Etherdrifter

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Everything posted by Etherdrifter

  1. Essentially, the more health you have magically healed, the less you get healed. It stacks. It's great for dragon geared folk (they rarely hit high heal res in PvE because their gear has such a huge reduction) and high "skill" (big numbers) players, but it heavily impacts less tanky (worse geared), and "unskilled" (small numbers) players. In all honesty, from a PvP direction this might be desired to reduce swarm effectiveness. From a PvE perspective, it punishes the wrong people.
  2. Each LoF cast is 60 favour. You'll use about 50+ casts per rift easily (so 3000+ favour) Each LoF garners a capped amount of points and can only be cast after cooldown. Spam healing at a rift is prohibitively expensive. LoF is favoured as amount healed is not considered when awarding points (point hunters) and healing requires people to stand still (healers hell). Regardless, this is about heal caps. Agreed, let's have HotA and custom kingdoms on PvE!
  3. I mean, thats what healers do anyway (and the materials cost to heal at that rate is extreme may I add) - the heal nerf hasn't changed that in the slightest. I'd much rather the skills I gave up the ability to improve for mattered too! This is really just a "balance" attempt that might have fixed an issue in PvP, but introduced a loss of QoL in PvE. Just stick an if statement in the code that checks if the server is Chaos/Defiance when applying the heal debuff. PvP gets to keep it's much needed fix, PvE gets to keep its QoL, and everyone is happy except for the people who aren't nice to their local Fo priests!
  4. I mean... The code has already been split, thats why we can't unite the old and new clusters apparently. This particular issue could use fixing - it really adds nothing to PvE as it stands.
  5. I mean - losing your horse on Release is likely not too bad, but a dead horse on Xanadu? Lets hope that the rewards scale to the increased risk!
  6. At a guess, the "dump skills" command is something clientside and not serverside, as it is just pulling information that the client already has (i.e. an updated list of skills). If that's the case, it's easy enough to dump it in different formats (.csv is just a text file with commas!)
  7. Why would I mock someone else's code? I just hate java because trying to do anything in it always turns into a tour-de-force. Anyone who can get something working in that dumpster fire of a language is worthy of respect. As Ekcin mentions, it might be better to upload the file, parse it in something else, then work directly with the CSV output using a separate function. A "dumb parser" like the one suggested also means that as skills are added, you won't need to update your parse function, only the storage one. It also means that if the Devs take your decision onboard, you'd just have to snip the parse call out.
  8. Jesus christ, what kind of madness is that?!? 533 lines?!? The code snippet below is what I'd use (just save it as a .py file, make sure there is an INPUT and OUTPUT folder (you can change what you call them)). Dump what you want to convert into input, it'll spit out the csv files into output (with the same names).
  9. (Quick and dirty CSV Conversion) Open the output file in notepad++ (or any other half decent text editor) Delete Rows 1--5 Then you just do a bunch of find and replaces using REGEX Replace->Regular Expressoin (Wrap Around and Match Case Ticked) Find : (\d+.\d+) (\d+.\d+) (\d) Replace ,\1,\2,\3 Find + (two spaces followed by a +) Replace (blank) Find Skills,0.0,0.0,0 Replace Skills,Current,Max,Affinities Save as .csv with the character name and server Enjoy It's a simple enough process that creating a script to run it on a file that was just created shouldn't be too tricky
  10. It has been over a year since I have I think now? I supported development for many years by paying with cash, because I believed the game could go in a direction I would enjoy more, but these days I'm only around for the good friends I made here and development direction is of little real hope!
  11. Sounds reasonable as alters form a type of rift clutter and likely holy spot clutter too! Might be a nice item to add to treasure hunts... "Unblessed <material> portable altar [1/8]"
  12. Hedges with a wild growth make for good rift pens (then you just have a gate to bash)
  13. Personally, I'd never use it, but I can't see the harm in it. It's a nice idea - 1k karma for 30 mins sleep bonus, 2k for 75 mins.
  14. Might be a lack of maple trees nearby then 😛 On a more serious note though; it could just be very very bad rng. If it were animals out of player sight getting treated differently, that would be much more obvious on larger servers like Xanadu where some spots have not seen a player in years.
  15. Theoretically, it depends how ticks are processed. I would assume ticks are applied in a random global manner so players in local shouldn't have an impact. It might be something to do with deed ratio?
  16. The ability to automate tracking/rewards when the quest giver needs to sleep/engage with the world outside?
  17. So, in the past, I used to maintain a small "wayshrine" near my home on Release with wrapped cotton and covers stored in a chest in a hedged area. Wrapping was removed though, and after that point I used to just keep an enchanted grass tile in the wayshrine (heals medium wounds, or even some bad ones if you follow fo). Enchanted grass decay was added, so I started just keeping a hedged area for the wayshrine. Suddenly, with animal changes, my 30 min round trip to repair the gates on these hedged areas became a 1 hour round trip. These days, I see so few people in local, I don't really bother making the 1 hour round trip to repair the gates. I wouldn't say player attitudes have changed, I'd say it's a combination of mechanical tweaks that have made creating and maintaining safe spots harder, and changes to the overall "feel" of the game (my data pointed to it "feeling" emptier).
  18. For free followers - probably Fo, for other followers its Vyn For priests - the money is all in Vyn/Lib, but Fo/Mag priests get to travel more. The former are better for alts, the latter are better for life.
  19. Honestly, this sounds like the superior option. A nice easy way to send your critter home, one that relies on player agency and design. Of course, those of us who choose hermitage wouldn't have such options, but I think it would help those who do!
  20. There is already a system in place for recipe drops on some critters, adding treasure maps to the mix on sentient humanoids (goblins, trolls, arguable lava fiends) could be a good way to go (just tweak the odds to match the current rare roll ones).
  21. Ahh, I see. I assumed this was a priest spell that just zapped 1000 karma over. This sounds much more reasonable.
  22. Sounds like an increased reason to run priest alts to me! It gets a -1 for me unless it is gated behind high channeling.
  23. So, nextgaussian is normally distributed. This (essentially) means that values towards the center are much more likely than values at the extremes. Depending on how the difficulty displayed to the player is calculated, that may be why failures might feel "sticky". It might be you have a linearly calculated difficulty [i.e. if you need to roll a 10/100 or above, it would be 10% chance of failure] but a non-linear distribution of values rolled [X~N(50,33^2) might fit if they multiply the value calculated by 33 and add 50 (which means >99% of rolls will fall between 0 and 100), and so P(X<10)=11.27% instead, giving a much higher rate of failure compared to the advertised one over a long period]. This would give inflated chances of failure at positive extremes, and an increased chance of success at negative extremes With rejection thrown in you're just eliminating very very extreme values (whose probability is already so close to 0 it beggars belief, again due to the Normal nature of nextgaussian). This is unlikely to created noticeable skew.
  24. Well, they're the only time on wurm folks actually want or need healers; but yes. There are 0 rewards for the healers, mostly we do it for the fun of it.