awful Mana:Warm>Nah... 
You feel too relaxed to do that..

* HP:Awful Mana:Warm>sc
10/365 hit, 27/65 mana, and 100/143 moves.

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I think it wasnt much i coulda done there so it sucks!
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engelbert2000-12-15 16:36:40
comf
warzur2000-12-15 16:37:22
damn i woudla lived if it wasnt for that damn panic =)
Fredde2000-12-15 16:38:31
dispel is overpowerd? i mean 4 in one bash! even if they where stored wich they cannot be and quick it shouldent be able to hit 4 times. i mean you get like max 3 quick harms in one bash. bah!
Hannibal2000-12-15 16:50:20
wow, that sucked! well thats where mume is going... you get more and more afraid of eating a bash, and thus more of a *cluck cluck* player......
Idun2000-12-15 17:02:45
I think it's time someone high up realised spells should trigger autowimpy.
Skojardu2000-12-15 17:03:51
Well 1 slash 5 dispels to kill a 365 hp orc the average damage wern't to high
Still get bashed surely will get you killed :( *Comf*
Skojardu2000-12-15 17:04:32
Fix that good damn line break was suppost to be :( *stare*
Alweon2000-12-15 17:49:10
Well, Manaja and I had just finished whackin Tupoun between Irontrap and Strawmats when this happened. Valiant effort by Tupoun... I never left cold mana that entire fight after blocking both doors, and armour and shielding myself mid-fight =p Fight seriously took at least 4-5 minutes of pure pk, with the danger that more would storm from above... I swear I got the message "Your will blocking the Irontrap has resisted a breaking attempt." about 10 times that i could count... If Manaja could post the entire Log from when Tupoun entered, to when he killed Warzur it would be pretty cool. The second Warzur entered I bolted to crossing for fear of my life, since i was icy, armour was low, and i had about 50 moves =p
Alweon2000-12-15 17:50:24
Not to mention, I had some shining in loot =p
Nazgum2000-12-15 18:15:05
since no one has mentioned it yet, Manaja did not swing ONCE during those 4 dispels while buffing this puke. That means the puke had zero chance to try to escape from the bash. Imo this should be abuse of bug, but no damn gods will post about it
Bornack2000-12-15 18:23:38
Kodar we hafto talk :P
Alweon2000-12-15 18:24:07
He didn't hit, but he was using an ornate warhammer, which is pretty slow... musta just had a bad round since he was stil engaged with him...
Meteor2000-12-15 18:36:25
Yawn fuckin solve this fakking bug
Silicon2000-12-15 19:51:29
Hey, the bashtrap thing is really stupid. Its the advantage of pukes anyway, since they have less casting delay for spells (especially quick spells, not to mention lower mana).
Nienor2000-12-15 21:04:04
You want an official explanation of the game mechanics in this case? Very well. I'm somewhat surprised most of the game hasn't found it out yet, since I personally have known it even before I had a god - and without obtaining any restricted information.

Your auto-flee is triggered only once per round at a certain scheduled moment if at that moment your hps are below your wimpy, independently of when or how you took damage. Thus no kind of damage triggers auto-wimpy - neither hits, nor spell damage. Bash traps are about nuking a player before he gets too many scheduled auto-flee attempts. Since currently it is much easier to nuke a player fast with spells than with hits, we keep getting the complaints of how spells do not trigger autowimpy, when in fact no kind of damage does.

A description of the current flee scheme was posted on the news when it was first implemented. (I personally have hated it from the very first day, some time in 1995, but I agree that the scheme was somewhat warranted.) The management is aware that its behaviour is currently a problem and is looking into it.
Nienor2000-12-15 21:05:48
Damn! I had this so nicely formatted into several paragraphs. I guess I should not try to post anything serious on this forum.
Voile2000-12-15 21:12:36
To Nienor: I guess Managment posting comments here is a good thing, since many players dont have boardreaders, so just ignore the layout of a post and keep commenting!
Otherwise i agree with the fact that those dispels were very nice considering the zone. +4 attack ?
Vorlin2000-12-15 21:43:21
Perhaps the solution could be a simple one: have auto-wimpy attempt a flee for any damage that takes you down to equal or below wimpy, and for any damage taken while hitpoints were equal to or below wimpy. This seems the most 'logical' fix (you try to flee from the pain) but might have an exploitable loophole. Anyone care to comment?
Nienor2000-12-15 21:50:35
This is the way it used to be originally, I believe. Unfortunately, the common perception then was that it makes it way too easy for a player to attack another player or a group and then escape the fight, thus making certain people virtually unkillable. It's a good question whether this argument is still valid.
Rippin2000-12-15 23:00:47
Hmm if u say so Nienor. Still, as soon as u get hit with melee weapon (fist too) below wimpy, u ALWAYS (today atleast i had a 100% succes ratio) start to flee, from whence u get constant amounts of flees per time unit. With spells this doesn't happen, usually u dont get chance to start flees with wimpy until someone tries hit u or u try hit some1.
Dunno how wimpy here was, but if it was at 100 orso hp, orcie shuoldave had atleast 1 flee attempt.
Cur2000-12-16 01:41:21
Only if a round ended while he was at hps below wimpy. Flee attempts while bashed are timed during a round, when you hit below wimpy, you will attempt to flee at the next allocated FleeTime. If you're unlucky, you may have to wait almost a full round, which is kind of long when you're getting nuked with spells that do 80 hps damage every 0,2 seconds.
Vorlin2000-12-16 01:42:11
Now that the code has been changed so you can't run around with max wimpy all the time it might be worth trying it again. I understand about the fine line between a flee-favoring mud vs. a killer-favoring one. I played extensively as a pkiller on a mud where the code greatly favored the fleer, and it was pretty ridiculous. As I've mentioned in other posts, I don't think the real problem is the mume code per se, but instead that so many people have simply become so expert at playing it that they are an unbalancing factor in and of themselves.
Cur2000-12-16 01:44:19
...and I agree with Nienor, I'm surprised that people don't know this. AND you get more attempts if you're piercing and have the attack skill. If I remember correctly, we tested this some way back and found out that you had the best chance of escaping if you were a piercing warrior with max attack.
Bramba2000-12-16 04:24:17
365 Maxhits?

No wonder you died.
warzur2000-12-16 09:30:10
yeah i had newbie age but i had about 145 defence and 152 with engr sword so...
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